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General Gameplan

This page has mostly generic beginner advice. Most important info is in the character specific guides or in your personal notes.

  • After you knock your opponent down time an attack to hit exactly when they get up
    • This attack is called a Meaty
    • Loses to getup attack, invincible supers, and roll
    • The risk of going for a meaty is extremely low for you and you get to kill them if they do something wrong
    • should be your default option
  • When you make them block
    • Do your block string
      • For example, Blitz might do {2xko} M 2M H S2
    • Or just throw
  • Sajam Defense Guide
  • 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 {2xko} L
        • Fast but short range
      • If they are medium distance and there is a bigger gap use run up {2xko} M (or just {2xko} M)
      • 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
  • Push-blocking ({2xko} 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
      • Usually best thing after pushblock is special move -> Tag
      • Usually the best time to retreating guard is right before an opponent uses a special move so they miss it (This often means push-blocking as you block {2xko} H or {2xko} 2H).
      • Use often, it will save your life.
  • Retreating guard (dash during block)
    • Moves you backwards
    • 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
    • Generally you should retreating guard {2xko} H attacks so that the opponent whiffs a special
    • Very good at defending against double overheads
  • 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
    • Roll Backwards
      • Bad in corner
      • Good as default midscreen
      • Loses to throw
      • Usually you roll > block
      • Cannot roll if you get forward thrown
    • Getup attack ({2xko} [S1] or {2xko} [S2] on wakeup)
      • Invincible
      • Does very little damage
      • Beats getting attacked
      • If they block this you will die
    • Jump
      • Beats throws
      • Loses to attacks
    • 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.
  • Don’t jump in on an assist. They will handshake > anti air you.
  • {2xko} 2H assists and jump cancel into block
  • Don’t press a button if sandwiched
  • Don’t burst {2xko} 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
  • Consider saving burst for fury
  • Bursting relatively early is good so you can build back another one by the next round
  • Only burst if you think you can win the round
  • Limit strike often to build burst
  • Generally pushblock {2xko} H attacks so that the opponent whiffs a special
  • Fury Bait
  • Stand Parry blocks overhead and mids
  • Low parry blocks lows
  • Dash Parry can make some moves easier to parry