I want to say that although it's fair for everyone to have their share of opinions, it's people jumping to conclusions that make the debate unnecessarily heated. I checked out what SRK said, and a lot of them jumped to the conclusion that we are n00bs because we are complaing about a tactic that we supposedly can get out of, which is not true. They don't have all the information about Wobbling and all the experience with smash, so their opinion on Wobbling is less worthy than an experienced Smash player. Not saying it's completely worthless, but although we're all playing fighting games, they're all still different.
I see some people on SRK stating how "it's only 1 stock out of 4 stocks. Big Deal. Combos in other fighting games are even more devastating." If you look at it that way, it's not so bad, but BECAUSE Smash is different from other fighting games, (trust me, I've watched lots of other fighting game vids/communities and know how their metagame works) it's not the same at all.
We're talking about relativity here.
In fighting games, there are combos that deal 50% damage and even more, so what's the big deal? Simply because 50% damage combos are pretty common with tons of characters. You can say it's a "norm" for fighting games like GG, 3S, MvC2, etc. However, smash has a completely different system of stocks where damage doesn't always mean everything. You can kill people as low as 3% and sometimes it'll go up to 200%. You'll notice that NO combo in the game guarantees a death (aka DI comes into play) Everything you do just racks up damage and helps you lead to an easier kill (most of the time at least) But none of this matters as much as the amount of stock you have. Smash doesn't have any set % combo in relative to your max health (yes, a bit confusing).
The main point I'm trying to make in the paragraph above is that, there is no combo (besides Wobbling) that basically takes off 25% of your health instantly in any character matchup, any stage, and almost any % (15-20% and above which is basically any %). The next best thing you have is chain throwing, but even that rarely happens since how it's EXTREMELY situational based on matchup, stage (anything besides FD means you can get out of it), and % as well. It's all about relativity of power here. Sure you have infinites in several other fighting games. Lots of us know that, but infinites are pretty common in their respective games and not in smash.
Main thing I want to say is that why are people on smashboards and SRK fighting each other? Several people on both sides don't know the differences between the other side's game. It's not fair to use your own game as a measuring stick to the other person's. I don't care if you have 3 years of tourney experience of 12 years of tourney experience. That means NOTHING when you are talking about a completely different fighting system.
I'm neutral on the whole banning thing, I've yet to come to a conclusion about it. However, my main concern is addressed to the people in this thread who are hating on wobbles, and blowing a technique way out of proportion.
I am no smash n00b, this is the first game I've went to a tourney for and been competetive in; I know about the game and do actually always argue for it. I know that it is not very similar to other fighting games, however, there ARE still similarities.
What's similar about all fighting games, are the philosophies and mindset you bring with you. What's similar about all fighting games, is that there will always be something cheap, annoying, frustrating...whatever.
Point here is, are Ice Climbers unbeatable because of the infinite? No. If other players can still beat Ice Climbers, why can't you? I'll tell you why, laziness. People don't wanna seem to work for victory; and the second reason, is because these people go in with the WRONG mindset. And yes, one stock is not much; sure, it gives IC the lead...but what it doesn't do, is insure victory; what it doesn't do, is make a crappy player win; what it doesn't do, is break the game.
And people say it's easy, then why do we not see it so often? This is a old technique, why is it when it's finally used on the big screen, do people have to moan about it?
It is ESPECIALLY hard to land a throw on someone who KNOWS that you are going for it. IC play represents that of the high risk/reward style; if they keep going for it, and keep messing up (like they most likely will) then they will pay a more severe price. They will be running into danger. So if a player lands the infinite on another good player, on the big screen, in the finals, having worked for it...he/she deserves the reward. And now he/she will have to work their *** even harder to get it again or even win the entire match.
Stop thinking that Smash is SO different from other fighters; because at the heart of the game it really isn't. It's just that SSBM is unique, it has a unique and different INTERFACE, and contributes to a different type of gameplay style; and that doesn't mean that fighting game philosophies can't be applied to the game.