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m (Reverted 202.156.13.238: they're not unaffected by it, and the fact about the reflectors hindering recovery is obvious) |
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*Know your damage percentage. Most commonly, the type of guard depends on the damage of the guarded. If the damage is low, most guarders will go for the kill or rack up damage, so consider spike guards and projectile guards likely. Smash guards are very common at high damages. Grab guards, however, are equally possible among the circumstances and tend to vary more by character (with considerations, that is, mainly for the throw strength and damage of the guarding character). | *Know your damage percentage. Most commonly, the type of guard depends on the damage of the guarded. If the damage is low, most guarders will go for the kill or rack up damage, so consider spike guards and projectile guards likely. Smash guards are very common at high damages. Grab guards, however, are equally possible among the circumstances and tend to vary more by character (with considerations, that is, mainly for the throw strength and damage of the guarding character). | ||
*Check your position. If you were not knocked back far, projectile guards and smash guards are unlikely, nor are spike guards because they are only effective in a limited window and position. A character with limited inventory of guards will often go for a grab guard to set up a more effective guard on upcoming approaches. Edge hogging almost never occurs when the knockback was small. When the knockback is modest (as in, still in the screen but toward the edge of the scree) is when the largest inventory of guards are available to the guarder. Literally every guard, but grab guards are unusual as the guarder will generally opt for something with more power. Most commonly look for smash or spike guards, but this is overridden by a character that possesses a good projectile guard. This is also when most off-stage guards will occur. Finally, at large knockback, generally edge hogging, smash guards, or projectile guards may occur. | *Check your position. If you were not knocked back far, projectile guards and smash guards are unlikely, nor are spike guards because they are only effective in a limited window and position. A character with limited inventory of guards will often go for a grab guard to set up a more effective guard on upcoming approaches. Edge hogging almost never occurs when the knockback was small. When the knockback is modest (as in, still in the screen but toward the edge of the scree) is when the largest inventory of guards are available to the guarder. Literally every guard, but grab guards are unusual as the guarder will generally opt for something with more power. Most commonly look for smash or spike guards, but this is overridden by a character that possesses a good projectile guard. This is also when most off-stage guards will occur. Finally, at large knockback, generally edge hogging, smash guards, or projectile guards may occur. | ||
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[[Category:Techniques]] | [[Category:Techniques]] | ||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] |