PropertyValue
rdfs:label
  • Stalling
rdfs:comment
  • Stalling is a common flight hazard in the Ace Combat series.
  • Stalling is a verb that describes an action to make a Wasting match unplayable by driving a car intounreachable places.
  • You can choose to not lose lives in a game. However, the next game will have a reduced amount of lives equal to the amount you would have lost. This can spill over into the next game after that if the amount you lost is more than your starting lives.
  • Stalling is a deliberate attempt to make a match last longer. An example may include racing around Hyrule: Temple while an opponent chases behind. This can be helpful to some characters, such as Wario and R.O.B., who have attacks that charge up after periods of time, respectively Wario Waft and Robo Beam. Many stalling techniques are also banned, such as the Luigi Ladder, using Peach Bomber infinitely against a wall, using Sonic's Homing Attack underneath a stage, and the Infinite Dimensional Cape.
  • Stalling is a strategy used in swordfighting and rumble, particularly in sea battle and team brawls. It involves refraining from pressing on the spacebar when teamed upon, allowing the pieces to fall at the game's standard speed. In a duel, one could use this strategy when his or her opponent's screen is nearly full, so that the opponent will hopefully run out of space on their board before the player does.
dcterms:subject
dbkwik:mcleodgaming/property/wikiPageUsesTemplate
dbkwik:needformadness/property/wikiPageUsesTemplate
abstract
  • Stalling is a deliberate attempt to make a match last longer. An example may include racing around Hyrule: Temple while an opponent chases behind. This can be helpful to some characters, such as Wario and R.O.B., who have attacks that charge up after periods of time, respectively Wario Waft and Robo Beam. Many stalling techniques are also banned, such as the Luigi Ladder, using Peach Bomber infinitely against a wall, using Sonic's Homing Attack underneath a stage, and the Infinite Dimensional Cape. Some moves that slow a character's falling speed in the air can help to stall off-stage or high above the ground, forcing an opponent to approach into a disadvantageous position. Moves with this ability include Wii Fit Trainer's Header and Deep Breathing, Bayonetta's Bullet Climax, Fox's Reflector, Ryu's Hadoken, Jigglypuff's Pound, Corrin's Dragon Fang Shot, Samus' Missile and Bomb, and Mario's Cape, among many others. Using these moves can not only slow descent to force an opponent approach but can also charge up an attack or projectile out of reach of the opponent or throw out an attack or projectile to damage opponents.
  • Stalling is a strategy used in swordfighting and rumble, particularly in sea battle and team brawls. It involves refraining from pressing on the spacebar when teamed upon, allowing the pieces to fall at the game's standard speed. In multiplayer swordfights, this strategy is usually employed when many opponents are teamed up on a single target. As the target stalls, the attacks sent by the opponents will build up, rendering most of the attacks useless, and allowing the other players on the targeted pirate's team to play unhindered. It is common to resort to this strategy when there are three opponents or more targeting a player; NPPs will stall if four or more players team up on them. In a duel, one could use this strategy when his or her opponent's screen is nearly full, so that the opponent will hopefully run out of space on their board before the player does. When rumbling, stalling is generally less effective, because there is only five seconds at most between shots, but proceeding slowly in a large brawl when teamed upon may still be a viable option. In a one-versus-one rumble match, stalling when the screen is nearly full can buy a few extra seconds of time if there is no other option.
  • Stalling is a common flight hazard in the Ace Combat series.
  • Stalling is a verb that describes an action to make a Wasting match unplayable by driving a car intounreachable places.
  • You can choose to not lose lives in a game. However, the next game will have a reduced amount of lives equal to the amount you would have lost. This can spill over into the next game after that if the amount you lost is more than your starting lives.
is wikipage disambiguates of