Before anything else it should be noted that this thread is about theory. Theory is not about anything absolute. Instead it is hypothetically what is best. This means that if you follow what I say in the next few pages to the letter you might actually get worse in teams. This is because while things may work in theory it doesn't mean that they'll work when you actually try to apply it. An example is the 2-on-1 situations which are the basis of practically everything I talk about. In theory 2-on-1 is good, but in practice the 1 might just beat the crap out of both of you.
The purpose of this IAQ is to get more people interested in team play and to raise the level of play in the smash community. I think that if people understand more strategies of team play they will also be more interested in watching as well. Please note that this IAQ is far from complete, and I do not have the experience to account for every type of playstyle out there. This IAQ will be updated and edited with any good points or additions brought up, and any questions will be happily answered. So with all that in mind, let’s start.
Oh, and for the record, this IAQ is for TA ON only. TA OFF theory might happen another time.
*disclaimer
All third person references will be in the masculine form. That is, “he got served and give him the book.” I’m sorry, but writing him/her a lot is annoying to write and to read. Furthermore, we all know that the majority of video gamers are male.
All examples are on Final Destination
2 ON 1
The basis of this IAQ is that I see a lot of teams go at it like teams is just two separate 1 on 1 battles. While this might happen several times during a team battle, fighting in this way leaves you vulnerable to situations when everything gets jumbled up. It’s easy to practice 1 on 1 fighting, what’s important is to know how to capitalize on situations where you can team up.
Theoretically one person cannot beat two people of the same skill level. This is a huge advantage when it happens, and should be capitalized on every time. Here is a common situation…
A B C
Say A and B are on a team and are fighting against C. B and C are basically fighting like it’s 1-on-1, while A is just hanging out. A cannot help B fight against C because B is in the way and A’s attacks will most likely hit B. Furthermore, A cannot just jump into the fight against C as B’s attacks might hit A or B will stop attacking for fear of hitting A. The only way A can contribute is to run in and attack when B gets hit or thrown. In a way, this does become a small advantage as A can prevent C from doing any massive juggles.
*exception
If B is a projectile prostitute then B can throw projectiles all day at C and A can assist in defense, depending on which character B is. In this case it might be preferable that A be behind B, and A can even jump above B and throw even more projectiles at C.
Now say the situation is as follows…
A C B
Now C is in a much worse situation. As A attacks from one side B can attack from the other side without fear of hitting A, provided B is spaced correctly. In addition, it becomes difficult for C to counterattack either side as doing so will leave C open from attacks coming from the other side. The best option for C is to try to get to the other side of one of the two opponents, creating the situation above. However, rolling or jumping past people is usually risky at best.
The easiest way to exploit this 2-on-1 situation is to simply grab C. While C is grabbed the opponent on the other side of C can let fly with a powerful move or even an infinite. This technique is powerful because C can be grabbed while blocking an attack from the other side.
So now that you know about 2-on-1 situations and a few of the basics on how to exploit it, we have to get into why these 2-on-1 situations are just theory. The reason for this is that the 1 usually has a partner of his own, and said partner probably doesn’t want to sit back and watch his partner get thwacked.
THE BASICS OF 2 ON 1 IN APPLICATION
This is where theory comes in. The advice given will not always be the best thing to do in a situation. The principles, however, are true, but experience is needed to determine when to use certain strategies.
So let’s say we’re in the following situation…
A C B D
A and B on one team, C and D on another. A and D have limited options, either hang back or attack the person next to them. So let’s focus on C and B. Or, rather, let’s focus on C. Whichever way C attacks he is potentially opening himself up to attacks from the other side. Ideally, his main goal is not to get hit while setting up a 2-on-1 situation against B. If D is attacking B then C can simply ward off A and help his partner if he gets into trouble.
The problem is that this is an equal situation. Whatever C and D are trying to do ideally A and B are trying to do the exact same thing. However, look to use the 2-on-1 in situations where a character is hit away. More on this will be covered in the section on edge guarding.
Next I will touch on this situation…
A B C D
Not much to say here, really. Just try to make sure that when you attack you don’t end up between your opponents on the ground. Depending on the spacing, it’ll be hard for your partner to rescue you without hitting you in the process.
This is just the basics on this section. More will probably be added later.
EDGE GUARDING
This is where I see the biggest problems in strategy when I watch people play teams. So I’m here to help!
Say this is the situation…
D A B................. C
C is off the edge. B will edgeguard (I hope). A must be aware of the situation and keep D away. Usually this isn’t a problem but I have seen several occasions where A attacked D which allowed D to either roll or jump past A and break up the edgeguard. If A plays defensively it should be practically impossible for D to break up the edgeguard.
Now let’s take a look at…
A D B .................. C
D shouldn’t have a difficult time preventing B from edgeguarding his partner. However, B has an interesting option here. He can choose to edgeguard C or create a 2-on-1 situation against D. C is in no position to help as he is far off the stage, and should be careful as B can probably change gears and attack C if he recovers carelessly.
Again, A must be aware of the situation. If B chooses not to create the 2-on-1 situation then A should do whatever he can to prevent D from breaking up the edgeguard. D must also decide what he is going to do. This might be a good time to go beat the crap out of A.
An interesting option is for B to jump off and grab the edge, using the invincibility time to see what A and D end up doing. If B can hop back onto the edge while still invincible….B is probably a decent player.
CONCLUSION
And that’s it for now. Please add any comments or questions you might have.
Remember that these are basics, and this is all theory. Situations and tactics change based on which characters are being used and the playing styles of the players. Furthermore, this IAQ will be updated and changed as I see fit, possibly at a very rapid pace.
Lastly, note that I didn’t even get into platforms and stages with a central divide.
Again, I hope that by reading this some people go and try things out and in general play more teams. If there are any questions or other theories I’d be happy to reply to them.
The purpose of this IAQ is to get more people interested in team play and to raise the level of play in the smash community. I think that if people understand more strategies of team play they will also be more interested in watching as well. Please note that this IAQ is far from complete, and I do not have the experience to account for every type of playstyle out there. This IAQ will be updated and edited with any good points or additions brought up, and any questions will be happily answered. So with all that in mind, let’s start.
Oh, and for the record, this IAQ is for TA ON only. TA OFF theory might happen another time.
*disclaimer
All third person references will be in the masculine form. That is, “he got served and give him the book.” I’m sorry, but writing him/her a lot is annoying to write and to read. Furthermore, we all know that the majority of video gamers are male.
All examples are on Final Destination
2 ON 1
The basis of this IAQ is that I see a lot of teams go at it like teams is just two separate 1 on 1 battles. While this might happen several times during a team battle, fighting in this way leaves you vulnerable to situations when everything gets jumbled up. It’s easy to practice 1 on 1 fighting, what’s important is to know how to capitalize on situations where you can team up.
Theoretically one person cannot beat two people of the same skill level. This is a huge advantage when it happens, and should be capitalized on every time. Here is a common situation…
A B C
Say A and B are on a team and are fighting against C. B and C are basically fighting like it’s 1-on-1, while A is just hanging out. A cannot help B fight against C because B is in the way and A’s attacks will most likely hit B. Furthermore, A cannot just jump into the fight against C as B’s attacks might hit A or B will stop attacking for fear of hitting A. The only way A can contribute is to run in and attack when B gets hit or thrown. In a way, this does become a small advantage as A can prevent C from doing any massive juggles.
*exception
If B is a projectile prostitute then B can throw projectiles all day at C and A can assist in defense, depending on which character B is. In this case it might be preferable that A be behind B, and A can even jump above B and throw even more projectiles at C.
Now say the situation is as follows…
A C B
Now C is in a much worse situation. As A attacks from one side B can attack from the other side without fear of hitting A, provided B is spaced correctly. In addition, it becomes difficult for C to counterattack either side as doing so will leave C open from attacks coming from the other side. The best option for C is to try to get to the other side of one of the two opponents, creating the situation above. However, rolling or jumping past people is usually risky at best.
The easiest way to exploit this 2-on-1 situation is to simply grab C. While C is grabbed the opponent on the other side of C can let fly with a powerful move or even an infinite. This technique is powerful because C can be grabbed while blocking an attack from the other side.
So now that you know about 2-on-1 situations and a few of the basics on how to exploit it, we have to get into why these 2-on-1 situations are just theory. The reason for this is that the 1 usually has a partner of his own, and said partner probably doesn’t want to sit back and watch his partner get thwacked.
THE BASICS OF 2 ON 1 IN APPLICATION
This is where theory comes in. The advice given will not always be the best thing to do in a situation. The principles, however, are true, but experience is needed to determine when to use certain strategies.
So let’s say we’re in the following situation…
A C B D
A and B on one team, C and D on another. A and D have limited options, either hang back or attack the person next to them. So let’s focus on C and B. Or, rather, let’s focus on C. Whichever way C attacks he is potentially opening himself up to attacks from the other side. Ideally, his main goal is not to get hit while setting up a 2-on-1 situation against B. If D is attacking B then C can simply ward off A and help his partner if he gets into trouble.
The problem is that this is an equal situation. Whatever C and D are trying to do ideally A and B are trying to do the exact same thing. However, look to use the 2-on-1 in situations where a character is hit away. More on this will be covered in the section on edge guarding.
Next I will touch on this situation…
A B C D
Not much to say here, really. Just try to make sure that when you attack you don’t end up between your opponents on the ground. Depending on the spacing, it’ll be hard for your partner to rescue you without hitting you in the process.
This is just the basics on this section. More will probably be added later.
EDGE GUARDING
This is where I see the biggest problems in strategy when I watch people play teams. So I’m here to help!
Say this is the situation…
D A B................. C
C is off the edge. B will edgeguard (I hope). A must be aware of the situation and keep D away. Usually this isn’t a problem but I have seen several occasions where A attacked D which allowed D to either roll or jump past A and break up the edgeguard. If A plays defensively it should be practically impossible for D to break up the edgeguard.
Now let’s take a look at…
A D B .................. C
D shouldn’t have a difficult time preventing B from edgeguarding his partner. However, B has an interesting option here. He can choose to edgeguard C or create a 2-on-1 situation against D. C is in no position to help as he is far off the stage, and should be careful as B can probably change gears and attack C if he recovers carelessly.
Again, A must be aware of the situation. If B chooses not to create the 2-on-1 situation then A should do whatever he can to prevent D from breaking up the edgeguard. D must also decide what he is going to do. This might be a good time to go beat the crap out of A.
An interesting option is for B to jump off and grab the edge, using the invincibility time to see what A and D end up doing. If B can hop back onto the edge while still invincible….B is probably a decent player.
CONCLUSION
And that’s it for now. Please add any comments or questions you might have.
Remember that these are basics, and this is all theory. Situations and tactics change based on which characters are being used and the playing styles of the players. Furthermore, this IAQ will be updated and changed as I see fit, possibly at a very rapid pace.
Lastly, note that I didn’t even get into platforms and stages with a central divide.
Again, I hope that by reading this some people go and try things out and in general play more teams. If there are any questions or other theories I’d be happy to reply to them.