Super Smash Bros. series

Approach

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search

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 built-in special moves (Captain Falcon's Raptor Boost, R.O.B.'s Arm Rotor), to dash attacks, projectiles, or highly technical techniques (wavedashing, shuffling, or using short hop lasers). The simplest (and least safe) forms of approach are simply walking or dashing up to the opponent.

Types of approaches

  • Walking is slow and predictable, and can be punished. It can, however, lead into any of a character's attacks, or other approach methods.
  • Dashing is both faster than walking and grants the potential for the use of dash attacks, DACUSs, and dash canceled moves.
  • Jumping allows the player to put out any aerial attacks while moving toward the opponent. This aggressive approach method can be difficult to defend against, and characters with high aerial speed (Jigglypuff, Wario) can easily back out if the player senses danger.
  • Gliding is a rather unseen method of approach that can only be used by specific characters (Meta Knight, Pit, Charizard) in Brawl. Like jumping, it grants the use of aerial attacks, however it is not as easy to retreat while in a glide.
  • SHFFLing is a further expansion on jumping. It has all of the same benefits of a standard aerial approach, but is both quicker and is harder to punish should it fail.
  • Wavedashing provides the option of an aggressive grounded approach. Most attacks can be used during a wavedash, and its at times unpredictable behavior allows the player to quickly sneak in during a lapse in defense.
  • Floating is a Peach exclusive technique, and arguably one of the best methods of approach. It allows Peach players to move toward or away from the opponent completely at will, while putting out any of Peach's aerials. With the addition of float canceling, this technique can prove deadly.
  • 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.
  • Projectiles can cover an approach that would otherwise be vulnerable. They force the opponent to either dodge, shield, or take the hit, all of which can be capitalized on. Some such projectiles are Peach's vegetables, Falco's blaster, and Mario's fireball. This is countered by reflection.
  • Shielding can be a surprising mix-up when combined with other approaching methods. For example, if a player wavedashes up and puts out their shield, it can force a reaction from their opponent, allowing for a grab. This technique is a definite mindgame.
  • Approaching attacks 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 out, and this allows them to be used to approach.

Disrupting an approach

Often, it will either be disadvantageous 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 grabbing is a common counter to reckless approachers.

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.

In competitive play

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).

See also