I am a mild player, the first to start the digital version so far more than three years to play more than 400 hours, but also barely considered to be the beginning, the following combined with my own detours, around the novice need to develop good habits and bad habits that need to be changed, share a little experience, if there are mistakes and omissions welcome criticism and correction.
First, good habits
1. Hanging edge
The competitive gameplay is centered on a large platform with cliffs on both sides, so the first skill for novices to learn is to return to the field.
When returning to the field, it is best not to fall directly into the field, it is easy to be beaten when landing. If the opponent is standing on the edge of the page and guarding, do not float directly to the edge of the page to grab the edge, but drop below the horizontal plane at a certain distance from the edge of the page and then use skills such as B to grasp the edge. During the descent, if the opponent jumps over or throws flying props over, he can dodge by using the air flash (pressing the defense button in the air).
2. Shield out
Rendou is a game that encourages offense, and in the game defense is subject to many restrictions, one of which is that after releasing the defense button, there will be a loose shield animation (usually 11 frames, about 1/6 second) before you can move freely, which is a long time in fighting games.
This is why it is often successful to resist the opponent's attack, but when you want to fight back, you find that the opponent's next attack comes faster, and then you are beaten to doubt. This pine shield animation can be canceled, while holding down the defense button, if you press the grab, press jump, on B or on Smash can skip this animation directly to the next action, the specific number of frames varies depending on the character.
Mastering the usual shielding moves before playing a new character by querying the smash ultimate frame data website or app is a must-do. It should be pointed out that some opponents in the game use a certain attack to hit the shield, and then the defender can not ensure that the counterattack can hit (indeed counter) no matter what shield action is used, which is also the place where the master is strong (safe pressure shield).
3. Downhill
Characters in Rendou can usually jump up to several times their height, which is very high in fighting games, which is why some people say that Rendou is a platform action game. Rendou has more battles in the air (vertical stand-up) than other fighting games because it cannot be defended in the air, so in general, minimizing the time spent in the air is the best policy, and it is necessary to develop the habit of downhill. Pulling the left stick down in the air can initiate a rappel, the multiplier of the acceleration and descent varies depending on the character, and it is impossible to launch a rappel during the jumping ascent phase or tumbling in the air after being knocked out. It is worth mentioning that most of the characters on B will enter the free fall state after can also be raped down, sometimes the opponent is a low percentage you on the B even if hit, because the opponent is not far away you are still easy to hit when you are in free fall, downhill is very necessary.
4. Acceptance
After being hit by a medium percentage (about 50%), such as a medium-intensity attack from an opponent, such as a ground attack (Tilt) or an aerial attack, if you are not affected, you will enter a state of lying flat on the ground, in this case, pressing the defense button at the moment of falling to the ground can immediately stand up with a "carp fight", which is the body.
The body is common in the fighting game, the body of the rendou can be divided into the body in situ, rolling inward and rolling outward (the latter two are achieved by pressing the defense button at the same time in the left and right directions of the left and right sticks) deliberately not being in the falling state and then pressing the attack button to get up or the left stick pulling left and right to roll up is also one of the options. Strictly speaking, there is no option that is absolutely safe, as long as it is guessed by the opponent, it is not safe, but the body as a whole is safer than the body, of which it is relatively safe to roll outward (away from the direction of the opponent).
Second, bad habits
1. Roll over indiscriminately
Most of the soul games that have played have the experience of rolling early but being hit at the end of the roll, which is the famous "fast and slow knife" design in action games. The non-conscious computer in the single-player game can also fool the player through the fast and slow knife, not to mention the real opponent you face in the rendou, let the opponent grab and play a set of combos at the end of the roll or if the percentage is high, it will be a big loss to be hit by a next Smash.
2. Hit the flying horse and jump in the second stage
Being beaten in a rendition means entering a disadvantage round, whether it is hit in the air above the field or off the field, the opponent has more choices than you, and one of the mistakes that novices often make (and I still occasionally make to this day) is to use the two-stage jump too early, to make their already few options less (most characters can only jump once in the air, use it and lose it), and fall into greater passivity.
As mentioned earlier, the state of rolling in the air after being blown away can not launch a downhill descent, and it looks like a wolf wants to be quickly lifted, out of this idea, the second paragraph jump should be a common human feeling, and its practical air attack can also be lifted (check the air attack with the least total number of frames of the character you use is also one of the homework you need to do to see the frame number table)
3, only inward DI
DI refers to the operation of the beaten side of the wrestling stick through the control of the left stick to affect the operation of the flight route, based on the state of the left stick at the moment of being hit, so it needs to be entered in advance before being hit. Pulling the joystick in the opposite direction when being hit can be said to be an instinctive reaction of ordinary people, because of the existence of the DI mechanism, doing so when the opponent is shot off the field at a high percentage can indeed save lives, so many people are used to nature.
However, if you do the same at a low percentage, it is not easy to get out of the opponent's combo, and in general, at a low percentage, you should di in the direction of away from the opponent, such as when you are caught, you can start the operation, so that the opponent's pitching combo will not be easy to hit you.
4, different percentages use the same move
Novices often encounter this situation, that is, to hit the opponent to a very high percentage (150% or even higher) but can not kill, but the opponent through anger and killed a life, at this time is not far from being three pierced.
Some of the moves in Rendou are high damage but low in flying power, and some are opposite, which means that the moves used to hit damage are different from the moves used to kill. Novices find that a move is easy to use and always use, the result of this move is not a killing move, then even if the super high percentage hits can not be killed, if this move is a killing move, because it is abused at a low percentage, affected by the attenuation mechanism of the rendou move (the more the same move is used, the weaker the strength), the percentage that should have been able to kill can not be killed.
Using different moves in different percentages is a major feature of Rendou, before taking a look at the percentage of both sides before making a decision, such as your own low percentage of the opponent's high percentage and your life number is not ahead, try to avoid risking to the outside to intercept, if the overturned car dies together, you will lose blood.