Camping: Difference between revisions
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==In Smash Bros== | ==In Smash Bros== | ||
It can have several purposes, including: | It can have several purposes, including: | ||
* Using a spammable projectile, which can also be done to force the opponent to approach | *Using a spammable projectile, which can also be done to force the opponent to approach | ||
* Charging a move that needs charging | *Charging a move that needs charging | ||
* [[Stalling|Wasting time]] | *[[Stalling|Wasting time]] | ||
* Leading the opponents into a mine or [[Pitfall]]. | *Leading the opponents into a mine or [[Pitfall]]. | ||
* Waiting for the opponent to approach with for example Wario's air camping, usually done with percent or stock lead. | *Waiting for the opponent to approach with for example Wario's air camping, usually done with percent or stock lead. | ||
* In battle with multiple fighters, waiting until the enemies have taken more damage. | *In battle with multiple fighters, waiting until the enemies have taken more damage. | ||
===Planking=== | ===Planking=== | ||
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===Air Planking=== | ===Air Planking=== | ||
Certain characters in every Smash game, especially Super Smash Bros Brawl, are very good at keeping themselves in the air. The most notable example of this is | Certain characters in every Smash game, especially Super Smash Bros Brawl, are very good at keeping themselves in the air. The most notable example of this is Meta Knight's down air. This was seen by people who plank as an exception to the stalling/ledge grab rules as Metaknight's down air has the speed and reach to prevent opponents from approaching. Wario is also a well known plank based character, as Wario has one of the best aerial movements in the game due to a very good [[air speed]], short hop, and air dodge. In Melee, repeated Jigglypuff [[Wall of Pain|WOP's]] can be seen as a form of air planking, as Jigglypuff's back air and n-air are both great combo starters. The main example of air planking in Smash 64 is Pikachu, using back air and n-air, but most stalling in Smash 64 is from Fox's laser or Kirby's up tilt. | ||
===The comparisons to excessive stalling=== | ===The comparisons to excessive stalling=== | ||
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*[[Turtling]] | *[[Turtling]] | ||
[[Category:Terms]] | [[Category:Terms]] | ||
[[Category:Techniques]] | |||
[[Category:Techniques (SSB)]] | |||
[[Category:Techniques (SSBM)]] | |||
[[Category:Techniques (SSBB)]] |
Revision as of 22:48, August 11, 2010
Camping is the act of moving to a far corner of a stage, or to a lonely, safe place to evade the opponents.
Origins
The term "Camping" is mostly known in First Person Shooter video games, yet it has a different purpose. When camped, the player stands on his place, preferably ducked and in some sort of hiding spot, and waits until an opponent comes by. The victim has no idea that the camper is hiding, and when he realizes, it's probably too late. Campers are usually insulted for their acts.
In Smash Bros
It can have several purposes, including:
- Using a spammable projectile, which can also be done to force the opponent to approach
- Charging a move that needs charging
- Wasting time
- Leading the opponents into a mine or Pitfall.
- Waiting for the opponent to approach with for example Wario's air camping, usually done with percent or stock lead.
- In battle with multiple fighters, waiting until the enemies have taken more damage.
Planking
In Super Smash Brothers Brawl, Planking is a form of camping that abuses the invincibility of stage ledges. Planking refers to repeatedly dropping off the ledge and grabbing it again, dropping off again before the invincibility wears off. It is technically possible in all Smash Bros. games, but is very difficult to edgeguard against in Brawl. Attempts to attack the planker are typically met with aerials for a gimp kill. This was named after a Californian Meta Knight user who was known for "planking" the edge. He did this well enough, and because it was such an early tournament in the game, that he won the tournament through this technique. Mr. Game & Watch and Pit are more examples of characters that are notable at planking. In tournaments, excessive edge planking is usually prevented through the ledge grab rule. There is also a version of this called Air Planking.
Planking is the most common (and most successful) strategy in Cruel Brawl.
Air Planking
Certain characters in every Smash game, especially Super Smash Bros Brawl, are very good at keeping themselves in the air. The most notable example of this is Meta Knight's down air. This was seen by people who plank as an exception to the stalling/ledge grab rules as Metaknight's down air has the speed and reach to prevent opponents from approaching. Wario is also a well known plank based character, as Wario has one of the best aerial movements in the game due to a very good air speed, short hop, and air dodge. In Melee, repeated Jigglypuff WOP's can be seen as a form of air planking, as Jigglypuff's back air and n-air are both great combo starters. The main example of air planking in Smash 64 is Pikachu, using back air and n-air, but most stalling in Smash 64 is from Fox's laser or Kirby's up tilt.
The comparisons to excessive stalling
Compared to excessive stalling, which is banned, planking or air planking are not banned as it is possible for the opponent to approach. It is more that they are getting themselves into a better position while still being able to hit their opponent. Or in other words, stalling just to make the time go lower is banned while minor stalling such as moving around the stage to get to a better position is not banned. This can also be compared to the infinite rule (usually chain grabs though it can also apply to other wall infinites such as Fox's shine infinite) that prevents stalling moves past 300 percent to prevent people from running the timer out.
Ledge grab rule
Due to planking being very easy to perform in Brawl, thanks to the fact that characters facing either side can sweetspot the ledge (usually with Meta Knight, though sometimes with other characters), a majority of tournaments now have a ledge grab rule. This is enforced using the end-of-match statistics, were it says on the results screen how many times a player has grabbed the ledge. If the player has grabbed over the amount of times allowed (usually in between 50 and 70 grabs, changing per state and sometimes per tournament), the person's round becomes disqualified and the opponent automatically wins the round. However, if both players exceed the ledge grabbing limit, they will often restart the match, either with the same rules, or with special rules for over-ledge grabbing applied.