1) Intro - Brawl is made up of a few solidly defined sections. When you first start a match you and your opponent are at a distance. When this happens you only have a few options available to you. The whole battle is a blend of these ever changing sections. You transitions from spacing someone to edge guarding them as soon as you hit them offstage. The whole time every section has its best fit choice of options.
However, have you ever found it difficult knowing which option you should use? Everything happens so quickly, and you have to factor in a variety of factors. Who you are playing? What are your positions in relation to each other? What is your opponent’s playing style? What percents are you at? The list just goes on. The problem is that you can never really know what is the best option is because everything in brawl has some counter to it. The best you can do is learning the tools you have for dealing with any situation and mix-up those tools for dealing with the scenario.
You might be asking yourself, “How do I go about realizing what my tools are?” First, you can start by recognizing the various sections that you play in all the time. When you realize the position that you are in, you can judge what is effective or not effective to try.
I have mapped out the sections of Brawl into these core areas: Closing the Gap, Close quarters, Edge guarding, Recovering, and Juggling.
All of these areas can transitions into one other at anytime. At one moment you might be edge guarding your opponent and the next you get hit by an attack causing you to get juggled. And at many times some will overlap, you might be recovering back to the stage as kirby, but engage in close quarters with another jigglypuff in the air.
Closing the Gap
-Every match begins this way. You and your opponent start on opposite sides of the stage with sizeable distance between the two of you. Anytime you have distance between you and your opponent, you and your opponent have the intent to get closer to each other. The reason is that the majority of your moves only work in close range. So you want to get closer to each other. This part of Brawl is typically the safest. The only times you are endanger in this area are against projectiles.
-Now, the only option 2 available to you in this situation is to either approach, or camp. Against contrary believe, camping does not always involve the use of projectiles. Camping is merely staying in the same general area. The usage of projectiles is a mode of extending the range of your character. This is important to know because it means any character can camp in brawl.
-The problem is that every character simply has different ranges for their attacks. Some ranges trump others. Falco has excellent range due to his lasers going across the whole stage. DDD’s projectile cannot go nearly as far as Falco’s can so at the right distance Falco will out camp DDD. However, at closer range, DDD out camps Falco with his better range with moves like grabs and Ftilt. While a character may not always be able to out camp all options a person has at the proper ranges, a character can shut down many options through by sticking to ranges they excel over the opposition causing the opponent to act in a way you can expect. This method is very true for a character like Marth. Marth is unable to camp people at a distance, however, he can outcamp people at close range.
-What might you do when you are forced to approach? If your character is not like Marth who can camp people in close range, or camp people at a distance like Falco, you are the one that will have to make the first move. The option available to you in this situation is baiting or tying to approach in a safe method. Baiting is an impractical process as it relies upon your opponent to make a decision that places them in a position that you can punish there action. There are many different ways to bait someone, but they all depend upon who you are facing and the character you are using. Your ingenuity will play a part in how you end up baiting people. For example, walk/dash towards your opponent and just sort of stand there outside their range can act as a form of baiting. It can cause your opponent to feel like they want to try to get closer to you. Thus, they enter your range, and you can punish them by blocking their attempt and retaliating. Another simply solution is going in and then out of range. It can give the opponent the feel that you are in there range that they can attack, only to miss and you can punish them.
-Approaching is another thing that is dependent upon your opponent, and yourself. In most cases, approaching is trying to attack your opponent from an angle they cannot easily defend against. Or, it can simply be trying to get around your opponent to attack their flank which can be done through a number of methods. Many people cannot beat Marth’s Fair approach, meaning they have to shield, roll, or dodge the attack. Marth can abuse this by Fairing past them and therefore landing on their flank in a position to attack with something. Running up and PSing or spotdoding, are all methods of approaching by attempting to defend, then attack.
By Xeylode