You would think that. Some taunt partyists just lose all their spirit.
I could not have said that better myself, and of course, I have some tips to help remedy the situation.
First off, you have to remember that, no matter how many times you defeat a crasher(s), all they need is one win in order to leave and feel like they won. In other words, if you do get negatively affected by such a thing, you absolutely must win every match. Keeping this in mind, you should try these handy-dandy tips.
One: Stay separated!
I cannot stress this one enough; when a partyist is confronting a crasher, you HAVE to give them room. Do not attempt to double team with him, and do not jump in there like an idiot. At most, stand two Bowser distances away from the conflict so you can bounce the crasher back to your fellow partyist. When more than one partyist jumps a crasher, all players are exposed to serious unnecessary damage, and you have to remember that it makes it much easier for the crasher to KO you.
In a 3v1 situation, allow ONE partyist to confront the crasher, and make the other two stand off to the side. If the partyist gets knocked a small or moderate distance, DO NOT jump in the fray; the initial partyist is going to be back in a matter of seconds, and more than likely, one or more partyist will get nailed in the face. If the crasher decides to roll away from the conflict at this moment, it usually means a free smash of his choice while the partyists are recovering from the attacks.
That said, if the partyist gets knocked an extremely large distance away, then take over for him or her.
In a 2v2 situation, just separate the match into two 1v1s, and KEEP IT LIKE THAT. Do not try to help your partner out in any way, shape, or form. If you get knocked toward the other 1v1, just get out of there as fast as you can; do not attempt to enter that battle. If the other crasher leaves the other partyist and tries to join your conflict, just get out of there as fast as you can and join the other partyist, who is now alone.
What people don't understand is that, if a partyist joins an already existing conflict, the partyist already in the conflict has to STOP ATTACKING, because they risk hitting you, and it actually usually leads to the crasher landing a free whatever on that partyist.
So stay away from each other. It's the best you can do.
Two: Double KOs!
People are already aware of the, "If you KO someone, let them KO you," addendum of taunt partying, but this can be used in an extremely useful fashion. If you and another partyist are alone, and you both have high damage, KO him or make him KO you somehow(just use the first hit of your jab), then let your fellow partyist KO you, or get KO'd by you(whichever is the opposite of the first action). Viola! The KO counts have not changed, and your damage meters are back to zero.
Three: KO Charity
This is an extremely effective way to ensure a partyist's victory, but it's kinda hard to relay what you're doing. If you've been playing passively throughout the entire match, you can perform this technique. Simply put, get hit by stray attacks from your fellow partyists(Ray Gun shots, Final Smashes, etc etc etc), and kill yourself. The KO will be awarded to the last person who hit you; in other words, your fellow partyist. Rinse and repeat as necessary.
Four: Buckets and Magnets!
If you use Ness, Lucas, or GaW, get someone to feed your magnet/bucket. Just stand all the way at the edge of the stage and hold out your magnet/bucket, to relay to everyone else that you need someone to fill you up. Everyone who's ever played Smash knows what magnet and bucket do, so a partyist WILL come and help you out. Just wait.
Five: Remote Controlled Projectiles
Attacks that you decide the trajectory of are helpful during a battle against a crasher, because they allow you to help from a distance.
HOWEVER! Some of the projectiles should be used, and some should not. As of right now, only two are safe to use, and they are Snake's C4(try sticking it to fellow partyists; they can re-stick it to a crasher later on) and Zelda's Din's Fire. MAKE SURE YOU DO NOT HIT YOUR FELLOW PARTYISTS WITH THEM. IT'S MORE THAN POSSIBLE TO DO SO.
The other projectiles should not be used for the following reasons:
- Ness' PK Thunder: This projectile would be relatively helpful when fighting a crasher, but the long tail of the attack usually spells interruptions in your fellow partyist's attacks. I've seen people get owned in the face because a stray Thunder broke a partyist's movements right as a crasher Ike nailed him with an Fsmash
- Lucas' PK Thunder: Same reasons as Ness PK Thunder
- Snake's Nikita Missile: This thing cannot make sharp turns; therefore it serves as a dangerous hazard to your fellow partyists if you need to turn your missile.
- Pit's Arrows: These are really hard to aim on Wifi, and the risk of hitting a partyist, followed by said partyist getting hit by a crasher definitely outweighs the 4% damage you might give to the crasher.
Six: Windboxes to the rescue!
Moves with wind effects stop all knockback from enemy attacks. If you see someone about to get hit by a killing blow, such as a final smash, or an Ike Fsmash, jump into action! Nail them with a windbox to save their butts!
The following moves have windboxes on them:
GaW's Uair
Ganon's Utilt
Ness' Magnet(happens when you turn the magnet off)
Pit's Wings of Icarus
Shiek's Vanish(when Shiek reappears, only)
Kirby's Inhale
King Dedede's Inhale
Link's Boomerang
Note: Footstooling stops knockback too, but it's hard to land it. Your best shot is to just press the jump button as fast as you can to intercept the blow.
Spikes and grabs stop all knockback too, but those are even harder to land then footstools are, so yeah.
Seven: LEAVE THE ROOM
This is simple; if you're in a room containing a crasher and an AFK, LEAVE, even if you have a partyist on your side. The source of free KOs increases the crasher's chance to win by an extremely significant amount. Just get out of there ASAP. Midmatch if you have to.
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More to be added soon