Neutral game: Difference between revisions

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added notable examples, more info needed, especially for smash 64
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(added notable examples, more info needed, especially for smash 64)
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A common mistake made by beginners is to always approach the opponent with the exact same option, such as dash attack or dash grab, without putting much thought into how the opponent might also want to approach. This can create bad habits in the neutral game, as well as a huge stock deficit if players do not catch on quickly and change up their option selection.
A common mistake made by beginners is to always approach the opponent with the exact same option, such as dash attack or dash grab, without putting much thought into how the opponent might also want to approach. This can create bad habits in the neutral game, as well as a huge stock deficit if players do not catch on quickly and change up their option selection.
==Notable examples==
==='''''Smash 64'''''===
{{SSB|Fox}}: Blaster is an effective projectile, as the lasers cover a long distance and stun opponents.
{{SSB|Kirby}}: back aerial and especially up tilt are both fast and have large, disjointed hitboxes.
{{SSB|Pikachu}}: up tilt is quick and has a large hitbox, making it good for pressuring.
==='''''Melee'''''===
{{SSBM|Fox}}: Blaster has rapid-fire abilities, and auto-cancels upon landing.
{{SSBM|Falco}}: Blaster auto-cancels upon landing, and the shots are quick and cause flinching, making it potent at shutting down almost any approach.
{{SSBM|Marth}}: Marth has excellent mobility options in his dash-dance and wavedash, and his down tilt's speed and range are excellent for poking, pressuring, and disrupting opponent's approach options.
==='''''Brawl'''''===
{{SSBB|Diddy Kong}}: his Banana Peel is effective at creating stage-control and setting up other moves.
{{SSBB|Falco}}: Blaster shots are fast, long-ranged, transcendent, and auto-cancel upon landing, making it great for disrupting approaches and pressuring.
{{SSBB|King Dedede}}: his back aerial is quick, long-ranged, has a lingering hitbox, and can be done twice in a short-hop. [[Waddle Dee Toss]] can be used to block opponents' projectiles.
{{SSBB|Marth}}: forward aerial can be done twice in a short-hop. Its speed and range make it an excellent spacing tool and approach option.
{{SSBB|Meta Knight}}: [[Mach Tornado]] grants excellent protection and long horizontal distance. Forward aerial is quick, long-ranged, and auto-cancels in a short-hop. Lastly, he has a fast and hugely disjointed down aerial, which, combined with his jumps, can be used to pressure and air camp.
{{SSBB|Snake}}: he has the most projectiles in the game, including his [[Hand Grenade]], and his up smash gives him the longest DACUS in the game. All of these can be used to approach, create stage control, and disrupt opposing approaches. 
==='''''Smash 4'''''===
{{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|Diddy Kong}}: Banana Peel is useful for stage-control and setting up combos.
{{SSB4|Fox}}: though Blaster no longer auto-cancels, it is still effective at pressuring from afar and disrupting approaches.
{{SSB4|Luigi}}: [[Fireball]] is useful for approaching and pressuring. Forward aerial is quick, has good range, and auto-cancels in a short-hop.
{{SSB4|Shiek}}: [[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.


==Demonstration video==
==Demonstration video==
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