SmashWiki:12TP/Smash Bros. DOJO!! 04
[Advanced-intermediate]
Smash Bros. DOJO!! 16-20
- Taunting -
- Use directional attacks! -
- Use directional influence! -
- Breakfall -
- Weakening challengers -
#16 [Controls] Taunting
When you press the difficult-to-press L button, your character will taunt. |
You don't have to use the taunt button to taunt, |
Wind up your opponent? You can afford if if there's evidence you are improving. |
#17 [Tactics] Use directional attacks!
Every attack has a direction (vector) for its knockback. |
Then, using mainly strong attacks, such as smash attacks or aerial attacks, |
With good usage of these, it becomes easy to pursuit. |
If you make a strong horizontal hit, following up can be |
However, unlike other fighting games, a sequence of attacks |
▲Weak attacks
are good for juggling. |
▲Strong attacks
are good for knock-offs. |
#18 [Tactics] Use directional influence!
You don't want to be juggled. There is a way to avoid it. |
Though it has minor drawbacks, the best way is to double jump. |
Some special moves, simply moving sideways, and some attacks |
Even if you get hit, despite your efforts |
displays the number of unavoidable continuous attacks.
However, even these "unavoidable" attacks
are not necessarily so.
#19 [Controls] Breakfall
If you about to hit the ground after behing hit by an attack, |
Tilt the stick left or right to do a forward breakfall and backward breakfall, |
▲It's this person's POV.
I'm not doing brilliantly. |
▲What a fool.
|
▲What a graceful fall.
What a graceful fall. |
#20 [1P] Weakening challengers
A challenger approaches. You can use him as a character if you win, |
That said, if you lose to a hidden character, |
So, you should do your best and not give up. |