Editing Neutral game

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Every game starts out in what can be considered a neutral position: a medium distance away from each other relative to the size of the stage. This theoretically means that no character starts a game with a positional advantage. However, this is not always the case in practice. Some characters will spawn in the exact position they want to be at, putting them at an advantage. This can come down to the size and shape of the stage and what port a [[controller]] is plugged into depending on the game.  
Every game starts out in what can be considered a neutral position: a medium distance away from each other relative to the size of the stage. This theoretically means that no character starts a game with a positional advantage. However, this is not always the case in practice. Some characters will spawn in the exact position they want to be at, putting them at an advantage. This can come down to the size and shape of the stage and what port a [[controller]] is plugged into depending on the game.  


Being in a neutral position means that no player can use their abilities as effectively as they can against being somewhere else on the stage. A character's effectiveness in the neutral game comes down to three main factors: mobility, attack speed, and range. Good mobility grants easier movement and repositioning, and can allow a character to respond quickly when they find an opening, or retreat to escape pressure. Fast attack speed makes a character unpredictable, and can be used to force reactions and create openings. Characters with long reach in their attacks can fight at a safe distance, and range also encompasses projectiles, which are essential for applying pressure and limiting the opponent's options. Characters typically are either decently effective with all three attributes, or greatly excel in one attribute and lack in the others.
Being in a neutral position that no player can use their abilities as effectively as they can against being somewhere else on the stage. A character's effectiveness in the neutral game comes down to three main factors: mobility, attack speed, and range. Good mobility grants easier movement and repositioning, and can allow a character to respond quickly when they find an opening, or retreat to escape pressure. Fast attack speed makes a character unpredictable, and can be used to force reactions and create openings. Characters with long reach in their attacks can fight at a safe distance, and range also encompasses projectiles, which are essential for applying pressure and limiting the opponent's options. Characters typically are either decently effective with all three attributes, or greatly excel in one attribute and lack in the others.


The neutral game can be looked at as a [https://docs.google.com/drawings/d/1AJqWdlRkZDeYU8KrhcJuIiXCqO09xWO9byR1W5xGLSc/edit?usp=sharing triangle of sorts], like Rock, Paper, Scissors, where each vertex overrides another. Grabbing goes through shielding, [[Shield]]s can block attacks and leave opportunities to punish afterward, and regular attacks can outprioritize grabs due to their generally superior range and speed. The strategy comes in trying to anticipate what the opponent will do next and planning around it. This way of looking at the neutral game is a bit reductive, however; players generally have more than 3 options available to them (such as moving out of the way if they feel they are too close to the opponent, or using different attacks at a time). Each attribute also, despite naturally having an advantage over the second and a disadvantage over the third, does not mean a character that excels in that one attribute will automatically win or lose a specific matchup, as the skill of the individual player is still the ultimate deciding factor.
The neutral game can be looked at as a [https://docs.google.com/drawings/d/1AJqWdlRkZDeYU8KrhcJuIiXCqO09xWO9byR1W5xGLSc/edit?usp=sharing triangle of sorts], like Rock, Paper, Scissors, where each vertex overrides another. Grabbing goes through shielding, [[Shield]]s can block attacks and leave opportunities to punish afterward, and regular attacks can outprioritize grabs due to their generally superior range and speed. The strategy comes in trying to anticipate what the opponent will do next and planning around it. This way of looking at the neutral game is a bit reductive, however; players generally have more than 3 options available to them (such as moving out of the way if they feel they are too close to the opponent, or using different attacks at a time). Each attribute also, despite naturally having an advantage over the second and a disadvantage over the third, does not mean a character that excels in that one attribute will automatically win or lose a specific matchup, as the skill of the individual player is still the ultimate deciding factor.

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