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FFA Strategy

FFAsmasher

Smash Rookie
Joined
Apr 10, 2008
Messages
5
(Note that this article assumes a "last man standing" mindset using stocks as opposed to a "deathmatch" mindset using time to determine the winner)

Section 1. FFAs involve ... strategy.

- Scouting
Information about your opponents is one of the most important factors in any sort of FFA, be it RTS, FPS, MMO, or any other kind of game. Brawl is no exception.

Always keeps your eyes pealed. Even when the game turns into two separate 1v1s, always keep the other game in your peripheral.

This information serves multiple purposes. First, assuming you are more skilled than your opponent and kill him or are quick enough to move to the other side you can attack at least one (or possibly both) of the other characters in the 1v1 you are not a part of. This ties in especially if you have chosen to 1v1 with a character who you consider less of a threat. This will be explored more in depth in the Backstabbing section.

Secondly, it keeps you aware of stock totals and damage percentages at all time. This can be used to decide that you need to change your attack focus, that you need to leave a heated battle, or even to alert the other players if one character gains a significant stock lead.

- Evaluation
When in any type of FFA setting, it is vitally important to know the threat levels of your opponents. In my opinion, evaluating threats is the single most important part of a FFA, even moreso than playing defensively.

While this idea is closely related to scouting, it is different enough that it deserves it's own section. At all times, you should be assessing who is a threat and who should be your target (they may not necessarily be the same) while at the same time determining who is the least threat (both immediately and in the long term) and try to create a favorable situation that ends with you fighting the lower threat characters to optimize the final outcomes.

Many different items factor into this. Is there a character in the game (assuming all other factors are equal) who is a specific counter to your character or playstyle? Is there a specific person in the game who's skill outweighs your own? Does someone have enough of either a static or dynamic advantage that they become a threat? How can you reduce this threat?

- Maximization
In a FFA setting of any kind, a 1 for 1 trade is (in most situations) unacceptable. In a RTS FFA, rushing one character is a great way to take them out, but it's a terrible way to win the entire FFA since your resources weren't maximized. If it were a 4 person FFA with 2 experts and 2 people who've never played the game this changes, obviously. This article, however, assumes a scenario of 4 players of nearly equal skill level.

The more bang you can get for your buck, the better. Since there are no resources in Brawl other than lives remaining/damage percentage, it is hard to determine exact exchange ratios. Assume that you are playing as Lucario guarding a returning character near the edge. Another charater is approaching you from behind. Let's say that you could forward smash and guaratee to kill the returning opponent, but leave yourself open to the attacker. You could also down smash which would harm both, kill neither, and leave you safe. In most situations, the down smash would be the better choice. You did damage to 2 characters and took none yourself. Obviously, there are exceptions to this rule, such as if the off the edge character were in the lead. If the other person were attacking you, however, you aren't exactly "teamed up" against the leader and this is a much more complicated situation.

Also note that part of maximization comes with the ability to kill multiple characters with one attack or just simply having enough range in your attacks that it reduces your chances of getting hurt (aka, maximizing your advantages).

- Defense is more important than offense
This factors in with maximization, and should go without saying. Playing offensively, although fun and stylish, carriest with it an innate risk and the goal of the winner is to reduce risk. We're playing to win, not get the most kills. Although doing both is extra fun.

- Mobility

Mobility is important in any FFA. Whether you are moving to a better sniper position, running faster to grab that bigger gun, positioning your army for maximum movement, or simply choosing a character who can run away from a fight, the ability to move is vital.

Note that mobility doesn't deal exclusively with speed. Wario and Jigglypuff are not going to win speed records, but they are agile and can change directions quickly to throw off opponents and place themselves in advantageous positions.

Section 2. FFAs involve ... people.

- Taking advantage

I hestitated to call this section something like backstabbing, since rarely are you actually breaking up a team. More frequently, this sort of strategy simply means taking advantage of an situation.

If you are involved in a 1v1 fight on the other side of the board, but see a light character knock another character off of the side and waiting intently to edgeguard, you may find this an opportune time to stop what you're doing and rush over to kill of the character not paying attention.

Once again, this is a strategy, but you must also involve tactics to accomplish this, so attacking an edgeguarding Jigglypuff who has weak bi-directional attacks is easier than attacking Pikachu who can either down smash or down B to hurt attackers from both sides.

- Helping Enemies

99% of the time when you see two people fighting, it is in your best interest to have the weaker of the two (which you determine by your constantly-updated evaluations) to win the fight.

There are multiple ways to encourage this outcome and they range from simply not stopping an edgeguard, to a more moderate distracting of the more threating player, to the all out flagrant spamming your lasers into Ness's Down B to give him extra health or shooting fully charged Samus neutral B into G&W's bucket.

Once again, part of the fun and part of the pain of FFA is that it involves people and people are all different. If you think that the "best player" will win a FFA even a good bit of the time, you are sorely mistaken. If someone were good enough to establish themselves as "great", they have just encountered another obstacle on their road to victory.

- Strategy in relation to people

Even though earlier it was discussed that defense was very important any strategy played on the game is going to be scrutinized by other players. Assume that one character is playing very defensively while the other three are in a big three person fight. Eventually after losing a few stocks, those three will notice that one character is staying out of the fray and will at a minimum even the game up and at a maximum remove that character from the game.

Every concrete decision strategical decision (concrete as in tangible: camping/turtling is tangible; focusing on one player is tangible; keeping an eye on life totals is intangible; maximization is fairly intangible) must be kept in check to avoid negative reactions from other players. This, in essence, is a maximization problem with more variables. You may think that you can camp in one corner for 30 seconds without getting "caught", but players attitudes are in a constant state of flux not just from one game to the next, but also during the course of an entire game.

- From Universal to Specific

One of the most damaging elements in a FFA comes when playing with people you know and who know you. Actually ... potentially more damaging is playing with people who know you, but you do not know them (think of Ken at a FFA tournament).

One could make the argument that Ken playing in a FFA would so fill the other players with fear that they would mentally harm themselves due to a self-imposed intimidation, but considering that there are 3 other players and at some level in competitive play they are at least nearly as good as Ken, I feel that this would ultimately work against the more known player.

Even in a small group of friends, the better players will be perceived as a larger threat and eliminated. Consider the show "Weakest Link". At some point in the show, players instead of voting off the contestants who are missing questions, chose to vote off contestants who got too many questions right fearing that a 1v1 encounter with the superior intellect would leave them defeated.

In certain settings, it may be in the interest of the stronger player to "sandbag" by either performing poorly in the early stages of the match by either losing an extra life or two early in the game (which is easy if the other players are teaming up) or from the beginning by choosing a character that appears to be less of a threat.

Section 3. FFAs involve ... characters.


- Character Choice

Probably the section that most people are interested in, since people are obsessed with tier lists, is this part. Sadly, it will also get the most grief. Instead of giving my picks for who is the best, I will instead give my opinions on what make a good character for FFA and occassionally mention specific characters who particularly exemplify these traits.

- Large-Attacks
Although sometimes, FFAs turn into 2 separate 1v1 fights, more often than not, they turn into an orgy of attacks without such clear divisions.

Any attack with more range than a standard attack gets more useful when there are more characters on the board. Having an attack that hits both in front of and behind you is even more useful. In Brawl some characters have attacks that seem to naturally suck people in. These attacks become more useful in a FFA where it is more likely to land.

In a messy situation, having an attack with Super Armor is also a very useful advantage since you can hit characters with a smash attack with lower risk to yourself.

Many characters d-smash fits this category. R.O.B. springs to mind.

- Range/Projectile

Since minimizing risk is an important factor in FFA, being able to stay at a safe distance while maintaining an offensive presence (via long-ranged melee attacks or projectiles) will increase your odds of winning. This means that projectiles are more important in a FFA setting than 1v1.

Remember that a projectile is a mixed blessing. Having one is useful in most situations and can add a little extra damage or even be useful in backstabbing (in terms of distracting the character who is a bigger threat) but when used too often can raise your threat level in the eyes of other players. Consider the annoying factor of a projectile (Fox) which is likely to infuriate players versus the killing power of a projectile (Lucario) especially when used less frequently.

- Mobility
For all the reasons mentioned in section 1, mobility is important for a number of reasons beyond just being able to run faster on boards that move. As noted, remember that maneuverability, not just running speed, is a factor in all-around mobility.

- Kill power
While many of the things I have stated above seem to imply that this is not as important, remember that at some point in order to win a FFA, you must win a 1v1 fight. Always assume that you will come into this 1v1 with at least a slight disadvantage. Choosing a character with pure survivability and little kill power will net you many FFA 2nd place trophies. This is by no means the most important factor for choosing a character but you should at least be familiar with the general kill mechanisms for the chosen character.

- Weight
This trait and the next (Recovery) factor into the overall survivability of a character. Even thought G&W has a great recovery, he is still very vulnerable to being KO'd off the side due to his light weight. As with most traits, a trade off is required. A heavier character is preferred but in the end a middle weight character typically offers a good trade. Snake, for instance, has a deceptively high weight, which adds to his survivability.

- Recovery

Since surviving is more important in an overall sense than killing, a character's recovery is very important. Tether returns become slightly less useful when considering there may be multiple characters either guarding the edge or out over the side with you (happens frequently when one character leaves his 1v1 to interfere with your 1v1). Since so many characters have great recoveries in Brawl (ROB, Pit, etc...), this actually becomes less of an issue than it was in Melee.

- Smaller is better

I know. Weight and Height don't both exist in one character. There are many advantage to having a smaller character. Some characters who have a good size to weight ratio are Ness, Diddy Kong, Toon Link, and Yoshi. This is a personal preference, but striking a good ratio is an important aspect of survivability vs. taking less random damage.

Some characters such as Kirby are naturally short enough to dodge many projectiles, which in a FFA is an invaluable asset.

- Appear non-threatening

Although there is no hard and fast rule for which characters appear the least threatening this is still a necessary consideration. Larger characters, higher tiered characters, and characters with easier KO abilities at lower percentages (via regular attacks such as Ike, or special attacks such as Jigglypuff) are particularly prone to be perceived as threatening.

Also consider the mindset of players in the game. For instance, if one player chooses a character and you choose a widely known counter to that character, your perceived threat level goes up.

- Adaptability
In the long term, this is probably the most important factor. While excellent tactics may net you many victories, eventually your playstyle will be found out. When you look for a character who will take you far in FFAs try not to emphasize too much on characters with novelties or tricks.

Remember that presumably you are playing multiple FFAs with a varied cast of characters. You want to be sure that you would fare equally as well in a game with 3 space animals as you would in a game with 3 Marths. Being able to perform well in a variety of situations is the mark of a great character.

- Brawl techniques
Although the Advanced Techniques are something I grow tired of rather quickly, they do deserve at least a mention. A purely strategical player with no knowlege of tactics is doomed even moreso than a player with excellent tactics and no strategy. Strategy is more important in a FFA setting than it is in a 1v1 fight, but this by no means that techniques should be ignored. A player who is well rounded (which is important in FFA) is at least knowledgable of all advanced techniques for a character. Even if a technique is obscure or rarely used, a larger variety of situations can arise in a FFA so having more tools than your opponents is always useful.

General techniques should always be learned and exploited. As with most things, though, showing off flashy techniques while perhaps useful as an intimidation method in 1v1 will more likely only leave you more vulnerable for longer. Everyone loves to taunt after killing an opponent, but don't let that be your instant reaction. Remember, even if you kill two opponents at the same time, there is still one more remaining and you probably just became the prime target for the game.

- Playstyle of the individual
When figuring out which character to choose, never forget that you are an individual with your own preferences, playstyle, and pre-set decision-making methods. Just because you have objectively decided that a campy Samus may be the best choice for a FFA, if you always feel the need to rush into the fray and are getting frustrated that Samus isn't holding up in a fist-fight you need to either make a purposeful effort to modify your playstyle or (if that is difficult) choose a character that, although not as great on paper, fits your playstyle more accurately.

- Camping
Ah, camping. There are so many pros and so many cons to camping that it deserves it's own article. Luckily, this forum is filled with articles on how to camp (securing a good position), how to attack someone who is camping, and many other variations on these themes.

For the interest of time, let us consider camping only within the context of a FFA. As stated above, we want to maximize our damage while minimizing our risk. With this idea in mind, also consider that when you camp for more than a small amount of time, you are actually only drawing attention to yourself. This can switch the formula and maximize your risk while minimizing your damage. This is certainly a bad idea. As with many things, the timing of this technique and the characters/players involved in the FFA change the camping dynamic as well. For instance, if you only camp at certain times and the other players see this as advantageous to them, it may be allowed.

Section 4. Summary

- Things you should always be doing
In my mind, the key to a FFA is that you must be constantly vigilant. Always keep your eyes on the whole screen. Constantly re-evaluate the status of the game in terms of who is a threat. Have your eye on the long term - constantly figure out an optimal end game scenario and press the game in that direction. You want to create a situation in which you have the advantage.

I'm sure that there will be plenty of disagreement, so feel free to discuss!
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
San Francisco
Great guide! Really opened my eyes to a lot of the blatant facts that I should be considering. I know everyone plays stock(I mean, time is annoying as hell >=O), but since a lot of people who play ffa matches do it via online 2min matches, I think it might be interesting to include one section on that or something. Though I guess that basically becomes playing the same style for the entire game(the beginning style where all 4 people are alive). But anywho, good stuff.

I know it's not exactly worth mentioning since most people have any degree of skill rarely do this, but I constantly find myself targeting people who pick the same character as me if their color isn't different JUST in case I accidentally make a mistake after 2/3 of us get smashed and I mix up which flying body I am.
 
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