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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).
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{{disambig2|the defensive strategy|other uses|Turtle (disambiguation)}}
'''Turtling''' is a common nickname given to a defensive strategy which involves avoiding the opponent, using ranged [[attack]]s, and punishing bad [[approach]]es. It is normally used when one is holding a small lead in a [[time]]d match, where it can reduce the timer significantly while not having much effect on the match, or even be used until the timer ends. Flat [[stage]]s without [[platform]]s, especially [[Final Destination]], are preferred for maximum usage of this technique, as it makes it harder for the opponent to approach, particularly if they lack a [[projectile]], have poor mobility and/or range, or have large [[hurtbox]]es.


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:
A common characteristic of characters that are especially good at turtling is that they often tend to have projectiles that leave them briefly open just in time to retaliate any attack that comes after them. They also tend to have attacks with good reach and short [[startup]] or [[ending lag]], as well as rather high [[air speed]]s that allow them to move around quickly when jumping. While it can be done with many more characters, examples of characters that can take good advantage of this strategy in ''Ultimate'' include {{SSBU|R.O.B.}}, {{SSBU|Samus}}, {{SSBU|Robin}}, {{SSBU|Pac-Man}}, {{SSBU|Min Min}} and {{SSBU|Villager}}.
* [[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.
* [[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.


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.
[[Air dodge]]s, quick air speed, quick ground mobility, and attacks that easily allow a [[cross-up]] (such as many [[dash attack]]s, some [[down tilt]]s, and several [[special move]]s) can all help break turtling by forcing a close-range encounter.
 
==See also==
*[[Camping]]
*[[Stalling]]
 
[[Category:Techniques]]

Latest revision as of 06:34, June 23, 2022

This article is about the defensive strategy. For other uses, see Turtle (disambiguation).

Turtling is a common nickname given to a defensive strategy which involves avoiding the opponent, using ranged attacks, and punishing bad approaches. It is normally used when one is holding a small lead in a timed match, where it can reduce the timer significantly while not having much effect on the match, or even be used until the timer ends. Flat stages without platforms, especially Final Destination, are preferred for maximum usage of this technique, as it makes it harder for the opponent to approach, particularly if they lack a projectile, have poor mobility and/or range, or have large hurtboxes.

A common characteristic of characters that are especially good at turtling is that they often tend to have projectiles that leave them briefly open just in time to retaliate any attack that comes after them. They also tend to have attacks with good reach and short startup or ending lag, as well as rather high air speeds that allow them to move around quickly when jumping. While it can be done with many more characters, examples of characters that can take good advantage of this strategy in Ultimate include R.O.B., Samus, Robin, Pac-Man, Min Min and Villager.

Air dodges, quick air speed, quick ground mobility, and attacks that easily allow a cross-up (such as many dash attacks, some down tilts, and several special moves) can all help break turtling by forcing a close-range encounter.

See also[edit]