So is Brawl. I suggest you try banning it. We do not ban anything remotely anti-Competitive. And who the hell are you to call it anti-Competitive?
You know what else is?
Melee. What a piece of trash.
Seriously folks. No.
On some level, virtually every game is degenerate. A game is, in the end, a system of equations, and there is some solution (or multiple solutions). While its degeneracy may be limited in practice, it is in the end degenerate, and eventually pretty much every game will experience this degeneracy.
Chess and Go are probably good examples of games which are probably ultimately degenerate, but which in practice work out fine because they're too complicated to be degenerate. Someday they will be solvable, but it is likely the equations will be too complex for a human player to use (though it is possible they won't be, and thus chess/go will become degenerate games because the perfect game is quite achievable). Melee suffers from all sorts of degeneracy issues, as does brawl, and its very hard to say "Well, Brawl is more degenerate" when Melee has arguably worse things in it (ICs are easier to do really abusive stuff with, for instance, and there's a lot of degenerate stuff like Fox's waveshine, Shiek's chaingrabs, ect.).
Its not a really big deal. What matters is whether the game is playable on a competitive level or not.
D3's infinite forces you to counterpick. Counterpicking is a staple in Competitive fighting games. Not everything is black and white.
D3's infinite really only hurts DK; his infinites on Mario, Samus, Luigi, and Wolf are limited, whereas his infinite on himself is simply a dangerous feature of the mirror match.
Obviously, I disagree. A combo is a combo because it involves decision making. Read up on Sirlin's article about Failsafes in games. He also alludes to this in some of his rationales in balancing SSF2THDR in that the actual inputs aren't as important as the decisions behind them. An infinite, but its VERY DEFINITION, can not be a combo. There is only one decision: when to end it. I'll continue after the next quotation.
Someone didn't read Sirlin's articles. Sorry, you fail. An infinite is, in fact, a type of combo, and he actually mentions that infinites can be and often are perfectly acceptable in games. For example, T. Hawk's infinite in SSF2T is perfectly fine.
Please stop throwing out garbage and hoping people won't fact check you. I know you have no viable argument, but seriously... lying? That just makes you look like a troll.
Oh, wait.
A combo (even a 0-D combo) has marked decision making.
No, it doesn't. Sorry, you're wrong. A combo doesn't have decision making. This isn't a necessary part of a combo. Indeed, a combo is nothing more than something wherein once you hit with one move, you can hit with another move. If you can always hit with another move, regardless of what they do, that doesn't change anything but the length of the combo.
Your definition of a combo is incorrect and unsupported by any sort of reality. Your distinction is both meaningless and arbitrary. Say I can always follow up my jab with a forward b projectile, and my opponent has no means of evading it. Is there any decision making there? No. Is it escapable? No. It is a combo, of course. The only difference between it and an infinite is that you used a different move for the second move; there's no difference between grabbing someone, throwing them, and grabbing them again and grabbing someone and then hitting them with some other inescapable followup move save the length of the combo.
Who are YOU to put the arbitrary limit on it that it HAS to be the match?
Someone with reasoning capabilities, something you apparently lack.
We added a scrubby 300% rule in there (also arbitrary, why 300% and not 250% or 350% or 301%?) because of STALLING.
Its not a scrubby rule, scrub. Its what is known as a "necessary tournament rule" because of the nature of tournaments. If there was no timer, there'd be no benefit to using an infinite indefinitely, and indeed it'd hurt you because your opponent doesn't have to pay attention until you screw it up; the amount of effort they have to spend is very small compared to yours, and you'll exhaust yourself.
If tournaments didn't have to run on time, stalling couldn't exist and any stalling strategy would be pointless.
1) Magic the Gathering is not a Competitive fighting game. It's not even a video game.
On the other hand, its a game. And the reality is that the timer exists in its tournaments ONLY to make them run on time. That's the only reason that the timer exists. Its well worth noting that in Magic finals, there aren't timers; the T8s are run timerless.
Am I to infer from this that winning by timeout is impossible in MtG? Or that any action to deliberately run the clock out is against the rules? Or simply that there exist rigorous rules to prevent certain strategies of running the clock out from being used?
Stalling is illegal in MtG tournaments, and is a very serious offense. If you deliberately act to abuse the clock, you are cheating. There's no "certain actions are illegal", its "if you're doing something with the intent of doing this, you're cheating".
Its really just that simple, and its very necessary as a rule, as timers are very degenerate devices unless they act in a manner such as to punish stalling players, such as chess clocks.
Look at how many problems exist in this one rule. Not only does it bring in a loose characterisation of what stalling is ("reasonably required"), it rests on intention to play slowly, and penalises players for taking advantage of one aspect of the rules. It's a horrible rule.
Actually, its a great example of a necessary rule. Now, to be fair, there's a better way of handling it than is currently used - that is chess clocks. But WotC decided that it would be too expensive and annoying to require all players who wanted to play in Magic tournaments to purchase chess clocks, because it lowers the accessibility of the tournaments.
Stalling is the result of timer rules which promote NOT playing the game. In chess, the timer rules promote playing the game quickly, because stalling hurts the player who stalls, not their opponent.
Any argument to the contrary is complete garbage and exposes a lack of comprehension of stalling and game degeneracy. Timers are always degenerate when they act to punish the opponent, not the staller.
Chess clocks are not the only means of preventing stalling. In Counterstrike, one team always wins and one team always loses when the clock runs out, but the team which always loses when the clock runs out also has an objective they can complete which wins them the game. So each team has two possible win routes, either killing the other team entirely or completing an objective, the objective for one team to do something while the other team's objective is to prevent that for five minutes. This is why protect the hostage maps in CS are inherently degenerate, because the terrorists can kill all the hostages and hide, thus allowing them to stall out the match. In a bomb mission, you cannot do this, as hiding doesn't prevent them from achieving their objective; to win, you must play the game.
This is the fundamental reason why many games have anti-stalling rules. It is well worth noting that, with items on, stalling is much less valuable because the staller has reduced access to items. So if you stall by going under the stage continually, your opponent will eventually get god item X and pwn you with it, or a bomb will fall on your head and kill the both of you, ect. But we remove items, and add in a degenerate timer without any counteraction in-game. Thus we must erect a meta-rule due to the meta-rules we use which enable stalling in the first place. The timer rewards players for not playing the game in Smash and in Magic, so the meta-rules must exist to counteract the metarules which promote not playing the game by severely punishing it (with DQs, or in chess, game losses).
If I had designed smash, I'd probably make it so that repeatedly becoming invincible would prevent you from becoming invincible at all for a time. I'd also probably have made supers function differently, and if the game detected your opponent doing something which the game interprets as stalling, it'd give you your final smash instantly (a very strong disincentive to stall, and I'd probably design the final smashes with anti-stalling properties in mind).
The real scrub rule here is not anti-stalling rules, but timer rules in the first place. But that scrub rule is necessary to make tournaments function on time.
Reality is that stalling is a result of a poorly designed ruleset. The reality is that both Melee and Brawl are degenerate because stalling is possible, and there's really no good ruleset which prevents it (though items on in Brawl at least mitigates it somewhat, the very best anti-stalling items unfortunately are banned due to being far too swingy otherwise, even if they'd have the desirable effect of making stalling non-viable). Its not bad to ban stalling, its entirely necessary to ban stalling, as otherwise we simply could not run tournaments with timers, which is not a viable option. Timers are degenerate but necessary for running tournaments, and as such we have to enact rules to make timers less degenerate. Timers are meant to make tournaments run on time, not to change their outcome overall.