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My personal guide of Brawl's defensive mechanisms...kinda

Tommy_G

Smash Champion
Joined
Mar 20, 2008
Messages
2,355
Location
Miami, FL
It's not all on Brawl's defensive mechanisms, but that's the closest thing I could think of. I'll probably end up changing it later.

Smash has always been a peculiar fighting game. Some people who play 2D fighting games even say smash is a bad game because it is so different. What makes it so different? The offense? Not really, attacking is attacking. Is it the defense? No, at least not the way most people look at it. So what does Smash have that other fighting games don't? It's amazing mobility.

Most people have the mindset that Brawl's defensive options are air dodge, side step, roll, and, of course, shield. These people are forgetting an extremely important defensive option. The options mentioned above have their uses, but should not be relied on. They're best comparable to Link's projectiles. He has very many of them which all have uses, but none of them are really good(sorry Link). Brawl's best defensive option is something so simple, it feels like I'm putting a lot of you down because of this guide, but I feel its necessary because I've recently figured out how important this is. Brawl's best defensive options is to not get hit without throwing out attacks or an air dodge.

I'm sure all of you have heard Isai's famous "Don't get hit" phrase. Not getting hit is the simplest way to explain it; however, it can be very complex. To understand how this works, one must understand the intimidation of their space to their opponents, especially when they don't shamelessly throw out an attack for spacing. It's extremely intimidating being in and idle float state because you have every option available to you. Simply being somewhere can force the opponent to throw out attacks, air dodge, or even move away. Double jumping, which is shunned by many, helps in this a lot.

One must also understand that they cannot be intimidated by a characters body during an attack. By this I mean, know where certain attacks hit. When someone uses an attack, it doesn't turn their whole body into a hitbox. It actually extends their hurtbox. People only need to respect hitboxes, not the character's figure.

Now that that's out of the way...

Everything is punishable.....with the right movements. Throwing out attacks for spacing, moving in at the wrong times, and yes, even lasering is punishable. Throwing out attacks locks you into the attack until you hit the ground or until the aerial lag of the move finishes. This is extremely dangerous. If the opponent sees you throwing out attacks and knows where youre going to be open, whether it's where you land or after the attack is over, you're going to get punished. If you utilize Brawl's mobility by moving back and forth either on the ground or in the air, you have all of your options available to you. There's no screw up to punish yet since you didn't do anything to be punished for.

To punish the opponent for certain moves, you would need to position yourself right and let the opponent miss with it. Usually this is moving into them, but timing it so they barely miss while you're moving in. For example, Falco can punish MK's fair by timing his landing from the jump and a sliding up smash after the move's hitbox goes away, but MK still can't move(this example is one of the harder ones). As stated before, respect hitboxes not character's bodies. If you predict them far enough, you could even run or jump through them.

To practice this, try playing a match against a friend without attacking, air dodging, sidestepping, or rolling. See how long you last and try to see how many times you can run through them.

So what am I trying to accomplish? This Tommy_G kid must want us all to suck by telling us to not do anything so he can be the best. Ha, if I had that kind of influencial power, I wouldn't use it on smashboards. Once you start attacking less, all of your options are going to unfold in front of your eyes. You're going to see so many options to attack that you've missed in the past. You're not going to feel that mind numbing heart pounding pressure as much. You're going to feel in control.

Besides, this is mainly for friends of mine irl......sooo......yeah. XD Hope you guys can understand what I'm trying to say. Good luck.
 

xYz

Smash Lord
Joined
Jan 6, 2007
Messages
1,984
Location
Orlando, FL
3DS FC
1049-0933-6834
screw that... i say you guys pick up salco, and start getting stylish... the more stylish you get... the moar you win.

learn from me.... only salco in america.
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
1,441
Location
Houston, TX
NNID
AvoiDMe
screw that... i say you guys pick up salco, and start getting stylish... the more stylish you get... the moar you win.

learn from me.... 2nd salco in america.
Fixed. I call myself the first. :)

And good stuff Tommy, very good read.
 

Obsidiotic

Smash Cadet
Joined
Mar 14, 2009
Messages
39
Location
Florida
This is something i have often thought of myself and believe it or not i see it a lot while fighting CPUs. They don't even need to dodge half the time. They simply stay out of reach of my hitbox when i attack. Trying to replicate this is hard, though. Nice thread, good read =]
 

Tommy_G

Smash Champion
Joined
Mar 20, 2008
Messages
2,355
Location
Miami, FL
Time to start my playstyle over from scratch with this "Don't get hit" logic. I get hit alot with Falco.
You probably don't have to restart from scratch. Just don't attack every time you jump. It makes you smarter with your approaches and allows you to see openings you couldn't see before.
 

Notra

Smash Ace
Joined
Feb 26, 2009
Messages
928
Location
Ann Arbor, Michigan
You probably don't have to restart from scratch. Just don't attack every time you jump. It makes you smarter with your approaches and allows you to see openings you couldn't see before.
yeah ive found this helps alot. not only just open jumping but dair jumping. when playing a char like meta that can shuttle loop at anysecond. the dair splits up the knock back. just makes staying on the stage and avoiding being gimped that much easier.
 
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