Welcome to The Wiire, the first site dedicated to Nintendo’s newest gaming console, Wii.

 Username Password
 Not a member yet? Register today!


Feature

Editorial

Smash Trainer: A Guide to Glory

by Rob Galbreath (2008-03-09)


Chapter 7
Know Your Environments

What's the difference between a two-player Final Destination match and a four-player Final Destination match? Absolutely everything.

Flat stages with no platforms are ideal for two-player matches. While four players can enjoy as much fun, the battles are terribly hectic and require a massive amount of skill. Not only are you worrying about the player trying to kill you, but the other two players who might be checking out your percentage. With no obstacles in the way, every character is a threat to one another.

Touching that drawn cart hurts you!  Learn your environments!

This is different from an area like Rainbow Cruise, where the moving platforms and ship are advantageous to fleeing characters. Knowing the stages are vital, particularly when some sections of the stage can disappear or flip. Without advanced knowledge of where to go and where to stay, players can find themselves eliminated all too quickly.

Large masses of area are always best. More than all other environments, the center of the largest area safeguards players from accidents. Stay as far away from the edges as possible, and reposition yourself every time an enemy tries to attack you close to the edge. On the other hand, this is the target location for throwing assist trophies and pokeballs. Keep yourself away from anything that may be thrown into the center.



Whoever said "Live on the edge" didn't play Smash Bros.


Stage obstacles are also great. Whether a pillar or a wall, positioning yourself close to these places will give you a steady advantage over the competition. Be careful: most characters can attack through smaller pillars, so don't expect a wall to block all special attacks.

Staying low is another strategy in any stage. The further you are away from the sides of the screen, including the top of the screen, the better off you are. Most attacks make characters fly diagonally, so any extensive air travel can lead to an unnecessary point loss. If there are a number of gaps in the floor, avoid them at all costs. It's better to have a stable above-ground stage than a below-ground risky platform.



Also watch for Sunday drivers.


Finally, retreat to enclosed areas when you're about to die. The more ceilings, floors, walls, and corners, the better. As you approach 200% to 300%, the slightest wind could knock your character into the abyss. Do not rely on floating platforms or any stage elements your character can jump around/through. Remaining in safe zones like these can provide a great opportunity for damaging the opponent enough to gain a lead.

What more can we cover? How about one of the most difficult to master parts of the game, combos? Expect to be enlightened in the next edition!


Page: 1 2 3 4 5 6 7 8 9 10 Next >