


If somebody starts racking up damage and getting in all of those hits you start losing control of the match. Ultimate is based heavily around momentum. This makes it easier to pick up patterns, and it gives you that extra split second to react to an attack (or a roll), and you’ll feel like a genius in no time. Next time you pick up the controller, train your eyes on the person you’re playing against, and take in everything they’re doing. You’re trying to beat the other person, right? So you’re going to have to know where they are and what they’re doing at all times. When you press a button you know where your character is going, so there’s no reason to train all of your focus on yourself. This one seems obvious, but it completely changed the way I played fighting games. Or maybe hold off on them entirely until you’ve racked up a good amount of damage, and they won’t see it coming at all the first time you break one out. Try saving them for when you notice your opponent rolling around just like you used to, and time a clean smash right in their face. Smash attacks aren’t the worst thing in the world though. If you rely on them, then you become predictable, and predictability is the enemy. If you land a smash attack but it doesn’t kill, now they’re a million miles away, and you have no way to follow up. If you whiff a smash attack, your friend gets to go to town on your butt. Every benefit of a smash attack is also its downfall. And they leave you completely vulnerable if you miss. It’s in the title of the game! They’re easy to pull off. They knock your opponent into the stratosphere. Really, just anything to break the rolling habit for a little bit. If you’re playing a fast character you can just outrun projectiles if you know there’s a hit coming try spot dodding next time, and you’ll have the opportunity to follow up since you haven’t moved away or just try staying in your shield. So next time you find yourself in danger, or your friend is somehow always able to land a hit on you even though you’re rolling for dear life, try something else out. You’re always going to move a set distance, and you’re always going to have a moment of end lag (the amount of time the game forces you to wait until you’re able to take another action). The big problem with rolling around is its predictability and your vulnerability. As soon as the person you’re playing against cottons to your slippery game you’re going to get flung into oblivion. It has its time and place just like any other movement option in Super Smash Bros., but it’s not the Swiss army knife it seems to be when you first start playing Smash. Jjumping? That’s how you end up in the air, and if you’re in the air you can get knocked off the stage, no thanks.īut honestly? Rolling sort of sucks sometimes. If you dodge, you’re still in the same place. You move out of the way, you’re invulnerable, and you get to roll without letting go of that beautiful safe little shield bubble, so why would you possibly pick anything else? If you dash, you’re vulnerable. Keeping an eye out for predictability in your gameplay is the best way to break habits, and it offers you a chance to understand what the person mopping the floor with you is probably thinking about during the match. If you’re finding yourself unable to win, maybe you’ve just become too predictable, and your opponent is just punishing the exact same option time and again. Smash is all about movement-you’re constantly jumping, running, attacking, walking, and bouncing, and the best way to lose is to settle into a pattern. So during this period of growth, settle on one character (or two if you really can’t narrow it down) and take two or three sessions, whatever that looks like for you, to really understand their ins and outs. It’s completely unrealistic to expect yourself to master every single one of them. There are, depending on how you count it, between 69 and 78 characters in this game, and with the announcement of Dragon Quest’s Hero and Banjo-Kazooie that roster is only going to grow. Settle on a character (at least for a little bit) If you’ve got that one friend you just can’t beat, or you’ve worked up the nerve for your first Super Smash Bros.Tournament, this guide is for you. At some point you tackle the basics of the game, you run up against your first real obstacle, and you don’t know what to do next. Fighting game mastery is about toppling tougher and tougher human opponents until you either become The One to Topple, or decide to tap out of the game entirely.
Measuring your mastery of the mechanics isn’t just about playing through the story mode and beating all of the bosses until you win.

In the world of videogames, fighting games are unique.
