SmashWiki:12TP/Smash Bros. DOJO!! 09

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Japanese.png This page is part of SW:1226. The original page is located here.
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[Third-level]

Symbol of the Smash Bros. series.

Smash Bros. DOJO!! 41-45

- Mole tactics -
- Assembling a recovery -
- The difference between 2-player and 4-player matches -
- Use countering characters! -
- Shield moving -


#41 [Tactics] Mole tactics

On Congo Jungle and Planet Zebes, you can slip up through the bottom floor.

To exploit this, use "mole tactics" to attack with a jumping move.
This has little risk of counterattack.

That being said, the opponent can shield, jump, or roll to dodge.

If you decide to shield, move it down just to be sure.

For SW:1226
Mole! It's a mole!

#42 [Tactics] Assembling a recovery

To return to the stage once knocked away, both one's double jump and up special move should be combined.
(with some character-specific exceptions)

However, each has its ups and downs.

Double jump:

  • Can only be used once (or 5 times, with flight) before landing.
  • After using it once,
    even if hit, it can't be restored.

Up special move:

  • Enters the dropping pratfall once complete.
  • More lag on landing.
  • If damaged in the air, it can be reused.

First, if it's not possible to recover without both, you must use double jump → up special move.

The issue is if you only need one of them.

The double jump can only be used once, but allows more movement freedom and usage of attacks.

With an up special move, there is very little maneuverability. However, in addition to the attack itself, if you are hit away again before landing you can use it again.

Taking into account feints, invincibility, and throwing items, there's a wide range of available strategies.

Sorry for the length.

For SW:1226
The typical recovery path.
That ought to work.

#43 [Info] The difference between 2-player and 4-player matches

Giant Punch (Donkey Kong), Stone (Kirby), Falcon Punch (Falcon), PK Thunder's body attack (Ness), and Hookshot (Link) and Grappling Beam (Samus) are examples of strong but slow attacks.

What happens depends on whether it's a 2- or 4-player game. In a 2-player game, these attacks are hard to hit with, and easy to dodge.

On the other hand, in a 4-player game, you can aim for a crowd.
In other words, the character balance of 2- and 4-player games is very different.

Character balance is intended to take the midpoint of a 2- and 4-player game, so unfavourable attacks in 2-player games can be money in 4-player ones.

Even strategy will vary based on the number of participants.

For SW:1226 For SW:1226
While PK Thunder's body ram
is hard to hit in a 2-player game,
if aimed for a crowd...

#44 [Info] Use countering characters!

One thing that's common in many games
is a matchup, where one character cannot beat another no matter what.

If this occurs, use another character.
An unexpected weakness may be hidden, that can only be revaled by using another character.

For SW:1226
He's using Jigglypuff to give him the edge! Or something.

#45 [System] Shield moving

Shielding defends in all directions,
and you can shift its position with the control stick.

This lets you manipulate the shield when it weakens and shrinks.
In addition, you can use it to try and ricochet things (see below).

However, because rolling involves taps to the left or right,
and tapping up is a jump,
you need to be gentle.

...Though it isn't bad to roll, is it?

By the way, you are invincible for 2 frames when you jump or platform drop out of shield.

[1]
Falcon under attack with his shield shifted upwards.