SmashWiki:12TP/Smash Bros. DOJO!! 04: Difference between revisions
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<font size="-1" color="#420000">▲<span style="background:#ffdfbf">{{rollover|What a great show going on around here.|このへんのワザなんかいいですねぇ。}}</span></font> | <font size="-1" color="#420000">▲<span style="background:#ffdfbf">{{rollover|What a great show going on around here.|このへんのワザなんかいいですねぇ。}}</span></font> | ||
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<font size="-1" color="#3f0000">▲{{rollover|The counter named "COMBO"|この「COMBO」と書いてある部分がつながっ}}<br>{{rollover|displays the number of unavoidable continuous attacks.|ている(つまり避けられない)連続攻撃数。}}<br>{{rollover|However, even these "unavoidable" attacks|ただ、つながっているから絶対回避不可、}}<br>{{rollover|are not necessarily so.|というわけでもない。}}</font></center> | <font size="-1" color="#3f0000">▲{{rollover|The counter named "COMBO"|この「COMBO」と書いてある部分がつながっ}}<br>{{rollover|displays the number of unavoidable continuous attacks.|ている(つまり避けられない)連続攻撃数。}}<br>{{rollover|However, even these "unavoidable" attacks|ただ、つながっているから絶対回避不可、}}<br>{{rollover|are not necessarily so.|というわけでもない。}}</font></center> | ||
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[Jigglypuff | [[Image:DK Jigglypuff Tech SSB64.gif|100x100px|center]] | ||
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<font size="-1" color="#420000">▲<span style="background:#ffbfbf">{{rollover|This guy. This guy I am doing wrong.|こいつだ。こいつがいけないんだ。}}</span></font> | <font size="-1" color="#420000">▲<span style="background:#ffbfbf">{{rollover|This guy. This guy I am doing wrong.|こいつだ。こいつがいけないんだ。}}</span></font> |
Revision as of 15:04, September 3, 2013
[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. |
▲What a great show going on around here.
#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 |
are good for juggling. |
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, |
I'm not doing brilliantly. |
|
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. |
▲This guy. This guy I am doing wrong.