Approach: Difference between revisions

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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 attack]]s are the most common form of approach. For example, {{SSBB|Meta Knight}}'s poor [[air speed]] slightly limits his approach, but his quick and long-[[range]]d 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.
{{AllGames|Techniques}}
{{incomplete|Smash 4- and Ultimate-specific approaches}}
An '''approach''' is the offensive method a player uses to get close enough to their opponent to land an attack or start a [[combo]]. Approach methods vary from [[approaching attack|built-in special moves]] ([[Bowser Jr.]]'s [[Clown Kart Dash]], [[R.O.B.]]'s [[Arm Rotor]]), to dash attacks, projectiles, or highly technical techniques ([[wavedashing]], [[shuffling]], or using [[short hop laser]]s). The simplest (and least safe) forms of approach are simply [[walking]] or [[dashing]] up to the opponent.  


==Types of approaches==
==Types of approaches==
*[[Walking]]
===Multiple games===
**The most basic form of approach, simply tilting the control stick slightly in the direction desired.
*[[Walking]] is slow and can be [[punish]]ed. However, this method can be unpredictable due to its rarity, and allows the use of any other attacks or actions, or to start other approach methods. Characters with a fast walk speed (for instance [[Fox]], [[Falco]], [[Pikachu]], [[Marth]] or [[Sheik]]) can efficiently use walking to microspace against slower characters.
*[[Dashing]]
*[[Dashing]] is both faster than walking and grants the potential for the use of [[dash attack]]s, dash [[grab]]s, pivot grabs, [[jump]]s, [[shield]]ing, forward [[roll]]s (back rolls are also possible from an initial dash but require more precision), [[up smash]]es, [[side special]]s and [[up special]]s. However, this prevents immediate usage of any tilts, neutral attacks, forward smashes, down smashes, neutral specials or down specials. In ''[[Super Smash Bros. Ultimate]]'', it is possible to perform any grounded action from a full run but not from an initial dash.
**A faster version of walking that can be used to preform a [[dash attack]]; slightly more unpredictable than walking.
**[[Fox-trotting]] involves performing multiple consecutive initial dashes by repeatedly flicking the control stick. Depending on the character used, it can potentially be faster than running. Fox-trotting is especially common in ''Ultimate'', where the fox-trot timings are highly uniform throughout the entire cast.
*[[Jump]]ing/[[Glide|Glid]]ing a.k.a aerial approach
*[[Jump]]ing allows the player to put out any aerial attacks while moving toward the opponent. This aggressive approach method can be difficult to defend against, especially with characters that have high aerial mobility, solid [[range]], fast aerial startup, low landing lag, or large [[auto-cancel]] windows; for example, [[Jigglypuff]] can easily attack while retreating if the player senses danger, while [[Sheik]]'s generous auto-cancel windows allow her to throw out aerials aggressively. However, as many aerial attacks are unsafe on shield if spaced incorrectly or performed too high in the air, this approach can often be countered by [[out of shield]] options or capitalizing on [[landing lag]]. It is also risky in all games except for ''Brawl'' and ''SSB4'', due to defensive options in the air generally being inferior to their counterparts on the ground, making it difficult to avoid being hit by a properly-aimed attack from the opponent.
*[[Foxtrot]]ting
*[[Wavedash]]ing is a technique which involves jumping, then quickly interrupting the jump with a diagonally downward-angled [[air dodge]], which results in the character sliding. The technique only exists in ''Melee'' and ''Ultimate'', but it is much more useful and far more common in ''Melee''
*[[Short hop laser]] while gradually moving forward
*[[Projectile]]s can cover an approach that would otherwise be vulnerable. They force the opponent to dodge, shield, or take the hit, all of which can be capitalized on. Some such projectiles are [[Peach]]'s [[Vegetable]]s, [[Falco]]'s [[Blaster (Falco)|Blaster]], and [[Mario]]'s [[Fireball]]. This is countered by [[reflection]], or alternatively also [[absorption]] in the case of energy-based projectiles.
*[[SHFFL]]ing forward
*[[Shielding]] can be a surprising mix-up when combined with other approaching methods. For example, if a player simply dashes up and puts out their shield, it can force a reaction from their opponent, allowing for a [[grab]]. This technique is a definite [[mindgame]].
*[[Wavedash]]ing
*[[Pivoting]] is a similarly advantageous mix-up while approaching, due to the ability to capitalize on an opponent's reaction and microspace. Characters which can use pivoting effectively include those with long, disjointed tilt attacks, far-reaching pivots, or a long [[pivot grab]], such as {{SSB4|Meta Knight}}'s pivot grab in ''SSB4''. This technique cannot be performed safely in ''Brawl'' due to the risk of random [[trip]]ping, and is largely absent in ''Ultimate'' (aside from pivot grabs) due to the removal of perfect pivoting.
*[[Float]]ing with [[Peach]]
*[[Approaching attack]]s are character-specific special moves that vary wildly in their style and application. They all share the same characteristic of moving the player while having a [[hitbox]] or grabbox out, and this allows them to be used to approach with minimal danger of punishment.
*[[Dash dancing]]
*[[Float]]ing is a technique exclusive to [[Peach]] (and also {{SSBU|Daisy}} in ''Ultimate'') and a very effective method of approach. It allows players of either character to move toward or away from the opponent completely at will, while putting out any of their aerials. With the addition of [[float cancel]]ing (an advanced technique only present in ''[[Melee]]''), or jump-canceled fast-falling in other ''Smash Bros.'' titles, this technique can prove deadly.
*Certain [[projectile]]s while [[short hop]]ping.
*[[Crouch Dash]] canceling (which is akin to the ''[[Tekken (universe)|Tekken]]'' series' own wavedashing technique that should not be confused with the ''Smash Bros.'' wavedash) can be used by {{SSBU|Kazuya}} in ''Ultimate'' to quickly approach his opponent while moving faster than he can run or fox-trot. He can interrupt the Crouch Dash with a [[Wind God Fist]] (or especially an Electric Wind God Fist), [[Spinning Demon to Left Hook]], or even [[Dragon Uppercut]].
*Long range attacks that move the [[character]] a.k.a. approach attacks
*[[Boost grab]], or dash attack canceled grab, is present in ''Melee'', ''Brawl'', ''SSB4'' and ''Ultimate''. It sees less use in ''SSB4'' than in ''Melee'', ''Brawl'' or ''Ultimate'', however, and only specific characters within each game benefit from it, most notably Sheik in ''Melee'', Snake in ''Brawl'' and Wolf in ''Ultimate''.
 
===''Melee''-specific===
*[[Dash dancing]] is an unpredictable, commitment-free method of approach. It has all of the same advantages as a regular dash, but allows to the player to quickly retreat to a defensive position and gives further control over [[spacing]].
**[[Dash-dance#Extended dash-dancing|Extended dash-dancing]] is a replacement of this technique in ''Brawl'' and ''SSB4'', combining dash dancing and [[fox-trotting]]. This lets a player make the most of a character's mobility by potentially confusing opponents and pressuring them to approach or dodge. Extended dash-dancing is most prominent in ''SSB4'', due to the risk of [[tripping]] in ''Brawl''.
*[[SHFFL]]ing is a jumping technique with all the benefits of a standard aerial approach, but is quicker and therefore harder to punish should it fail.
**The [[SHFF]] replaces this technique in ''Brawl'', ''SSB4'' and ''Ultimate'' due to the removal of [[L-cancel]]ing.
*[[Wavedash]]ing provides the option of an aggressive grounded approach. Most attacks can be used during a wavedash, with its speed and often unpredictable behavior allowing the player to quickly sneak in during a lapse in defense.
*[[Waveshine|Waveshining]] is a Fox and Falco-specific technique utilizing their [[Reflector]]s to approach before wavedashing away with a [[jump cancel]]. Due to the effectiveness of their wavedashes and their Reflectors' utility as extremely fast combo starters/breakers, waveshining is a very effective approach tactic, albeit difficult to master.
 
===''Brawl''-specific===
*The [[DACUS]], or dash attack canceled up smash, is an expansion of dash attacking, which carries the momentum of a canceled dash attack to boost a character forward while using an up smash. While most characters can perform the technique, few get a noticeable momentum boost when doing so, and for those characters, the technique allows an up smash to function similarly to an approaching attack.
**The [[Gatling Combo]] functions similarly, but allows both the dash attack and up smash to connect. It is a powerful approach option due to its travel distance and damage/KO potential, with {{SSBB|Falco}} being the most effective user of it.
*[[Glide|Glid]]ing is a rather unseen method of approach that can only be used by three specific characters ([[Meta Knight]], [[Pit]], [[Charizard]]). Like jumping, it grants the use of aerial attacks, along with the unique [[gliding#glide attack|glide attack]]. It is not as easy to retreat while in a glide, but a glide attack can be canceled by initiating it right before landing, canceling all of the glide's lag while leaving the player free to perform any input while covering some ground.
 
==Disrupting an approach==
Often, it will either be advantageous for a player to wait for their opponent to approach, or they will have no other option but to deal with their opponent's aggression. The defending player will often allow the aggressor to put out their attack(s) and wait for an opening, either while defending themselves via shield, jumping, or other dodging techniques. [[Shield grab]]bing is a common counter to reckless approachers.  


==Disrupting==
It is also possible to stop an approach in its tracks by by hitting the opponent out of it. However, this requires that a player have a range advantage on their opponent by using attacks such as [[Marth]]'s down tilt or [[Falco]]'s blaster.
Most characters have a way of stopping approaches while constantly damaging the enemy,such as [[Falco]], who can use his [[Blaster|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.'''
==In competitive play==
{{stub}}
Approaching techniques play a major role in the competitive [[metagame]]. A poor approach leaves the player vulnerable, so players must pay careful mind to how they attempt to take control. Prior to approaching, players are often in what is referred to as the "[[neutral game]]". During this period, neither player has a clear-cut advantage over the other, and both will be looking for a way to safely approach their opponent while also maintaining their presence and defensive structure. The way each player chooses to approach is important, as it is heavily dependent on the current situation (the matchup, stage positioning, and damage on each player).
{{AllGames|Techniques}}
 
==See also==
*[[Dash attack]]
*[[Approaching attack]]
*[[Neutral game]]
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