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[Project] Compiling Every Character's Objective / Gameplan

Y2Kay

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In an attempt to ease the stress on everyone trying to learn 70+ match ups, I want to try to compile a list of every character's "objective" in the game.

What do I mean by Objective?

I want you to pretty much describe your plan to win neutral and press your advantage with your character. I'm not asking for a guide on how to play your character. The main goal here is to give a brief but quality paragraph that explains what makes your character tick at a fundamental level. I'll start off with my character to give you an idea.

:ultgreninja:'s main goal is keep the opponent in devastating and dangerous frame traps, tech chases, and edgeguarding scenarios. In order to initiate this, Greninja mainly attempts to win neutral by controlling space with his amazing mobility, Forward Air, and Water shuriken. He's also very proficient at whiff punishing with down tilt and dash attack, which setup for true combos, kill confirms, and frame traps.


:150:
 
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Diddy Kong

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:ultdiddy:'s main goal is getting a Banana set up, and follow up with a grab, pummel pummel pummel, D Throw, B Air string or a simple F Air to build damage, avoid the enemy's range in neutral and getting in with falling N Airs or Dash Attacks to send a foe in the air, and then barrage with either B Air strings at low % or F Air at higher %s to build damage. D Tilt is for playing footsies, F Tilt has utility to punish chasers without a Banana, U Smash is for under platforms or hitting airbone enemies who are in hitstun or don't have a good aerial hitbox to prevent it from hitting, and Banana > F Smash is for getting kills. You can catch them off guard any time with Rocket Barrel Explosion, and it's especially useful when a enemy throws out moves that have longer duration and leaving themselves open. Side B Kick is also for mix ups, and can be followed up early %s with even another Flip Kick, or a Dash Attack into F Air. U Air can also be used when a enemy DI's upward or predicts the F Air, or they are simply send up too high, but it's a weak move and can only KO from the top of Battle Field-like stages or other low ceilings. The only pro to that move is that it's fast, but you generally want to hit with every other aerial. D Air can also KO enemies from the floor at higher %s, and it's still possible to meteor people with it, but generally you don't want to take these risks. Monkey Flip Grab is useful against shields, and can KO near the ledges at high %, but think 140-160% range dependable on weight. It won't kill the super heavies, but lightweights don't like you having this KO option. ALSO! Shoot peanuts at your enemies at the ledge, it'll have them pop off, and you can intercept linear recoveries with it quite easily. It's also nice to do chip damage, and catch the enemy in hitstun, which might help you getting a grab, a dash attack, or a F Air.

So basically, :ultdiddy: is a light weight semi-grappler with great aerial strings, and good damage output, but you struggle to kill so you gotta be creative with it at times. And basically need to catch you enemy making mistakes. Patience is a key, but so is movement. You rarely rush down, and you also don't really want to because others who do are generally better in it than you, or can take the risks better. You shouldn't be predictable at all, and generally you want your enemy to feel confident, and then punish their confidence with monkey antics. A careful watchful foe is the most scary, and we don't like zoners because they force us into different tactics, playing more of a rushdown game. So mix ups are a thing frequently happening, and it makes it feel like you are almost playing a total different character.
 

Sean²

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:ultwolf:

The key is patience. The ability to keep the pace of the game at Wolf's speed, whether that's being faster or slower than your opponent is wonderful. Sometimes the best thing to do is to do nothing. Seriously, you can just stand there. Very few characters can get to you fast enough before you can do something better. Wait for a commitment, capitalize on the commitment if they whiff. If they refuse to commit to something, you have one of the best projectiles in the game to force them to. When they whiff, grab combos and fair/nair combos will help build damage. Dash attack can either send them into the air, which puts you in advantage, or send them at a disgusting angle offstage, which sets up an edgeguard scenario If they get in your face, you can clear them out with aerials, tilts, or usmash OOS. Get them offstage, ledge trap, and edgeguard with nairs/tilts. Force a risky option, generally get your onstage KOs with bair, dsmash, or dash attack.
 

ZephyrZ

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:ultsquirtle: Squirtle wants to use his small hurtbox, good aerial acceleration and decent run speed which he can use to approach and attack from an opponent's blind spot. In neutral he can convert Fair, Grab, Dash Attack and F-tilt into very potent combos which he can string together for massive damage at lower percents. Even after his opponent is out of combo range, however, Squirtle's Uair can be a very potent juggling move.

:ultivysaur: Ivysaur uses Razor Leaf as well as the disjoints on her aerials to keep opponents at bay. Good Ivysaur players will mix in short hop Razor Leafs to cover aerial approaches. Spacing Fair and Bair properly is very important in neutral, so Ivysaur has a careful playstyle. In advantage, Ivysaur has a very large and powerful Uair, and while opponents are offstage Ivysaur wants to end stocks early with her infamous Dair. Ivy can choose to camp at the edge of the stage or slowly press forward to gain stage control and corner the opponent, depending on the match up or situation. It should be noted that while Ivysaur's grab can be very rewarding, it is slow and a risky option to go for.

:ultcharizard: Charizard lacks truly safe neutral tools but has a very rewarding advantage state. Attacking shields is risky for Charizard, so Zard players need to read their opponent and know when to attack and when to grab. His fast run speed also gives him a fairly good bait-and-punish game. Charizard's large hitboxes are most effective when opponents are cornered, so fighting for stage control is vital. After winning neutral Charizard can be oppressive both onstage and offstage with a variety of juggling, edgeguarding and kill options. When in disadvantage, he wants to mix up his landing with his multiple air jumps or switch to Squirtle.

:ultpokemontrainer: Is flexible and will want to find the right pokemon for the job. :ultsquirtle: is best for when he wants to be aggressive or evasive, :ultivysaur: is best when he wants to play defensively or camp, and :ultcharizard: is best when he wants to press advantage state or go for a read. When opposing the Pokemon Trainer you need to be ready to adapt to their shifting play style on the fly.
 

FGIII

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:ultsonic: is only here to now go fast and stay fast, still the fastest in the game now a lot of his old lame strategies are gone now replaced with *fast*, :ultsonic: will be hitting you with fast attacks so stay on your toes, side B is still a really good move simply for getting in but in my opinion down B is better setting up for easy combos just remember: side b has one revving sound while down has multiple sounds. down b and side b both have simple combos from neutral b, neutral
air, forward air and probably more while i fight :ultsonic: a lot of the strategy is bait and punish side b makes him actually go forward with it so if :ultsonic:tries to side b get on a platform or the air and wait for it to stop then get some easy combos.

:ultsonic:'s air game is surprisingly good a lot of the time i find f-airs so be sure to watch out and time your air dodges but try to keep them to n-air dodges (not pushing a direction to keep the end lag low)
being quite the light character you can get some funny stuff on :ultsonic:so despite being far slower i believe that heavyweights (especially :ultcharizard: and :ultganondorf:) have pretty positive matchups vs :ultsonic: due to their powerful smash attacks and all around powerful moves so if youre playing :ultsonic:at about 60-80% be sure to play pretty safe.
 

Big O

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:ultdk: is a straightforward character with notable strengths and clear weaknesses that is mostly considered to be a mid-tier character. His weight, reach, damage, speed, and KO power are all above average. Weaknesses like laggy attacks, poor landing options, and an awkwardly large body definitely keep DK in check, despite his advantages. Playing around these weaknesses and abusing your strengths is the key to winning as DK.

One of the most common misconceptions is that :ultdk: is slow. He is actually surprisingly fast. Against the majority of the cast, DK is both faster and heavier than them. Only 7 characters have both faster air speed and ground speed than DK (Mewtwo, ZSS, Greninja, Roy, Chrom, Yoshi, and CF), but they are much lighter and/or weaker than him. DK isn’t very nimble or agile due to low air acceleration and having one of the longest dashes, but in terms of raw speed he is definitely not lacking.

:ultdk:'s general game plan is to overpower and outlast the enemy. Few characters can trade hits with DK and come out ahead, so taking a few extra hits is usually not that big a deal. His tilts and smashes are also very hard to challenge directly, so with good spacing few attacks are able to beat them cleanly. Top it off with the best air-to-air Bair in the game and you have a recipe for success. As a character without a projectile, DK is usually the one who has to approach. However, charging his Neutral B can be used to provoke your opponents, giving them a reason to approach you instead. Once you get a good hit or a grab, you transition to his top tier advantage state where stocks just...evaporate.

:ultdk:'s punish game is where he really shines. He can start a juggle chain, set up devastating edgeguards, or just outright KO all from his various cargo throws. He can start combos with Dtilt trips, Side B, Dash Attack, and one of his many vertical launchers. His Uair is an excellent juggle tool that is hard to deal with or challenge directly from above. Despite having a poor vertical recovery, DK can still go surprisingly deep to intercept and deny recovery attempts. His deadly spikes, lingering aerials, and solid Ledge Trump game are all valuable tools that make him a force to be reckoned with offstage.
 
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ZephyrZ

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:ultsonic:'s air game is surprisingly good a lot of the time i find f-airs so be sure to watch out and time your air dodges but try to keep them to n-air dodges (not pushing a direction to keep the end lag low)
being quite the light character you can get some funny stuff on :ultsonic:so despite being far slower i believe that heavyweights (especially :ultcharizard: and :ultganondorf:) have pretty positive matchups vs :ultsonic: due to their powerful smash attacks and all around powerful moves so if youre playing :ultsonic:at about 60-80% be sure to play pretty safe.
Hm I disagree that Sonic loses to superheavies. They tend to have a lot of endlag on their attacks, which makes a character who moves at Sonic's speed a pain to deal with as he can easily punish a mistake from a large distance. He has to be careful in those match ups but all characters have to be careful against superheavies in this game. Good ground movement makes him really good at bullying heavies in disadvantage to.
 

1FC0

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:ultrob:'s objective is to remove all the opponent's stocks before all of :ultrob:'s stocks are removed. In addition if :ultrob:'s opponent calls the Gyro a top then :ultrob: will have the additional objective of at least 2-stocking his opponent. If :ultrob:'s opponent calls the Gyro a Beyblade then :ultrob:'s additional objectve will be to at least 3-stock his opponent.
 

The Jim Jims

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:ultinkling:'s neutral objective is to search for a Rapid Jab or Up Throw. Rapid jab deals ~20% and nearly fully inks opponents. Up Throw leads to extensive combos that deal massive damage. In order to find one of these, Inkling will use her diverse, unpredictable movement and safe Bairs to confirm into a Jab or Grab. This gameplan is incredibly formulaic but difficult to get around as Bair is such an incredibly safe option. Once the opponent has some ink on them and is getting toward mid percents, Inkling wants to corner the opponent. It is there that Roller is harder to react to and options can begin to be cut off from the opponent. Bair can stuff an opponent rushing to reclaim center stage. Splat Bombs can cover platform escapes. Down Tilt can push the opponent slightly offstage. Finally, grabs can push the opponent further and punish them for shielding in fear.
 

Avokha

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For :ultrobin:, I'll just paraphrase from a certain very high quality Ultimate robin guide that was written recently;

"Gameplay Overview
Robin may seem like a difficult fighter at first, but a closer look at their moveset reveals that Robin is a fairly straightforward character. Their moves are designed to force specific interactions, pin down those interactions, and then punish the opponent for falling into them. This gives Robin an amazing advantage state should everything fall into place, however Robin’s disadvantage state is fairly exploitable as no move can reliably combo break aside from discards hitting the opponent and interrupting them. Robin is fairly vulnerable to edgeguarding as well.
Where Robin shines is at the ledge, forcing shield, and then punishing the opponent for falling for the mindgames. Robin can even set up frame traps such as fair into elwind if the opponent dodges fair offstage. Discarded tomes and swords can be dribbled, juggled, and bounced off shields to confuse the opponent and combo into things like thoron. Robin has a strong juggle game as well, with the latter 3 thunders, arcfire, and discards all catching landings well and up smash and utilt serving as decent grounded anti-airs. Up air’s huge range also serves to prolong juggles.
Robin having access to jump out of Thunder charge is a huge asset to their gameplay as it enhances their disadvantage state by increasing the options available to expand outside of only shielding or attacking, and allows for ambiguous movement in conjunction with b reverses, wavebounces, wavelanding, and more. It even allows for quick bairs while airborne which can throw the opponent off.
Robin is exceptionally strong offstage as well with the angles and power their aerials have. Both Nairs have a downward and horizontal angle which puts a recovering opponent in a really bad spot should they connect. Just 2 or 3 spell doom for anyone without an extremely powerful recovery. Both forward airs have a good amount of knockback that can easily KO an opponent near the blastzones, as will bair. Down air and Elwind’s meteors need no explanation, but their sourspots can sometimes put the opponent an an even more hopeless situation. With as far as Elwind can recover, Robin can confidently go deep and destroy the opponent while safely making it back to stage.
If going offstage seems too unsafe, using arcfire on the ledge is another good option to go far as the piller of fire will hit opponents who wait too long before picking an option and will beat neutral getup handily. There are several ways to go over the piller if the opponent drops down, and roll & airdodge also pass through, so prepare for the opponent to select one of these narrowed down options and act accordingly.
Robin likes to play a mid range zoning game as opposed to long range or close quarters combat. Using Fair as a low commitment pressure tool and Nair to threaten a large area of space on the stage make Robin quite a handful for opponents in this range. Thunder acting as a good, ranged poke that interrupts many approaches and gives Robin time to react to or predict the opponent's responses. Other characters will give Robin trouble should they attempt to contest them in ranges they thrive in where Robin does not. Robin’s disadvantage state makes it easy to get combo’d and killed under the wrong circumstances, but despite the vulnerability, Robin usually escapes relatively quickly.
In short, Robin wants to set up traps and lead the opponent into them with their pressuring tools and tricky movement. They can fall apart easily, but should they ever gain the upper hand the opponent will have to pray to Naga and hope to survive."



Written by: Lady Levin
 

Baby_Sneak

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Maybe it would be helpful to explain it like you're talking to someone 12 years old.

:ultdarkpit:/:ultpit:

The Pits thrive in close-range. They have the tools to allow a player to play however he/she wants inside close-range. In mid and long-range situations, they have good running speed and arrows to close the distance, or make the opponent come to them. Good recovery, good disadvantage state, and decent OOS options makes them overall good on defense. Good recovery means a strong off-stage presence as well.

As a player, you will be tested on your fundamentals and your ability to play different games. They have no crazy tools or insane mix-up potential like :ultpacman:, nor trump card killing moves or ridiculousness like :ultincineroar::ultbowser::ultdk::ultmewtwo::ultridley::ultcharizard: etc. But, you'll be rewarded with a fighter that will have a answer to pretty much any situation.


EDIT: Another one;

:ultdiddy:

Diddy can be played at a variety of ranges. Up close, you're dealing with his Dtilt, Grab game, Utilt, Nair, Jab, Dsmash, etc. At mid-range Banana, Pop gun, his speed and Side B are problems. He works his best damage up close, but he's comfortable playing the spacing game as well. Banana tricks and mix-ups makes him a bit more difficult than the pits, but it makes him have a stronger offense (as well as his normals). Diddy is just simply very versatile. His recovery can be pretty problematic though, as his up b can be vulnerable, and side b has a constant speed and angle. other than situational recovery game, diddy is really nice.
 
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