Rob:
That's the essential difference and point of the article really. They were having a tournament on a level that a tournament level player would consider casual. It's very hard to make stipulations against that kind of thing, other than not throwing something open to the general public and keeping it internal.
This article came across to me as someone who's been harshly introduced to the concept of fighting game competition. Personally I think its rather funny to see a modern day example, as many have had these kind of experiences in long gone days with SF.
As for glitches in fighting games, simply said: they will be used. They have been used since SF2. And a lot of these glitches have been later interred into the game's design. Wavedashing in Tekken (where the Smash Bros name comes from) wasn't an intended technique but since then Namco has changed things to specifically allow or disallow its usage for some characters (creating a natural imbalance along the way). Guilty Gear's jump installs are also something I can't believe were an intended feature. As was the invention of fuzzy guarding in VF. Most of the time these kinds of things won't break the game, rather they create extra layers of depth, but every now and again they do break a game, prime example being Soul Calibur 3.
That's the essential difference and point of the article really. They were having a tournament on a level that a tournament level player would consider casual. It's very hard to make stipulations against that kind of thing, other than not throwing something open to the general public and keeping it internal.
This article came across to me as someone who's been harshly introduced to the concept of fighting game competition. Personally I think its rather funny to see a modern day example, as many have had these kind of experiences in long gone days with SF.
As for glitches in fighting games, simply said: they will be used. They have been used since SF2. And a lot of these glitches have been later interred into the game's design. Wavedashing in Tekken (where the Smash Bros name comes from) wasn't an intended technique but since then Namco has changed things to specifically allow or disallow its usage for some characters (creating a natural imbalance along the way). Guilty Gear's jump installs are also something I can't believe were an intended feature. As was the invention of fuzzy guarding in VF. Most of the time these kinds of things won't break the game, rather they create extra layers of depth, but every now and again they do break a game, prime example being Soul Calibur 3.