Super Smash Bros./Advanced techniques: Difference between revisions

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==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.  Do his dair, 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 is another technique that can immensely speed up your game.  The easiest way to see this technique in action is with Link.  Do his dare, 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.


==Shield Grabbing==
==Shield Grabbing==
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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: Dair
*Ness: dare
*Samus: Dair
*Samus: dare
*Yoshi: Fair
*Yoshi: Fair
*Kirby: Dair, {{N64|Up|Control}} {{n64|B}} (Final Cutter)
*Kirby: dare, {{N64|Up|Control}} {{n64|B}} (Final Cutter)
*DK: Dair, Fair
*DK: dare, Fair
*Captain Falcon: Dair
*Captain Falcon: dare
*Mario: {{N64|Down|Control}} {{n64|B}} (very situational, see [[Super Smash Bros./Characters#Mario| Mario section]])
*Mario: {{N64|Down|Control}} {{n64|B}} (very situational, see [[Super Smash Bros./Characters#Mario| Mario section]])


Other characters have spikes that are weaker, usually dairs 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 dares 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.


==Edgeguarding==
==Edgeguarding==
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Some often-seen juggles include:
Some often-seen juggles include:
* Ness: Repeated utilt, Spike Bounce (a difficult manoeuvre in which you use your powerful dair 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 utilt, Spike Bounce (a difficult manoeuvre in which you use your powerful dare 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 uair (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 uair (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 uair (see Fox's uair juggle), Spike Bounce (much harder to do than with Ness, but it is possible, and can link into other attacks)
* Falcon: Repeated uair (see Fox's uair juggle), Spike Bounce (much harder to do than with Ness, but it is possible, and can link into other attacks)
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First of all, after the B-up move of most characters (excluding Link and Kirby at the moment), there will be a time where your character cannot do anything but DI about with the control stick. During this time, most characters can hold down to fall straight through a platform. Try it with Samus, for example. Go to Peach's Castle and do your B-up, and then hold down on the control stick. You should fall right through the upper platform and onto the bottom. This is good if you miss your attack (like Luigi's Fire Punch, for example) and want to get to cover quickly so that you can regain control. Simply drop through a platform or two and land, then go attack your opponent again.
First of all, after the B-up move of most characters (excluding Link and Kirby at the moment), there will be a time where your character cannot do anything but DI about with the control stick. During this time, most characters can hold down to fall straight through a platform. Try it with Samus, for example. Go to Peach's Castle and do your B-up, and then hold down on the control stick. You should fall right through the upper platform and onto the bottom. This is good if you miss your attack (like Luigi's Fire Punch, for example) and want to get to cover quickly so that you can regain control. Simply drop through a platform or two and land, then go attack your opponent again.


Secondly, dropping through provides an opportunity for a quick dodge and return of attack. For example, you're on Mushroom Kingdom, fighting Link. You're standing on the platform to the right of the tube on the left side of the screen. Link, from above, tries to dair you. What do you do? Well, I would wait until the last second, and then drop below the level (thus making his attack miss), then pop back up and attack while he's in his lag. Play with it, as it gives you another level of mindgames to play with your poor opponent.
Secondly, dropping through provides an opportunity for a quick dodge and return of attack. For example, you're on Mushroom Kingdom, fighting Link. You're standing on the platform to the right of the tube on the left side of the screen. Link, from above, tries to dare you. What do you do? Well, I would wait until the last second, and then drop below the level (thus making his attack miss), then pop back up and attack while he's in his lag. Play with it, as it gives you another level of mindgames to play with your poor opponent.
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