Match Rules Edit

Stock Edit

Time Edit

Controls 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).

Keyboard Edit

Action (In-game) Key
Jump Z
Attack X
Special C
Strong Attack D
Dodge/Parry S
Taunt F
Directions (up, right, etc.) Arrow keys
Pause Enter
Action (Menus) Key
Accept Z
Back X
Directions Arrow keys
Change Character Costume A, S

Xbox controllers Edit

Action (In-game) Button
Jump Y
Attack A
Special X
Strong Attack B / Right control stick
Dodge/Parry RB / LB / RT / LT
Taunt D-pad
Directions (up, right, etc.) Left control stick
Pause Start
Action (Menus) Button
Accept A
Back B
Directions Left control stick
Change Character Costume LB, RB

Movement Edit

Dash Edit

By default, holding a left or right on the ground makes your fighter walk. Quickly jamming the direction makes him start dashing instead.

Jump Edit

On the ground, you can jump. In the air, you can only double-jump, but only once, until you land back on the ground.

Walljump Edit

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.

Roll Edit

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.

Airdodge Edit

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.

Offense Edit

Damage Edit

Hitstun Edit

Combo Edit

Edgeguarding Edit

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.

Defense Edit

Parrying Edit

Recovering Edit

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.

Zoning Edit

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.

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