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Stalling is any deliberate attempt to avoid conflict and waste time, with the goal of making the game unplayable or winning a match by going to time out. It involves using actions and techniques to waste time, such as running away, planking, and infinites. Stalling is not to be confused with camping. A camping opponent still intends to fight, just at a distance; a stalling opponent does not intend to fight in any way. Examples of stallingSuper Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate
In competitive playStalling is generally considered a viable strategy for certain matchups, as getting a quick lead early on and then avoiding the opponent until time runs out is considered easier than actually engaging and attempting to take stocks. Agile characters, especially ones with good air mobility that can safely travel under a stage, are usually the most successful at stalling. That being said, stalling goes against the fighting game philosophy of the Smash series, and therefore is generally looked down upon at a serious competitive level. Not only do most players find stalling annoying to deal with, most spectators find stalling boring to watch, leading to an unpleasant situation for everyone. Many forms of stalling are typically banned in tournaments in addition to techniques that may lead to stalling. Excessive stalling can prolong a tournament and will often have the smasher disqualified. However, this rule is sometimes difficult to enforce, as "excessive stalling" is a subjective phrase with many opinions on where the threshold is. The act of punishing stalling at all has even proven controversial, as some consider stalling to be exploitive of character mobility and detracting, while others see it as a skillful and legitimate way to win, requiring careful spacing and effective mindgames. Some forms of stalling are allowed if the opponent is capable of dealing with them or if the technique is too subtle to be recognized as stalling. Other forms of stalling are allowed a maximum amount of executions, such as a rule in many Melee majors where a maximum of 60 planking attempts are allowed. However, this rule only comes into effect if the game goes to a time out, meaning players theoretically can perform the technique an unlimited amount of times as long as the they can take all of their opponent's stocks. Supernova 2025 introduced an anti-stalling rule for their Ultimate bracket where any player who uses the same special move more than five (5) times without returning to the stage (ledge does not include stage) is stalling, and may be subject to a game loss. This rule only applies to actions taken beneath or outside of the stage ledges. Enforcement of this rule is done via replay review to avoid matches being stopped or stalled. A player may call a TO over after the match concludes. Characters using repeat special moves more than 5 times with clear intent to return to the stage (for example: using R.O.B. Up Special multiple times) or to progress the game state via engaging with the other player (through edgeguarding, for example) will not be penalized via this rule.[2] See alsoReferencesRetrieved from "https://www.ssbwiki.com/index.php?title=Stalling&oldid=2046078" |
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