Super Smash Bros. series

Approach

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The editor who added this tag elaborates:Smash 4- and Ultimate-specific approaches

Anapproach is the offensive method a player uses to get close enough to their opponent to land an attack or start acombo. Approach methods vary frombuilt-in special moves (Bowser Jr.'sClown Kart Dash,R.O.B.'sArm Rotor), to dash attacks, projectiles, or highly technical techniques (wavedashing,shuffling, or usingshort hop lasers). The simplest (and least safe) forms of approach are simplywalking ordashing up to the opponent.

Types of approaches[edit]

Multiple games[edit]

  • Walking is slow and can bepunished. However, this method can be unpredictable due to its rarity, and allows the use of any other attacks or actions, or to start other approach methods. Characters with a fast walk speed (for instanceFox,Falco,Pikachu,Marth orSheik) can efficiently use walking to microspace against slower characters.
  • Dashing is both faster than walking and grants the potential for the use ofdash attacks, dashgrabs, pivot grabs,jumps,shielding, forwardrolls (back rolls are also possible from an initial dash but require more precision),up smashes,side specials andup specials. However, this prevents immediate usage of any tilts, neutral attacks, forward smashes, down smashes, neutral specials or down specials. InSuper Smash Bros. Ultimate, it is possible to perform any grounded action from a full run but not from an initial dash.
    • Fox-trotting involves performing multiple consecutive initial dashes by repeatedly flicking the control stick. Depending on the character used, it can potentially be faster than running. Fox-trotting is especially common inUltimate, where the fox-trot timings are highly uniform throughout the entire cast.
  • Jumping allows the player to put out any aerial attacks while moving toward the opponent. This aggressive approach method can be difficult to defend against, especially with characters that have high aerial mobility, solidrange, fast aerial startup, low landing lag, or largeauto-cancel windows; for example,Jigglypuff can easily attack while retreating if the player senses danger, whileSheik's generous auto-cancel windows allow her to throw out aerials aggressively. However, as many aerial attacks are unsafe on shield if spaced incorrectly or performed too high in the air, this approach can often be countered byout of shield options or capitalizing onlanding lag. It is also risky in all games except forBrawl andSSB4, due to defensive options in the air generally being inferior to their counterparts on the ground, making it difficult to avoid being hit by a properly-aimed attack from the opponent.
  • Wavedashing is a technique which involves jumping, then quickly interrupting the jump with a diagonally downward-angledair dodge, which results in the character sliding. The technique only exists inMelee andUltimate, but it is much more useful and far more common inMelee
  • Projectiles can cover an approach that would otherwise be vulnerable. They force the opponent to dodge, shield, or take the hit, all of which can be capitalized on. Some such projectiles arePeach'sVegetables,Falco'sBlaster, andMario'sFireball. This is countered byreflection, or alternatively alsoabsorption in the case of energy-based projectiles.
  • Shielding can be a surprising mix-up when combined with other approaching methods. For example, if a player simply dashes up and puts out their shield, it can force a reaction from their opponent, allowing for agrab. This technique is a definitemindgame.
  • Pivoting is a similarly advantageous mix-up while approaching, due to the ability to capitalize on an opponent's reaction and microspace. Characters which can use pivoting effectively include those with long, disjointed tilt attacks, far-reaching pivots, or a longpivot grab, such asMeta Knight's pivot grab inSSB4. This technique cannot be performed safely inBrawl due to the risk of randomtripping, and is largely absent inUltimate (aside from pivot grabs) due to the removal of perfect pivoting.
  • Approaching attacks are character-specific special moves that vary wildly in their style and application. They all share the same characteristic of moving the player while having ahitbox or grabbox out, and this allows them to be used to approach with minimal danger of punishment.
  • Floating is a technique exclusive toPeach (and alsoDaisy inUltimate) and a very effective method of approach. It allows players of either character to move toward or away from the opponent completely at will, while putting out any of their aerials. With the addition offloat canceling (an advanced technique only present inMelee), or jump-canceled fast-falling in otherSmash Bros. titles, this technique can prove deadly.
  • Boost grab, or dash attack canceled grab, is present inMelee,Brawl,SSB4 andUltimate. It sees less use inSSB4 than inMelee,Brawl orUltimate, however, and only specific characters within each game benefit from it, most notably Sheik inMelee, Snake inBrawl and Wolf inUltimate.

Melee-specific[edit]

  • Dash dancing is an unpredictable, commitment-free method of approach. It has all of the same advantages as a regular dash, but allows to the player to quickly retreat to a defensive position and gives further control overspacing.
    • Extended dash-dancing is a replacement of this technique inBrawl andSSB4, combining dash dancing andfox-trotting. This lets a player make the most of a character's mobility by potentially confusing opponents and pressuring them to approach or dodge. Extended dash-dancing is most prominent inSSB4, due to the risk oftripping inBrawl.
  • SHFFLing is a jumping technique with all the benefits of a standard aerial approach, but is quicker and therefore harder to punish should it fail.
    • TheSHFF replaces this technique inBrawl,SSB4 andUltimate due to the removal ofL-canceling.
  • Wavedashing provides the option of an aggressive grounded approach. Most attacks can be used during a wavedash, with its speed and often unpredictable behavior allowing the player to quickly sneak in during a lapse in defense.
  • Waveshining is a Fox and Falco-specific technique utilizing theirReflectors to approach before wavedashing away with ajump cancel. Due to the effectiveness of their wavedashes and their Reflectors' utility as extremely fast combo starters/breakers, waveshining is a very effective approach tactic, albeit difficult to master.

Brawl-specific[edit]

  • TheDACUS, or dash attack canceled up smash, is an expansion of dash attacking, which carries the momentum of a canceled dash attack to boost a character forward while using an up smash. While most characters can perform the technique, few get a noticeable momentum boost when doing so, and for those characters, the technique allows an up smash to function similarly to an approaching attack.
    • TheGatling Combo functions similarly, but allows both the dash attack and up smash to connect. It is a powerful approach option due to its travel distance and damage/KO potential, withFalco being the most effective user of it.
  • Gliding is a rather unseen method of approach that can only be used by three specific characters (Meta Knight,Pit,Charizard). Like jumping, it grants the use of aerial attacks, along with the uniqueglide attack. It is not as easy to retreat while in a glide, but a glide attack can be canceled by initiating it right before landing, canceling all of the glide's lag while leaving the player free to perform any input while covering some ground.

Ultimate-specific[edit]

  • Crouch Dash canceling (which is akin to theTekken series' own wavedashing technique that should not be confused with theSmash Bros. wavedash) can be used byKazuya inUltimate to quickly approach his opponent while moving faster than he can run or fox-trot. He can interrupt the Crouch Dash with aWind God Fist (or especially an Electric Wind God Fist),Spinning Demon to Left Hook, or evenDragon Uppercut.

Disrupting an approach[edit]

Often, it will either be advantageous for a player to wait for their opponent to approach, or they will have no other option but to deal with their opponent's aggression. The defending player will often allow the aggressor to put out their attack(s) and wait for an opening, either while defending themselves via shield, jumping, or other dodging techniques.Shield grabbing is a common counter to reckless approachers.

It is also possible to stop an approach in its tracks by by hitting the opponent out of it. However, this requires that a player have a range advantage on their opponent by using attacks such asMarth's down tilt orFalco's blaster.

In competitive play[edit]

Approaching techniques play a major role in the competitivemetagame. A poor approach leaves the player vulnerable, so players must pay careful mind to how they attempt to take control. Prior to approaching, players are often in what is referred to as the "neutral game". During this period, neither player has a clear-cut advantage over the other, and both will be looking for a way to safely approach their opponent while also maintaining their presence and defensive structure. The way each player chooses to approach is important, as it is heavily dependent on the current situation (the matchup, stage positioning, and damage on each player).

See also[edit]