My point was that 'breaking the game' such as what stalling is claimed to do, is very limited. MK infinite cape is clearly breaking the game in the sense it cannot be counterpicked against by any stage (ban RC then what?) or character.
if IDC were allowed, it would make MK the ONLY viable character, and IDC the ONLY viable tactic, thus it would be over-centralizing.
They are clearly broken game mechanics. But how much more broken is stalling on a large stage? MK ledgestalling has the same effect, once a % lead has increased, he can simply run down the timer against many of the cast who simply can not hurt him while he does this. DDD standing infinite is broken in the sense it generates unwinnable matchups.
well in the regard to MK ledgecamping, all it really is camping. MK is putting himself in an advantageous situation, to make approaching very difficult and risky for the opponent. sure, it's annoying and tough to beat, but it at least should be allowed, after all, he has to have a % lead in order do it. as for whether or not the better player will win, it doesn't matter. the better player doesn't always win every single match. mistakes happen, and if the "better" player makes a mistake and MK gets the % lead, it is by all means a viable tactic.
as for D3 infinites....well, to be honest im quite tired of this topic after debating it to death in the other thread so ill just...
tl;dr-the shouldn't be banned because it doesn't fit the critieria for a ban.
it doesn't over-centralize or break the game in anyway, and it doesn't add randomness or prevent competition in anyway(by prevent, i mean prevent competition altogether, i.e. freezing glitch, invincibility). this criteria was used in almost all competitive fighting games, neither of the tactics you mentioned fit the criteria for banning.
of course, my opinion on ledgecamping is based purely off the fact that's it's beatable. hard to beat, but beatable, IF it was somehow tested and discovered that it was impossible for a majority of the characters to hit MK while ledgecamping, then i concede it is banworthy as invincibility falls under the ban criteria for preventing competition altogether.
now, onto stalling....
Stalling is similar to both cases. it does not 'break' the game any more than DDD standing infinite and MK ledgestalling, and to top it off it only generates the advantage for 1 match, only requiring a single counterpick.
stalling is unlike the other two cases because it over-centralizes the game as a WHOLE whereas ledgecamping and D3 infinites are only exploiting character specific weaknesses, quite the same as exploiting DK's inability to deal with projectiles, albeit to a larger effect.
you see, stalling is a universal tactic, it works on a majority of the cast, therefore, it would over-centralize a part of the game around stalling. however, like you said, stalling isn't really feasible on most of the legal stages. banning stages in which really encourage stalling or circle camping prevent the game from being over-centralized around stalling.
off-topic:
another thing worth pointing out: you say "stalling" is banned, but if you think about it, how banned is it really?
there really isn't a clear line that we use to judge what is really "stalling" and what isn't. is running away from tornado for 5 seconds stalling? is waiting out a unfavorable transformation in PS1 for 30 seconds stalling? is doing retreating shls for the rest of the match after falco gains an % advantage stalling? or is always running away for 5 minutes stalling?
you see, this whole "stalling" issue isn't clear cut. what you think is stalling isn't stalling to some others. it's all very subjective and totally unenforceable. sure, all tournies have a "no stalling" rule in their ruleset, but "no stalling", as i've just explained, is totally unenforceable and a meaningless rule imo. also, i don't recommend actually making a random and totally arbitrary line for what is stalling and what is not either. because for example, say a TO decides to add you cannot "stall" for more than 2 minutes in any given match. what's to stop someone who's really "playing to win" from stalling for 1 minute and 59 seconds then?
tl;dr-stalling is supposed banned and frowned upon, but if you really want to go for it, i highly doubt you would get DQ'ed for "stalling" unless you were literally running away for the whole match, which, as you pointed out, is impossible on most legal stages
/end rant
of course stalling is banned because it is inherently anti-competitive. The current ruleset allowing MK ledgestalling and DDD infinite clearly implies broken tactics are allowable. But are these pro-competitive tactics? 0-100 matchups and unwinnable situations once a % lead has been gained through abusing clearly broken tactics are healthy for the game? If stalling is bannable, the reasons behind its ban seem to not apply to those two techniques.
0-100 matchups is NOT in any way anti-competitive. some characters just beat others...hard. at the highest levels of play, i HIGHLY doubt a fox will EVER beat a pika of relative skill, and i HIGHLY doubt a Falcon main will ever beat a MK main.....at the highest levels of play, of course. this is NOT anti-competitive at all, unviable characters and ****ty matchups exist in almost all fighting games, but guess what? people deal with it. by doing what? either forgetting about that specific character who gets screwed and main someone rlse or by CP'ing.
now i think about it, stalling is pretty much banned for the exact same reasons bridge of eldin and other walk-off stages are banned. but the point is, the advantage generated by CP'ing such a stage with DDD is the exact same as CP'ing a DK with DDD, or ledgestalling for 2/3 matches a set.
walkoffs are universal. therefore, D3 can do it to a majority of the cast and CP'ing would be over-centralized around this. infinites work on only 2 characters, so it is a different thing.