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The legitamacy of timing out as a strategy, however, is controversial. Some smashers have claimed that timing out is a [[cheap]] and unsportsmanlike tactic, and the tactic has also been described as requiring [[camping]] and [[stalling]] in order to work, both of which are unpopular methods to play. Other smashers, however, claim that winning via time outs requires its own strategy to consistently pull off, and that characters with relatively poor KOing ability, such as {{SSBB|Samus}} and {{SSBB|Sonic}}, require the use of timing out in order to remain competitive. | The legitamacy of timing out as a strategy, however, is controversial. Some smashers have claimed that timing out is a [[cheap]] and unsportsmanlike tactic, and the tactic has also been described as requiring [[camping]] and [[stalling]] in order to work, both of which are unpopular methods to play. Other smashers, however, claim that winning via time outs requires its own strategy to consistently pull off, and that characters with relatively poor KOing ability, such as {{SSBB|Samus}} and {{SSBB|Sonic}}, require the use of timing out in order to remain competitive. | ||
The time out issue in ''Smash 64'' can be significant on stages like [[Hyrule Castle]] in certain matchups. A primary example of this is [https://www.youtube.com/watch?v=D52KGq4jlMQ&t=12m57s a match of Mew2King vs. Stranded], where Mew2King manages to [[stall]] on the left side of the stage for nearly four minutes without either player taking any damage. This issue is significant in this position as it is extremely difficult for Captain Falcon to [[approach]] Kirby safely without getting lured into a combo, as long as the Kirby player keeps spacing up tilts and back airs. This is one of the main reasons why many players have considered banning Hyrule Castle. | |||
The effectiveness of timing out depends mostly on the length of time specified by the ruleset; the more time is allowed, the less viable timing out is. At the same time however, time limits longer than a certain point do nothing but make matches run longer than necessary; if a player is successfully camping out the opponent, an extra few minutes does nothing but lessen the opponent's drive to counter and delay the camper's win. | The effectiveness of timing out depends mostly on the length of time specified by the ruleset; the more time is allowed, the less viable timing out is. At the same time however, time limits longer than a certain point do nothing but make matches run longer than necessary; if a player is successfully camping out the opponent, an extra few minutes does nothing but lessen the opponent's drive to counter and delay the camper's win. | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:TimeBrawl.jpg|In Brawl. | File:TimeBrawl.jpg|In ''Brawl''. | ||
File:Smash64tiime.jpg|In Smash 64. | File:Smash64tiime.jpg|In ''Smash 64''. | ||
</gallery> | </gallery> | ||
[[Category:Multiplayer modes]] | [[Category:Multiplayer modes]] | ||
[[Category:Competitive play]] | [[Category:Competitive play]] |