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'''Stalling''' is a deliberate attempt to make a match last longer. An example may include racing around [[Hyrule: Temple]] while an opponent chases behind. This can be helpful to some characters, such as [[Wario (SSBB)|Wario]] and [[R.O.B. (SSBB)|R.O.B.]], who have attacks that charge up after periods of time, respectively [[Wario Waft]] and [[Robo Beam]].
{{cleanup|Better list, better opening}}Stalling is defined as any action that deliberately avoids all conflict as to make the game unplayable. It involves the player using a move or technique to waste time, usually done in time matches or timed stock matches. Stalling is banned in tournaments, as tournaments use timed stock matches.
 
   
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Many stalling techniques are also banned, such as the [[Luigi Ladder]], using [[Peach Bomber]] infinitely against a wall, using [[Sonic (SSBB)|Sonic's]] [[Homing Attack]] underneath a stage, and the [[Dimensional Cape #Infinite Dimensional Cape|Infinite Dimensional Cape.]]
==Examples of Stalling==
 
*Repeatedly using [[Homing Attack]] with Sonic or Kirby under a stage.
 
*Using [[Peach Bomber]] repeatedly against a wall without gaining height. However, this technique can be used for recovery in tournaments.
 
*Using [[Rising Pound]] repeatedly away from the other player. However, as with Peach Bomber, if this technique is being used for recovery, it is allowed in tournaments.
 
   
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Some moves that slow a character's falling speed in the air can help to stall off-stage or high above the ground, forcing an opponent to approach into a disadvantageous position. Moves with this ability include Wii Fit Trainer's Header and Deep Breathing, Bayonetta's Bullet Climax, Fox's Reflector, Ryu's Hadoken, Jigglypuff's Pound, Corrin's Dragon Fang Shot, Samus' Missile and Bomb, and Mario's Cape, among many others. Using these moves can not only slow descent to force an opponent approach but can also charge up an attack or projectile out of reach of the opponent or throw out an attack or projectile to damage opponents.
==Trivia==
 
 
[[Category:Terms]]
*If there is a [[Stage| stage]] that can be jumped through, it will be impossible to stall on.
 
*If a player is too far away from a stalling area (possibly [[Final Desination]]), with [[Sonic]], he will just go go down because the game thinks the blast line is a "floor".
 
 
[[Category:Techniques]]
 
[[Category:Techniques]]
[[Category:Techniques (SSB)]]
 
[[Category:Techniques (SSBM)]]
 
 
[[Category:Techniques (SSBB)]]
 
[[Category:Techniques (SSBB)]]
 
[[Category:Techniques (SSBM)]]
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[[Category:Techniques (SSB)]]
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[[Category:Techniques (SSBWU/3DS)]]
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[[Category:Stubs]]
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[[Category:Competitive Play]]
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[[Category:Strategies]]

Latest revision as of 13:44, 6 May 2016

Stalling is a deliberate attempt to make a match last longer. An example may include racing around Hyrule: Temple while an opponent chases behind. This can be helpful to some characters, such as Wario and R.O.B., who have attacks that charge up after periods of time, respectively Wario Waft and Robo Beam.

Many stalling techniques are also banned, such as the Luigi Ladder, using Peach Bomber infinitely against a wall, using Sonic's Homing Attack underneath a stage, and the Infinite Dimensional Cape.

Some moves that slow a character's falling speed in the air can help to stall off-stage or high above the ground, forcing an opponent to approach into a disadvantageous position. Moves with this ability include Wii Fit Trainer's Header and Deep Breathing, Bayonetta's Bullet Climax, Fox's Reflector, Ryu's Hadoken, Jigglypuff's Pound, Corrin's Dragon Fang Shot, Samus' Missile and Bomb, and Mario's Cape, among many others. Using these moves can not only slow descent to force an opponent approach but can also charge up an attack or projectile out of reach of the opponent or throw out an attack or projectile to damage opponents.