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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 usually extremely low for you and you get to kill them if they do something wrong
      • The exception is if their Ultimate is available
    • 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.
  • When you make them block
    • Do your block string
      • For example, Blitz might do M 2M H S2
    • 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)
      • L is usually very good for this. Many chars have a +1F or +0F L.
    • Or just throw
  • 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
  • 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
  • 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.
  • 2H assists and jump cancel into block
  • Don’t press a button if sandwiched
  • The counterplay to sandwiches is to pushblock before it happens.
  • 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 just 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
  • 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 L fast characters will run up and kill you
    • If you pushblock M fast 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 H or 2H).
    • 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
  • 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
  • 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 M immediately after to punish
    • Could also do upback to run away
  • Generally you should retreating guard H attacks so that the opponent whiffs a special
  • Usually bad to do when sandwiched
  • Very good at defending against double overheads
  • 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.
  • 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
  • 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.
    • Most players telegraph when they are about to use a special move
      • For example:
        • Yasuos will often do M H into crossup
        • Darius will often do M H into hook
      • Better players wll start to switch it up
  • Parry scales your combo (makes you do less damage)
  • Generally pushblock H attacks 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.
    • L starters reduce combo damage by a lot
  • Limit strike often to build burst