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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 [[approaching attack|built-in special moves]] ([[Bowser Jr.]]'s [[Clown Kart Dash]], [[R.O.B.]]'s [[Arm Rotor]]), to dash attacks, projectiles, or highly technical techniques ([[wavedashing]], [[shuffling]], or using [[short hop laser]]s). The simplest (and least safe) forms of approach are simply [[walking]] or [[dashing]] up to the opponent. | 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 [[approaching attack|built-in special moves]] ([[Bowser Jr.]]'s [[Clown Kart Dash]], [[R.O.B.]]'s [[Arm Rotor]]), to dash attacks, projectiles, or highly technical techniques ([[wavedashing]], [[shuffling]], or using [[short hop laser]]s). The simplest (and least safe) forms of approach are simply [[walking]] or [[dashing]] up to the opponent. | ||
==Types of approaches== | ==Types of approaches== | ||
===Multiple games=== | ===Multiple games=== | ||
*[[Walking]] is slow and can be [[punish]]ed. However, this method can be unpredictable due to its rarity, and allows the use of any other attacks | *[[Walking]] is slow and can be [[punish]]ed. However, this method can be unpredictable due to its rarity, and allows the use of any other attacks, or to start other approach methods. Characters with a fast walk speed (most notably [[Marth]]) can use walking to microspace against slower characters. | ||
*[[Dashing]] is both faster than walking and grants the potential for the use of [[dash attack]]s | *[[Dashing]] is both faster than walking and grants the potential for the use of [[dash attack]]s and [[dash cancel]]ed moves. However, this prevents immediate usage of any tilts, neutral attacks or smash attacks (excluding up smashes). | ||
*[[Jump]]ing allows the player to put out any aerial attacks while moving toward the opponent. This aggressive approach method can be difficult to defend against, especially with characters that have high aerial mobility or large [[auto-cancel]] windows; for example, [[Jigglypuff]] can easily attack while retreating if the player senses danger, while [[Sheik]]'s generous auto-cancel windows allow her to throw out aerials aggressively. However, as most aerial attacks are unsafe on shield if spaced incorrectly, this approach can be countered by [[out of shield]] options or capitalizing on [[landing lag]]. | |||
*[[Jump]]ing allows the player to put out any aerial attacks while moving toward the opponent. This aggressive approach method can be difficult to defend against, especially with characters that have high aerial mobility | *[[Projectile]]s 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 [[Vegetable]]s, [[Falco]]'s [[Blaster]], and [[Mario]]'s [[Fireball]]. This is countered by [[reflection]]. | ||
*[[Projectile]]s can cover an approach that would otherwise be vulnerable. They force the opponent to dodge, shield, or take the hit, all of which can be capitalized on. Some such projectiles are [[Peach]]'s [[Vegetable]]s, [[Falco]]'s [[ | |||
*[[Shielding]] can be a surprising mix-up when combined with other approaching methods. For example, if a player simply dashes up and puts out their shield, it can force a reaction from their opponent, allowing for a [[grab]]. This technique is a definite [[mindgame]]. | *[[Shielding]] can be a surprising mix-up when combined with other approaching methods. For example, if a player simply dashes up and puts out their shield, it can force a reaction from their opponent, allowing for a [[grab]]. This technique is a definite [[mindgame]]. | ||
*[[Pivoting]] is a similarly advantageous mix-up while approaching, due to the ability to capitalize on an opponent's reaction and microspace. Characters which can use pivoting effectively include those with long, disjointed tilt attacks, far | *[[Pivoting]] is a similarly advantageous mix-up while approaching, due to the ability to capitalize on an opponent's reaction and microspace. Characters which can use pivoting effectively include those with long, disjointed tilt attacks, far reaching pivots, or a long [[pivot grab]], such as {{SSB4|Meta Knight}}'s pivot grab in ''SSB4''. This technique cannot be performed in ''Brawl''. | ||
*[[Approaching attack]]s are character | *[[Approaching attack]]s 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 with minimal danger of punishment. | ||
*[[Float]]ing is a | *[[Float]]ing is a [[Peach]]-exclusive technique, and a very effective method 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 cancel]]ing, this technique can prove deadly. | ||
*[[Boost grab]], or dash attack canceled grab, is present in | *[[Boost grab]], or dash attack canceled grab, is present in both Smash 4 and Brawl, although its use is more common in Brawl. | ||
===''Melee''-specific=== | ===''Melee''-specific=== | ||
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**[[Dash-dance#Extended dash-dancing|Extended dash-dancing]] is a replacement of this technique in ''Brawl'' and ''SSB4'', combining dash dancing and [[fox-trotting]]. This lets a player make the most of a character's mobility by potentially confusing opponents and pressuring them to approach or dodge. Extended dash-dancing is most prominent in ''SSB4'', due to the risk of [[tripping]] in ''Brawl''. | **[[Dash-dance#Extended dash-dancing|Extended dash-dancing]] is a replacement of this technique in ''Brawl'' and ''SSB4'', combining dash dancing and [[fox-trotting]]. This lets a player make the most of a character's mobility by potentially confusing opponents and pressuring them to approach or dodge. Extended dash-dancing is most prominent in ''SSB4'', due to the risk of [[tripping]] in ''Brawl''. | ||
*[[SHFFL]]ing is a jumping technique with all the benefits of a standard aerial approach, but is quicker and therefore harder to punish should it fail. | *[[SHFFL]]ing is a jumping technique with all the benefits of a standard aerial approach, but is quicker and therefore harder to punish should it fail. | ||
**The [[SHFF]] replaces this technique in ''Brawl'' | **The [[SHFF]] replaces this technique in ''Brawl'' and ''SSB4'' due to the removal of [[L-cancel]]ing. | ||
*[[Wavedash]]ing provides the option of an aggressive grounded approach. Most attacks can be used during a wavedash, with its speed and often unpredictable behavior allowing the player to quickly sneak in during a lapse in defense. | *[[Wavedash]]ing provides the option of an aggressive grounded approach. Most attacks can be used during a wavedash, with its speed and often unpredictable behavior allowing the player to quickly sneak in during a lapse in defense. | ||
*[[Waveshine|Waveshining]] is a Fox | *[[Waveshine|Waveshining]] is a Fox/Falco-specific technique utilizing their [[Reflector]]s to approach before wavedashing away with a [[jump cancel]]. Due to the effectiveness of their wavedashes and their Reflector's utility as an extremely fast combo starter/breaker, Waveshining is a very effective approach tactic, albeit difficult to master. | ||
===''Brawl''-specific=== | ===''Brawl''-specific=== | ||
*The [[DACUS]] | *The [[DACUS]] and [[Boost grab]] are an expansion of dash attacking, which carries the momentum of a canceled dash attack to boost a character forward while using an up smash or grab, respectively. This is limited to several characters, but allows an up smash or grab to function similarly to an approaching attack. | ||
**The [[Gatling Combo]] functions similarly, but allows both the dash attack and up smash to connect. It is a powerful approach option due to its travel distance and damage/KO potential, with {{SSBB|Falco}} being the most effective user of it. | **The [[Gatling Combo]] functions similarly, but allows both the dash attack and up smash to connect. It is a powerful approach option due to its travel distance and damage/KO potential, with {{SSBB|Falco}} being the most effective user of it. | ||
*[[Glide|Glid]]ing is a rather unseen method of approach that can only be used by three specific characters ([[Meta Knight]], [[Pit]], [[Charizard]]). Like jumping, it grants the use of aerial attacks, along with the unique [[gliding#glide attack|glide attack]]. It is not as easy to retreat while in a glide, but a glide attack can be canceled by | *[[Glide|Glid]]ing is a rather unseen method of approach that can only be used by three specific characters ([[Meta Knight]], [[Pit]], [[Charizard]]). Like jumping, it grants the use of aerial attacks, along with the unique [[gliding#glide attack|glide attack]]. It is not as easy to retreat while in a glide, but a glide attack can be canceled by initiated right before landing, canceling all of the glide's lag while leaving the player free to perform any input while covering some ground. | ||
==Disrupting an approach== | ==Disrupting an approach== |