Neutral game: Difference between revisions

324 bytes added ,  6 years ago
Line 35: Line 35:
*{{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 long attack range on almost all of his attacks. Combined with favorable mobility traits, fast frame data for his range, and an immediate pressuring tool in his [[Limit Charge|Limit Break mechanic]] (with which he can either bolster his mobility even further, or use enhanced special moves, all of which can be tricky to punish), Cloud is one of the most difficult characters to approach in the neutral game.
*{{SSB4|Cloud}}: Cloud's Buster Sword gives him a long attack range on almost all of his attacks. Combined with favorable mobility traits, fast frame data for his range, and an immediate pressuring tool in his [[Limit Charge|Limit Break mechanic]] (with which he can either bolster his mobility even further, or use enhanced special moves, all of which can be tricky to punish), Cloud is one of the most difficult characters to approach in the neutral game.
*{{SSB4|Corrin}}: Corrin's naturally long range and great move in [[Dragon Lunge]] allows him to cover a lot of space at once despite his below average mobility. Being at the tip of said move's range as well as his smash attacks is even more troubling for the opponent, as these moves do more damage when spaced well.
*{{SSB4|Corrin}}: Corrin's naturally long range and great move in [[Dragon Lunge]] allows him to cover a lot of space at once despite his below average mobility. This is complimented by the fact that almost all of his ground moves and aerials can be used to combo in some way, and similar to Marth, his smash attacks and the initial part of Dragon Lunge deal more damage at the tip of their range. Forward aerial can be autocancelled when done in a short hop, and back aerial automatically pushes Corrin away from the opponent, making it difficult to punish for most characters.
*{{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. Forward aerial comes out very quickly and covers a wide range, being able to hit most characters at an angle they cannot cover as quickly.
*{{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. Forward aerial comes out very quickly, autocancels in a [[short hop fast fall]], and covers a wide range, being able to hit most characters at an angle they cannot cover as quickly.
*{{SSB4|Fox}}: Though Blaster no longer auto-cancels, it is still effective at pressuring from afar and disrupting approaches. He also still retains his great mobility and fast, low cooldown moves from previous titles.
*{{SSB4|Fox}}: Blaster no longer auto-cancels, but Fox retains his great mobility and fast, low cooldown moves from previous titles. Landing an up tilt in particular can lead to deadly juggle situations with multiple short hop up aerials.
*{{SSB4|Kirby}}: In certain circumstances, [[forward air]] can chain into itself and carry opponents off-stage. All of Kirby's tilts come out and end quickly. His crouch is low enough for taller character's grabs and certain projectiles to miss him.
*{{SSB4|Kirby}}: In certain circumstances, [[forward air]] can chain into itself and carry opponents off-stage. All of Kirby's tilts come out and end quickly. His crouch is low enough for taller character's grabs and certain projectiles to miss him.
*{{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 [[Glide toss#Dash item throw cancel item throw (DITCIT)|bombsliding]]. His other projectiles, [[Hero's Bow]] and [[Gale Boomerang]], can cut off several angles of attack, making it difficult to approach Link. His tilts, while on the slow side, are fairly reliable due to their range, with forward tilt being surprisingly strong for its relatively low cooldown.
*{{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 [[Glide toss#Dash item throw cancel item throw (DITCIT)|bombsliding]]. His other projectiles, [[Hero's Bow]] and [[Gale Boomerang]], can cut off several angles of attack, making it difficult to approach Link. His tilts, while on the slow side, are fairly reliable due to their range, with forward tilt being surprisingly strong for its relatively low cooldown.
1,916

edits