Neutral game: Difference between revisions

873 bytes added ,  7 years ago
m
Line 33: Line 33:
===''[[Smash 4]]''===
===''[[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|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|Cloud}}: Cloud's Buster Sword gives him a very long attack range, and his neutral aerial, up aerial, and back aerial all auto-cancel in a short-hop. He also has favorable mobility traits, possessing a quick dash and one of the faster running speeds in the game.
*{{SSB4|Cloud}}: Cloud's Buster Sword gives him a very long attack range. His neutral aerial, up aerial, and back aerial all auto-cancel in a short-hop without Limit Break status (only back aerial fails to auto-cancel in Limit Break), and down aerial auto-cancels in a full hop, which, combined with its amount of active frames, effectively zones out most characters and can also lead to devastating KO confirms if it hits extremely late. To top everything off, he has favorable mobility traits, possessing one of the faster running speeds in the game and good air speed, both of which are bolstered in Limit Break status.
*{{SSB4|Diddy Kong}}: Banana Peel is useful for stage-control and setting up combos. Down tilt is a perfect move for comboing into KO moves and pressuring the opponent in their shield.
*{{SSB4|Diddy Kong}}: Banana Peel is useful for stage-control and setting up combos. Down tilt is a perfect move for comboing into KO moves and pressuring the opponent in their shield.
*{{SSB4|Fox}}: Though Blaster no longer auto-cancels, it is still effective at pressuring from afar and disrupting approaches. He also still has his great mobility.
*{{SSB4|Fox}}: Though Blaster no longer auto-cancels, it is still effective at pressuring from afar and disrupting approaches. He also still has his great mobility.
*{{SSB4|Link}}: [[Bombs]] are very spammable (by virtue of Link having the overall fastest [[item throw]] animations) and can also be used to boost Link's otherwise lackluster mobility with [[DACUS]] inputs. His other projectiles, [[Hero's Bow]] and [[Gale Boomerang]], can cut off several angles of attack, making it difficult to approach Link.
*{{SSB4|Link}}: [[Bombs]] are very spammable (by virtue of Link having the overall fastest [[item throw]] animations) and can also be used to boost Link's otherwise lackluster mobility with [[DACUS]] inputs. His other projectiles, [[Hero's Bow]] and [[Gale Boomerang]], can cut off several angles of attack, making it difficult to approach Link.
*{{SSB4|Luigi}}: [[Fireball]] is useful for approaching and pressuring. Forward aerial is quick, has good range, and auto-cancels in a short-hop.  
*{{SSB4|Luigi}}: [[Fireball]] is useful for approaching and pressuring. Forward aerial is quick, has good range, and auto-cancels in a short-hop.
*{{SSB4|Mario}}: Many of Mario's attacks come out quickly and have relatively low cooldown, making it difficult to challenge him despite his below-average range and merely average mobility, complimenting his punish game, particularly with grabs. Like Luigi, Mario's Fireball is also useful for pressuring, though it has more ending lag.
*{{SSB4|Pikachu}}: [[Quick Attack]] helps Pikachu approach opponents. [[Thunder Jolt]] is also a useful projectile.  
*{{SSB4|Pikachu}}: [[Quick Attack]] helps Pikachu approach opponents. [[Thunder Jolt]] is also a useful projectile.  
*{{SSB4|Sheik}}: [[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.
*{{SSB4|Sheik}}: [[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. Almost all of Sheik's attacks are extremely fast and hard to punish, making Sheik one of the safest characters in the neutral game, especially when considering her excellent mobility.
*{{SSB4|Sonic}}: [[Spin Dash]], [[Spin Charge]] and grabbing are effective for racking up damage. Up aerial is good for combos and auto-cancels in a short-hop.
*{{SSB4|Sonic}}: [[Spin Dash]], [[Spin Charge]] and grabbing are effective for racking up damage. Up aerial is good for combos and auto-cancels in a short-hop.


1,916

edits