Smasherx74
Smash Journeyman
- Joined
- Jul 31, 2009
- Messages
- 407
Okay so the main problem people for what can end up being years is that they do not know how to play the game. So here is a guide on how to play smash64. Basically everything technical wise can be found at the SSB64 ATs but here is what you'll need to git pro.
Hitboxes
Spacing
"Spacing" is literally what it means, Space between your (Move) hitbox versus their (Move and or Body) hitbox. Say your Jigglypuff and your versus Kirby, Kirby trys and Fair, and you used Nair at the right time so you got the hitbox at the first few frames clashing kirby's Fair. Also sometimes it's good to space out Weak spots of a hitbox for say mario's uairs so he turns around and does uairs so the othejr person will land behind you with a lot lower knockback then the regular uair so you can uair chain upsmash on platforms or higher stage ledges.
Directional Influence (Di)
Movement
Movement is all about how you get from point A to point B and how you avoid attacks on the ground. You first need to Pivot often to anticipate, wait, go around, go around and turn around, and go around then run away. Pivoting is can be shown best with Falcown because he has the biggest dust when he dashes, All you do is dash back and forth and or dash turn around.. direct left to direct right repetitively is called dash dancing
You can also space your jumps axis rates by slightly holding upward at say 65% range perhaps so you dont fully jump nor shorthop too low So you can land on platforms perfectly to continue onward to point B. Jumping from angles can also be a priority of spacing your landing position. For keyboard users and some other situations, you can also use the C button to control your full C jump. If you use Fox, you can Shine to cancel onto higher areas, if your ness or yoshi you can djc onto these areas.
When you are being slammed into the ground where you have ground effects you can press Z to land without being slammed around anymore so you can get the **** out of there, You can also just roll onto the sides or stay in one spot then attack but this will allow the other player to follow you up easier, and if you roll against the ledge or wall you will be wasting time rolling while covering no space.This also go for regular rolling, Regular rolling like shield jumping has it's untouchable frames to get out of a sticky situation but when used to get away as in spacing out your enemy or just trying to get around them or somewhere to do a move is actually using more time then needed when you could just pivot and possibly,
Taunt cancel then turn around if you are on keyboard for example and want to do Kirby Fthrow to double suicide stock. Or if your say Focks and your using Jabs and you know your next jab will not stun them enough and they will grab or hit you so then you just pivot and turn around then jab then do it again and work with something like that.
Priority
When Player A is at 20% and player B is at 90% then if both players used Nair and they normally would clash each other out, in this situation player A's hitbox priority will be over player B and knockback player B. Priority does not overtake Untouchable frames but can lower superman frames so you are hittable in terms of knockback and damage yes.%
Damage Precent is what determines priority, Knockback range, knockback speed. Playing based on % will allow you to understand how and which combos will work in which situations so you can have more death combos at your command such as Falcon Fthrow to B on 68-84% Falcon dito.