Editing Spam

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'''Spam''' is a colloquial phrase that refers to the repeated use of a certain move during play. While a player can spam certain attacks for various reasons, the most common reason is that said move is low risk and high reward with no reason to change strategy. Spamming is most effective for moves with a combination of low [[lag]] and long [[range]] (such as a fair amount of [[forward tilt]]s), as well as those with fast repeating hit rate (such as [[Fox]]'s [[Blaster]] from ''Melee'' onward). While the term "spam" usually refers to attacks, it can also refer to any repeated action at all, such as [[dodging]], [[edge]] grabbing, or [[taunt]]ing.
'''Spam''' refers to the use of a certain move by any character that is repetitively being used, be it a ground attack or a [[projectile]], the latter being most commonly spammed. Spamming is more effective for a move if the move has little-to-no [[lag]]. This action is sometimes considered [[cheap]], especially when players have difficulty countering it. [[Juggle|Juggling]] an opponent involves spamming the up tilt or up smash (in most cases) of a character. [[Chaingrab]]bing is also sometimes considered a form of spamming. While the game discourages spamming with [[stale-move negation]], the point of spam is to throw out many attacks to the point where the reduced damage can be made up simply by using the move twice as much, and in the case of some moves like Sheik's forward tilt the reduced damage and knockback makes it even easier to spam. Spamming all the time will make a player's attack pattern very predictable and easier to counter. Playing with characters with counterattacks or [[reflector]]s is also a good way to deal with spam. Using spam as an excuse for losing is usually considered a [[John]].
 
Most forms of spamming tend to be the result of a player's inexperience with their character or the game's mechanics, and thus gravitating towards what seems to work the most consistently. While this strategy can be effective to an extent, hence why attacks are spammed in the first place, spamming often ends up making a player's attack pattern very predictable and easy to counter. Examples of these moves include Kirby's [[Stone]] and Pikachu's [[Thunder]]. Characters that possess [[counterattack]]s, [[reflector]]s, or other powerful [[punish]] options can usually deal with this type of playstyle, often by spamming said moves right back.
 
In a competitive sense, there is technically nothing wrong with spam, so there are very few rules on the subject. Spam is usually considered [[cheap]] when the strategy is exploited and players have difficulty countering and punishing it, though that is typically the extent of the controversy. Some forms of spam are considered important to a character's game plan; [[juggling]] an opponent involves spamming the [[up tilt]], [[up aerial]], or [[up smash]] of a character (in most cases, the former two). That being said, some techniques used in high-level play, such as [[chaingrab]]bing and [[planking]], are also occasionally considered a form of spam, some of which have been banned in tournaments in certain situations, such as [[wobbling]]. Some moves, like Sheik's forward tilt in ''Brawl'', are ironically easier to spam over time due to stale-move negation drastically reducing their knockback. Using spam as an excuse for losing is usually considered a [[John]].


==See also==
==See also==

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