bman in 2288
Smash Journeyman
- Joined
- Nov 4, 2007
- Messages
- 382
I don't think Snake's ftilt lock is an infinite (unless it's by a wall, but even then I think you can DI out of it).
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wow, 26 pages of the SAME THING over and over...
@patsie: equating jp's stalling to DDD's chaingrab is a fallacy.
DDD:
affects 4 chars
causes loss of 1 stock
"situation"
JP:
affects all chars
Causes loss of match
same "situational" as DDDs.
If you compare, which seems more severe? JP's stalling.
I know this sounds suck, but something that affects 4-5 chars isn't worth banning, as all you have to do is avoid using those chars for the first match of a set. It means that they become counter pick chars instead of mains...that isn't exactly suck--you can go though and win a tournie using them over 33% of the time, and that's if you were playing people who could viably use DDD.
There, I just saved Yuna a couple seconds of thinking/writing.
Is there a penalty for calling false checkmate, or is the humiliation enough of a punishment?
And again, then it just becomes an extremely hard matchup. 5 out of 703 matchups.Well lets see. DK can't camp with projectiles. Mario can't really, Luigi can't really, Ness can't really. The only character that can reasonably camp with projectiles is Samus. (out of those that can be infinited). And again saying that it is hard to grab someone in this game is frankly stupid. If you are very good you can avoid getting grabbed but it is a challenge. Its not easy to avoid being grabbed as you asserted.
No we don't.My conclusion was that we ban things that are possible to beat, contrary to what Yuna said.
Wait wait wait! Its not a hard matchup. You said it was easy! Its EASY not to get grabbed right? So in other words you are wrong which is fine. I'm sure I've said wrong things in my life and probably in this very topic. But anyway at this point in time I was not arguing for the banning of chaingrabs. I was simply arguing that it was not easy to avoid grabbing... So you just completely changed the argument and I don't feel like arguing about that right now.And again, then it just becomes an extremely hard matchup. 5 out of 703 matchups.
Not to take sides, but i doubt he'd be saying that if zelda was one of the 7.That's the risk you run by maining one one of the Cursed 7.
Only, I said this way, way, way back in the thread. Like, yesterday or two days ago.QUOTE]
Wait, so since you said it two days ago, it doesn't apply? That doesn't seem like a very fair standard for argumentation, now does it?
You have consistently told me that there is a standard upon which we ban techniques, and that is the standard I was trying to refute. I successfully showed that it is not impossible to defeat a staller, but the technique is still banned.
If you're going to backtrack whenever I beat an argument, can you make it easy for me?
How do we determine whether to ban something? Please answer that concisely, and I will spend my time refuting it.
I really don't want to spend the time writing a response if you're just going to take back what you said later.
So at what point do we determine that is wasn't allowed?Jigglypuff could dominate the scene using stalling tactics. People used stalling tactics, it was showcased that stalling tactics do not allow the opponent to even touch you (depending on which tactic, of course). Therefore, we didn't have to wait and see each stalling tactic win a tournament before banning it. As long as it's a stalling tactic that can let you run away indefinitely and win a match without your opponent even having a chance to touch you, then it has to be banned. In other words, stalling tactics were deemed by definition broken and were therefore banned.
Here is your warrant for why it was bad: People used stalling tactics, it was showcased that stalling tactics do not allow the opponent to even touch you (depending on which tactic, of course).
So did the community just decide that it was unfair? Because at this point, it's not strictly impossible, as I've said, it's just really unfair and it gives a huge disadvantage to people playing against it. If that's the standard, then we can go ahead and ban infinites for the same reason.
*The second Jiggs gets ahead* -- So what if JP never gets ahead in the match? What if he's facing Marth and can't perform the stall tactic because he never gets ahead? You still haven't responded to the FACT that isn't NOT impossible, it's just highly unlikely. You HAVE to meet certain prerequisites to perform the stall, so it's not impossible.Yes. It's unwinnable the second Jiggz gets ahead. It's not that the matchup is inherently broken. It's that whenever Jiggz is ahead, he just won the match... without allowing you even a chance of touching him.
At least with infinites, they're not infinitely running away afterwards, preventing you from even trying to even the match out.
And yes, the reward for stalling is greater than infinites. Stall = match. Infinite = 1/4th or 1/3rd of a match. But the severity of the punishment is not the criteria we ban things on, it's the reasons behind the strategies, and in this case, stalling is similar to infinites.
You said they don't have any requirements, but I've mentioned in the past thread like 6 times that they do. In fact: you even mentioned it in your own post. The prerequisite is that you need to get above a certain percent to begin the stall. You don't enter the match with a win. It's just highly likely that you'll leave with the win, which is fundamentally different from why you said we ban things.Infinite stalls ruin the game. If at any time someone with an infinite stall is ahead, they have just won the match. And they work against everyone (except for maybe the character itself)... and have no requirements. See the connections here?
It's like "DeDeDe just grabbed DK" or "ICs just grabbed X-character"... only the arguments "It only works on 5 characters" and "It has requirements" do not apply to infinite stalls.
Look, I know the prereqs for infinites are less severe than stalling, and that stalling is much worse. But they still don't apply to your reasons for a ban, which is why I'm waiting for something else.
Is it possible to win against a rising-pound stalling JP? Of course it is! Just don't fall behind in percentage!You just argued against yourself. Is it possible to win against DeDeDe as Donkey Kong? It is! All you need to do is to win! Just kill him before he kills you!
It's impossible to never ever fall behind by even 1%, at which point you just lost the game. And matches ending the second one side is ahead by even 1% are broken enough for us to ban.
It's the same thing to a different degree. It's not probable, but it's possible. Which is all I needed to prove.
Have you never played a match where you're up in % the whole time? I have, several times. It's very possible to do, so I don't know what you're talking about.
Look, I've got to get going home. This quoting post nonsense isn't getting us anywhere, because you're not going to make any concessions. I'll come up with something so that we can argue on more constructive means when I'm back.
But essentially:
Your response to my post consisted of:
-Saying that the pound had a greater reward than an infinite.
-Saying that the pound stall has no prerequisites.
You just miss the boat consistently, Yuna.
The stall does have a prerequisite. You need to get above in %. Despite how easy that is, or despite the fact that you will probably win with it, you still do NOT enter the match with an automatic win. You said you needed an automatic win to ban something. I proved you wrong.
I'm sorry, I said this when? Quote or it didn't happen.Wait wait wait! Its not a hard matchup. You said it was easy! Its EASY not to get grabbed right? So in other words you are wrong which is fine. I'm sure I've said wrong things in my life and probably in this very topic. But anyway at this point in time I was not arguing for the banning of chaingrabs. I was simply arguing that it was not easy to avoid grabbing... So you just completely changed the argument and I don't feel like arguing about that right now.
Yes I would. I would just switch to another character.Not to take sides, but i doubt he'd be saying that if zelda was one of the 7.
I'm saying that you didn't "trick" me (or whatever you think you did) into doing anything. I've been saying it all along.Wait, so since you said it two days ago, it doesn't apply? That doesn't seem like a very fair standard for argumentation, now does it?
You're doing it unsuccessfully. It is impossible to defeat stalling once it has started. You can prevent the situation from which the stall will be preferrable (since they have to be ahead to win) from arising, but once it starts, it's unbeatable.You have consistently told me that there is a standard upon which we ban techniques, and that is the standard I was trying to refute. I successfully showed that it is not impossible to defeat a staller, but the technique is still banned.
I'm not backtracking anything. Proof I did or this is just more slander from you.If you're going to backtrack whenever I beat an argument, can you make it easy for me?
I've said this one jillion times. You keep trying to (unsucessfully) twist this around.How do we determine whether to ban something? Please answer that concisely, and I will spend my time refuting it.
I've never taken anything back.I really don't want to spend the time writing a response if you're just going to take back what you said later.
Your lack of logic concerns me.Inane stuff.
it's pretty hard to get grabbed. Thats what you said verbatim. If its hard to get grabbed it would have to be easy to not get grabbed.It doesn't require perfect play to not get grabbed. Heck, spotdodges and rolls have so many invincibility frames now, it's pretty hard to get grabbed. .
It's "pretty" hard to get grabbed =/= It's easy to not get grabbed.it's pretty hard to get grabbed. Thats what you said verbatim. If its hard to get grabbed it would have to be easy to not get grabbed.
I presume:Who exactly are the "Cursed 7"?
Just wondering.
Dedede doesn't have an infinite on Bowser? Care to elaborate?I presume:
Bowser (DeDeDe chaingrab)
Samus (DeDeDe infinite)
Mario (DeDeDe infinite)
Luigi (DeDeDe infinite)
Donkey Kong (DeDeDe infinite)
Wario (Yoshi grab-release chain)
Ness (Marth and Pokémon Trainer grab-release chain)
He has to move slightly forward in order to regrab... which allows for him to trip (and run out of stage).Dedede doesn't have an infinite on Bowser? Care to elaborate?
...this is different from an infinite how?It is impossible to defeat stalling once it has started. You can prevent the situation from which the stall will be preferrable (since they have to be ahead to win) from arising, but once it starts, it's unbeatable.
Um... I hate to exacerbate the problem here... but they are the same thing.It's "pretty" hard to get grabbed =/= It's easy to not get grabbed.
"Pretty" is a nice little word.
Also, really, it's not that easy to grab someone if they space, auto-cancel and camp. It doesn't mean they'll win, but it's gonna help them not lose as badly.
Because an infinite only takes one stock and doesn't auto-win. Also, even if you're behind against a character with an infinite on you, you can still win. You cannot against an infinite stall once it has begun....this is different from an infinite how?
"It's pretty easy to avoid getting grabbed"... but as Tien said, what I really meant was "It's not that easy to grab someone". I used the wrong words, I apologize. Tien, I've admitted to being wrong in this very thread.Um... I hate to exacerbate the problem here... but they are the same thing.
uh, sorry, but isn't it YOU who have been claiming that you should just switch characters to win against someone using infinites?Because an infinite only takes one stock and doesn't auto-win. Also, even if you're behind against a character with an infinite on you, you can still win.
This whole thread is one big logical clusterf**k; this is nothing new.uh, sorry, but isn't it YOU who have been claiming that you should just switch characters to win against someone using infinites?
now you're telling me there's hope?
I've also said that if it works against everyone and if the only way to combat it is to either play as the same character or a very select few, then it's "too broken" and must be banned. What are you gonna do when Jigglypuff Infinity Pound stalls you? You're gonna lose... unless you go Jiggz and try to chase him with Infinite Pound yourself or something.uh, sorry, but isn't it YOU who have been claiming that you should just switch characters to win against someone using infinites?
now you're telling me there's hope?
Equivalently, you could just get your DK good enough to the point that the CG doesn't hurt your game that much.What can you do when DeDeDe infinites your DK? Switch to Zelda, Pit or one of the other 30 characters he cannot infinite.
i'd surely say that infinites make it 'extremely improbable that you lose'We ban something if it guarantees victory against everyone except maybe that character itself or 3 others or at least makes it extremely improbably you'll lose. You're allowed to play as Jiggz, you're allowed to get ahead as Jiggz. But infinite stalling guarantees a victory, which is why that is banned and the same goes for stages that enable infinite stalling to prevent it.
Stalling and infinites are exactly what their names suggest!...this[stalling] is different from an infinite how?
Now, wouldn't that be facing isai versus someone who owned melee a week or something?Equivalently, you could just get your DK good enough to the point that the CG doesn't hurt your game that much.
Wario gets quasi-infinited against one character. Solution? Switch to someone other than Wario!i'd surely say that infinites make it 'extremely improbable that you lose'
As a Wario, i get grabbed by Yoshi with one stock left...pretty low chance i'll get out of this one alive.
Pretty sure even the greatest of Warios cannot KO a Yoshi (one completely focused on grabbing) before being grabbed first. It tips scales to an insane degree.
Again, we do not ban things to ensure the maximum number of viable characters, be it due to them just randomly sucking or because of a specific tactic that's extremely powerful against them due to "erorr in coding" or whatever.One character needs to build up damage by attacking and hitting the character many times, and then hit the other character off the screen with a well timed smash.
The other character needs to attack and hit the character...once.
Eliminating entire characters that fit the individual playstyles of certain people due to errors in coding is much less agreeable than banning these errors in coding in characters that can hold their own without using their infinites, i'm sure the snake mains can still win without using whatever infinite they have, but i'm not so sure lucas mains can still win with marths chain grabbing them all over the place.
Turtling and stalling are completely different things. For one thing, Infinite Stalling like in Smash is only possible in Smash (and maybe 1 or 2 other games... maybe. I can't think of any, I'm just saying "maybe" to be safe).Stalling and infinites are exactly what their names suggest!
Stalling (or turtling, in some games) gives the "sufferer" chances to do something (whether it's chargin' your lazur or attempting to stop the other guy). One example (I couldn't find any high-quality ones like the infinite) would be Sonic's ceiling stall?
etcCriteria of a Ban
A ban must be enforceable, discrete, and warranted.
Both D3's and the IC's infinite are enforcable, simply hard to define, which is covered next. Both certainly are hit hard by this criterion.Enforceable
Sometimes, a tactic can be hard to detect. If you can’t reliably detect something, you certainly can’t enforce penalties on it. In a fighting game, a trick might make a move invulnerable that shouldn’t be, but actually detecting every time the trick is used might be nearly impossible. Or consider a real-time strategy game, where a trick might give your units a few more hit points than normal, but again, detecting this might be nearly impossible in a real game. If something is to be banned from tournament play, it must be reasonably easy to identify when it happens or to prevent it from ever happening at all.
Also in a fighting game, a move might be “unfairly” unblockable, but only when that move is executed in a certain situation with precise 1/60th of a second timing. Did the player execute it during that “unfair” time window? Or 1/60th of a second late? Perhaps he accidentally executed the move at the unfair time through sheer luck. Is he to be penalized? Imagine trying to enforce a rule that states “You may usually use move X, but there’s 1/60th of a second where you may not use move X.”
I will await Patsie's response to this. Obviously he sees the problem.Discrete
The thing to be banned must be able to be “completely defined.” Imagine that in a fighting game, repeating a certain sequence of five moves over and over is the best tactic in the game. Further suppose that doing so is “taboo” and that players want to ban it. There is no concrete definition of exactly what must be banned. Can players do three repetitions of the five moves? What about two reps? What about one? What about repeating the first four moves and omitting the fifth? Is that okay? The game becomes a test of who is willing to play as closely as possible to the “taboo tactic” without breaking the (arbitrary) letter of the law defining the tactic.
This is why we don't ban camping, obviously, but we can clearly ban stalling. Stalling is very clearly definable; the opponent has no possible way to touch you, it can be done forever with an incredibly large margin of error.Or in a first-person shooter game, consider the notion of banning “camping” (sitting in one place for too long). No friendly agreement between the players is necessary for the ban, which at least means it’s enforceable. The server can monitor the positions of players, and it knows exactly who breaks the rule and can hand out penalties accordingly. The ban is enforceable, but the problem is being able to completely define camping. If camping is defined as staying within one zone for 3 minutes, and if it really is the best tactic, then sitting in that zone for 2 minutes 59 seconds becomes the best tactic. It’s a slippery slope because there will always exist camping tactics arbitrarily close to the specific kind of camping that is banned.
This would be like banning grabs altogether, which is something we absolutely do not want to do.Here’s an example of a completely defined game element. In the card game Magic: The Gathering, if a particular card is deemed to be too good, then it is possible to ban it. One can define completely that “that card cannot be used.” There is no fear of players still “sort of” using it, in the same way they could still “sort of” repeat the moves from the fighting game, or “sort of” camp for 2 minutes 59 seconds above. The card is a discrete entity that can feasibly be banned.
The Ice Climber's alt grabbing passes the "small advantage" test. It gives a small advantage, only, as it is virtually impossible to actually have an infinite with it; an ice climber player will almost never get above 50% with it, making it an extremely good move but not broken. Consider Fox's dair>utilt combo; he can get quite an amount of percent with this, more than alt grabbing can. Why don't we ban it? Because the Ice Climbers have the POSSIBILITY of getting more than that, even though it will never happen?Warranted
Here is the whole issue, of course. If it isn’t warranted to ban something, we don’t need to even consider whether it’s enforceable or discrete. The great lesson of competitive games is that hardly anything warrants a ban.
A bug that gives players a small advantage does not warrant a ban. In fact, it’s common. Many players don’t even realize they are using bugs, but instead view them as “advanced tactics.” Even bugs that have a huge effect on gameplay are usually not warranted to be banned. The game may change with the new tactic, but games are resilient and there tend to be countermeasures (sometimes other bugs) to almost everything.
This is similar to the "don't get grabbed" argument, except perhaps worded in a way that you can understand. Not avoiding the grab is dangerous in a way that standing up is in SFA2. The Custom Combo is similar to a grab infinite, albeit not quite as much punishment. Still, if all a SFA2 player does is sit and wait for his opponent to stand up so he can Custom Combo him, he will be destroyed, utterly *****. If he manages to pull off a Custom Combo in a game, he will be given an advantage, in that he has just gotten an extremely damaging combo to hit.In the fighting game Street Fighter Alpha 2, there is a bug that allows the player to activate a very damaging move (called “Custom Combo”) against an opponent who is standing up (not crouching). The designers surely intended a standing opponent to be able to crouch and block this move upon seeing it, but if executed correctly, he cannot. It has a huge impact on the way the game is played (standing up is now quite dangerous), but there is still an excellent game left even after this technique is known. At first glance, one might think that attacking is too dangerous because it usually involves standing up. Closer examination shows that the attacker can stick out moves to knock the defender out of his Custom Combo, should he try it. Basically, the bug can be dealt with. This game-changing tactic is referred to by players as the “Valle CC” after its inventor, Alex Valle (more on him later).
Obviously Sirlin wants us to test in tournaments, which we're doing, but you seem to want to jump the gun so I guess just ignore him.How does one know if a bug destroys the game or even if a legitimate tactic destroys it? The rule of thumb is to assume it doesn’t and keep playing, because 99% of the time, as good as the tactic may be, there will either be a way to counter it or other even better tactics. Prematurely banning something is the scrub’s way. It prevents the scrub from ever discovering the counter to the Valle CC or the diamond trick. It also creates artificial rules that alter the game, when it’s entirely possible that the game was just fine the way it was. It also usually leads to an avalanche of bans in order to be consistent with the first. When players think they have found a game-breaking tactic, I advise them to go win some tournaments with it. If they can prove that the game really is reduced to just that tactic, then perhaps a ban is warranted. It’s extremely rare that a player is ever able to prove this though. In fact, I don’t even have any examples of it.
Patsie, you are the player described in the first and second paragraphs.Only in the most extreme, rare cases should something be banned because it is “too good.” This will be the most common type of ban requested by players, and almost all of their requests will be foolish. Banning a tactic simply because it is “the best” isn’t even warranted. That only reduces the game to all the “second best” tactics, which isn’t necessarily any better of a game than the original game. In fact, it’s often worse!
The only reasonable case to ban something because it is “too good” is when that tactic completely dominates the entire game, to the exclusion of other tactics. It is possible, though very rare, that removing an element of the game that is not only “the best” but also “ten times better than anything else in the game” results in a better game. I emphasize that is extremely rare. The most common case is that the player requesting the ban doesn’t fully grasp that the game is, in fact, not all about that one tactic. He should win several tournaments using mainly this tactic to prove his point. Another, far rarer possibility is that he’s right. The game really is shallow and centered on one thing (whether that one thing is a bug or by design is irrelevant). In that case, the best course of action is usually to abandon the game and play one of the hundreds of other readily available good games in the world.
Only in the ultra-rare case that the player is right and the game is worth saving and the game without the ultra-tactic is a ten times better game—only then is the notion even worth fighting for. And even in this case, it may take time for the game to mature enough for a great percentage of the best players and tournament organizers to realize that tactic should, indeed, be banned. Before an official ban takes place, there can also be something called “soft ban.” Let’s look at an example.
The second paragraph is an excellent description of what is happening with D3 right now, except not nearly as drastic as he doesn't make half the cast unviable, only 6 characters. However, Old Sagat is only banned because there have been years upon years of testing in-tournaments (and Sirlin, btw, still isn't convinced the ban is warranted. We aren't even waiting on that; we are simply waiting for a D3 to win a tournament because of his infinite, or for Ice Climbers to win a tournament at all.The character in question is the mysteriously named “Old Sagat.” Old Sagat is not a secret character like Akuma (or at least he’s not as secret!). Old Sagat does not have any moves like Akuma’s air fireball that the game was not designed to handle. Old Sagat is arguably the best character in the game (Akuma, of course, doesn’t count), but even that is debated by top players! I think almost any expert player would rank him in the top three of all characters, but there isn’t even universal agreement that he is the best! Why, then, would any reasonable person even consider banning him? Surely, it must be a group of scrubs who simply don’t know how to beat him, and reflexively cry out for a ban.
But this is not the case. There seems to be a tacit agreement amongst top players in Japan—a soft ban—on playing Old Sagat. The reason is that many believe the game to have much more variety without Old Sagat. Even if he is only second best in the game by some measure, he flat out beats half the characters in the game with little effort. Half the cast can barely even fight him, let alone beat him. Other top characters in the game, good as they are, win by much more interaction and more “gameplay.” Almost every character has a chance against the other best characters in the game. The result of allowing Old Sagat in tournaments is that several other characters, such as Chun Li and Ken, become basically unviable.
If someone had made these claims in the game’s infancy, no sort of ban would be warranted. Further testing through tournaments would be warranted. But we now have ten years of testing. We don’t have all Old Sagat vs. Old Sagat matches in tournaments, but we do know which characters can’t beat him and as a result are very rarely played in America. We likewise can see that this same category of characters flourishes in Japan, where Old Sagats are rare and only played by the occasional violator of the soft ban. It seems that the added variety of viable characters might outweigh the lack of Old Sagat. Is this ban warranted then? To be honest, I am not totally convinced that it is, but it is just barely in the ballpark of reasonableness since there is a decade of data on which to base the claim.
Literal paradox. You defend that infinite stalling is impossible to beat, but you also defend that King DDD's infinite chaingrab is legal because it's only a very bad matchup.No we don't.
It's impossible to defeat infinite stalling unless you're playing as one a very select few characters.
I explained that in my post as well, if you didn't see. B-stalling and JP's stalling creates very unhealthy environments to play the game in. People don't want to be forced to play as Sonic or Snake to combat a B-Staller, or JP or Snake to combat a JP staller.kainsword...I will try to make this easy for you.
By forcing someone to go jigglypuff to o****er jigglypuff, you are completely limiting the game. It makes the game unplayable in all except on case. That's called gamebreaking.
DDD simply stops you from playing your first set as one of the 4 chars that are truely infinated. This only slightly affets a majority of the game. Hence, tough break for DK/mario/luigi/etc players, but NOT breaking the entire game, or even preventing you from using the chars in tournaments.
No paradox. so far.Literal paradox. You defend that infinite stalling is impossible to beat, but you also defend that King DDD's infinite chaingrab is legal because it's only a very bad matchup.
Wait para- not really.By your logic, JP's infinite stall should be legal because it's a very bad matchup, however in this case it's a bad matchup with almost every Brawl character. According to your idealogy, if it's possible to counter/prevent it, then it should be allowed.
Except Snake is the ONLY one that can counter it. Not the case with DDD's infinite chaingrab which cannot be used on over 30 characters in the game.It's possible to counter Sonic's B-stalling if he's using it under Final Destination if we use Snake's Nikita to target him under the stage. Therefore, since it's counterable, it should be allowed. However, that's not the case. B-stalling is indeed banned.
If that is a valid argument, so is "Don't get grabbed"Is it possible to win against a rising-pound stalling JP? Of course it is! Just don't fall behind in percentage!