Editing Smasher:Riddles
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==Playstyle== | ==Playstyle== | ||
Riddles is known for his devastating pressure and punish game. He is a huge threat while piloting the fighting game characters, being able to close out stocks in very little time with his impressive advantage state and shield pressure. Riddles is also known for having incredible movement with the fighting game characters, despite their mobility being very poor. | Riddles is known for his devastating pressure and punish game. He is a huge threat while piloting the fighting game characters, being able to close out stocks in very little time with his impressive advantage state and shield pressure. Riddles is also known for having incredible movement with the fighting game characters, despite their mobility being very poor.cu | ||
With Terry, Riddles' playstyle is more rushdown-based, utilizing Terry's speed, burst range, and combo game to rack up damage quickly, or even take the entire stock. He mixes up his jab timings so the opponents will have a harder time to SDI out of Terry's bread-and-butter combos, and utilizes Terry's great shield pressure (as opponents expect a special cancel) to condition opponents and bait out a defensive option. His ledgetrapping with Terry is very call-out and pressure-based, such as doing a pre-emptive rising down aerial at ledge followed by a falling neutral aerial to cover multiple options, as well as using the auto-turnaround mechanic to catch rolls. Riddles is able to overcome Terry’s mediocre recovery through smart mixups and conservation of offstage resources. When Terry has "Go", Riddles plays more passively to keep it as long as possible before he gets KO'd and he uses it to extend his lead and build momentum. | With Terry, Riddles' playstyle is more rushdown-based, utilizing Terry's speed, burst range, and combo game to rack up damage quickly, or even take the entire stock. He mixes up his jab timings so the opponents will have a harder time to SDI out of Terry's bread-and-butter combos, and utilizes Terry's great shield pressure (as opponents expect a special cancel) to condition opponents and bait out a defensive option. His ledgetrapping with Terry is very call-out and pressure-based, such as doing a pre-emptive rising down aerial at ledge followed by a falling neutral aerial to cover multiple options, as well as using the auto-turnaround mechanic to catch rolls. Riddles is able to overcome Terry’s mediocre recovery through smart mixups and conservation of offstage resources. When Terry has "Go", Riddles plays more passively to keep it as long as possible before he gets KO'd and he uses it to extend his lead and build momentum. |