Editing Neutral game

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*{{SSB4|Captain Falcon}}: He has the longest dash grab in the game. Back aerial auto-cancels in a short-hop, allowing it to be used for approaching and pressuring.
*{{SSB4|Captain Falcon}}: He has the longest dash grab in the game. Back aerial auto-cancels in a short-hop, allowing it to be used for approaching and pressuring.
*{{SSB4|Cloud}}: Cloud's Buster Sword gives him a long attack range on almost all of his attacks. Combined with favorable mobility traits, fast frame data for his range, and an immediate pressuring tool in his [[Limit Charge|Limit Break mechanic]] (with which he can either bolster his mobility even further, or use enhanced special moves, all of which can be tricky to punish), Cloud is one of the most difficult characters to approach in the neutral game.
*{{SSB4|Cloud}}: Cloud's Buster Sword gives him a long attack range on almost all of his attacks. Combined with favorable mobility traits, fast frame data for his range, and an immediate pressuring tool in his [[Limit Charge|Limit Break mechanic]] (with which he can either bolster his mobility even further, or use enhanced special moves, all of which can be tricky to punish), Cloud is one of the most difficult characters to approach in the neutral game.
*{{SSB4|Corrin}}: Corrin's naturally long range and great move in [[Dragon Lunge]] allows him to cover a lot of space at once despite his below average mobility. This is complemented by the fact that almost all of his ground moves and aerials can be used to combo in some way, and similar to Marth, his smash attacks and the initial part of Dragon Lunge deal more damage at the tip of their range. Forward aerial can be autocancelled when done in a short hop, and back aerial automatically pushes Corrin away from the opponent, making it difficult, if not impossible to punish for most characters.
*{{SSB4|Corrin}}: Corrin's naturally long range and great move in [[Dragon Lunge]] allows him to cover a lot of space at once despite his below average mobility. This is complimented by the fact that almost all of his ground moves and aerials can be used to combo in some way, and similar to Marth, his smash attacks and the initial part of Dragon Lunge deal more damage at the tip of their range. Forward aerial can be autocancelled when done in a short hop, and back aerial automatically pushes Corrin away from the opponent, making it difficult, if not impossible to punish for most characters.
*{{SSB4|Diddy Kong}}: Banana Peel is useful for stage-control and setting up combos. Down tilt is a perfect move for comboing into KO moves and pressuring the opponent in their shield. Forward aerial comes out very quickly, autocancels in a [[short hop fast fall]], and covers a wide range, being able to hit most characters at an angle they cannot cover as quickly.
*{{SSB4|Diddy Kong}}: Banana Peel is useful for stage-control and setting up combos. Down tilt is a perfect move for comboing into KO moves and pressuring the opponent in their shield. Forward aerial comes out very quickly, autocancels in a [[short hop fast fall]], and covers a wide range, being able to hit most characters at an angle they cannot cover as quickly.
*{{SSB4|Fox}}: Blaster no longer auto-cancels, but Fox retains his great mobility and fast, low cooldown moves from previous titles. Landing an up tilt in particular can lead to deadly juggle situations with multiple short hop up aerials.
*{{SSB4|Fox}}: Blaster no longer auto-cancels, but Fox retains his great mobility and fast, low cooldown moves from previous titles. Landing an up tilt in particular can lead to deadly juggle situations with multiple short hop up aerials.
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*{{SSB4|Link}}: [[Bombs]] are very spammable (by virtue of Link having the overall fastest [[item throw]] animations) and can also be used to boost Link's otherwise lackluster mobility with [[Glide toss#Dash item throw cancel item throw (DITCIT)|bombsliding]]. His other projectiles, [[Hero's Bow]] and [[Gale Boomerang]], can cut off several angles of attack, making it difficult to approach Link. His tilts, while on the slow side, are fairly reliable due to their range, with forward tilt being surprisingly strong for its relatively low cooldown.
*{{SSB4|Link}}: [[Bombs]] are very spammable (by virtue of Link having the overall fastest [[item throw]] animations) and can also be used to boost Link's otherwise lackluster mobility with [[Glide toss#Dash item throw cancel item throw (DITCIT)|bombsliding]]. His other projectiles, [[Hero's Bow]] and [[Gale Boomerang]], can cut off several angles of attack, making it difficult to approach Link. His tilts, while on the slow side, are fairly reliable due to their range, with forward tilt being surprisingly strong for its relatively low cooldown.
*{{SSB4|Luigi}}: [[Fireball]] is useful for approaching and pressuring. Forward aerial is quick, has good range (compared to his other attacks), and auto-cancels in a short-hop.
*{{SSB4|Luigi}}: [[Fireball]] is useful for approaching and pressuring. Forward aerial is quick, has good range (compared to his other attacks), and auto-cancels in a short-hop.
*{{SSB4|Mario}}: Many of Mario's attacks come out quickly and have relatively low cooldown, making it difficult to challenge him despite his below-average range and merely slightly above-average mobility, complementing his punish game, particularly with grabs. Like Luigi, Mario's Fireball is also useful for pressuring, though it has more ending lag.
*{{SSB4|Mario}}: Many of Mario's attacks come out quickly and have relatively low cooldown, making it difficult to challenge him despite his below-average range and merely slightly above-average mobility, complimenting his punish game, particularly with grabs. Like Luigi, Mario's Fireball is also useful for pressuring, though it has more ending lag.
*{{SSB4|Pikachu}}: [[Quick Attack]] helps Pikachu approach opponents. [[Thunder Jolt]] is also a useful projectile.
*{{SSB4|Pikachu}}: [[Quick Attack]] helps Pikachu approach opponents. [[Thunder Jolt]] is also a useful projectile.
*{{SSB4|Sheik}}: [[Needle Storm]]'s speed, range, and transcendent priority make it effective at harassing opponents from afar. Forward aerial is quick, long ranged, and auto-cancels in a short-hop, being an all-around useful move for approaching, pressuring, and starting combos. Almost all of Sheik's attacks are extremely fast and hard to punish, making Sheik one of the safest characters in the neutral game, especially when considering her excellent mobility.
*{{SSB4|Sheik}}: [[Needle Storm]]'s speed, range, and transcendent priority make it effective at harassing opponents from afar. Forward aerial is quick, long ranged, and auto-cancels in a short-hop, being an all-around useful move for approaching, pressuring, and starting combos. Almost all of Sheik's attacks are extremely fast and hard to punish, making Sheik one of the safest characters in the neutral game, especially when considering her excellent mobility.
*{{SSB4|Sonic}}: [[Spin Dash]], [[Spin Charge]] and grabbing are effective for racking up damage. Up aerial is good for combos and auto-cancels in a short-hop. He also has excellent mobility, which is further complemented by having the fastest dashing speed.
*{{SSB4|Sonic}}: [[Spin Dash]], [[Spin Charge]] and grabbing are effective for racking up damage. Up aerial is good for combos and auto-cancels in a short-hop. He also has excellent mobility, which is further complimented by having the fastest dashing speed.


===''[[Ultimate]]''===
===''[[Ultimate]]''===

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