Editing Super Smash Bros./Gameplay
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* '''Full-Jump''': This is the simplest jump. To perform it, simply stand on the ground and either tap {{n64|Up|Control}} or push {{n64|Left|C}}. Your character will jump off of the ground and then fall back down. | * '''Full-Jump''': This is the simplest jump. To perform it, simply stand on the ground and either tap {{n64|Up|Control}} or push {{n64|Left|C}}. Your character will jump off of the ground and then fall back down. | ||
* '''Shorthop''': A very important type of jump that will speed up your game immensely. To shorthop, you must quickly tap {{n64|Left|C}} while standing on the ground. The amount of time the button is pressed is what matters, not the force with which you press it. When correctly performed, your character should jump a fraction of their full jump height off of the ground. To see the difference between a full-jump and a shorthop, stand under a platform and see where you jump in relation to it. | * '''Shorthop''': A very important type of jump that will speed up your game immensely. To shorthop, you must quickly tap {{n64|Left|C}} while standing on the ground. The amount of time the button is pressed is what matters, not the force with which you press it. When correctly performed, your character should jump a fraction of their full jump height off of the ground. To see the difference between a full-jump and a shorthop, stand under a platform and see where you jump in relation to it. | ||
* '''Double-Jump (AKA Second Jump)''': There is only one type of double-jump. This is performed in mid-air. All characters except [[Super Smash Bros./Kirby|Kirby]] and [[Super Smash Bros./Jigglypuff|Jigglypuff]] have only one mid-air jump, while these two characters each have five. Any time your character is in midair, whether after jumping, falling, or being hit off of the platform, they have the chance to jump in mid-air. ''Once you use up your midair jump(s), you don't get them back unless you are thrown or you touch the level!'' | * '''Double-Jump (AKA Second Jump)''': There is only one type of double-jump. This is performed in mid-air. All characters except [[Super Smash Bros./Kirby|Kirby]] and [[Super Smash Bros./Jigglypuff|Jigglypuff]] have only one mid-air jump, while these two characters each have five. Any time your character is in midair, whether after jumping, falling, or being hit off of the platform, they have the chance to jump in mid-air. ''Once you use up your midair jump(s), you don't get them back unless you are thrown or you touch the level!'' | ||
===Edge-Recoveries=== | ===Edge-Recoveries=== | ||
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#You can hit an attack button {{(}}{{n64|A}}, {{n64|B}} or {{n64|R}}{{)}} and you will attack as you climb back up. | #You can hit an attack button {{(}}{{n64|A}}, {{n64|B}} or {{n64|R}}{{)}} and you will attack as you climb back up. | ||
These three recoveries are executed quickly at damage percentages below 100%, but are clumsy and slow when you are at higher damage, as your character has been weakened. The final thing you can do is to tap {{n64|Left|Control}} or {{n64|Right|Control}} away from the edge (letting go) and then double-jump back onto the stage attacking in order to defend yourself while recovering. However, attacking while falling past the edge is a bad idea: if your attack animation executes during the window where your character can grab the edge then he/she doesn't, it's lights out. Careful use of edge recoveries can make you much more difficult to kill, but don't become predictable, or you're as good as dead. Remember, the only way to die is to be knocked off of the stage, so if you can consistently get back to the stage, you'll be very successful. | These three recoveries are executed quickly at damage percentages below 100%, but are clumsy and slow when you are at higher damage, as your character has been weakened. The final thing you can do is to tap {{n64|Left|Control}} or {{n64|Right|Control}} away from the edge (letting go) and then double-jump back onto the stage attacking in order to defend yourself while recovering. However, attacking while falling past the edge is a bad idea: if your attack animation executes during the window where your character can grab the edge then he/she doesn't, it's lights out. Careful use of edge recoveries can make you much more difficult to kill, but don't become predictable, or you're as good as dead. Remember, the only way to die is to be knocked off of the stage, so if you can consistently get back to the stage, you'll be very successful. | ||
As an alternative, you can also use {{n64|L}} for your shield and recovery actions. | |||
===Getting Back Up=== | ===Getting Back Up=== |