Lemme break it down for you guys:
Stalling in ANY form is against the rules because it exploits a weakness in the tournament system. The reason a timer was put in is because realistically, matches can only be allowed to run for so long for the sake of a tournament finishing in a timely fashion. But it was not intended for matches to be won by running the time down. The timer is a construct created as an aid to a tournament setting, and is not actually a part of the game of melee.
The only way that this construct can be functional in a tourney setting is if it goes unexploited. However, if people exploit the fact that they can win USING the timer to their advantage, then it really isn't fair to have that in tournaments at all.
Now the idea of having the right to call a Tourney director is completely valid, and anyone who disagrees has to refute the fact that it has worked for years in melee. In melee, u can call a tourney director over if u ever feel that someone is using any of the following tactics as a form of stalling: peach's wallbombing, jiggs rising pound, luigi's ladder (teams), fox's shine infinite (wall), or IC's wobbling as a form of stalling. Its the same idea.
You can't possibly argue that a person CANNOT do anything about a wallbombing peach that is trying to stall. So why is it banned then? Because it puts someone in a disadvantage to try and attack someone who is in such a position. Yes u CAN attack them, but it would be to there advantage if u did, because they can easily kill u in such a position. Its the same idea here. You CAN do something about a person ledge stalling, but its not fair that you have to put urself at a disadvantage in order to do so.
This isn't just about metaknight, or brawl, or jigglypuffs, its about stalling in general. Excessive stalling in an attempt to win by running down the time is illegal in tournamnets, and has been for years. This is just another form of stalling, nothing more. Its no different then any of the other stalls that have been banned in the past. I don't see how people can possibly refute this.
qfmft son
think of this more as.. a yang to the time limit. they go hand in hand. the time limit is there for practical and necessary reasons, and the ledgegrab limit is there to prevent, imo, an unbelievably crude "tactic" which is really just an exploitation of the
unintended weakness that the time limit creates
in friendlies, in which time limits aren't necessary, stalling would merely stunt the progression of a match into a stalemate,
not drastically shift things in your favor. these two constructs aim to create the same structure within a practical tournament setting, not to be exploited
the only unanswered questions i can raise are:
- who's to decide if excessive ledgegrabbing is an entailment of tactical play or stalling?
- most importantly, who will keep count? (jk)
to which the ledgegrab limit answers beautifully. it's up to you if you want to stall, or ledgegrab tactically, but you have 70 grabs to use, so use them wisely. 70 may not be the perfect number, but you can just start taking averages of matches and see what value the average heavily gravitates toward. it will still be arbitrary by nature, but that's not important. the idea is to deter the use of this crude tactic, which it will do.
oh, and i just want to address the already addressed "what if you grab the ledge while recovering." as with the fact that you should never reach 70 with this, unless you're a complete d1ck****, you.. don't want to be knocked off the ledge in the first place. so, don't get knocked off! gives you more of an active incentive to avoid being knocked off anyway.