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Playing against certain types of players

puff..jigglypuff

Smash Apprentice
Joined
Oct 26, 2006
Messages
77
Location
Scotland
So I've had this problem all the way back from melee. I just can't beat people that just run away and shoot projectiles. How do you go about hitting them? It's the same thing every time. Run away and shoot blasts. If I eventually get close it's just a grab into throw. Then the run and gun starts up again. Any tips you guys can give me on this?
 

Mishiero

Smash Rookie
Joined
Dec 10, 2018
Messages
16
Location
Texas
I had this question answered for me a while back. I was told to short hop over the projectiles and at some points, it's more beneficial to you if you face tank some of the projectiles. But definitely, if you are on a stage with platforms use those to your advantage to get closer to him
 

puff..jigglypuff

Smash Apprentice
Joined
Oct 26, 2006
Messages
77
Location
Scotland
That's generally how I try to go about it. For instance, back in melee it was peach players who just threw turnips or jumping turnips. Just now it was samus. Just constant missiles followed by a fully charged B when one lands.
Does someone whose game plan is entirely this count as stalling by official rules? I know it probably isn't but I could always hope haha
 

Krimnorr

Smash Cadet
Joined
Jan 4, 2019
Messages
64
Location
Kentucky
Usually I just wait them out on platforms and hope they get bored. Or if they throw out something unsafe I'll run in and try to predict what they do after the animation.

Samus is a tough one. With her I'll just shield the missiles and slowly approach, and I also make use of platforms and multiple jumps (Ridley) to try and feint a landing. If she tosses a missile while I'm in the air, I quickly land and try for a grab. If she's too fast, I try and predict what she'll do. Grab? Run away? Roll? Etc. I hate the matchup, because I'm forced to play super campy and passive, but it's a matter of wearing them down over time.
 

staindgrey

I have a YouTube channel.
Writing Team
Joined
Jan 30, 2008
Messages
11,489
Location
The 90's
NNID
staindgrey
3DS FC
0130-1865-3216
Switch FC
SW 1248 1677 4696
It's less a problem of getting to them and handing them and more so a problem of taking full advantage of when you do hit them. A lot of players focus too much on chasing them down without practicing the strings and combos they'll need to truly punish them.

Think of it this way. If you're not doing much more damage than one or two projectiles when you do get close, then the projectile spammer can do just as much damage from a distance far more easily. If you get close and do like 50-60% damage and chase them off the stage, you can control the match and put them in a situation where they have to chase you until they have a lead again.

Practice, practice, practice your combos.
 

MG_3989

Smash Lord
Joined
Jan 1, 2019
Messages
1,130
Location
New Jersey
Switch FC
SW-8397-3391-6411
Try and shield and jump over as many projectiles as you can while you’re getting in but it’s ok if you get hit by a couple as long as they don’t lead to a combo. Then once you get in go on the offensive hard and overwhelm them. If you can get a lot of damage and maybe a stock that way it usually throws them off for the rest of the match. A good zoner is hard to play against but you have to beat them at their own game. They’re trying to tilt you, stay calm and get in and tilt them
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Don't take them to tri-plat stages. They can hide under a low platform. Also, jumping over projectiles becomes predictable pretty fast. I resort to aerial attacks if my opponent jumps over my charge shot. By jumping, all I have to do is watch how many times you jump. After you use your mid-air jump, you're an easier target.
 
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