Miryafa
Smash Apprentice
- Joined
- Jun 19, 2014
- Messages
- 142
Are there any handy images for character playstyles? For example:
When I say "playstyle," I'm kinda talking about what the character wants to do in the neutral game, and not the combo/recovery/whatever game.
In the above image I filled in the characters I have some knowledge about. Is there a better image around somewhere? Is there a summary of character playstyles I could use to fill this in? I'm really interested in figuring out what each character is really good at in the neutral game, and putting it together in an easy-to-see picture.
Is what I have above right? For the characters I haven't covered, how should they be listed? Are there more categories I haven't listed? Note again: I'm not talking about what a character can't do (eg. "Captain Falcon has no ranged moves, ergo he must be approaching!" No.), but what they can do well.
I'm using roughly the following definitions:
Aggro - This character approaches the opponent.
Campy - This character doesn't approach the opponent.
Edit: It seems really important that I post this link here, and suggest anyone interested open it and scroll down to the section titled Aggression
And these sub-categories:
Hit & Run: This character can attack and get away without being punished.
Combo: This character can turn confirmed hits into longer strings.
Punishing: This character can punish unsafe moves hard, much harder than characters without this tag. This does not mean a character who can't do anything besides punish unsafe moves - anyone can do that.
Zoning: This character can be hard to approach by shutting down certain methods of attack, approach, or sometimes an entire character. This does not include shielding.
Aerial: This character excels at approaching in the air.
Ranged: This character can attack without approaching (eg. with missiles, boomerang, or needles) enough to put the opponent at KO percent.
Gimpy: This character excels at preventing an off-stage opponent from returning to the stage.
Here's my logic*:
He approaches with side-B or Fair or Nair or Dair, then follows up with a jab, grab, or more Dairs/Bairs/Fairs until the opponent is dead.
Using roughly the following definitions:
Aggro - This character approaches the opponent.
Campy - This character can deal enough damage to KO, and maybe even get a KO, without approaching.
Punishing - This character forces the opponent to make an unsafe move (without approaching or camping). This does not mean a character who can't do anything besides punish unsafe moves - anyone can do that.
And these sub-categories:
Hit & Run: This character can attack and get away without being punished.
Combo: This character can turn confirmed hits into longer strings.
Defensive: This character can be hard to approach by shutting down certain methods of attack, approach, or sometimes an entire character. This does not include shielding.
*Contains my ideas based mostly on my experience. If yours differs, please post them!
Full disclosure: I main Zelda.
When I say "playstyle," I'm kinda talking about what the character wants to do in the neutral game, and not the combo/recovery/whatever game.
In the above image I filled in the characters I have some knowledge about. Is there a better image around somewhere? Is there a summary of character playstyles I could use to fill this in? I'm really interested in figuring out what each character is really good at in the neutral game, and putting it together in an easy-to-see picture.
Is what I have above right? For the characters I haven't covered, how should they be listed? Are there more categories I haven't listed? Note again: I'm not talking about what a character can't do (eg. "Captain Falcon has no ranged moves, ergo he must be approaching!" No.), but what they can do well.
I'm using roughly the following definitions:
Edit: It seems really important that I post this link here, and suggest anyone interested open it and scroll down to the section titled Aggression
And these sub-categories:
Hit & Run: This character can attack and get away without being punished.
Combo: This character can turn confirmed hits into longer strings.
Punishing: This character can punish unsafe moves hard, much harder than characters without this tag. This does not mean a character who can't do anything besides punish unsafe moves - anyone can do that.
Zoning: This character can be hard to approach by shutting down certain methods of attack, approach, or sometimes an entire character. This does not include shielding.
Aerial: This character excels at approaching in the air.
Ranged: This character can attack without approaching (eg. with missiles, boomerang, or needles) enough to put the opponent at KO percent.
Gimpy: This character excels at preventing an off-stage opponent from returning to the stage.
Here's my logic*:
What I got from Odds' guide: https://www.youtube.com/watch?v=ZzYHDl1nJ80&index=1&list=PLovBMkMLex7wOo_9VuUyPX7bziX_F2uVN
Ridiculously safe on shield. L-cancel knee into Gentleman, roll away, rinse, repeat. And also has a variety of other good moves.
According to Kevin, aka Uncle Taint,
Diddy Kong is better than most at zoning. The most effective way to play him is to zone until you can confirm a banana/peanut hit and then string combos.
He also has one of the best off-stage games with peanuts and his recoveries having strong offensive options.
Diddy has one of the best neutral games but he shouldn't have to use it.
Shield-grab an opponent, then do crazy things with cargo throws.
Campy because lasers.
Aggro because shine, multi-shine, waveshine, dair-shine, jab-U-smash, etc.
Aggro because shine, multi-shine, waveshine, dair-shine, jab-U-smash, etc.
ganon doesn't excel at extending combos. he hits you 3 times, you end up at 50 and worry about not making another mistake. if anything, he's a punish character with good edgeguard capabilities.
His best game plan is to scare you into giving up stage space, thereby limiting your options, so he can more easily punish you for making a wrong decision.
Superbly-long disjointed hitbox, strong attacks that can combo into each other because of the aforementioned reach, and quick-draw helps him cross the stage or approach quickly.
Personally, I would put him in Punishing for sure. Since he can punish hard and KO.
But he's also decent at Zoning, but a bit too slow to pull it off. I think Hit and Run would be his other viable option. His combos aren't long, but he can get in quick with his burst mobility, do some solid damage, then get back out.
Link to Tetraflora's guide.Tetraflora said:Kirby is a very interesting capitalization character in Project M! He strives for punishes and gimps, implementing reads with this character is very powerful... Kirby plays extremely well against those who are hotheaded and are not respecting him.
His game is throwing projectiles.
Can create a safe approach with Aura-cancelled down-B or Up-B, then combos with his magic series.
Wavedash-dance to create an opening, then attack. If you try to combo him, he'll Nair you.
What I got from Emukiller's guide: https://www.youtube.com/watch?v=e58wagkjRdQ
According to Hona, Ness can do anything.
Disjointed hitbox, low-endlag on attacks, strong attacks.
Land-cancel super-missile, missile, land-cancel super-missile, missile, missile, missile, see Esam.
Claymore, Tranqilizer, C4, grenade, U-smash, grenade, grenade.
Sonic is as campy as they come. He waits for you to screw up then rushed around the world to hit you.
Withdraw (Side-B) makes it really easy to hit-and-run.
We need more info.
I've heard Bair is a pretty safe approach.
I've heard Bair is a pretty safe approach.
Yoshi has an s tier defensive game in the form of his super armor on the double jump, so he often sits back and baits you into attacking. At this point he can counter by djing and convert off that, or parry and pray it works.
She's defensive in that Nayru's Love shuts down dash attacks and some projectiles, and Din's Fire can be placed to stop an approach, especially hurting characters that tend to approach in one way, like Luigi along the ground. When the opponent hits Din's Fire, she can (sometimes) come in for a punish.
Actually, I'm on the fence if she should be called punishing. It seems to me like her slow moves make it hard for her to punish.
Actually, I'm on the fence if she should be called punishing. It seems to me like her slow moves make it hard for her to punish.
Using roughly the following definitions:
And these sub-categories:
Hit & Run: This character can attack and get away without being punished.
Combo: This character can turn confirmed hits into longer strings.
Defensive: This character can be hard to approach by shutting down certain methods of attack, approach, or sometimes an entire character. This does not include shielding.
*Contains my ideas based mostly on my experience. If yours differs, please post them!
Full disclosure: I main Zelda.
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