Super Smash Bros. series

Approach: Difference between revisions

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(Added a camping section)
m (Undid edit by 75.85.64.155: doesn't have anything to do with approaching and there's a camping article anyway.)
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*Certain [[projectile]]s while [[short hop]]ping.
*Certain [[projectile]]s while [[short hop]]ping.
*Long range attacks that move the [[character]] a.k.a. approach attacks
*Long range attacks that move the [[character]] a.k.a. approach attacks
==Camping==
Along with some of the methods above, characters can "camp" by staying still and using [[projectiles]] to keep the enemy at bay. For example, if a camping [[Samus]] is being approached by [[Donkey Kong]], she can use her missiles and [[Charge Shot]] to keep her away.


==Disrupting==
==Disrupting==

Revision as of 13:45, December 29, 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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