Match Rules Edit
Default controls are the following (section title is a link to basic game controls): Keyboard controls can be changed in the Options menu (but not controllers).
|Directions (up, right, etc.)||Arrow keys|
|Change Character Costume||A, S|
Xbox controllers Edit
|Strong Attack||B / Right control stick|
|Dodge/Parry||RB / LB / RT / LT|
|Directions (up, right, etc.)||Left control stick|
|Directions||Left control stick|
|Change Character Costume||LB, RB|
By default, holding a left or right on the ground makes your fighter walk. Quickly jamming the direction makes him start dashing instead.
On the ground, you can jump. In the air, you can only double-jump, but only once, until you land back on the ground.
By pressing the jump button while facing a wall you can walljump. You can only walljump once until you land back on the ground or until you get hit. You can still walljump while in helpless state.
Using the dodge button while holding left or right on the ground will make your character roll a set distance. He gains some invinciblity while rolling but has some lag afterwards.
Using the dodge button in the air will make your character airdodge, halting his momentum, gaining some invincibility, and moving a set distance into a direction if you are holding any. You can only airdodge once until you land back on the ground. Airdodge into the ground to perform a wavedash.
This is the act of preventing an opponent launched offstage from getting back on it. The methods can vary a lot and can be more or less brutal depending on which fighter is edgeguarding who. If the recovery is predictable enough you can usually charge a strong attack in advance.
Recovering is the act of getting back on stage after getting knocked far away from it. For most characters it involves using their up specials and/or side specials to gain some distance and manage their double-jump, walljump and airdodge to gain some more distance.
Forcing your opponent to approach you instead of having you approach them. Can be accomplished by outranging your opponent, mostly through projectiles, forcing them to make the risky approach that you can react to.