Super Smash Bros. series

Approach: Difference between revisions

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(MK's dash attack isn't bad, it combos well and is fast, plus his walking speed is average. this is worded better.)
mNo edit summary
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*[[Dashing]]
*[[Dashing]]
**A faster version of walking that can be used to preform a [[dash attack]]; slightly more unpredictable than walking.
**A faster version of walking that can be used to preform a [[dash attack]]; slightly more unpredictable than walking.
*[[Jump]]ing/[[Glide|Glid]]ing
*[[Jump]]ing/[[Glide|Glid]]ing a.k.a aerial approach
*[[Foxtrot]]ting
*[[Foxtrot]]ting
*[[Short hop laser]] while gradually moving forward
*[[Short hop laser]] while gradually moving forward

Revision as of 22:41, December 25, 2013

An approach is the method a player uses to get close enough to their opponent to land an attack. The simplest (and least safe) forms of approach are simply walking or dashing up to the opponent. With the exception of walking, dashing and jumping, approach attacks are the most common form of approach. For example, Meta Knight's poor air speed slightly limits his approach, but his quick and long-ranged aerials and ground attacks, along with many of his moves having high priority and great followup options, give him a versatile approaching game, from the ground and air alike.

Types of approaches

Disrupting

Most characters have a way of stopping approaches while constantly damaging the enemy,such as Falco, who can use his lasers to stop most attacks and slightly damage the enemy. He can also SHDL to do more damage.

Note: Generally many of the above are combined to form a complex approach.

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