Super Smash Brothers General Strategies
This page is dedicated to helping SSB players further understand
the intangible strategies that do not coincide with any specific characters,
weapons, stages, etc. Basically, this information is given in the hope
that it will gain you more KOs and less deaths. We don't really know how
much better it can be described than by saying these are general strategies
that you should follow through the course of any SSB game.
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Downward launchers: It seems that one of the most
terribly untapped KO strategies is the downward launcher. What makes it
so great is that your opponent is basically toast if you connect a downward
launcher on him when he is not above a platform. This is because, as opposed
to upward or horizontal launchers, your opponent is not hit upwards. Your
opponent cannot just fall back onto the platform because he will then be
very far below it. If connected at the correct damage level (for some characters),
there will be no coming back and it will be an automatic KO. So, let us
just quickly define what a downward launcher is. A downward launcher is
a move that hits your opponents directly down. However, these moves are
only really effective if you hit your opponent when he is not above a platform.
If this occurs, your opponent will just continue falling downward and not
even their jump and Up + B moves will be able to help them before they
smack into the KO floor. This is a great move to try when your opponent
is attempting to come back from a launch. If you jump off of the platform
and successfully hit them with a downward launcher, it will save you a
lot of time and trouble by continually hitting them back off of the platform
when they come back. Faster kills, more KOs, and then, hopefully more wins.
So, here is a list of the downward launchers that we already know about:
DK's in-air Forward + A and in-air Down +A, Samus' in-air Down +A, Captain
Falcon's in-air Down +A, Ness' in-air Down + A, Yoshi's in-air Forward
+ A, and Kirby's Up + B. Trust us, it's well worth the effort to learn
the timing and range behind these moves. It will make all of the above
characters much more powerful if you do.
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Vertical vs. horizontal launchers: There simply is
no contest when it comes to determining whether vertical or horizontal
launchers are better overall. Though you should use discretion when launching
(i.e. use horizontal launchers when near a KO wall in the Classic Super
Mario Bros. stage), you should more often than not use your vertical launchers
rather than your horizontal launchers. One major reason is that the KO
ceiling is usually closer to you than any KO wall at any random moment
in time. This is because most stages have much more horizontal area than
vertical area. So, if you're stuck in the middle of the Great Fox, you
won't be able to launch someone horizontally unless they have 300% damage.
Also, there is a smaller chance that your opponent will hit something that
will impede their progress out of the stage and into the KO areas when
launched vertically. Horizontal launchers may send your opponent harmlessly
into a wall or into his own opponent who will consequently slow his flight
down. Finally, vertical launchers are also helpful because, after someone
is launched vertically, a funny little animation occurs. Either your opponent
will be seen flying into the background or will be seen flying away in
the foreground. In either case, it will give you and your teammate (if
you have one) a few extra seconds to double team on his teammate since
he will not respawn until the animation is done. With horizontal launchers,
they simply die and then respawn more quickly. One last final common sense
comment will now be thrown out with regard to horizontal launchers vs.
vertical launchers. When you are in the last five seconds or so of a match,
try not to use vertical launchers to finish off your opponent. Go for the
horizontal launchers. This is because you will not get a kill registered
from a vertical launcher until your opponent's death animation completes.
So, even if you see your opponent flying away in the distance when the
timer stops, you won't get a kill for it.
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Vary attacks: Just remember that you shouldn't concentrate
on only one or two moves when playing SSB. If you do, the damage for each
hit will continue to go down and it will end up taking you much longer
to rack up the same damage as someone who is varying his attacks a lot.
Consequently, they get more damage more quickly on you and can then kill
you much more quickly.
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Hurry up when you're down for the count: If you ever
come across a time when you're launched and you're positive that there
is no way that you can get back to the platform, kill yourself. And by
kill yourself we mean pull hard down on the control stick so that you fall
down quickly into the KO floor. If you do this then you will get respawned
much quicker and have more time to get revenge or save a teammate who is
now getting double teamed.
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Be careful when you're near the KO ceiling: If you
are perchance hit with a vertical launcher and end up off of the screen
but not dead, do not under any circumstances jump. If you jump when near
the KO ceiling, you might just jump into the KO ceiling and thus
will end up KO'ed. And your opponent will get a launch for it of course.
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Predictable Up + B moves: Remember to be very careful
when you choose a character such as Link or Captain Falcon. This is because
their Up + B moves have a very predictable path of travel and destination.
In the end, a skilled SSB player will be able to get to where you're going
to land before you do so and then execute another launcher. So, if you
use a character such as Link or Captain Falcon, try to grab onto the ledge
after you do an Up + B. It's in your own best interests.
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Respawning: Obviously, when you respawn, you are at
a great advantage. After all, you're invincible. If you like, you can wait
on the hovering platform for a while before you actually get back into
the game and will remain invincible for about three seconds after you move
off of the platform. When you are invincible, there are a few strategies
that you might undertake. One is to go after an opponent and use a powerful
attack or combo. However, you can also do other productive things. You
can jump onto a land mine or bomb to deactivate it if it isn't yours or
your teammate's. You can throw someone with a DK Hammer. Or simply protect
your teammate from any projectile attacks. On the other hand, if you see
a person respawning, particularly an opponent that you just launched, watch
out. Run away if that person starts chasing you. After three seconds or
so, their advantage will have worn off and you can finally counterattack
and not worry anymore.
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Ledge hanging: There are also
a bunch of strategies involving hanging from a ledge. As you should know,
there are a lot of different ways that you can get up from a ledge. You
can press Up to simply get up. You can press A or B to get up and immediately
attack. You can press Z to get up and roll away from the ledge. Finally,
you can press Down and then jump and/or use your Up + B move. Obviously,
all of these should be interchanged so that an opponent attempting to keep
you from getting back onto the ledge doesn't succeed. However, on boards
that you can jump through the bottom ledge, such as DK's Congo Jungle,
you should try this technique. Press Down, then jump and/or use your Up
+ B move to come through the ledge and attack your opponent from
below. Since the ledge will be between the both of you, it will be very
difficult to counter. However, be wary of using this move too often because
it is possible, though very difficult, to counter this tactic. Down + A
moves both on the ground and in the air can counteract these moves and
send you to your death. A perfect move to use would be DK's foot stomp
if a person is attempting to come through the bottom ledge as it has good
range and will send the opponent south very quickly for a kill. So, in
other words, don't give your opponent too many opportunities to practice
countering this tactic. Mix your hanging from the ledge strategy up.