General Gameplan
This page has mostly generic beginner advice. Most important info is in the character specific guides or in your personal notes.
Offense
Section titled “Offense”- After you knock your opponent down time an attack to hit exactly when they get up
- This attack is called a Meaty
- See also: Okizeme
- Loses to getup attack, invincible supers, and roll
- The risk of going for a meaty is usually extremely low for you and you get to kill them if they do something wrong
- The exception is if their
Ultimateis available
- The exception is if their
- should be your default option
- Can chase roll with dash dash dash meaty
L- Dash macro makes you auto turn around if they roll
- Usually only have time to meaty with
L - Loses to get up attack but you can beat this by guessing dash dash block.
- This attack is called a Meaty
- When you make them block
- Do your block string
- For example, Blitz might do
M 2M H S2
- For example, Blitz might do
- Do stagger pressure
- Do your block string but put small delays in between attacks
- Will catch people mashing, jumping, or walking back(if you go low)
Lis usually very good for this. Many chars have a +1F or +0FL.
- Do your block string but put small delays in between attacks
- Or just throw
- Do your block string
Assists
Section titled “Assists”Using Assists
Section titled “Using Assists”- Sajam guide
- Krakatoa guide
- In general use assists to extend block strings or to win neutral.
- Can also use to extend combos but that takes more thought.
- If an assist makes contact with the opponent (on hit or on block) it is often a good idea to tag immediately
- If an assist doesn’t make contact throw out a move and tag
- As soon as you initiate the move you should tag to give your teammate more time
- If the move is a charged/held move you can keep holding it while you are tagged out and release whenever
- If the move has followups you can do the follow-up while you are tagged out
- There are some exceptions
- Some good options:
- A forward advancing special move
- Projectiles
- Hooks
[H]- Any charged special
- This one was so good they disallowed some from working
- As soon as you initiate the move you should tag to give your teammate more time
- If you initiate certain moves that have a follow-up you can tag out and finish the move by pressing the follow-up button.
- Guide
- A couple of the moves mentioned in the example don’t work anymore but the concept still applies
- This will allow you to control both characters at once
- Also applies for
[H] - Easier in duos
- Amazing for mix
- This is called puppeting
- Full list of puppetable moves
- Guide
Fighting and Defending Enemy Assists
Section titled “Fighting and Defending Enemy Assists”- You want to fight when the enemy’s assist is on cooldown. Bait out opponent assist if possible.
- If you dont have your assist available you want to stall until you do.
- Don’t jump in on an assist. They will handshake > anti air you.
2Hassists and jump cancel into block- Don’t press a button if sandwiched
- The counterplay to sandwiches is to pushblock before it happens.
Defense
Section titled “Defense”Blocking -> Fighting back
Section titled “Blocking -> Fighting back”- When you are blocking the opponent, There is usually a gap after they use a special move. This is your turn to fight back
- This depends on what move they use so you have to guess until you have more knowledge of the game
- In general
- If they are close and you think there is a small gap use
L- Fast but short range
- If they are medium distance and there is a bigger gap use run up
M(or justM) - Blocking more is a good option
- If they whiff (miss) an attack its your turn
- Blocking or dodging a super usually gives a lot of time to run up and kill your opponent
- If they are close and you think there is a small gap use
Push-blocking (T during block)
Section titled “Push-blocking (T during block)”- You can push the opponent away from you if you are blocking
- This requires uses your assist cooldown (or 1 bar of super for Juggernaut)
- Very strong get out of jail free card but can be baited if they are good
- If you pushblock
Lfast characters will run up and kill you - If you pushblock
Mfast characters can try to run up and kill you - Usually best thing after pushblock is special move -> Tag
- Usually the best time to push block is right before an opponent uses a special move so they miss it
- (This often means push-blocking as you block
Hor2H).
- (This often means push-blocking as you block
- Pushblock > upback ok in neutral
- Use often, it will save your life.
- Pushblock only pushes one of the enemies away which could be bad for you.
- Against good players you risk killing your teammate to avoid a mixup.
- Sometimes you will both die
- Against good players you risk killing your teammate to avoid a mixup.
Retreating guard (dash during block)
Section titled “Retreating guard (dash during block)”- Moves you backwards
- Different distances depending on if you do it right away or delay until the attack pushes you back a little
- Which one you want depends on distance
- Different distances depending on if you do it right away or delay until the attack pushes you back a little
- Builds Meter
- Blocks Mids and Overheads
- Weak to throw in corner
- Does NOT block low
- Especially dangerous in corner
- Retreating guarding projectiles is often good assuming you don’t mind being far from the opponent
- Retreating guarding jump ins can be ok but they can hit a low after.
- Press
Mimmediately after to punish - Could also do upback to run away
- Press
- Generally you should retreating guard
Hattacks so that the opponent whiffs a special - Usually bad to do when sandwiched
- Very good at defending against double overheads
When you get knocked down
Section titled “When you get knocked down”- Block
- Safest, default option
- Roll Forward/through
- Best in corner BUT predictable
- Loses to throw
- Usually you roll > block
- Cannot roll if you get forward thrown
- Locks you out of getup attack
- Roll Backwards
- Bad in corner
- Good as default midscreen
- Loses to throw
- Usually you roll > block
- Cannot roll if you get forward thrown
- Locks you out of getup attack
- Getup attack (
[S1]or[S2]on wakeup)- Invincible
- Pushes them off you
- Does very little damage
- Beats getting attacked
- If they block this you will die
- Jump
- Beats throws
- Loses to meaty attacks
- Attack
- Highest risk option. You will die if you you guess wrong.
- You are basically gambling they will miss their meaty
- If you attack you probably want to press something fast like
L - I do not reccomend this basically ever unless you see that your opponent messed up.
- At a high level, this is done when you think your opponent is delaying an attack to steal an opportunity elsewhere.
- Throw
- Good if you think they will throw you. You will break the throw and return to neutral
- Fast. Can do it if you think they will miss their meaty. Don’t really reccomend.
- Super
- Only level 3 supers are fully invincible
- Some level 1s are invincible after a delay, meaning they lose to meatys.
- If you get blocked you waste your meter and die. Please do not do this.
- Only level 3 supers are fully invincible
- Stand Parry blocks overhead and mids
- Low parry blocks lows
- Landing a parry will stun your opponent unless you parried a projectile
- Should cancel parry into dash to get to your opponent faster and hit them
- Dash Parry can make some moves easier to parry
- The best time to parry is when your opponent uses a special move that leaves a gap.
- Some examples of special moves with a gap:
- Darius Hook
- Vi denting blows
S2
- Some examples of special moves with a gap:
- Parrying Special moves can seem hard at first but there are a few tricks that make it much easier
- Some special moves leave a small enough gap where parry is guaranteed if you just mash it
- For example Vi denting blows
S2.- After blocking the first hit just mash parry.
- For example Vi denting blows
- Most players telegraph when they are about to use a special move
- For example:
- Yasuos will often do
M Hinto crossup - Darius will often do
M Hinto hook
- Yasuos will often do
- Better players wll start to switch it up
- For example:
- Some special moves leave a small enough gap where parry is guaranteed if you just mash it
- Parry scales your combo (makes you do less damage)
Pushblock
Section titled “Pushblock”- Generally pushblock
Hattacks so that the opponent whiffs a special- Good default after this is to throw out a special move > tag
- Pushblock before you get sandwiched.
- Fury Bait
- Niche
- Don’t burst
2H- Very easy for opponent to jump cancel and block after
- Don’t burst when opponent is jumping from the ground
- Same reason as above. Opponent can jump and block.
- Don’t burst when opponent assist is on screen and their handshake is available
- Especially bad. This is reactable for as long as their assist is on screen
- Good skill to learn. Most reliable way to bait burst on offense.
- Consider saving burst for fury
- Bursting relatively early is good so you can build back another one by the next round
- Bursting late in the combo is usually not worth it unless you would die.
- Bursting the opponent into the corner is really good
- Ahri, Caitlyn, and Warwick have combos that put themselves in the corner.
- Only burst if you think you can win the round
- Consider holding burst if the combo won’t do much damage.
Lstarters reduce combo damage by a lot
- Limit strike often to build burst