Edit: Yikes. I didn't realize how long this thing had become. If you already understand that it is utterly impossible to derive any benefit whatsoever from stalling/running out the Timer while operating under the new Rule Set I proposed earlier, you can skip the second half of this monstrous wall-o-text.
2nd Edit: Here's a summary for people who don't have a week to read this ridiculously long post.
1st Part: The Timer doesn't make matches go any faster. In fact, it encourages players to use up the full time limit because defensive play is so much better than offense in Brawl. It's easier to win by running out the Timer than it is to take all 3 Stocks off your opponent. As such, allowing players to win because of the Timer, for any reason, will result in players running out the clock/stalling/planking/whatever.
2nd Part: Under the new Rule Set I proposed, even if a player is getting wrecked, it does him no good to stall and try to run out the clock. It can never help him do better in the set, but it can make him do worse. So the result will either be what it would have been had a player not run out the clock, or the player who ran out the clock will lose the set because he ran out the clock.
In this game, Offense is weaker than Defense. As such, any strategies that depend more exclusively on Offense are less effective than those that depend more exclusively on Defense. So, in any given situation, a player is better off choosing the more Defensive path over the more Offensive path if and only if both paths lead to victory. (That is, if it is possible to win via Timer. As I will show below, choosing a purely Defensive path is only viable if a victory via Timer is possible.)
Note that my arguments below consider Camping wherein you are attempting to inflict damage on your opponent as Offense. I know that Camping is often described as "Defensive", but for the purposes of this argument, I am using "Defensive" to mean any action that directly prevents damage to your character --namely, running away, shielding, spot dodging, and so forth. (Basically, "running out the clock" as described in the OP of this thread. I am using Defensive to mean "purposefully avoiding any and all conflict".) If an action has the potential to injure your opponent, it is Offensive, not Defensive.
Winning via Timer is an essentially Defensive strategy. It requires a minimum of only 1 Offensive action the entire match. (Namely, hitting your opponent with a single attack of any strength.) You can score only 1% of damage on your opponent, and then spend the entire match simply fleeing any and all conflict, and you can potentially emerge victorious. You do not need to attack any more during this time period, and you can still emerge victorious.
In contrast, winning via Stock is an Offensive strategy. You cannot win via Stock if you do not continuously attack or attempt to inflict damage. An infinite period of time could pass in a pure Stock match, but victory will not be attained unless a player takes Offensive action.
With those distinctions in mind, the current SBR Rule Set encourages Defensive play and "running out the clock". As has been noted, victory via running out the Timer is purely Defensive, which means it it strictly superior to victory via Stock (a purely Offensive strategy.) Because the current SBR Rule Set allows for victory via Timer, it is encouraging Defensive play, because it is enabling Purely Defensive play to result in victory. This means that it is directly responsible for even creating the possibility of a player wanting to wait out the Timer. Since running out the Timer is the optimal strategy under the SBR Rule Set (because it is a purely Defensive strategy), it follows that you will see it occur more often under the SBR Rule Set than you will see it occur under an alternative Rule Set that does not reward Defensive Play with victory. In fact, my proposed alternative Rule Set ensures that purely Defensive play can never result in victory under any circumstances whatsoever, without exception, guaranteeing that it will never happen. (After all, why would a player pursue an option that can only lead to his defeat?)
Thus, if you are looking to eliminate purely Defensive behavior from the tournament scene --that is, a player avoiding any and all conflict in order to "run out the clock and stall" as mentioned at the beginning of this thread--, the only option available is to remove victory-via-Timer from the tournament Rule Set. It must be utterly and absolutely impossible to achieve victory through the Timer alone if you wish to guarantee that no player will ever "run out the clock and stall". Period. If it is possible to win via Timer, then stalling out the clock is a legitimate and powerful strategy, and it will be used.
Let me explain why such behavior is fruitless and/or self-destructive under the proposed new Rule Set:
Let's imagine that Player A and Player B are playing a set. Player B is losing in the fashion you described, so he simply runs out the Timer for the round. Let's imagine that he is successful in doing so every time he attempts it. Let's examine the results:
Assume it is during the first round of the set that Player B first decides to run out the Timer. (Thus Player A is 0-0 and Player B is 0-0.) Player B runs out the Timer, and both players are given a loss. Records are A: 0-1, and B: 0-1.
Round 2 would then be played. One of the following will happen, either:
--Player B runs out the Timer again. Both players are eliminated from the tournament. Player B just lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--Player B fights and does not run out the Timer.
----If Player B loses, he is now 0-2. As such, he is eliminated from the tourney. Player B lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--If Player B wins, he is 1-1, and is capable of achieving the 2/3 wins necessary to claim the set. So:
Round 3 would then be played. One of the following will happen, either:
--Player B runs out the Timer again. Both players are eliminated from the tournament. Player B just lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--Player B fights and does not run out the Timer.
----If Player B loses, he is now 1-2. As such, he is eliminated from the tourney. Player B lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--If Player B wins, he is now 2-1, and would have won the set anyway, even had he not run out the clock in the first round. As such, his running out the clock was a waste of everyone's time that had no impact whatsoever on the final outcome of the set. Thus, it is shown that under this Rule Set running out the clock offers no reward whatsoever.
It follows that the results of this examination are the same, regardless of when Player B first decides to run out the Timer.
Thus, it is shown that under the proposed Rule Set there is no possible way to obtain any benefit, advantage, or victory whatsoever through running out the Timer.
As such, no one would do it. Why bother doing something that offers to give you nothing, but to potentially make you lose everything?
2nd Edit: Here's a summary for people who don't have a week to read this ridiculously long post.
1st Part: The Timer doesn't make matches go any faster. In fact, it encourages players to use up the full time limit because defensive play is so much better than offense in Brawl. It's easier to win by running out the Timer than it is to take all 3 Stocks off your opponent. As such, allowing players to win because of the Timer, for any reason, will result in players running out the clock/stalling/planking/whatever.
2nd Part: Under the new Rule Set I proposed, even if a player is getting wrecked, it does him no good to stall and try to run out the clock. It can never help him do better in the set, but it can make him do worse. So the result will either be what it would have been had a player not run out the clock, or the player who ran out the clock will lose the set because he ran out the clock.
I don't believe the Timer, as it currently functions in the SBR Rule Set, is capable of making a match go faster. (Which means I also don't believe that is why it was implemented.) This is strictly in regard to its impact on Brawl --my argument does not apply to Melee or any other game. Let me explain:This would defeat the whole point of a timer though - to make matches go faster.
In this game, Offense is weaker than Defense. As such, any strategies that depend more exclusively on Offense are less effective than those that depend more exclusively on Defense. So, in any given situation, a player is better off choosing the more Defensive path over the more Offensive path if and only if both paths lead to victory. (That is, if it is possible to win via Timer. As I will show below, choosing a purely Defensive path is only viable if a victory via Timer is possible.)
Note that my arguments below consider Camping wherein you are attempting to inflict damage on your opponent as Offense. I know that Camping is often described as "Defensive", but for the purposes of this argument, I am using "Defensive" to mean any action that directly prevents damage to your character --namely, running away, shielding, spot dodging, and so forth. (Basically, "running out the clock" as described in the OP of this thread. I am using Defensive to mean "purposefully avoiding any and all conflict".) If an action has the potential to injure your opponent, it is Offensive, not Defensive.
Winning via Timer is an essentially Defensive strategy. It requires a minimum of only 1 Offensive action the entire match. (Namely, hitting your opponent with a single attack of any strength.) You can score only 1% of damage on your opponent, and then spend the entire match simply fleeing any and all conflict, and you can potentially emerge victorious. You do not need to attack any more during this time period, and you can still emerge victorious.
In contrast, winning via Stock is an Offensive strategy. You cannot win via Stock if you do not continuously attack or attempt to inflict damage. An infinite period of time could pass in a pure Stock match, but victory will not be attained unless a player takes Offensive action.
With those distinctions in mind, the current SBR Rule Set encourages Defensive play and "running out the clock". As has been noted, victory via running out the Timer is purely Defensive, which means it it strictly superior to victory via Stock (a purely Offensive strategy.) Because the current SBR Rule Set allows for victory via Timer, it is encouraging Defensive play, because it is enabling Purely Defensive play to result in victory. This means that it is directly responsible for even creating the possibility of a player wanting to wait out the Timer. Since running out the Timer is the optimal strategy under the SBR Rule Set (because it is a purely Defensive strategy), it follows that you will see it occur more often under the SBR Rule Set than you will see it occur under an alternative Rule Set that does not reward Defensive Play with victory. In fact, my proposed alternative Rule Set ensures that purely Defensive play can never result in victory under any circumstances whatsoever, without exception, guaranteeing that it will never happen. (After all, why would a player pursue an option that can only lead to his defeat?)
Thus, if you are looking to eliminate purely Defensive behavior from the tournament scene --that is, a player avoiding any and all conflict in order to "run out the clock and stall" as mentioned at the beginning of this thread--, the only option available is to remove victory-via-Timer from the tournament Rule Set. It must be utterly and absolutely impossible to achieve victory through the Timer alone if you wish to guarantee that no player will ever "run out the clock and stall". Period. If it is possible to win via Timer, then stalling out the clock is a legitimate and powerful strategy, and it will be used.
As I displayed in one of my earlier posts, this scenario is still, at worst, the same result that the current Rule Set would cause.I guarantee you that in this ruleset, if somebody gets down by 2 stocks to 1 (say, his opponent is at 50% or so on his second stock when he has just died for the second time) that person is going to spend the entirety of that last stock trying to play the most defensive game possible to run out the clock... remember, if he runs out time, he gets another chance to get a better start! So in a match between two characters who aren't very good at approaching a desperately-camping opponent, we'd get multiple matches running out on time and having to be replayed...
Let me explain why such behavior is fruitless and/or self-destructive under the proposed new Rule Set:
Let's imagine that Player A and Player B are playing a set. Player B is losing in the fashion you described, so he simply runs out the Timer for the round. Let's imagine that he is successful in doing so every time he attempts it. Let's examine the results:
Assume it is during the first round of the set that Player B first decides to run out the Timer. (Thus Player A is 0-0 and Player B is 0-0.) Player B runs out the Timer, and both players are given a loss. Records are A: 0-1, and B: 0-1.
Round 2 would then be played. One of the following will happen, either:
--Player B runs out the Timer again. Both players are eliminated from the tournament. Player B just lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--Player B fights and does not run out the Timer.
----If Player B loses, he is now 0-2. As such, he is eliminated from the tourney. Player B lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--If Player B wins, he is 1-1, and is capable of achieving the 2/3 wins necessary to claim the set. So:
Round 3 would then be played. One of the following will happen, either:
--Player B runs out the Timer again. Both players are eliminated from the tournament. Player B just lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--Player B fights and does not run out the Timer.
----If Player B loses, he is now 1-2. As such, he is eliminated from the tourney. Player B lost the tourney because he ran out the clock. Thus, it is shown that under this Rule Set running out the clock is self-destructive behavior.
--If Player B wins, he is now 2-1, and would have won the set anyway, even had he not run out the clock in the first round. As such, his running out the clock was a waste of everyone's time that had no impact whatsoever on the final outcome of the set. Thus, it is shown that under this Rule Set running out the clock offers no reward whatsoever.
It follows that the results of this examination are the same, regardless of when Player B first decides to run out the Timer.
Thus, it is shown that under the proposed Rule Set there is no possible way to obtain any benefit, advantage, or victory whatsoever through running out the Timer.
As such, no one would do it. Why bother doing something that offers to give you nothing, but to potentially make you lose everything?