Super Smash Bros. Ultimate has arrived and it's time to start training. With 74 characters (plus DLC's) and some new mechanics, Ultimate promises to bring lovers of all previous titles together, in addition to attracting new players. If you've never played Smash, or are already familiar with other games in the series, we've brought you some essential tips for you to learn how to play the right way, or make the transition to Ultimate in the best way possible. Check out the 7 best tips for Super Smash Bros. Ultimate!
1. Learning the basics
Smash Bros. it is a fighting game unlike any other. For a start, there is no life bar. Each player starts with the percentage at 0% and, as he receives strokes, this value increases according to the strength of the strokes received. The higher the percentage, the lighter your character becomes and the farther he will be cast when hit. At any stage of the game, the fight takes place within a rectangle that appears whenever a player is sent off the screen. The area outside the rectangle is called the blast zone . Whenever you pass the rectangle and enter the blast zone , you lose a stock (as lives in Smash are called). The most common way to lose stocks in Smash is to take a blow strong enough to send you flying into the blast zone . The higher your percentage, the lighter you get and the more blows this effect will have. However, you can die even at 0% if you fall off the stage and fail to return. Check here the list with all the characters confirmed in Super Smash Bros. Ultimate!Movement
In Smash you can walk, run, jump high and jump low. As you walk (pointing the directional lightly in the desired direction) you can perform any action in the game, be it strikes, dodges, jumps, etc. While you are running (pointing the directional pad fully in the desired direction) you cannot use jabs, tilts or smashes (see below). High hop ( full hop ) is used when pressing any jump button (X / Y or directional up). It is usually used to move around the stage, climb platforms or attack opponents in the air. To jump low ( short hop ) you just have to press one of the jump buttons (X / Y or directional up) and release as quickly as possible. The short hop is often used to make air strikes while your opponent is on the ground. All characters also have a second jump ( double jump ) that is used when you are already in the air. Some characters like Kirby, Meta Knight, Kind Dedede, Jigglypuff, etc., have more than two jumps. Another jump-related mechanic is fastfall , which happens when you reach the peak of your jump and put the directional pad down. Your character will go down much faster than normal, which is often advantageous.Scams
Smash strikes are divided into: normal, aerial, special and grab . It is important to learn the most used nomenclature to better study the game and understand the game narration. The normal strokes are: Jab (A) Dash Attack (A while running) Tilts (directional + A): They are quick strokes and generally weaker than smashes . They are divided into:- Forward Tilt or Ftilt : ? + A or ? + A
- Up Tilt or Utilt : ? + A
- Down Tilt or Dtilt : ? + A
- Forward Smash or Fsmash : ? + A at the same time or Cstick forward
- Up Smash or Usmash : ? + A at the same time or Cstick up
- Down Smash or Dsmash : ? + A at the same time or Cstick down
- Neutral A or Nair : A in the air
- Forward Air or Fair : ? + A or ? + A in the air
- Up Air or Uai r: ? + A in the air
- Down Air or Dair : ? + A in the air
- Neutral B: B
- SideB: ? + A or ? + A
- UpB: ? + B (in most characters it is the blow used to return to the stage)
- DownB: ? + A
- Forward Throw or Fthrow : Grab + ?
- Back Throw or Bthrow : Grab + ?
- Up Throw or Uthrow : Grab + ?
- Down Throw or Dthrow : Grab + ?
Shield, bearings and dodges
In Smash you have three defensive measures: shield, bearings and dodges. The shield appears in the form of a bubble when you press L / R or when you hold Z. The longer you hold the shield, or as it absorbs blows, the more it shrinks and exposes your character. If the shield breaks, your character is stunned for a few seconds. The shield can be directed to any side, even to the diagonals. To do this, simply open the shield and point the direction slightly in the desired direction. One of the great new features of Smash Ultimate is the parry mechanics . The parry happens when you release the shield JUST BEFORE it a blow. This will cause your opponent to experience a delay that varies according to the strength of the trimmed stroke, while you can counterattack with strong strikes that would not otherwise be feasible. The rollers ( rolls ) is made to fully open the shell and aiming the directional forward or backward (L / R or Z + ? or ?). This will make your character roll in the desired direction while being invincible for a few frames (animation frames). Each character has its own distance and roll speed . The spotdodge is a kind of “ stopped roll ”. It is performed by pressing L / R or Z + ?. Your character will make a dodge animation and will be invincible for a few frames , without moving. Dodge can also be used in the air ( airdodge ). In this case, they can be directed anywhere, even to diagonals.2. Learn to position yourself: edgeguard, spacing and juggling
One of the most important notions in Smash is the notion of positioning. Due to the fast pace of the game, many players do not realize when they are in advantageous positions and end up not taking advantage of them. As a rule, the player who is closest to the edge ( edge ) and therefore with less space, is at a disadvantage. Characters with poor recoveries like Little Mac and Olimar will always try to stay away from the edge, while their opponents should always push them out. In general, you should always put pressure on your opponent and react to attempts to gain space.Edgeguard
Edgeguard is the situation in which a player tries to prevent the recovery of another player who has left the stage. As a rule, you should run edgeguard whenever you have the chance. Press your opponent and be aware of his recovery tendencies. Many players always return to the stage the same way until they are forced to vary. In very few situations should edgeguard be dispensed with:- When your character has a very bad recovery. In that case, it is better to run to the middle of the stage. The best example of this is the Little Mac, which should always stay away from the edges.
- When your opponent has a very good recovery and your character does not have good strokes to avoid it.
- When your character has good zoning (space control) and you prefer to improve your position. Characters with good projectiles often prefer to go to the other side of the stage and force the opponent to get closer.
- When the game time is running out (last seconds) and you are winning very little. In that case it is better to run and wait for the match to end.
Spacing
Spacing means spacing. It is a concept that is never fully mastered as it always depends on your opponent. The spacing is to use moves you at a safe distance so as not to take counter-attacks. Characters with long range (almost all sword characters, Donkey Kong, Mewtwo, etc.) have an easier time spacing their attacks and staying away from opponents. Characters with good air mobility (Wario, Jigglypuff, Meta Knight, etc.) also have ease as they can attack with airs and retreat before their opponents can do anything. This does not mean that these characters are better than others of short range (Mario, Luigi, Pikachu, Pichu, Diddy Kong, etc.). You can always space and contour your opponent's blows. In addition, short-range characters tend to have higher combos capabilities.Juggling
Juggling means juggling. In Smash, it's the situation where one player is in the air while another tries to prevent him from going back to the ground. Even characters with multiple jumps (Meta Knight, Kirby, King Dedede, Jigglypuff, etc.) need to get back on the ground eventually. Generally, whoever is in the air is at a disadvantage, so it's up to the other player to do everything to keep him there. If you're on the ground, threaten your opponent with aerials or empty jumps to force airdodges . Fastfalls are essential at this point both to get back on the ground and to keep juggling . Characters with low air mobility (Peach, Daisy, King Dedede, etc.) are usually bad for getting back on the ground and this should always be explored.3. Learn how to cancel your run
Perhaps the most relevant change introduced in Smash Ultimate is the possibility for you to cancel your run and use any stroke immediately. Anyone who knows the other titles in the series knows how important this novelty is and opens up countless possibilities, playing a role very similar to that of Melee 's beloved wavedash . As a rule, if your character is walking, you can use any stroke in the game, but if you're running, you can't use jabs, tilts or smashes . However, if you are running, point the directional down and release as quickly as possible (before the character bends down), you can then effect any hit in the game. Visually, the blow will happen immediately after the race. This mechanic is extremely useful as it allows you to use the stroke you want while remaining mobile. The mechanics also allow for a level of movement and spacing that were not possible in Brawl and Smash 4.4. Play offensive
Unlike the last two titles, Smash Ultimate rewards offensive players. This is because all defensive options have been nerfed since the last game. Spotdodges and rolls are now less invulnerable as you use them at the start and airdodges now have a lot of lag at the end of the animation. The fact that airdodges are now bad options makes players use them much less, opening up several combustion possibilities and favoring the most offensive players. Remember that being offensive does not mean “going up”, but taking the initiative. If you use a character with good projectiles, THERE'S NO BECAUSE you get close to your opponent, but you can still be offensive by attacking from as far away as possible.5. Explore your character well: play it right
If you want to play Smash right, you should forget about the concept of "big name". Every character has at least one move that should never be used (for having better options) and others that are definitely the best options and that define their style of play. For example, since entering the series, Marth has had one of the best Fairs in the game, and that is no different in Ultimate. The blow has a great range and can be used in an offensive and defensive way, in addition to combating for other blows. Thus, Marth's gameplay revolves around this scam that, therefore, should be used very often. It is up to your opponent to figure out how to deal with it. Likewise, if you use characters with good projectiles, there is no reason why you should approach your opponent. Characters like Snake, Duck Hunt, Samus, Simon, Richter, any of the Links, etc. WERE MADE to fight from a distance, so if you can do damage without taking any risks, why not use it to the fullest? Again, it's up to your opponent to find his way to you while defending, dodging and taking projectile damage.6. Learn how to use Directional Influence (DI)
Definitely one of the mechanics that must be learned first in any Smash. The Directional Influence , or simply DI is the way you can influence the trajectory that you are sent when takes a hit. This serves both to get out of combos and to survive longer. In Ultimate, DI is used as follows:- If you receive a blow that throws you horizontally, hold the directional stick in the opposite direction. You must do this as soon as you receive the blow during the so-called freeze frames , the brief animation windows in which you are paralyzed by the blow. It is not as difficult as it looks.
- If you receive a blow that throws you vertically, hold the directional pad down and to the corner of the screen nearest you are, that is, the DI for vertical strokes is always diagonal. It must also be done as soon as you receive the blow.