• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

At what % should infinites end before they are considered stalling?

Flayl

Smash Hero
Joined
May 15, 2006
Messages
5,520
Location
Portugal
In order to make sure a player doesn't extend an infinite more than needed to KO the opponent so he can waste time, what should be the damage % limit before a judge warns the player to stop?

I've heard 200% and 300% as possible limits, which one of these should I go with? Is there a better one?

edit: This is for Brawl, but info for a limit in Melee is useful as well.
 

'V'

Smash Lord
Joined
Jun 28, 2009
Messages
1,377
Location
Baton Rouge, LA
I think Brawl tourneys have used 300% (at least for the Dedede infinites)
Melee uses a range of about 200-250%

In all fairness though, it's up for the TO to decide. Try using different amounts for each tournament and see what works.
 

choknater

Smash Obsessed
Joined
Dec 25, 2002
Messages
27,296
Location
Modesto, CA
NNID
choknater
running the clock with an infinite is not a viable strategy IMO. running the clock with camping is, cuz at least u offer ur opponent the option of chasing

300% is reasonable for ddd's standing infinite cuz it guarantees a KO for fthrow or bthrow

for ic's infinite, 200 or 250% is reasonable.

well anyway, as long as ppl go past kill percents really far it can be considered stalling, most ic's end their cg's at 100 or so against light or mid weight characters anyway, cuz they know the usmash is gonna kill. for heavies, they might go to 140 or 150 just to make sure. as long as u dont go too far past that with the purpose of running the time, its not a big problem
 

Wobbles

Desert ******
BRoomer
Joined
Oct 9, 2006
Messages
2,881
Location
Gilbert, AZ
Trademark: So you're saying getting caught by a single infinite is reason enough to cost you the entire round?
 
Joined
Aug 21, 2009
Messages
99
Location
The Netherlands
300% would be really silly. You can kill almost everyone without godlike DI at the edge of the stage with a F-throw at 200%. That's stalling 100% you can stall, thinking that one stale D-throw is 5%, that's 20 throws. You can hold your opponent for a while before D-throwing him again, you can easily stall 1½ minutes.
 

Alus

Smash Champion
Joined
Jul 7, 2008
Messages
2,539
Location
Akorn(Akron) OH
NNID
Starsauce
3DS FC
5327-1023-2754
there shouldnt be a limit. running out the clock had always been a viable strategy. people shouldnt be getting caught in infinites in the first place
This is quite the naive thing I have read in awhile.

What you are referring to is known as STALLING!!!

Your putting yourself in a situation where the opponent truly cannot do ANYTHING to you.

That is NOT a viable strategy (in case you didn't know).
 

trademark0013

Smash Champion
Joined
Jan 30, 2006
Messages
2,067
Location
South Africa, playing in the World Cup
tbh only infinites i kno of in this game were tilt ones and DDD's CG across the stage or against walls. didnt realize there were others. my mistake on that

only tru infinites in melee are drill/wave shining (which cant be done on the allowed stages because it'll change and end it for the most part) and wobbling (which is banned at most tournaments)
 

The Sauce Boss

Smash Ace
Joined
Dec 14, 2008
Messages
766
Location
Ann Arbor, MI
300% Characters like snake and d3 easily live past 200%. You want to be absolutely sure they are in KO percent if the player doing the infinite messes up the KO move at the end of the infinite.
 

smashkng

Smash Lord
Joined
Feb 11, 2009
Messages
1,742
Location
Malmö, Sweden
NNID
Smashsk
3DS FC
0318-7423-9293
Limit should be percent an infinite CG is guaranteed KO with DI. But infinite grab releases, for example Ganon on Wario, can take forever, so if he stands and doesn't pummel should be considered stalling.
 

Mota

"The snake, knowing itself, strikes swiftly"
Joined
Jul 19, 2008
Messages
4,063
Location
Australia | Melb
For brawl you should use about 200%-250% all characters should be able to kill at that range, no need to go any higher.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
For brawl you should use about 200%-250% all characters should be able to kill at that range, no need to go any higher.
DK can live from DDD's infinite at that percent. I think Wario can live from ZSS's infinite at that percent too (unless she can grab release to uair or something). The percentage cap needs to be high enough to ensure that the player is guranteed a kill from it (as is the point of infinites)
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,438
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
The official tournament rules are 300%, as said by the Smash Backroom.
And this is where it should stay.

Its Super-Sudden Death %, so you're garunteed a kill unless you hit with some ****ty multi-hit move that your opponent can DI out of before the strong hit.
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
i think an alternate solution is to implement some sort of suicide rule where any player can signal their intention to immediately suicide if released from such an infinite/combo once THEY feel like they are being stalled out and would prefer to continue gameplay instead of attempting to avoid the deathblow

it's hard to say whether this would work, largely because of the honesty/trustworthiness issue (asking to be let go, then not suiciding immediately/at all), but in theory, this both allows 'infinites' and disallows stalling, all without the need to call an arbiter over to determine whether 253% is a kill percent as opposed to 249%
 

My Cat Owns

Smash Apprentice
Joined
Aug 18, 2009
Messages
188
Location
North Carolina
DDD can kill anyone at 250% I'm sure, with dtilt (guaranteed). Snake might live, but icgs are unfair anyway, so they should be let out at that percent to at least give the other person a chance. idk, it's up to TO
 

Flayl

Smash Hero
Joined
May 15, 2006
Messages
5,520
Location
Portugal
DK can live from DDD's infinite at that percent. I think Wario can live from ZSS's infinite at that percent too (unless she can grab release to uair or something). The percentage cap needs to be high enough to ensure that the player is guranteed a kill from it (as is the point of infinites)
Dedede can down tilt DK out of a Dthrow and kill him way before 300%. I made this topic specifically because I thought 300% was too high.

Pocky's solution is nice, too bad there are players who would definitely abuse it.
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
maybe if your suicide request is something like unplugging your controller (or taking the back off your wiimote/unplugging the nunchuk/whatever), it would be harder to abuse
 

professor mgw

Smash Champion
Joined
Dec 31, 2008
Messages
2,573
Location
Bronx, NY
NNID
Prof3ssorMGW
honestly INFINTE ANYTHING MAKES THE GAME LESS FUN WHEN ITS OVER USED.
i say 100%. infinte's leading into a kill is NO skill, work for 1/4 of the win atleast.
 

Sox

Smash Journeyman
Joined
Aug 10, 2007
Messages
204
Location
CT
honestly INFINTE ANYTHING MAKES THE GAME LESS FUN WHEN ITS OVER USED.
i say 100%. infinte's leading into a kill is NO skill, work for 1/4 of the win atleast.
this is a topic in tournament discussion, dude. Play to win, not for fun.
 

Llumys

Smash Champion
Joined
Sep 9, 2007
Messages
2,905
Location
Saskatoon, Saskatchewan
Ice Climbers can easily kill the heaviest of characters on most stages with a fully charged up smash at 150%, so I think that's a good limit. For Dedede, I definitely think 200 is a good percentage to stop.
 

Tichinde925

Smash Legend
Joined
May 4, 2006
Messages
1,391
Location
U.S.A. (Warwick, RI)
I won with a reverse infinite in Melee back in 2006 / 2007 at a Mass Madness.

It was a fox ditto, and I first shined spike the opponent so now it was 4 lives (me) vs his 3 lives. I then fired lasers at him repeatedly until he put his reflector up. Then I kept firing lasers away for about 7+ minutes winning the match. I had 999% dmg ofcourse.

i think an alternate solution is to implement some sort of suicide rule where any player can signal their intention to immediately suicide if released from such an infinite/combo once THEY feel like they are being stalled out and would prefer to continue gameplay instead of attempting to avoid the deathblow

it's hard to say whether this would work, largely because of the honesty/trustworthiness issue (asking to be let go, then not suiciding immediately/at all), but in theory, this both allows 'infinites' and disallows stalling, all without the need to call an arbiter over to determine whether 253% is a kill percent as opposed to 249%
So how would that work with my method of stalling?
 

Melomaniacal

Smash Champion
Joined
Apr 12, 2007
Messages
2,849
Location
Tristate area
Ice Climbers can easily kill the heaviest of characters on most stages with a fully charged up smash at 150%, so I think that's a good limit. For Dedede, I definitely think 200 is a good percentage to stop.
You could probably wiggle out of the grab before ICs can get a fully charged up-smash at 150%.

If you're really determined, at least.
 
Top Bottom