Kayle
Active Member
@Eeveelover: Bear with me here, if he wants to use SSBM to make a point about this game that's fine. I'll make sure to bring this back.
The Pokemon rulebook doesn't tell you about Uxie or Claydol, it doesn't tell you about Power Spray or SP Pokemon in general. You find these things out yourself by experimenting, and that makes you a good player. Especially in Pokemon, where the game field is constantly changing and you need to be able to adapt every few months...
Saying "a win by glitching is always bad" is a pretty closed-minded statement, even aside from the arguments about whether or not it was even a glitch. That's like saying a win by powerlock is always bad, or a win by benching is always bad, or a win by lost world is always bad, or... Yeah, there are bad ways to win. But you need to have a more defined reason than 'because it's glitching'.
Does glitching actually hurt the gameplay? Or does it just mean that you have to learn how to abuse the glitch? Does it just mean you need to be an advanced player capable of reliably taking advantage of the holes in the game logic? Was it only available to one character or player, or was it entirely available to both?
Read this, if you have already then read it again. Examine in particular this paragraph:
In Pokemon, a donk is a trick that can only be performed by the player who wins the coin toss - and it surpasses this aforementioned limit.
I guess you're right but not everyone can L cancel. No where in any Melee book, in game training talks about L-Cancel. Its just shielding as soon as you touch the ground which cancels any animation... not any but you know what I mean. A win by glitching is always bad and Melee had it on a huge scale and people called in advance play. Sure it looked cool when you can do 30 thing in 5 seconds but its still glitching..
The Pokemon rulebook doesn't tell you about Uxie or Claydol, it doesn't tell you about Power Spray or SP Pokemon in general. You find these things out yourself by experimenting, and that makes you a good player. Especially in Pokemon, where the game field is constantly changing and you need to be able to adapt every few months...
Saying "a win by glitching is always bad" is a pretty closed-minded statement, even aside from the arguments about whether or not it was even a glitch. That's like saying a win by powerlock is always bad, or a win by benching is always bad, or a win by lost world is always bad, or... Yeah, there are bad ways to win. But you need to have a more defined reason than 'because it's glitching'.
Does glitching actually hurt the gameplay? Or does it just mean that you have to learn how to abuse the glitch? Does it just mean you need to be an advanced player capable of reliably taking advantage of the holes in the game logic? Was it only available to one character or player, or was it entirely available to both?
Read this, if you have already then read it again. Examine in particular this paragraph:
But there is a limit. There is a point when the bug becomes too much. In tournaments, bugs that turn the game off, or freeze it indefinitely, or remove one of the characters from the playfield permanently are banned. Bugs so extreme that they stop gameplay are considered unfair even by non-scrubs. As are techniques that can only be performed on, say, the player-1 side of the game. Tricks in fighting games that are side-dependent (that is, they can only be performed by the 2nd player or only by the first player) are sometimes not allowed in tournaments simply because both players don't have equal access to the trick--not because the tricks are too powerful.
In Pokemon, a donk is a trick that can only be performed by the player who wins the coin toss - and it surpasses this aforementioned limit.