What makes camping so preferable and why players don't engage in a FIGHTING game?
For context, I saw a post regarding a rework for good ol' Little Mac. And one of the things OP mentioned was a stamina meter. Basically, Mac has grounded dodges and air dodges that are frame one but they're tied to a meter and not only does that meter doesn't start recharging until it's spent, but until it charges fully (15 seconds, or 30 after I pointed out the problems) you can't dodge.
This approach emulates how Punch Out works, where dodging or blocking is limited, but applying it to blocking would've been too much (shields don't need much BS with them, they're simply burst defense options that break if hit too much, and that's enough), but dodges are fine it seems.
The issue I found with this idea is that, a viable strategy would be to waste a dodge on the ground when you have very little meter left and camp on the ground (Mac would still be ground focus anyway, so he's safe). He suggested 30 seconds instead of 15, but I doubt it matters.
My reasoning behind why people like camping in Smash is because the genre enables it. In regular fighting games, walking backwards is slower than walking forward, so it promotes engaging. That's not a thing in platform fighters (for obvious reasons), so there's no tool to prevent camping. However, Melee is an outlier, aggressive play is promoted. Why do you think that is? Let me know
Posted Jan 11, 2026, 8:02 PM UTC