Chapter 6
Attack Recovery and Screen Returns
Attack recovery and screen returns sound easy, but mastering them takes patience. First and foremost, your character's weight will affect many of your upcoming decisions, so be familiar enough with how the character moves before attempting any of these tricks. Switching from a Powerhitter to a Lightweight will significantly alter the gravity and balance on which you make your decisions.

HOT! Hold left and press jump, Wario and Yoshi!
Resist the impact or you're both toast!
When thrown to the far right or left of the screen, the best way to start a good recovery is to hold the control stick in the direction of the nearest platform and press jump, which tends to be the opposite direction you're flying.
If you're down below a raised platform and don't think you're going to make it back up, wait until your first jump has reached the highest point, and jump again to perform a double jump. Move the control stick towards the ledge and see if your character can grab on automatically. If you are far below the platform, try a triple jump. But if you are going to make it in two jumps, leave it at that.

If you're really talented, double jump and use
Link's hookshot, or Zero Suit's laser whip.
Link's hookshot, or Zero Suit's laser whip.
Some players will wait for you at the edge of the platform, hoping you return so they can give you a final farewell. In this case, it's best not to triple jump when you reach the edge. Instead, use a dodge in mid air to fly past your opponents' oncoming attack. This proves a great way to reach the ledge and pass through your enemy. Even if the enemy attacks you from the other side, you will fly in the opposite direction away from the closest screen edge.

Diddy, you're too high up! Do not try to jump, move down/left!
If you fly to the top of the screen, do not ever try to recover by pressing jump. I repeat, do not ever try to jump when you're dangerously close to the top of the screen. By jumping, you move upwards and towards the place you don't want to be -- which is losing. Even if you recover by the jump, there's a chance that jump you pulled off could send you up and off the screen, killing yourself when you'd otherwise be safe. If anything, hold down the entire time. Pressing down+attack during this helps some characters, so try that, too.
Teleports are also discouraged until you can see your character back on the screen. Some teleports boost the character slightly upwards on the screen, and that small increase in height could mean a point loss. Even if this isn't the case, a teleport is the third jump you might need later on (if you don't already need to dodge an aggressive player below) and could ruin the chances of a safe landing. When flying upwards, it's best to save all of your resources until you need them.

Reason #2 why teleports are discouraged: if Zelda already
performed one, she better hope she can grab that ledge!
Control your movements towards the ground so you are nowhere near the opponent. If you were hit that hard, you probably have a very high percentage. Don't risk your life just to land one or two hits. Instead, land far away and prepare your next few moves.
Thank goodness, tomorrow's Friday! Prepared for the weekend? We have more Brawl updates prepared for you!
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