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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], in which 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 {{SSB|Captain Falcon}} to [[approach]] {{SSB|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 Hyrule Castle has since been banned in most tournaments. | 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], in which 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 {{SSB|Captain Falcon}} to [[approach]] {{SSB|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 Hyrule Castle has since been banned in most tournaments. | ||
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. Also, not all time out strategies are created equal, with some considered more egregious than others. While some are so antithetical to competitively play that they are banned outright, some are more tolerable to an | 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. Also, not all time out strategies are created equal, with some considered more egregious than others. While some are so antithetical to competitively play that they are banned outright, some are more tolerable to an extent and thus players are allowed to do a maximum amount of intervals before being penalized. The game developers have even addressed these timeout strategies, like repeatedly grabbing the [[edge]] in ''Ultimate'' without getting onto a platform will gradually decrease intangibility frames until none remain, with the character eventually no longer being able to grab the edge and [[self-destruct]]ing. | ||
==Gallery== | ==Gallery== |