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{{Header Nav|game=Super Smash Bros.}}
{{Header Nav|game=Super Smash Bros.}}
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==Teching==
==Teching==
The mastery of teching, also known as ''Z-recovering'', is often what separates the master from the talented amateur. Essentially, this technique cuts out the recovery time necessary when your character hits the ground. After being knocked into the air (or out of it), your character flops to the ground, and you must [[../Gameplay#Getting back up|get up]]. However, what teching does is allow you to remove all of that tedious recovery time and get right back up out of your fall '''instantaneously'''. To do this, just tap the {{n64|Z}} button at the exact moment that you hit the ground, and your character will immediately snap back to their feet, with a recovery time measured in milliseconds. And, as an added bonus, tapping {{n64|Z}} and {{N64|Left|Control}} or {{N64|Right|Control}} will cause your character to immediately roll in that direction upon landing. Adding this to the tactics mentioned above will make you very difficult to camp upon landing, and will also allow you to escape previously inevitable combos. Master this first, then move on.
The mastery of teching, also known as ''Z-recovering'', is often what separates the master from the talented amateur. Essentially, this technique cuts out the recovery time necessary when your character hits the ground. After being knocked into the air (or out of it), your character flops to the ground, and you must [[Super Smash Bros./Getting Started#Getting back up|get up]]. However, what teching does is allow you to remove all of that tedious recovery time and get right back up out of your fall '''instantaneously'''. To do this, just tap the {{n64|Z}} button at the exact moment that you hit the ground, and your character will immediately snap back to their feet, with a recovery time measured in milliseconds. And, as an added bonus, tapping {{n64|Z}} and {{N64|Left|Control}} or {{N64|Right|Control}} will cause your character to immediately roll in that direction upon landing. Adding this to the tactics mentioned above will make you very difficult to camp upon landing, and will also allow you to escape previously inevitable combos. Master this first, then move on.


==Z-Canceling==
==Z-Canceling==
Z-canceling is another technique that can immensely speed up your game. The easiest way to see this technique in action is with [[../Link|Link]]. Do his downward air attack, and at the precise moment that you land, tap {{n64|Z}}. He should stand right up, no shield flash or long cool-down time. This is applicable with all characters - on all aerial {{n64|A}}-attacks, tap {{n64|Z}} just before your character hits the ground. Unlike teching, you can't roll out of a Z-cancel, but this method of removing cool-down lag revitalizes attacks that are too slow without it, allowing for swift execution and recovery. This will feel rather awkward at first, but once you get used to it, you won’t be able to imagine playing without it. Z-Canceling has a 11 frame window, which means that you have to press R or Z within 11 frames before landing (not including input delay).
Z-canceling is another technique that can immensely speed up your game. The easiest way to see this technique in action is with [[Super Smash Bros./Link|Link]]. Do his downward air attack, and at the precise moment that you land, tap {{n64|Z}}. He should stand right up, no shield flash or long cool-down time. This is applicable with all characters - on all aerial A-attacks, tap {{n64|Z}} just before your character hits the ground. Unlike teching, you can't roll out of a Z-cancel, but this method of removing cool-down lag revitalizes attacks that are too slow without it, allowing for swift execution and recovery. This will feel rather awkward at first, but once you get used to it, you won’t be able to imagine playing without it.


==Shield Grabbing==
==Shield Grabbing==
Pressing the {{n64|R}} button has the same effect as simultaneously pressing the {{n64|Z}} and {{n64|A}} buttons. This fact leads to a very useful technique. While you have your shield up and your opponent is attacking at point-blank range, there is little you can do to escape. However, if you hit {{n64|A}} while holding {{n64|Z}}, your character will reach out and grab, dropping the shield just for the moment it takes to do so. If your character misses, the shield will pop back up. However, if you grab them, not only have you escaped but you have the opportunity to combo them in return. This is another balancing technique that can keep your opponent from getting up close to you and spamming attacks until your shield breaks. Be warned, though, that your shield drops while grabbing, so you can be hit by incoming attacks.
Pressing the {{n64|R}} button has the same effect as simultaneously pressing the {{n64|Z}} and {{n64|A}} buttons. This fact leads to a very useful technique. While you have your shield up and your opponent is attacking at point-blank range, there is little you can do to escape. However, if you hit {{n64|A}} while holding {{n64|Z}}, your character will reach out and grab, dropping the shield just for the moment it takes to do so. If your character misses, the shield will pop back up. However, if you grab them, not only have you escaped but you have the opportunity to combo them in return. This is another balancing technique that can keep your opponent from getting up close to you and spamming attacks until your shield breaks. Be warned, though, that your shield drops while grabbing, so you can be hit by incoming attacks.


==Dash Dancing==
==Dash Dancing==
{{sidebar
{{sidebar2
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|title=Warning
|title=Warning
|contents=Dash dancing has been known to annoy lower skilled players and other people in friendly games, so make sure your opponents know your guidelines and whether or not you want to play with dash dancing.
|contents=Dash dancing has been known to annoy lower skilled players and other people in friendly games, so make sure your opponents know your guidelines and whether or not you want to play with dash dancing.
}}
}}
Dashing back one step then forward one step to dodge an attack. To dash in the game, you just tap {{n64|Left|Control}} or {{n64|Right|Control}} and your character will start running. But before he runs, he dashes out a step with a trail of dust behind him. There is a distinct difference between this dash and a full run. Try this. Select [[../Fox/]] or [[../Captain Falcon|Falcon]] on the Great Fox (they have the best dash-dances). Run in a direction so that your character's running animation is unchanged. Now, release {{n64|Neutral|Control}} to stop running. Your character will slide to a stop, taking precious time to do so. Now, simply tap {{n64|Left|Control}} or {{n64|Right|Control}} to dash. You'll note that tapping and releasing creates a dash that stops as soon as it starts, giving you freedom to do anything at the end of it, like dashing back in the other direction. If you can master this, you can repeat it over and over, but doing so is only useful to confuse and/or annoy your opponent. What you want to do is wait for an attack, and as it comes out, you dash out of range of the attack, then dash back in with an attack of your own. You can do smashes out of the dash, if you release {{n64|Neutral|Control}} and then smash, you will actually slide a small distance while smashing, giving you a bit more range.
Dashing back one step then forward one step to dodge an attack. To dash in the game, you just tap {{n64|Left|Control}} or {{n64|Right|Control}} and your character will start running. But before he runs, he dashes out a step with a trail of dust behind him. There is a distinct difference between this dash and a full run. Try this. Select [[Super Smash Bros./Fox|Fox]] or [[Super Smash Bros./Captain Falcon|Falcon]] on the Great Fox (they have the best dash-dances). Run in a direction so that your character's running animation is unchanged. Now, release {{n64|Neutral|Control}} to stop running. Your character will slide to a stop, taking precious time to do so. Now, simply tap {{n64|Left|Control}} or {{n64|Right|Control}} to dash. You'll note that tapping and releasing creates a dash that stops as soon as it starts, giving you freedom to do anything at the end of it, like dashing back in the other direction. If you can master this, you can repeat it over and over, but doing so is only useful to confuse and/or annoy your opponent. What you want to do is wait for an attack, and as it comes out, you dash out of range of the attack, then dash back in with an attack of your own. You can do smashes out of the dash, if you release {{n64|Neutral|Control}} and then smash, you will actually slide a small distance while smashing, giving you a bit more range.
{{-}}
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==Spiking==
==Spiking==
The object of the game is to send someone out of the KO walls surrounding the level. The most effective way to do this is to send your opponent below the level so that the game's gravity is working against them on recovery. This is called '''spiking''', because of its similarity to spiking the ball in volleyball. It is a tactic used to kill your opponent at relatively low damage. Certain characters' moves have a downward component, or simply send the opponent straight down. These moves include:
The object of the game is to send someone out of the KO walls surrounding the level. The most effective way to do this is to send your opponent below the level so that the game's gravity is working against them on recovery. This is called '''spiking''', because of its similarity to spiking the ball in volleyball. It is a tactic used to kill your opponent at relatively low damage. Certain characters' moves have a downward component, or simply send the opponent straight down. These moves include:


*Ness: Downward air attack
*Ness: Downward air attack
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*DK: Downward air attack, Forward air attack
*DK: Downward air attack, Forward air attack
*Captain Falcon: Downward air attack
*Captain Falcon: Downward air attack
*Mario: {{N64|Down|Control}}{{plus}}{{n64|B}} (very situational, see [[../Mario|Mario section]])
*Mario: {{N64|Down|Control}}{{plus}}{{n64|B}} (very situational, see [[Super Smash Bros./Mario|Mario section]])


Other characters have spikes that are weaker, usually downward air attacks as well, but these listed above are the most powerful. If you have your opponent at about 50%-60% damage, get your opponent off of the edge and then use your spike to send them into oblivion. However, make sure you have enough jumps/recovery time to get back to the edge, or you will follow them down, which is simply unacceptable.
Other characters have spikes that are weaker, usually downward air attacks as well, but these listed above are the most powerful. If you have your opponent at about 50%-60% damage, get your opponent off of the edge and then use your spike to send them into oblivion. However, make sure you have enough jumps/recovery time to get back to the edge, or you will follow them down, which is simply unacceptable.


==Edge-guarding==
==Edge-guarding==
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*# Downward smash (try to connect with the very tip to send them horizontally)
*# Downward smash (try to connect with the very tip to send them horizontally)
*# Boomerang and bomb (bounce them around out there)
*# Boomerang and bomb (bounce them around out there)
*# Upward tilt (face inward toward the center of the stage and be prepared to turn around and do a short hop forward aerial as the upward tilt will pop your opponents upward and into a helpless position)


==Edge-hogging==
==Edge-hogging==
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==Juggling==
==Juggling==
The difference between this and comboing is blurred in the minds of some, nevertheless they are different actions. Juggling is the practice of using '''one''' move to bounce your opponent into the air or against a wall so that they cannot recover. This usually takes nothing more than basic timing, so the low-skill necessary component makes these juggles slightly cheap (although with higher damage on the opponent, they get harder to pull off), especially because players who juggle invariably repeat it over and over again. Juggles rarely kill, but they can get you up to some fantastic damage if done right. Some juggles are harder than others, and therefore are more acceptable, but if you must juggle in competitive play, do it and win instead of abstaining and losing.
The difference between this and comboing is blurred in the minds of some, nevertheless they are different actions. Juggling is the practice of using '''one''' move to bounce your opponent into the air or against a wall so that they cannot recover. This usually takes nothing more than basic timing, so the low-skill necessary component makes these juggles slightly cheap (although with higher damage on the opponent, they get harder to pull off), especially because players who juggle invariably repeat it over and over again. Juggles rarely kill, but they can get you up to some fantastic damage if done right. Some juggles are harder than others, and therefore are more acceptable, but if you must juggle in competitive play, do it and win instead of abstaining and losing.


Some often-seen juggles include:
Some often-seen juggles include:
* '''Ness''': Repeated upward tilt and Spike Bounce. Spike bounce is a difficult maneuver in which you use your powerful downward air attack to alternately spike your opponent to the ground and bounce them back into the air. Gratuitous use of the double-jump cancel is necessary for proper execution.
* '''Ness''': Repeated upward tilt and Spike Bounce. Spike bounce is a difficult maneuver in which you use your powerful downward air attack to alternately spike your opponent to the ground and bounce them back into the air. Gratuitous use of the double-jump cancel is necessary for proper execution.
* '''Fox''': Repeated upward air attack. This juggle is great on heavier characters, as they don't fly as far, allowing you to reach them with another attack before they can recover.
* '''Fox''': Repeated upward air attack. This juggle is great on heavier characters, as they don't fly as far, allowing you to reach them with another attack before they can recover.
* '''Falcon''': Repeated upward air attack (see Fox's upward air juggle) and Spike Bounce. The spike bounce is much harder to do than with Ness, but it is possible, and can link into other attacks.
* '''Falcon''': Repeated upward air attack (see Fox's upward air juggle) and Spike Bounce. The spike bounce is much harder to do than with Ness, but it is possible, and can link into other attacks.
* '''Pikachu''': Repeated upward tilts.
* '''Pikachu''': Repeated upward tilts
* '''Kirby''': Repeated upward tilts.
* '''Donkey Kong''': DK grab repeat and repeated throws. When up against a wall, as on Hyrule or on Saffron, DK can grab an opponent, bounce them off of a wall with his throw, then grab them as they fly off of it - he can repeat this until the opponent clears the wall.
* '''Donkey Kong''': DK grab repeat and repeated throws. When up against a wall, as on Hyrule or on Saffron, DK can grab an opponent, bounce them off of a wall with his throw, then grab them as they fly off of it - he can repeat this until the opponent clears the wall.
* '''Link''': Repeated upward tilts. You'll have to move slightly in your opponent's direction between upward tilts.
* '''Link''': Repeated upward tilts. You'll have to move slightly in your opponent's direction between upward tilts.
*'''Alternate Link Juggle''': Another great Link juggle is Slashing Uppercut {{(}}{{n64|Up|Control}}{{plus}}{{n64|A}}{{)}} to Whirling Blade Attack {{(}}{{n64|Up|control}}{{plus}}{{n64|B}}{{)}}. Just knock your opponent into the air using the Slashing Uppercut and then immediately follow it up with the Whirling Blade Attack. Your opponent will not only be dealt massive damage, but will most likely be blown off the edge of the level if their percentage is high enough.
*'''Alternate Mario Juggle''': Another Mario Juggle you can try is Mario's Upward Throw {{(}}{{n64|Up|control}}{{plus}}{{n64|R}}{{)}} to launch the opponent into the air the hit him/her with the backflip kick {{(}}{{n64|Up|Control}}{{plus}}{{n64|A}}{{)}} to launch them into the air again. The opponent can only recover if you let them come back to the ground (''DON'T'' let them come back to the ground).


==Wall Traps==
==Wall Traps==
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* Kirby, Fox, Pikachu, Falcon, and Link all have flurry attacks, which lends them to being the strongest wall trapping characters.
* Kirby, Fox, Pikachu, Falcon, and Link all have flurry attacks, which lends them to being the strongest wall trapping characters.


Countering a wall trap is difficult, though not impossible. To escape when already caught in the trap, you have to use direction influence (holding {{n64|Neutral|Control}} in a certain direction) to get out of it. The easiest way is through your opponent, though using directional influence upward will sometimes work as well.
Countering a wall trap is difficult, though not impossible. To escape when already caught in the trap, you have to use direction influence (holding {{n64|Neutral|Control}} in a certain direction) to get out of it. The easiest way is through your opponent, though using directional influence upward will sometimes work as well.


==Shield Break==
==Shield Break==
If you hold your character's shield up for too long, it will break. When penalized, the shield will break and the player remaining stunned until "awakened" with an attack. If left alone, the stun will wear off in several seconds and the shield will return. Some notes on shield stunning:
If you hold your character's shield up for too long, it will break. When penalized, the shield will break and the player remaining stunned until "awakened" with an attack. If left alone, the stun will wear off in several seconds and the shield will return. Some notes on shield stunning:


*Shields can be broken most easily with a [[../Items#Hand-to-Hand Weapons|Fan]] or with [[../Jigglypuff|Jigglypuff's]] ''Rising Pound'' (Neutral B-attack). However, the shield can be reduced to nothing with enough time and enough hits by any character.
*Shields can be broken most easily with a [[Super Smash Bros./Items#Hand-to-Hand Weapons|Fan]] or with [[Super Smash Bros./Jigglypuff|Jigglypuff's]] ''Rising Pound'' (Neutral B-attack). However, the shield can be reduced to nothing with enough time and enough hits by any character.
 
*If Jigglypuff's shield is broken, it result in an automatic KO no matter what amount of damage it has taken. The only exception to this is if the stun occurs under a ceiling, in which case Jigglypuff will spin at the ceiling level for the duration of a normal stun and then fall back down to the ground.
*If Jigglypuff's shield is broken, it result in an automatic KO no matter what amount of damage it has taken. The only exception to this is if the stun occurs under a ceiling, in which case Jigglypuff will spin at the ceiling level for the duration of a normal stun and then fall back down to the ground.
*On Sector Z, if a character's shield is destroyed at the right time, the character can ''teleport'' upward and land on a passing Arwing to be carried away for a KO. This takes more luck than actual skill.
*On Sector Z, if a character's shield is destroyed at the right time, the character can ''teleport'' upward and land on a passing Arwing to be carried away for a KO. This takes more luck than actual skill.


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