Turtling: Difference between revisions

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Keep in mind that in point matches this technique rarely works since your points can be stolen. In the Super Smash Bros. Brawl, some characters that are largely used for this techniques, and some example how to use them for turtling, are:
Keep in mind that in point matches this technique rarely works since your points can be stolen. In the Super Smash Bros. Brawl, some characters that are largely used for this techniques, and some example how to use them for turtling, are:
* [[Pit]]: Fire arrows constantly, if the target character gets near, use his combo attack which he keeps swinging his swords constantly, for smash, keep using at medium distance forward attack.
* [[Pit]]: Fire arrows constantly, if the target character gets near, use his combo attack which he keeps swinging his swords constantly, for smash, keep using at medium distance forward attack.
* [[R.O.B]]: Fire the laser constantly, for threats such as items, fire his toy so anything that comes as projectile will be stopped by it, when the target gets near use his down smash, when the target is airborne and falling at you, use up smash.
* [[R.O.B]]: Fire the laser constantly, for threats such as items, fire his gyro so anything that comes as projectile will be stopped by it, when the target gets near use his down smash, when the target is airborne and falling at you, use up smash.
* [[Wolf]]: Fire his pistol, remember that his pistol is not long range. When a character gets in medium distance, use constantly forward smash and if done correctly at the exact distance, the target won't get the chance for a "shield grab" and you land safely next to the target. When the target is near, keep combo with up smash or combo with the normal attack combo then proceed with forward smash.
* [[Wolf]]: Fire his blaster, remember that his blaster is not long range. When a character gets in medium distance, use constantly forward smash and if done correctly at the exact distance, the target won't get the chance for a "shield grab" and you land safely next to the target. When the target is near, keep combo with up smash or combo with the normal attack combo then proceed with forward smash.


Other characters that fall in this lineup are: [[Lucario]], [[Fox]], [[Falco]], [[Zelda]], etc. The common characteristic of all the characters are that all of them come with projectiles that leaves them open for a 1 second or for a few milliseconds just in time retaliate any attack that comes after them. And for smash, these characters have long range that don't expose them like for example Lucario and Falco forward smash and Zelda smashes which consist on staying for a longer period of time in a smash animation, in which by touching it no matter if it was first frame it will do a smash, unlike any other character in the game.
Other characters that fall in this lineup are: [[Lucario]], [[Fox]], [[Falco]], [[Zelda]], etc. The common characteristic of all the characters are that all of them come with projectiles that leaves them open for a 1 second or for a few milliseconds just in time retaliate any attack that comes after them. And for smash, these characters have long range that don't expose them like for example Lucario and Falco forward smash and Zelda smashes which consist on staying for a longer period of time in a smash animation, in which by touching it no matter if it was first frame it will do a smash, unlike any other character in the game.

Revision as of 12:49, June 2, 2008

Turtling is a common nickname given to defensive players which their behavior consist on not moving, staying at a flat platforms (any stage that looks like Final Destination), constantly using long range attacks and the common technique, "shield grab" if they are going to be attacked at short range and never, or rarely, moves from their spot unless an opportunity arise, for example, airborne characters, high percentage, ledges, retreating due to unfavorable conditions such as multiple players,etc. This technique is very common in stock matches but unreliable in point matches. This may explain the common variety of moving stages, or weird like the "saving platform" in Animal Crossing Stage (Smashville), included in the last game(Super Smash Bros. Brawl).

Keep in mind that in point matches this technique rarely works since your points can be stolen. In the Super Smash Bros. Brawl, some characters that are largely used for this techniques, and some example how to use them for turtling, are:

  • Pit: Fire arrows constantly, if the target character gets near, use his combo attack which he keeps swinging his swords constantly, for smash, keep using at medium distance forward attack.
  • R.O.B: Fire the laser constantly, for threats such as items, fire his gyro so anything that comes as projectile will be stopped by it, when the target gets near use his down smash, when the target is airborne and falling at you, use up smash.
  • Wolf: Fire his blaster, remember that his blaster is not long range. When a character gets in medium distance, use constantly forward smash and if done correctly at the exact distance, the target won't get the chance for a "shield grab" and you land safely next to the target. When the target is near, keep combo with up smash or combo with the normal attack combo then proceed with forward smash.

Other characters that fall in this lineup are: Lucario, Fox, Falco, Zelda, etc. The common characteristic of all the characters are that all of them come with projectiles that leaves them open for a 1 second or for a few milliseconds just in time retaliate any attack that comes after them. And for smash, these characters have long range that don't expose them like for example Lucario and Falco forward smash and Zelda smashes which consist on staying for a longer period of time in a smash animation, in which by touching it no matter if it was first frame it will do a smash, unlike any other character in the game.

Note