_________ ________ __ ____ _______ _____ __ __ \ ____/ \_ __/ | \ | \ \ __/ / \ \ \ / / GG \ \ | | | \ | - | | |_ | _ | \ \/ / \ \ | | | |\ \ | / | _| | |_| | > < ____\ \ | | | | \ \ | |\ \ | | | | / /\ \ GG /________\ |_| |_| \_\|_| \_\ |_| \_____/ /_/ \_\ ___ ___________ __ ___________ / _ | / __/ __/ _ | / / / / //_ __/ / __ |_\ \_\ \/ __ |/ /_/ / /__/ / /_/ |_/___/___/_/ |_/\____/____/_/ They should make a T-shirt saying "I do all my own ASCII". I'd buy. :P +-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+ .-..--. .--. .-. - .---. : : ; - ;.-: :.-..-.-. ' - : : : " : , : - :: :: '`._. : :_:.__.'`-'-'`._.':_::_.'.: ,',' :: :: :: '-' Table of Contents - press CTRL+F or Command+F to find each section by its tag ********** Intro -- ntrmssn UPDATES: General Updates -- genupdts Technical Updates -- techup THE MOVES: Terms and Such -- tmansc What's T3h Point? -- wht3hpn Tech List -- tchlst Combos -- cmbs ADVANCE GUIDE: The Art of War - thartw The Triple Triangle Theory - tttheor Take Note Here: Techs To Use - tknthr Vehicles Are The Wrong Way To Go - vatwtg Situation Specifics -- sitspec General Info and Advice -- grlinad Fine Print and Words of Thanks -- fpwofth End -- ENDAGE!!! Note that this guide, while being incredibly helpful in the right places, is totally useless if you don't read all of it carefully. If you get tired of the wall of text after a while, don't give up and DON'T skim! Just copy/paste all this into NotePad or something and add a marker to wherever you stopped before. Don't give up if it looks too long - this could turn around your game totally! ********** And now a message from Cac and HAXage: Sign up on sfacorner.forumer.com to officially join the Revoleague! ,.,,.____.____ ,' / ========== Intro (ntrmssn) ,' ,-,,..__.__: ,' ,'.-' '._.' 1 4m t3h 00b3r h4xx463 \/\/h0 o\/\/n5 u - sorry. I'm HAXage, and I'm the reason that this guide is being written. Actually, the reason this guide is being written is because in all the videos of gameplay I've seen, in all of the vids posted on YouTube and whatever, there is a really sad lack of what we're gonna call common skill. The strats of the players mainly focus on "Grab a gun, don't bother to think about whether this is smart or not, aim sloppily and fire". Well, this is what this guide is for. Yup, it's the SFA player-who-wants-to- get-better's dream - a 10-section ADVANCED GUIDE FOR STAR FOX ASSAULT. In this I can guarantee you'll find all the techs, strats, advice and info you need to r0x0r your friends' b0x0r5 and blow off their s0x0r5. That's how ownafreaking good you'll be. NOTE THAT THIS GUIDE IS NOT FOR NEW PLAYERS! Preferably if you are a player that would be open to new ideas but are not too ignorant of the general notions of how to play, this guide is for you. Questions? Comments? Suggestions? Email me at [email protected]. I really would like to shoot the noobs that mail me with stuff like "OMG u suxx wit stupid techs nerd faggit" so don't. No porn. I can look that up in my own time. :P No viruses. I *RUN A MAC* and as such am invincible to all viruses/spyware/ hackers in general. Typos in the guide/suggestions/comments/praise (always welcome) are all OK. Make sure you put something about the guide in the title. I also want to make the (important) point that vehicles in this game are a fun alternative, but the actual "pro" aspect of the game is in Pilot-Only. There are a sad few things you can do with LMs or aircraft. The only actual use I have for either is to ride them, and that's still Pilot-Only. For all of you who use vehicles without a second thought, try a Pilot-Only Titania or Katina, they're better than you probably think. The Pilot-Only stages aren't the only decent ones for on-foot combat! This guide is configured for SINGLE STICK. This is not because I feel the need to be an ignorant bigot, but because I know that these techs can actually be done with Single Stick. Dual Stick is very hard to use in a utilitarian way, and I refuse to let anyone tell me that a) SS is inferior or b) DS is inferior because they're both options. You will see why Single Stick is easier later. About Dual Stick, LET IT BE KNOWN THAT IT IS NOT A BAD OPTION! I just wanna make it known that I endorse Single Stick and PEOPLE HAVE DIFFERENT PREFERENCES when it comes to stick usage. The only config not really worth mentioning is R Button Run. (lol) mainly because you can't move backwards easily. Also, Wolf is banned in competitive play. Not only does he have the highest (tied with Fox) amount of stars, the distribution is so damn cheap that the health and speed just completely outshine other characters. This is why none of the sections mention him. This guide, like so many cliched others has a CTRL-F (or Command-F) system. All the sections have a random jumble of letters after them which makes finding the sections easy. Just press CTRL/Command-F and enter the jumble of letters you want to find. All the codes are displayed in the Table Of Contents. For example the keyword for "Updates" is updts. If you don't find the section on the first try, press "Find Next". All right, questions? Q: Didn't you do another guide for Pilots? A: Yep. It kinda sucked and got removed. This one's better. Much better. Q: I've been wondering: if these techs are so good, how come pros don't use them all the time like you? A: (Thanks for the distinction between me and a pro. :P) This is because there are actually NO SFA PROS. It's a sad truth, but what SSBM, Starcraft, Halo etc. have SFA doesn't. These techs are NEW. BRAND new. Straight outta the oven. No one has used them but me and a few of my friends, but guess what? We can take anyone down with them, so why not expand our way of thinking? Q: What's the difference between a tech and some cool combo that someone does? A: Well, probably not everyone makes this point, but for me the definition of a "combo" is a series of techs linked together. A tech is a movement done through a button combination. A combo is several button combinations. Q: Who's this guide written for? The pros, or the newer players who wanna learn something? A: More for the slightly high-level players. New players may be a bit confused with all the stuff I'm overloading here. Rather, this guide is for players who THINK they have nowhere to get better, but still are open to new ideas and stuff. If you're new, I recommend checking out Strider4102's Multiplayer FAQ or just messing around in 2p with no opponent. Q: Do a barrel roll. Or try a loop. How bout holding A to charge up shots? A: I told you already, shuttup. +-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+ ____ __ _ _______ _____ _____ | | | | | \ / \ | | | | | |____| | | | | | |___ |---| | | | | | |---| | | | |____| | |--/ | | | |_____ ____| (updts) ,.,,.____.____ ,' / ========== General Updates (genupdts) ,' ,-,,..__.__: ,' ,'.-' '._.' 6:23 PM 7/28/2008 1.00 :--: *hums Ride Of The Valkyries* MY REIGN OF TERROR - whoops, the FAQ - is begun. It's the first version, so obviously typos and whatever are expected. 1.10 :--: xD up and already typos found. fixed them, anyway. Removed some unflattering remarks about certain players. 1.20 :--: added stuff, changed how many pages are allowed to post guide 1.30 :--: removed redundancies, changed stuff, etc, etc, gripe, gripe 1.40 :--: fine-tune stuff, some errors needed fixing. put some stuff in. 1.50 :--: mainly additions. fixed a bit of buggage. ,.,,.____.____ ,' / ========== Technical Updates (techup) ,' ,-,,..__.__: ,' ,'.-' '._.' 6:23 PM 7/28/2008 1.00 :--: Everything is complete. Have fun reading. 1.10 :--: Fixed me saying "revoloution" instead of "revolution" and added Charge Cancelling. Removed Double-Jump Cancelling which was for the wrong game. x_X Changed two very similar and confusing terms. 1.20 :--: SuperCheats is now allowed to post this guide. -_- Added Springdashing which is pretty cool. 1.30 :--: NOW i added springdashing. lol. removed a redundant Dodge Chasing section. 1.40 :--: pep is NOT good at attackdodging. remember that. *smack* Added a quote by Cac and fixed the Airdash code. 1.50 :--: added Corking. very useful technique. added why Dual Stick is un- desirable. +-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+ _______ _____ _ _ ____ _____ _____ | | | | | \ / | | | | | | | | |___| |__ | | | | | | | |-- |--- | | | | | | | | | | | | | | | | |____ | | | ____ \ / |____ ____| ,.,,.____.____ ,' / ========== Terms and Such (tmansc) ,' ,-,,..__.__: ,' ,'.-' '._.' So, you're trying to improve your skillZ by reading this. Good. That's the first step to pwning. The second step is to slam yourself three times in the head each day with a rusty SPAM canister. No, I'm kidding. The second step is to KNOW YOUR LANGUAGE. There's a lot of technical stuff here in this game that makes this guide a bit hard to understand. Most of the terms I use will make sense most of the time, but there are a few things that can be hard to figure out. Common Skill: Just generally being smart. Do you go look for a fight if all you have is Sensors and your blaster vs. a Homing Launcher? Do you run into the elevator if your opponent's about to chuck 10 grenades into it? Do you actually think about your next move or just do whatever the heck you want? Stage/Map/Level: A battleground. "Level" sounds like a floor or ledge or w/e, "map" makes people think I'm talking about the radar, and "stage" just sounds like 1p stuff. Anyway, yeah, a battleground in Multiplayer. Strafe: A lot of people think this means "hold down L lightly and move the Control Stick to the left or right, usually while attacking." WELL YOU'RE JUST PLAIN WRONG. Strafing (yes, this has been DICTIONARY VERIFIED) means just a vicious, nondefensive attack with a rapid-fire weapon. Think Blitzkrieg and you've got it. Refers to a rapid-fire weapon like the Machine/Gatling guns. Tank: Fairly obvious. Making sure you're stocked up on defense and just plowing your way through the enemy stubbornly. Usually done with a Barrier on and a Homing Launcher. Concentrates on defense more than offense. Wall: Yes, a different definition than "tank". Walling is, rather than running right into/over your opponent with lots of defense, waiting for them to come up to you, avoiding their shots with great dexterity, and maybe wasting their ammo/barrier. One of the things that makes Falco just so damn sweet - walling Krystal's barriers out against her/Peppy's CB ownage against him/the UCB noob that thinks he's all that while staying alive. Assault: This one is kind of tricky, but it usually refers to staying in a far range with long-range weapons that will hit hard. Usually quite hard. This style is extremely fun and rather cheap to do, but not so cheap that it's outlawed. In fact, it's one of the prime points of Peppy or Slippy. Chokepoint/Choke: Starcraft players anyone? A choke/chokepoint is an area on the map where you can only go one way: backwards or forwards. It's a useful area for trapping your opponent in. Bridges and stuff don't count because you can jump off them and survive. Maps with Chokes: Aparoid City, Sauria (few), Zoness (there are LOTS), Simple Map 3, Inner Sargasso (few), Titania (few and short), Fichina Revoleague: A "pro-league" group of SFA gamers who are usually better than you. :P Their headquarters is sfacorner.forumer.com or Lylat Systems, and you can join by simply signing up and finding a local Revoleague near you. We upload matches on YouTube and discuss strategy on Lylat Systems. Ness: Zoness Sea Base. Titan: Titania. Kat: Katina. Pratina: Someone who hates Kat. Simp1/2/3: any Simple Map. Sargasso: Inner Sargasso. Aparoid/Ap: Aparoid City. Fich: Fichina Outpost. Terminal(s): A place in Ap or Ness where, if you step off, you will die. Short for "terminal fall" which is short for "terminally-ill life fall". Geez. Mastie: A flying platform in Ap or Ness that you can board and fly around on. Boiler Room: The area in the absolute middle of the stage where most players hang around. Stages that have this: Titan, Kat, Ap, Fich and Simp1/2. Finesse: The time between the landing of your jump and your next action. CB: Charge Blaster. UCB: Uncharged Blaster. AD: Airdash. AtkD: Attackdodge. Rec: Recycle. Lat: Lateral Slide. QD: Quickdraw Sniper. MGun/MG: Machine Gun. GGun/GG: Gatling Gun. Sniper: Sniper Rifle. Demon: Demon Rifle. <insert weapon here>'d: For example Demon'd/GGun'd, etc... Badly owned by the aforementioned weapon. Pep: Peppy. Slip: Slippy. Falc: Falco. Krys: Krystal. Plippy: Peppy and Slippy are so similar (with the one exception that Slip owns Falc and Pep doesn't) that this term can be used when talking about them. Floxtal: Fox, Krystal or Falco. Used to mean the mid-jump players with usually average speed. Green/red/blue blaster: The charge level of the blaster corresponding to what color it turns. <insert weapon here>: When I say "with a Homing Launcher" or whatever, I mean that you have exactly 1 amount of Homing Launcher ammo when you pick it up, meaning you have 10 shots. If I say "use 2 homing launchers" that means 20 shots, and so on. Therefore, when I refer to a weapon by itself I mean that you should pick that weapon up once. <insert action here>rat: (example: techrat, sargassorat) Refers to someone wh just won't give the aforesaid action/thing up. -------------------- IMPORTANT BREAK IN TEXT, STOP HERE IF YOU'VE BEEN SCROLLING RANDOMLY IMPORTANT BREAK IN TEXT, STOP HERE IF YOU'VE BEEN SCROLLING RANDOMLY IMPORTANT BREAK IN TEXT, STOP HERE IF YOU'VE BEEN SCROLLING RANDOMLY IMPORTANT BREAK IN TEXT, STOP HERE IF YOU'VE BEEN SCROLLING RANDOMLY IMPORTANT BREAK IN TEXT, STOP HERE IF YOU'VE BEEN SCROLLING RANDOMLY -------------------- WHAT IS A TECH? Tech (noun "tehk") 1. anagram of "etch" 2. a move with useful applications, discovered and developed by players, utilizing a combination of buttons Okay, so the above definition is a little hazy. But yeah, that's about it. Let's give you an example here: the most simple attack tech that probably everyone has done at some point. Jump-attacking? It's simple: you hit Y, and roll your finger to A. Or R. This is obvious. Since you can attack and jump at the same time, there's no real skill to it. But it's still a tech, since the main definition is "a combo of buttons". Since the concept is fairly new, there aren't too many techs. But in this list you can probably find a fair few of them. There is, most likely, a tech for any possible situation in SFA. One of the good descriptions of what happens in a tech is that whatever happens happens instantly. There is no wait. However, there's a bit of a problem with the idea of using techs in SFA. A game such as SSBM is so fast-paced and versus-oriented that the entire match is practically a series of techs. There is so much use of tactics and psychology in SFA that actual skirmishes with your opponent are quite rare. It's more like an RTS game than an action game. That being said, there are fewer techs in SFA than in SSBM or whatever. But they still exist - go to "Tech List" for proof. But now you're asking yourself, why use them? What's the (or t3h) point? ,.,,.____.____ ,' / ========== What's T3h Point? (wht3hpn) ,' ,-,,..__.__: ,' ,'.-' '._.' Well, what IS t3h point? All in all, t3h point is that t3h player can't improve t3h skillZ unless t3h techs are - shut up? Okay. To put it succinctly, techs are something that just help you improve your skill in whatever. It does help a lot, regardless of what people say, to be able to hit a whole ton of buttons at once and do a really great move rather than just hammer A and hope you hit. There's a big difference between playing for the sake of playing and playing to win, but techs are sorta a way to bridge the gap. You can use them either way, but if you just wanna screw around, set lives to 30 and play with Booster Packs in Ness or something. So I guess the point is that it's a way to make yourself better. When you're really good, you can drop them, but my guess is that 80% of you won't want to and in any case won't be able to. It's hard to get rid of that kind of habit. And anyway, if you want to be better, then why not use them anyway? All they do is good. A lot of people will argue that the point of the game is to have fun, and being blindingly fast and so good that you kill anyone is not the point. After all, the point of a video game is to have fun (with your friends, preferably). Well, I say, sure, why not? Personally, I'm not against having fun, and I do think that it does kill your fun if one of you is too overwhelmingly good (for you, Cac, READ THAT OVER :P). But I live for heated matches. I live for the multiplayer madness of hiding behind corners with a Sniper while your friends are in heated combat down below. I live for the rapid-fire skirmishes that can only happen when you both have good cover and good weapons. And that stuff is multiplied hundreds of times by the skill of both players. So what to do if your friends aren't as good as you? Let them GET as good as you. For the time being, let them play as Wolf and on Low Handicap at least, and then switch their character after they get better. Then take off their handicap and just play match after match. That's my suggestion, but you can do whatever. Chances are, if you're reading this guide you're looking for ways to get better anyway. ,.,,.____.____ ,' / ========== Tech List (tchlst) ,' ,-,,..__.__: ,' ,'.-' '._.' This section will cover all instant techs. Combos come later. This whole section operates with a code system to determine what buttons are being pressed. Note that cstick is the C-stick and constick (shortened) is the control stick. THIS IS IMPORTANT, MAKE A NOTE OF IT! All buttons with names (A, B, Y) are listed as such. constick = Control stick cstick = C-stick > after constick = right constick < after constick = left constick <> after constick = right or left constick ^ after constick = up constick v after constick = down constick ^v after constick = up or down constick , between two buttons = hit next button after taking finger off first : between two buttons = hold both -> between two buttons = hold one and hit other <- between two buttons = hit one and hold other + between two buttons = hit both at same time --> between two buttons = hit other RIGHT after first / between two buttons = either button ~ after L/R = hold lightly # after button = hit button repeatedly w after button = hit button lightly You might wanna print this out, you'll probably get tired of scrolling back up. Or if you really feel the urge to show off, memorize it. Here's a fake template for a tech: Tech Name Tech Code: (example: A+Y) Tech Description <insert text here> When to Use <insert text here> So let's begin: Attackdodge Code: A(+optional constick v)-->L+constick<> Description: Whoa! You can't POSSIBLY continue without mastering this little wonder! This is perhaps the most useful attacking tech ever in terms of outright battles. The idea is to attack and consecutively do a rolling dodge to the left/right, preferably to behind cover. This will, with luck, hit your opponent and avoid their return shot. The constick down is optional if - and only if - you really feel the need to retreat while doing this. This tech should be done REALLY short and quickly, otherwise the point is lost. When to Use: You should overuse this thing like hell. Yes, not only does it fire and dodge at once, but it can also actually speed up the firing rate of weapons like the Homing Launcher. You can do it with any single-shot weapon (yes, even Snipers, see a little later on for more info) but it works best with Homing Launchers or charged (green) blasters. Even when using a reaaaaally bad roll (eg. Pep) this will work well. Cac summed it up best - "Attackdodging is good for the soul." Dodgeattack Code: L+constick<>+A# Description: This is cool if you want to get out of cover while attacking but stay safe. It's just a reverse attackdodge, but used less since it has less opportunities to do so. The code listed (hammering A) is the easiest, but if you're a cold- steel machinelike obsession gamer you will probably care about winning enough to learn when exactly to hit A. CB shots are best because you can release A before you've finished the roll. When to Use: See Attackdodge When To Use. Of course, this one is cut down a bit because it attacks after the dodge and not before. Shorthop Code: Yw# Description: I dunno, would this be considered the most useful defensive tech? If you play SSBM, you'll know (probably) about the shffl, short-hop or SHL if you play Falco. (It's a tiny little hop in the air followed by an attack that allows for combo chains.) Well, SFA has it too. Your manual will most likely tell you that the constick is a very sensitive thing - it reacts to the slightest pushes. Guess what, Otis Redding? So's the Y button. Just a little tap will do here. All you have to do is reach your thumb up, tap it, and return to A. Hey, why return to A? You can just hit A with your thumb joint when it's up there for Y! So, why is this useful? Why not a full jump? Well, when you do a full jump as you're running you lose speed in the air slightly. However, when you do a shorthop you don't lose speed, making it good to do all the time. Peppy is the one exeception - not only does he not care about losing speed, his full jump is actually better because it gives more dodging ability. When to Use: Do this when you're running, heading for a weapon that you and your opponent both want, or even attacking. It's especially useful when your opponent's after you with a Sniper. One note - you might not even notice the difference between a short-hop and a regular jump, it's so small. Just trust to luck. Note that when using Dual Stick, this is less useful, because it CANNOT be done with one finger to turn, one on the fire button, and one to press Jump. Airdash Code: L~:constick<> -->Yw Description: Defensive tech, designed by Uzzbuzz. Sort of the air's answer to rolling. The basis is to start a sidestep motion, and before you start moving, shorthop. Don't bother slow pushing the constick, just jam and hold. Once you hit ground, keep the motion going for about a quarter-second, and then let go. You should sort of slide along the ground. Wavelanders from SSBM will probably know where Uzzbuzz got the idea from. :P You can also do this in any direction, which gives it an advantage to a simple roll. Your character should do a perfect arc in the air. When to Use: Sort of like the SFA answer to SSBM wavedashing. In other words, ALL THE TIME. Don't integrate attacks into it, all it does is confuse you and add more things onto what you should be doing. Instead, follow up right after the dodge. Dodgedance Code: L~:constick<># Description: Boy, it's tough to write that out in code. Anyway, just hold L lightly and wiggle the constick back and forth, it's easier in words. This gives the effect of dancing back and forth and back and forth and back and forth, etc. The idea is to look so mobile that it'll make your opponent unsure of which way you're going. It's really just dashdancing (see SSBM advanced techniques guide) for SFA. When to Use: If you and your opponent are caught up in dodge wars, use it. With luck, they might stop for a minute and let you attack. Also if you're behind a pillar and your opponent's got you covered either way, dodgedance. They might pause for a second and let you escape. You can also get a lot better range with a rapid- fire this way. Rota-shot Code: A#<-L~:constick^ , > , v , < Description: It's a non-charge Blaster tech primarily, but it can be done with the MGun or Gatling as well. It's harder to spell out in code, but hammer A with one hand and rotate the constick rapidly with the other. This is kind of a "staying alive" tech like Attackdodge, but it's with rapid-fire weapons instead. Once rotated one full revolution, you should probably switch so your opponent gets confused by the change of direction. Short-hop is useful here too. When to Use: The MGun is rather weak, so this could be useful for the stereotypical "MGun vs GGun/Blaster" scenario. Of course, it hogs a lot of ammo so you might want to lay off the GGun use in this tech. I suppose you could do it with Peppy's green Blaster, but it seems a bit too slow. Vertile Code: Y , constickv+L+constick<> Description: Ok, this is just a defensive tech first and foremost, but I guess you could use it for attacking purposes. Geez laweez, I just need more defensive techs! EVERYTHING these days seems to be def/off! Well, this tech is just jumping and, almost as soon as you hit the ground, rolling. You gotta time it right so you don't do it too early and waste vital milliseconds. Finesse is important here. When to Use: When you're just completely screwed for defense and your opponent's engaged you in combat. Fairly obvious. You can attack in between the jump and roll. Quickdraw Code: X-->A-->X Description: This is the most deadly weapon-spec tech in the game, no questions. It goes with a Sniper. You thought that Snipers were things to shoot at your opponent when they couldn't hit you? You were wrong, buddy. With this tech, you can turn the Sniper into a little rapid-fire machine of destruction. Press X, almost instantly press A to fire, and press X again instantly. Don't bother looking at where your shot went - just fire. An alternative? Jump off a ledge, press X in the air, and press A right before you fall. Then while you're falling, zoom out again. If you're fast enough you can even turn it into an attackdodge! P.S. I note that kirbyroks' Weapons guide notes that the Sniper is not very useful in close quarters. Maybe he should try this and change his mind. >_> When to Use: Just about anydamntime. If you have a Sniper, I recommend that it should be maybe even your primary attack. I don't even ever bother sniping - I just do engage combat with it. Remember, the idea is not even to look at your opponent - just trust to complete luck that you might hit them. To (eh, sorta) steal lyrics from Remember The Name (by Fort Minor) it's "50% luck, 10% skill, 15% concentrated power of will..." Sacrifice Code: R+constickv , A Description: Wow, a tech that kills yourself! *gasp* This is pretty obvious - just aim at the ground and fire with a Missile Launcher or Homing Launcher if you have low health. Or cook a grenade until it kills you. What the HELL is the point of this, you ask? Well, sometimes it's better to just cut your losses. When you have low health and no barrier, say, after you've just managed to kill your opponent, you can use this if your character isn't really that fast. Think of it this way: Your opponent knows you have low health and that they will win a fight if you get into one. Therefore, they use that time to race around looking for weapons to get that 1-point advantage. In other words, you're cutting down the time that they have. Doesn't make sense to you? Ok, let's consider this. It's 1v1 in Titania. You're Peppy, and your opponent's Falco. You've just managed to get a point on them - but you have about 3 health and no barrier. So let's say you decide to go after them. They've spawned far away from you. You manage to catch up, but all they do is go running away from you, picking up a huge arsenal of weapons. Then, when they think they have enough, they turn around and effortlessly kill you. Now not only do they have another point, but they have enough weapons to practically cream you for the rest of this match. Now let's go through this again. It's the beginning of the above scenario - but now, you decide to kill yourself. Not only do you spawn relatively close to your opponent, but you are right next to a Homing Launcher - one of the best weapons in the game. Good damage, easy to use, nice ability. Who has the upper hand now? Admittedly they get a point, but it's that one-point sacrifice that could ultimately enable you to win the entire match. When to Use: Slow character, with a Homing/Missile Launcher/grenade, low health and no barrier, preferably just after you've just killed a fast character in 1v1. And ONLY use this in the most dire circumstances! A point is still a point! Uzzbuzz Drop Code: A->L+constick<> Description: If you charge up a grenade, and while you are STILL HOLDING IT, roll, you will drop the grenade on the ground, leaving it to explode on its own spacious time, hopefully in your opponent's face. Why? First of all, it's a great way to shake an opponent off if you don't have the ultimate shakeoff weapon: Pod. Of course, the disadvantage is that a grenade doesn't OHKO, but still it's a nice little alternative. Another reason is that it can get you out of fights quickly. Drop this and run. While your opponent is blinking in the pretty lights, hightail it out of there. Let's face it, Grenades are not the most accurate things - but they do great damage. If you want to use them, the best way is to either Uzzbuzz Drop or throw all of your ammo at once. When to Use: If you're in the middle of a fight, drop one of these quick if you're losing and need to make a quick getaway. This is also a shakeoff move, and if you are really that good, an offensive attack. Some players can drop these so quickly you can't even see the grenade turn pink in their hand. Grenade pros should master this cause it's just about essential. Stickdraw Code: X-->A-->cstick<>^v Description: Yes, that's a tech with the c-stick (not Control Stick)! The basis here is that you should use this just like Quickdrawing, but hit the c-stick instead of X a second time - this will switch your weapon and zoom you out the same way! This can be incorporated into all sorts of combos and in some ways it's even more useful than a Quickdraw. Slower than Quickdrawing (you gotta reach down to the stick) but better not to have to wait for the Sniper to cool down. Created by Cac. When To Use: See Combos for specific details. Mostly string this into a combo. ,.,,.____.____ ,' / ========== Combos (cmbs) ,' ,-,,..__.__: ,' ,'.-' '._.' Combos are a series of techs or just random things thrown together to make one cool move. These are really flashy if you can pull them off. The code is the same, but to save space I'm just going to put the tech names in the spots where they go. Some moves have different "paths" that are options for doing different things according to your opponent's moves. These will be marked as such. Move Template: Move Name Other stuff here / Code: <Tech Name inserted> + rest of random code< Path \ Other stuff here Where: <insert, e.g. the end of a tunnel, below a cliff, etc.> Description: <insert text here> When to Use: <insert text here> Offensive? (Yes/No) <Is the move integrated with attacks? Does it do damage?> Defensive? (Yes/No) <Is the move solely for keeping yourself alive?> Random? (Yes/No) <Do you use it in a specific situation, or anytime?> Corking Code: <Airdash>--> constick<>^v-->L~ , <Airdash>--> constick<>^v-->L~ Where: In combat, while running, wherever you need to Description: This is a hugely important thing for Single Stick players because it is, essentially, aiming while moving. This gives you a huge advantage because you now have 100% more mobility and a whole ton more power to aim. The idea is to airdash, and while in the air, aim left, locking your view by holding L lightly. When you land, do a springdash (see tknthr). While still holding L, aim again. With this, you can: *turn while moving sideways or backwards *turn, come around a corner, and shoot (this stuff works best with homing launchers) *go up a ramp while aiming, good on Katina and stuff *retreat from an uzz drop while turning around to get a revenge shot *Make distance between your opponent, pivot around and attack with splash weapons like homers Coverguard Code: <Dodgedance> , Y+A OR <Aircircle>+A Where: Behind cover (cover explained below) Description: Well, cover is anything built into the terrain that you can hide behind. The idea of cover is, like almost everything else, not entirely built for defense, but a good cover would be a place that you can also attack back. There is one helluva lot of this in Sauria. Anyway, the idea behind this tech is that you dodgedance (to make sure your opponent doesn't know where you're going to go), jump (to let your opponent know that you're hittable and it's not a lost cause) and attack (to tell your opponent that you lied about the lost cause). Maps with Cover: I believe the only maps with no real usable cover are Simple Maps 2 and 3. Of course, my definition of "cover" is anything you can see over top of, but I guess it could be really a wall or anything. In Simple 2 you can kinda... kinda... use the ramps as cover. When to Use: When you're behind cover and you can't get out without your opponent killing or at least hurting you badly. Offensive? Yes Defensive? Yes Random? No, you need cover Chainslide Code: <Airdash> , attack with Launcher/blaster , L+constick in opposite direction , Y+cstick change to Mgun/Ggun , <Airdash> , attack , L+constick<> Where: Anywhere on flat ground where the odds are even Description: Wow, this is a combo move as could probably have been guessed by all the commas and such. Anyway, the whole thing should look like this: Slide in the air, follow up immediately with Launcher/charge blaster, roll immediately oppositely to the slide in air, jump and switch to rapid-fire weapon, slide again, attack with rapid weapon, roll. Fairly easy considering a lot of these things you can start before the thing before is over. This should be done really smooth and VERY quick. When to Use: Looking for good video quality? This thing is a thing of beauty and ownage when executed perfectly. Not only does it look cool, but it will wreak havoc on all those solid strafers who just tend to Barrier and tank. Offensive? Yes Defensive? I suppose so Random? No, you need a single shot weapon and a rapid-fire weapon Lateral Slide Code: <Airdash> , A , L+constick in same direction , repeat Where: Pretty much anywhere except some bridge, this is a very wide move Description: This is such a slick and awesome combo for all kinda player matches, it's just an amazing way to move to one side REALLY fast in an attack. A long roll/w fast character goes well for this, which is why Wolf is cheap and Falco is cool. :P Whole thing should look like: Slide, immediately attack, immediately roll, repeat. When to Use: After you get good at this, you should unconsciously use it whenever you want. It's like unconsciously shorthopping, or unconsciously attackdodging. Offensive? Yes, but less so than def Defensive? Yes Random? Yes Corkscrew Code: <Rotashot>+<Shorthop>+A , R+constick , A+L , <Rotashot>+<Shorthop>+A as needed Where: Eh, anywhere? >,< Ok, so a moderate amount of ground needed. Description: Shut up about the name. All right; this is a move all/most Falco players should master as it's quite useful in terms of walling. This is a great way to just completely waste your opponent's ammo, starve their barrier to nothing and wall them to hell. Just RS a bit with some SH thrown in while attacking, aim to wherever they're running to, and RS some more. Repeat as needed/all you want, this is just about impossible to overuse in engage combat. When to Use: Repetition is important. Repetition is important. Repetition is important. :P The point here is that you can't repeat too much. Repeat too much. Repeat too much. Offensive? Yes Defensive? Sorta Random? Yes Aircircle Code: <Airdash> , L~+constick in opposite<> repeat as needed Where: Anywhere really except some place where you really cannot do anything, the only stage you have an excuse not to do this on is Zone Description: This was a tech until I realized the only way to do it was to AD, and therefore it was a combo cause it had 3 or more techniques in it. Gah! Anyway, the idea here is that you should do a circle in the air. Pretty complicated, huh? >_> AD in one direction, pull out of the slide a little before you hit the ground, and just sidestep the other way. It's easier to attack on than Recycle (see below) so you shouldn't have any problem with this. Only thing that might have some issues is that when you start to slide along the ground you have to cancel it right away whereas it is somehow easier when you roll instead. Anyway, you can attack more on this one than Recycle cause it's simpler. When to Use: Whatever, I'm not too fussy about stuff like this. It's just really another off/def thing that's about as random as hell. Offensive? Yes Defensive? Yes Random? Yes Recycle Code: <Airdash> , A-->L+constick in opposite<> , repeat Where: Cover or around a tunnel, there's no real purpose for this except with cover Description: If you are a Peppy player and don't know this, you are probably not good. This move is designed to keep your damage at 0 without wasting a barrier, and if you are good enough you can really do this infinitely. The idea is that if you have cover or a wall to hide behind, you can AD out into the open, shoot, and then just "recycle" that cover again. This move is very seamless and smooth, so it beats sidestepping out 1:10000000000000 or so. If you're doing this at a tunnel then make sure you have the right amount of room to AD and roll back again. Tunnels are easier with this cause you can jump across the tunnel to confuse your opponent - just when they think you're going to AD again, you full-jump across the tunnel space and they miss. :P A work of art. When to Use: If you're afraid of too much damage (hey, who isn't?) and you have a good cover advantage, then go ahead. Offensive? Yes Defensive? Yes Random? No, cover needed Ringmaster Code: <Stickdraw> , <Uzzbuzz Drop> , cstick change to CB, charge, <Attackdodge> Where: Middle of a fight, probably against an engage-combat player (see Advance Guide). Helpful for Boxers (see Advance Guide, Triple Triangle Theory). Description: Boxers take note. This incorporates their kind of weapons that they will probably already have, and is pretty dangerous against players who tend to get up close in a fight. The idea is to do this seamlessly (easy with Grenades because you don't have to wait for the Sniper's cooldown time) and make it so that your opponent never has a chance to do more than 1 thing (i.e. avoid grenade and shoot at you) at once. When to Use: If you have these weapons, then go ahead! Not fussy on this one, but you may find it a bit easier if you're a boxer and used to this stuff. Of course, if you kill your opponent with the Stickdraw, you don't need to bother wasting a Grenade. Offensive? Yes Defensive? A bit Random? No, you need all the Boxer-preferred weapons --------------------------------------- _ ____ _ _ ____ ____ / \ | || | / \ |\ || | | || || || || \ || |__ |---|| || ||---|| \ || | | ||___| \/ | || \||____ |___ ______ ___ ____ ____ | | | | | | | | ____ | | | | | |__ | | | | | | | | |______| |___| _|_ |___| |___ -------------------------------------- ,.,,.____.____ ,' / ========== The Art of War (thartw) ,' ,-,,..__.__: ,' ,'.-' '._.' One of the downsides of SFA is that it is extremely hard to tell people directly how to play well or get better. The only thing you can really do is just play matches where someone is better than you. Not only will you have to develop new ways to survive, but they will have to think of better options to kill you. It's a win-win scenario. However, there are some things that you can drill into people's heads. Keeping this in mind, let's begin. These are three rules, listed here, that, if broken, will result in the game you're playing being drastically changed and possibly in the loss of someone that would either win. You are playing an opponent that is obviously better than you in Inner Sarg. You are hard-pressed - they have 4 points, you only have 2, and you're running out of options. The up-side? You have 1 Barrier, and about 3/4 of your health. You are playing Peppy, and they play Krystal. You have nothing but your blaster and a Machine Gun. The opponent has 2 barriers, but low health, and they are on the upper level with a Sniper and a Homing Launcher. You suspect that they will come down soon to the bottom level to try and engage you. STOP. What do you do? First, let's list your disadvantages. You are playing as a slow character, which means that you can't pick up weapons as effectively. You don't have the greatest amount of health. There are no Barriers to pick up, which is why I chose this stage as an example. You have relatively close-range weapons that won't do much to a Sniper and a Homing Launcher unless you can attack from up close. Now your advantages. You have been given an advantage over Krystal right away in that you have more health. Krystal is all about surviving, but she can only endure a few shots without a Barrier. She relies on them to survive. So if you can hit that Krystal once without them suspecting your hit, they're gone. This gives you a great advantage because you have one of the best weapons in the game with you - Peppy's Charge Blaster. Second, you have greater dodging ability than they do with your 5* jump. Now, how to make all this work in your favor? Well, just think about it for a while. The charge blaster will completely decimate the weapons Krystal has if you can get them up close. So are you going to sit out in the open and wait for them to come to you? Hell no - you're going to run into the closest tunnel and starve them out. This does not mean that you should move - but just stay away for the time being until they have no option but to come for you. Say they come for you on the bottom level. They pull out their Homing Launcher and start tanking you. You manage to dodge the first shot, and realize that you can't possibly waste their entire ammo. You can't use a Barrier, because not only do they have 2 but you won't be able to get another. STOP. What do you do? This is where the rules of engage combat come in. First of all, I've seen some points in matches on YouTube and whatever where a player's idea of engage combat is to run wildly at the opponent shooting with an uncharged blaster. It's quite pathetic, to be honest. What did I say before about Peppy's jump being a better dodge than his roll? So use the jump to your advantage. Instead of trying to cover a large amount of ground in your attack, stay in one place so that you can control a smaller area. Not only is this easier to do, it gives you a better advantage. Jump around, moving but not over a large area, and shoot at the same time. Remember what I said about Pep's CB being one of the best weapons in the game? Use it all you can - it is a massive advantage that you have over that inferior Krystal. :P (Krystal lovers, I am NOT bashing Krys. She is the second-best character. It's just a joke, ok? geez...) While you jump, charge up your blaster. As you jump you can be charging. As you shoot you can be rolling. This is the first advanced key point of SFA: 1. A player will never perform one single action at a time. There is almost nothing in Star Fox Assault that forces you to only do that thing at one time. The one exception is rolling, and while you cannot perform an action WHILE rolling you can link other actions before and after the roll. Let's move on. We've gone into a somewhat simple theoretical situation, so now it's time to think about something slightly harder. Out of the three best characters - Falco, Peppy and Krystal, Peppy is the easiest to use, Falco next, and Krystal hardest. Let's put in a situation with Falco vs Slippy - something that is undoubtedly the hardest match in the game. Being a Falco player, I've come across this sort of (extremely tough) situation many times. Remember that something like this is NOT easy. The first time I tried Falc vs Slip I got 5-1'd - and I'm not exactly the worst player in the world. How about we set the stage on Simple Map 2? You, as Falco, have 2 points, no barrier, and low health. Slippy has 1 point, almost-full health, and a barrier. You have 2 packs of Grenades and one Sniper. Slippy has nothing but its (yes, its) CB. (Did you know that some species of frogs can switch genders, by the way?) Let's consider the opportunities. You are in Simple Map 2, which is your first advantage. This level is suited to Falco - lots of chokepoints that can be reversed and gotten out of quickly, high ground, a good spread of weapons that allows you to get your choice weapons at the right time, and an all-around useful layout suited to a character with higher speed. However, there are some disadvantages. Sure, you're leading, but you have the lower ground in the area. Slip, having just spawned (ha-ha, stop laughing), is planted firmly like a wart on the yellow building (the one with the two ramps and the choke in the middle). You are getting worried. You have two points mainly because of luck and the fact that some weapons might have luckily spawned in the right places. You are going to pay for those two points - plain and simple. Slip devastates Falco, this is the pure fact. The health completely outweighs the lack of speed that Slip has, and the special is almost as good as Peppy's. STOP. What do you do? First of all, GET OUT OF RANGE. I'm not talking about close range here - I mean get so far out of range that you can't hit your opponent with a Homing Launcher even. Slip's CB is so amazingly devastating against your rather pitiful 1* Health that you just cannot risk staying closer than a rather large distance. However, most people think the term "out of range" applies to "edge of the stage". It does not. The reason being, the edge of the stage is a massive hunting ground, and you, if you are out there, are prey. Get something between you and the offending weapon. Two or three somethings, in fact. The second thing to do is PLAY YOUR STRENGTH. Slip might be out-healthing you, but you are blindingly fast. While you are staying away, I admit that it gives Slip the chance to pick up weapons. But you shouldn't be worrying about that. Worry, first and foremost, about the CB, because Slip is not as good as utilizing weapons as, say, Peppy, because it doesn't need to depend on the things it picks up because of its health. Peppy, on the other hand, has lower health, so needs to rush their opponent in an Indigo Flow of shells, bullets and lasers. (Whoa, that sounded trippy.) Your weapons are not exactly the best thing to have. What you could really, really use right about now is a Homing Launcher or a Missile Launcher. Unless you are so good with a Sniper that you can somehow get a 1-hit on a character that has a better dodge than its roll and has one of the best weapons in the game right after startup, you should be looking for better weapons. I have yet to find said player that is that good with a Sniper, by the way. Even a QDpert won't help here. All right, so we know WHAT you want to do. Let's say you manage to dodge your pursuing CB shot and get some cover. As Slip pathetically crawls out trying to get a better vantage point, you're whizzing away towards the blue buildings after grabbing a Homing Launcher. What luck - as you move away from the gray middle point you discover a conveniently placed Missile Launcher within the blue buildings' maze. You grab that too. No barrier, though - well, whatever. Now, you attack Slip back with your Missile Launcher. If you don't do any damage, at some point they will be forced to use their barrier. The second you get them to waste that shield, you run for it. And now I mean run for it like it's not just a genderless frog chasing you - imagine that frog is the most rabid thing in the entire universe, has a mouthful of teeth that drip poison, is about as fast as Wolf x3, and packs a pretty mean CB. Oh, and is about three times your size. Of course, it isn't actually, but dude, just IMAGINE it. The same thing will happen to you either way if you don't run. x_X So you run, leaving Slip with a disintegrating barrier and hopefully some less health. This is the only option you have here - fight and run, maybe popping some HL shots off on the way. Just keep wearing away at that mound of health until it finally gets run out. Remember, IN NO WAY SHOULD YOU GET CLOSE. Of course, sometimes there just is no other option. Sometimes your opponent is just better than you and by some miracle manages to get into range. This is Falco engage combat - one of the hardest things to explain and one of the best ways to fight in the game. The first thing? Stop, drop and turn around. At this point you should realize that you are SCREWED unless you are good enough. Do not even bother to attack as you run towards your opponent. Act like the frog suddenly has held up about a trillion dollars in cash, but with the other hand is blasting you with a .45 or something. Remember NOT to just run - you will make the easiest target in the world. Run and dodge, shorthop, zigzag and use every opportunity you have to get closer. Concentrate every nerve you have on getting closer and staying alive. Like I said, don't even attack. When you get in close enough for a hard-hitting weapon like a GGun, a utility weapon like CB/UCB/(either is fine), or some sort of blind like a couple of insanely quick Uzzbuzz Drops, go to it. But this is the tricky bit - do NOT just attack. Don't just do 1 thing at a time, or even 2 things. You should AT THE VERY LEAST be attacking, dodging and moving at the same time. I'm not sure if there are actually any other things to do in the game, but at least do those three. As a Falco player, the shorthop is your most valuable weapon. Use it. I speak from experience, being a Falco techrat myself that just will not stop tapping Y. You can ABSOLUTELY NOT waste the time you have doing a full jump. And because you are faster, your aim should be to stay close to Slippy, getting behind preferably so that you stay OUT of the auto-aim square and IN safety. Well, that about wraps this one up. This is more a character guide than anything, but hey - we need that too. x_X Summary: KEEP MOVING. This is the second advanced point of SFA: 2. A player will never, if they value their life/GCN/girlfriend/boyfriend/ parents/dog/cat/whatever, stop moving unless in the absolutely most necessary situatons or when they are forced not to. Movement is the most valuable gift that anyone is given in this game. It is essential to survival to use it. Example? You stop moving, and sight around for your opponent, while they just Lateral Strafe you with a homing launcher from the higher areas. You stop moving to charge up a shot, and your opponent snipes you from the opposite roof. You stop moving while you shoot, and your opponent ducks behind cover. You stop moving after you shoot, and your opponent's retaliatory shot kills you. You stop moving, and you die/lose the opportunity/lose weapons. It's pointless trying to avoid this fact - you stop, you die. Take note of this one, because this is a very important rule here. Now, let's move on to the last example I have here that should illustrate the last basic point in advanced SFA. The scene is Krystal vs Falco - you Krys, they Falc. Stage is center-ban Fichina. Center ban means that you cannot go out of the central structure or move out of the tunnels. In other words, your field is confined to the place where you start, making the fight simpler and a lot more tech-heavy. Why do this? The center in Fich has good cover, a simple spread of weapons, a smallish area, no chokepoints to be cheap on if it's center-ban, and a fixed dodge point in the very middle. In other words, a center-ban Fich match comes down to raw, pure skill - absolutely nothing else. Falco > Krys. Usually. USUALLY. The speed just outweighs Krys' special. To an advanced Falco player, say, like me, a barrier is nothing and will die to some quick SH, corkscrew and up-close engage combat. This means that theoretically, Falc will always survive a Krys barrier. However, there's that little snag that comes in, which is that the Krys will actually ATTACK BACK, usually quite skillfully. This throws a bit of a wrench in, no? But yes, it is true that Falc has an advantage over Krys. The points are tied at 3. Falc's weapons are a homing launcher and a machine gun. He has no barrier but full health. You have a Pod and two barriers but low health. The situation is tense - a tied game with intense, tech-filled combat that will usually result in someone chugging barriers to stay alive or to just strafe desperately and usually end up dying. You think that they're coming after you for more engage, and you are probably going to lose because of the situation. STOP. What do you do? Now there are a lot of variables in this fight. The stage is not really suited towards either character - a good choice for center-ban Fich is Plippy. However, in the circumstances, Falco has, by a tiny margin, the advantage here, being able to utilize what little cover there is and move around the quicker. Obviously the speed is not too large of an advantage since it's such a small area, but it still makes a difference. One thing that should worry Krys here is that the match is almost entirely engage combat, and Falc is EXTREMELY good at engage combat if the player is decent. Falc and Krys are on even ground when it comes to SH, so that's all right. However, Falc can strike and disappear in almost the same second with the speed advantage. It's going to be very tough for Krys to survive doing the standard Krys strat - which is tank. Tanking involves a mid-range style. Less SH is used, and AtkD and DAtk will run rife. The tanking weapon of choice is usually CB or a homing launcher - something that does good damage, is not too hard to use, has a moderately slow rate of fire so the ammo doesn't get chugged in a miss situation, and is easy to AtkD or DAtk on. This is the perfect style for Krystal, who will most likely be in mid-range due to average speed, has barriers to use, and is more at home rolling than SH. Falc, on the other hand, is a waller. This means that the perfect situation is to get up close and unleash SH, rapid-fire weapons or green/blue CB. This, again, works well with the character's high speed and average auto-aim - Falc will easily get in close and demolish an average-speed character. Now, you will most likely die if you are too close to Falc. Your opponent is going to expect you to start tanking and start moving already to get closer. Well, you know something? You're not even going to let them move - you're going to start moving towards them first, before they even start. WHAAAAAAAT? Let me explain. Krys is a character that is suited for a player with skill enough to easily hit with all weapons, dodge against most shots and know when and where to use barriers. This means that if Fox is an average character, Krys is an above-average character. She has equal stats that help her SWITCH HER STYLE OF PLAY IN THE MIDDLE OF A FIGHT. In this case, your opponent is going to be alarmed at your sudden change to the psycho and run backwards. You know what just happened? By walling Falc in reverse, you have turned the situation into your advantage. Falc will now begin to get into mid-range and tank, because you are playing his walling game, which he is not used to. So by a neat little turn of hand you've turned yourself into the aggressor. What would have happened if you hadn't rushed? What if you had tanked as usual? Well, the situation would have gone like this. Falc fires a homing launcher as he runs up, and you have to barrier or die. Falc gets in close in this time. Your CB shot misses due to excessive SH. You roll, trying to get out of range, but Falc is fast enough to stay with you. He wears down your barrier with a machine gun until it dies, still SHing as he attacks. You are sitting there helplessly with low health and only 1 barrier, unable to get away from an aggressive waller who will kill you in a matter of time. -------------------------------------- START READING HERE IF YOU'VE BEEN SCROLLING DOWN RANDOMLY! INSERT INTERESTING BREAK IN TEXT HERE! LOLOLOLOLOLOLOL START READING HERE IF YOU'VE BEEN SCROLLING DOWN RANDOMLY! INSERT INTERESTING BREAK IN TEXT HERE! LOLOLOLOLOLOLOL START READING HERE IF YOU'VE BEEN SCROLLING DOWN RANDOMLY! INSERT INTERESTING BREAK IN TEXT HERE! LOLOLOLOLOLOLOL -------------------------------------- This is the third rule of SFA, and is for sure the most profound one... ,.,,.____.____ ,' / ========== The Triple Triangle Theory (tttheor) ,' ,-,,..__.__: ,' ,'.-' '._.' A player's style will never stay in one style for so long that no matter how good he/she/it is, they are easily taken down because other players know how they play. This means changing attack to defense, favorite stage to another, and even (gasp) changing your character. Your opponents will be adapting too. This rule ensures that the style change will never end and will simply roll higher and higher up the scale of skill. In this way it is a cycle that grows but yet changes. There are exactly three styles of play in SFA - the boxer, the smasher and the techer. There is a triangle that is like a RPS thing that is displayed as such: Boxer > smasher > techer > boxer The BOXER is a player that combines skill and power, but will slightly outweigh their teching power with the attacking ferocity that they have. The boxer's character of choice will usually be Krystal or Fox. Boxers prefer weapons like the CB, grenades, or sniper - sometimes so much so that they will spam a single weapon to the point of it being the only thing they use. Boxers are more inclined to roll than SH, and use Barriers in the exact, perfect circumstances. Boxers also prefer a tank style. Boxer is one of the hardest styles to achieve, and fairly tough to slip out of. The SMASHER is a player that far outweighs the amount of skill they have with sheer ferocious attacking power. While the boxer's ratio of skill:power is something like 4:6, the smasher is more like 1:9. The smasher's character of choice will usually be Peppy or Slippy, but sometimes the smasher will feel the need to have a faster character to hit harder and will go for Falco. The aim of the smasher is to attack with an unbridled ferocity that no other style has. Once the smasher will have a chance to hit you, they will never, ever give that chance up. Smashers prefer an assault style, which is the sort of thing that Pep does excellently, but will also never miss a chance to attack from up-close with their weapons of choice such as homing launchers or missile launchers. The smasher is perhaps the easiest style to achieve and can be either the hardest or the easiest to slip out of, whether accidentally or on purpose. Smashers are outbattled by boxers, who have the skill that smashers lack and yet the power that smashers have. The TECHER, the final type of player, is the reverse of the smasher. While the boxer is a near-balanced mix of skill and power, the techer will throw what skill they have into pure, unhinged teching skill. Their ratio of skill:power is at least 8:2. Some techers will prefer to have a slightly more rounded style and will make the ratio more like 7:3. The techer in combat is usually a graceful mix of SH, very fast rolling, and fast movement. The techer's character will usually be Falc, although sometimes the techers that tend more towards power will choose Pep for the CB use. Techers' only combat option is engage, and this they usually do very well. However, mid-range combat with a smasher will usually spell death for a techer. The techers' weapons are usually but not limited to MGuns, GGuns, and UCB. Techers beat boxers for the sole reason that boxers simply cannot match the techer in SH-filled engage combat. Smashers cream techers because the smasher never needs to get in close, usually having a slow character. While the boxer sacrifices the power they need to tear through the techer, the smasher will simply not bother with techs and just fire (a situation which really messes up some players that are too tech-happy). This entire theory is known as the Triple Triangle theory, because the three triangles overlap when you put this on paper (the right way, anyway. If you slap the letters together you get "the Rome brass chexer" and I don't think that means anything anyway). Now the important part of this, like I have been explaining, is that if you have a rival that is a boxer when you are a smasher and they beat you more, you are probably not going to be too happy with this. You will look for ways that they can be taken down - you might choose a faster character to get better weapons or get in closer. You might learn how to SH and do engage combat really well. You might read this. (:P) You might become a techer. Then of course your friend is not going to be happy about you beating them, and they will look for ways to beat you. Do we all get the point by this point? No? If you don't, here's a real-life example. Cac used to play a tank-style boxer Krystal. A solid strategy with good balance but the right amount of skill to maintain. I am as of now a wall techrat Falco, and obviously, Cac wasn't too happy about me beating him a lot more than I should be (cause I'm a fair bit worse than he is) and started looking for ways to shift the balance. Well, Cac started looking at stuff like health difference, speed offsets, weapon choice, and all that crap, and, just for fun, played Slippy in a 1v1 Titan match vs me once. Guess what? I got 5-1'd, because Cac was already gravitating towards a smasher style. To this day, Cac has realized that he hit upon something, and now plays an assault smasher Slippy. And let me point out here that Cac was a HARDCORE Krystal player. He was practically a Krys veteran. But he saw that the way to get better was to switch styles, and took the chance - and is OWNING because of it. Even though I lose most of the time now, I am really quite happy, because this has proved my theory correct. Well, at this very minute I'm thinking back to a time when I played a Pep vs Slip match with Cac on Fich. I won 5-3... =] And at this very moment I am thinking about challenging neimis, who is a smasher and beats me, to a match - and I am going to use Pep and go for a boxer's style. How do you find out what style you are? Think about it. Which character do you naturally want to play? Look at the character's stats and precisely why you like those stats/special, instead of looking at how cool the character is. Which weapon do you naturally gravitate towards when playing a match? Why do you like that weapon's special attributes? N.B. If you've just started out playing, you will probably go for a homing launcher. This does not necessarily mean that you are a smasher - it just means that the HL is the easiest weapon to use and new players like it because it's easy to use. Another important fact is that a lot of new players end up starting out as smashers because it is the easiest style to slip into. IF YOU SEE THIS HAPPENING, TRY TO DISCOURAGE IT! SMASHER IS A GOOD STYLE, BUT WE HAVE WAY, WAY TOO MANY NOOBY SMASHERS THAT CANNOT CHANGE THEIR STYLE! ----------------------------- Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! Here's another interesting break in text! NOTICE! ----------------------------- Now that I've gone through this, I have another style to add to the Triple Triangle Theory, one that sits right in the middle and is pretty much played by most people around the world that I know of... The fourth, unclassifiable style of play is the NOOB. This style is usually attained by players that simply play because they are bored and do not have any motivation to play competitively. This class of players is extremely, extremely common. There are a lot of noobs. The style is similar to smasher, but while Smashers excel at killing once they have a lock, Noobs have no real skill at this at all. They lack good common skill, often play with vehicles, and their favorite weapons are Homing Launchers (because they take less skill to use) and uncharged blasters (because they hammer A when they panic). In this respect I hope some newer players notice this - we have to appeal to the newer generations. There are way too many people that think they pwn sooooo hard just because they can beat all their friends. NEWSFLASH! Maybe... just maybe... YOUR FRIENDS ARE EVEN WORSE THAN YOU ARE AND NO ONE HAS ANY COMMON SKILL! If everyone just looks at me like I'm nuts and thinks I'm making myself and my friends sound better than we actually are, consider this. Anyone - ANYONE - that lives near me is absolutely welcome to 1v1 me. Email me for my aprox area. If you can beat me without using the same style that I use, and just beat me on raw power, I will acknowledge that maybe I'm not thinking about the right way to play. However, the only two people that can beat me in a 1v1 match are the people that play the same way I do - Cac (boxer-turning-smasher) and neimis (smasher). In short, everything in this chapter can be drawn up - it's like this, kid... TECHER v NOOB ^ BOXER > SMASHER Notice how that Noob doesn't have any arrows pointing from it? Yup. I hope you read all of that, because that theory is why I'm named the Revolution Soldier. New and interesting ways to play are ALWAYS cool. ,.,,.____.____ ,' / ========== Take Note Here: Techs To Use (tknthr) ,' ,-,,..__.__: ,' ,'.-' '._.' All right, now that we've got this over with, let's go through some techs I have lined up here that are ESSENTIAL TO LEARN. Attackdodge: Imagine this - something that lets you attack while being completely immune to your opponent's retaliatory shot. That is exactly what this is. There is absolutely no reason not to do this, except maybe on Zone near the edge. It takes no effort, takes you far out of your opponent's auto- aim, and doesn't take you out of the place you're going. It's really easy, too - just roll as soon as you press A/let go of A. Practice just shooting and then rolling afterwards, and then gradually cut down on the time it takes for you to roll. If you don't know how to do this immediately, effortlessly and thoughtlessly, you will most likely not amount to anything. Shorthop: Now imagine THIS - a continuous dodge that you can attack in the middle of, that you can keep up for ages, that costs no speed to use, that costs you no extra energy, and that keeps you moving (rule #2). This, essentially, is a SH. There is only really one rule to this, and it is: NO EXCUSE NOT TO USE THIS. None. You can use it on Zone, you can use it on Aparoid and anywhere on any bridge, you can use it while you attack, you can use it while you run, and you can use it right after you QD. This is just as important as AtkD if not more. Truth be told, it is quite hard to learn and very hard to do unconsciously. However, it should be something that absolutely everyone should use. Admittedly, Plippy does not need it, because their full jump is just as good as a dodge, but it is essential for Floxtal. To practice learning this, first find out how much stress you need to place on your controller to make it not react to pressing Y. (This is important, as all controllers are slightly different.) Then just tap it slightly heavier and heavier until you get the maximum amount of lightness for the minimum amount of jump. Or you can do it the other way - hit it heavily and then go lighter and lighter until you find a happy medium. Actually, the medium should probably be ecstatic. ;/ Airdash: A roll that sends you into the air, avoiding any shots on the ground, and also lets you move lateral distance. Not only that, but while you can't move forward with a normal roll, guess what this one also does? Again, this is a pretty essential thing to learn - it lets you do so much new stuff and is the basis of about three trillion combos. You can make up your own, use some of the moves that I've described here, or link it into whatever new thing you've discovered for a slick and speedy move. It's fairly easy to learn, but remember this while you're learning it: When you land, a little puff of dust comes up near your character's feet. When you jump while moving and land, a few puffs come up. So just jumping while moving sideways will give you a few more puffs of dust when you hit the ground. The trick to this move is to not let more or less than 2 plumes come up. Just try jumping while sidestepping. Then gradually cut down the time for you to press Y - in other words, try to hit Y sooner and sooner. Sometimes you go too far and press Y too early. In this case, you will only see 1 puff, because the lateral movement is narrower. Shortened down, 3 or more puffs means you pressed Y too late, and one means you hit it too early. Remember - this is something you cannot afford to miss! THIS NULLIFIES ALL NON- LOCKON WEAPONS IN THE RIGHT SCENARIO! Also note with airdashing that if you jump before you airdash, there will be a moment in the animation frames for landing a jump that you can immediately start another jump out of - and if you combine a lateral movement into it, you can go a farther distance. In other words, shorthop and then airdash to gain a large amount of distance! This is known as SPRINGDASHING. There are some other things that don't quite fit into the other sections - some aren't techs, but strategies and stuff. You will notice, while charging a regular 1x speed blaster, that there's a little meter next to the auto-aim that shows how close the charge is to being done. When you stop holding A before the meter reaches the first point (green) your opponent will see you charge and then stop charging. They will roll early due to expecting a CB shot, and you can dodge chase them before they come out of the roll. This is called Charge Cancelling. Take note that sometimes your opponent will not use a very good roll or use one in the wrong circumstances. This is enough for you to score a hit - just wait until they come out of the roll (there's a large gap in which they can't do anything) and then hit them. This is known as dodge chasing. ,.,,.____.____ ,' / ========== Vehicles Are The Wrong Way To Go (vatwtg) ,' ,-,,..__.__: ,' ,'.-' '._.' The start of this section should be enough, but people need some extra info to inflate their lil' brains. VEHICLES, GENTLEMEN AND GENTLEMEN, ARE IDIOTIC. Why? Point Number Zero: When playing with vehicles, do you EVER have the choice to use anything OTHER than a vehicle? Thus killing completely the whole aspect of what is more than half the game, owing to all the weapons, characters, and Pilot-available maps there are in Multiplayer in general. In other words, playing with vehicles will result in the game being dominated by vehicles. Point Number One: Arwings, while owned by Landmasters, are completely un- killable by Pilots in any scenario. An Arwing vs Pilot will end in the Pilot losing. I refuse to argue with this, because the only way to stop it is to get in a Landmaster... STILL A VEHICLE, thus proving Point Number Zero. Point Number Two: Landmasters are impossible to avoid! Don't give me "lol nub cant handle a mans game" because the minute you get in one of these, your Pilot opponent is dead. Arwings can easily eat them alive if you can handle one worth 2 cents, but this just demonstrates Point Number Zero all over again! Point Number Three: What exactly interesting is there to do in a vehicle? No techs, nothing cool to do, no interesting stunts you can pull, no combos, no moves you can string into something else, no extra weapons to pick up, none of anything other than either "get-killed-mercilessly" or "kill-mercilessly" (neither of which is fun), and no demonstrating how good you can be at games. Let's face it people, vehicles completely skew the results of matches, make a mockery of the wonderful and many-appendaged thing that is Pilot v Pilot, and generally make idiots of everyone when people find out that they aren't as good when playing a major aspect of this game. ,.,,.____.____ ,' / ========== Situation Specifics (sitspec) ,' ,-,,..__.__: ,' ,'.-' '._.' This section covers little bits in the game that are so... special. Ever been in a situation where nothing in this guide seems to help, you throw up your hands and curse HAXage, and then you get a phone call and the voice comes on and says YOU WILL DIE IN SEVEN DAYS!? No, because I don't practice voodoo. But seriously, folks... There are moments in 1v1 where nothing in standard play will work. This section deals with those little moments. #1: Center-Ban Fichina When... You have no weapons, your opponent does, and for some reason nothing's spawning in the middle. (Thanks to Cac who figured this one out.) This is due to a temporary lapse in the game's weapon spawner in which it decides that the weapons in the map have reached a stable point. (A map will never have max weapons.) Sometimes (rarely), this stable point will just happen to be when there are no weapons in the center. When this happens, remember that you have a great weapon - your CB. Now is a great time to practice engage combat. One of the great things in center-ban Fich is that no character is truly helpless. Floxtal have either speed or the stats to survive a long stall-out, and Plippy have their CB. Keeping that in mind, either play an offensive waller or a defensive tanker depending on who you're playing. There WILL be a point when the randomizer breaks out of its "stable point", but sometimes it will be a long time. Just remember that you have your CB, and try and play to the best of your stopping ability. #2: Aparoid City When... You just spawned... guess what? Outside the boiler room. Usually this unhappy event will occur near the places where the Snipers spawn on the see-through platforms. There's a little bit where the wall ends and opens out into the terminals, and the sniper will spawn there. Anyway, you are now in a bit of trouble. The reason being, your opponent can hit you wherever you are due to having excessive Missile/Homing launchers and many other things besides. Well, this is a great time to actually know the layout of the stage. Chances are, if you're spawning out here you will have a chance to fly away - quite literally! What!? you ask. Not with an Arwing (which shouldn't be used) but with a Mastie. A Mastie is short for Master-Lift. Ever see those little dark blue dots on the radar in Ap or Zone where they seem to move along with you? They do - they are in fact small flying platforms that are big enough to get onto and have great cover - in this case a small convenient wall for you to hide behind. Will it make you invulnerable to all weapons? No. Will it fix you getting owned completely by all your opponents' weapons? Yes. Hop on one of these as it moves up to the platform you spawned at. For some reason, they seem to be fairly convenient in the way they dock. From there, just keep a weather eye out for any Missile Launchers (which DON'T splash thru the Masties' middle, but can be controlled to land on top). Just navigate over one of the chokepoints leading to the boiler room. Use CB shots to clear the way and remember you CAN shoot Missiles. If a Mastie does not happen to be near you, IMMEDIATELY make your way to the platforms outside the boiler room. From there, be a bit more careful about what you do - if you get caught in the choke too early, you might get Launchered or Sniped. Don't use your barrier yet - on this stage you have a billion better uses for it. #3: Zoness Sea Base When... Your opponent is camping. "What's camping?" you ask. Well, camping (which is NOT a disqualification event under Revoleague standards of play) is when your opponent parks their large rear end right in a convenient place on the map and will NOT move. Usually this will get you owned up in most maps (even in Ap) but in Ness it's fairly easy, due to a lot of walls in the way, to do this. It happens a lot, believe me. Usually this will be in the spot where the Missile Launchers are. The key to beating this strategy is to remember that your opponent relies on you to pick up weapons to replenish their little stash of Missile Launchers. REMEMBER THAT! If you go whizzing around getting stuff you think will help you, you are HELPING your imminent demise. Instead, quietly and as fast as possible, make your way to their camping spot. This is not a Triple-Triangle-influenced strategy - you can't attack from a distance and can't tank them due to the small platform. Get up close, being sure that you're in a building - or at least where they can't get you. "Inside the largest building" is pretty good as far as a place goes because it's got few weapons and an immediate lead-up to the top floor where your opponent can't hit you. Do NOT use masties - they provide zero protection for missiles on this level because they aren't as high up. Once up there, proceed to get in close, maybe use a Barrier, and nullify their Missile Launchers. Use your CB or UCB, both of which are great close-up desperation weapons. Your opponent will pretty much be forced to flee, either down the elevator (which is stupid if you happen to have grenades) or off the side (dangerous if you have a long-range weapon). Either way, they will be forced to move. #4: Any Stage When... You accidentally or on purpose get a jetpack. This is a problem because it eliminates all jump-based techs. That's two most important techs gone - AD and SH. Although this is fun as anything to fly around unimpeded, it's not actually useful to your game. Well, having a pack does help in some ways. On a stage where the fighting is confined to a small area with lots of levels above, if you want to get out of an engage matter all you have to do is press Y and get up higher. Or if you see a weapon that you really want up higher, you can get it before your opponent does. All right, so now that we've established this thing's uses, let's point out that the jetpack is a fundamentally defensive item. This means that you should be concentrating on more using it to get away than get close. Use it to your advantage but DON'T try to engage your opponent just yet. Careful of Homing Launchers as you're pretty much completely helpless in the air. Once you do have enough weapons, you can try and use the thing to attack. You can easily get out of range, so now just play an assault far-range style. Again remember that you can't shorthop, so just roll a lot to avoid your opponent's attacks. If you do happen to die, count it as a mixed blessing due to it getting rid of your jetpack. Shrug the point off and keep going! ,.,,.____.____ ,' / ========== General Info And Advice (grlinad) ,' ,-,,..__.__: ,' ,'.-' '._.' Well, we're nearly done this show, so what better way to wrap it up than to just list some general stuff to take note of? Why is Dual Stick not a great option? It eliminates one of the most important techs in the game, and that is shorthopping. While you gain the capability to aim and move at the same time, you lose an incredibly valuable tech. This is not too cool. Make sure you use the radar a lot! You should almost be constantly glancing back and forth to triangulate your opponent's location. Note that the little mini-map (obtained by pressing the D-pad) is banned in Revoleague play and you can get disqualified for it. When going for weapons, don't be too transparent with your choices. Keep your strategy a mystery for your opponent! Don't run in a straight line all the time either, for the same reason. To retreat while avoiding shots, DO NOT turn your back on your opponent. Keep facing them and move back quickly while shooting. This will make sure you can still see everything going on. Don't look down at your controller - you should be able to know it by feel. Try to memorize the general layout of a map; it never helps to be completely in the dark when playing this game. Use Barriers sparingly. They're very rare and sometimes unattainable on most maps. Even playing as Krys with 2x shields, don't think you can chug them all the time. Be careful not to Barrier against Missiles a lot - sometimes your opponent wants more to waste the shield than damage you. Don't be generally stupid, like putting a Sensor down and then not running away from it, or firing a weapon when you KNOW you won't hit anything, or using a Homing Launcher in the middle of a corridor, or Uzzbuzz Dropping and having nowhere to roll to. If you're playing on the Revoleague and want to know exactly what will get you disqualified, head to Lylat Systems (sfacorner.forumer.com) and check out the list there. It'll always be updated, which is why I'm not uploading it here, because here it won't. If you feel like uploading an SFA match on YouTube, take note that people don't like watching videos taken with a shaky camera trained on a grainy, line- infested TV. It may be too expensive for you to get a Capture Card, and I don't actually recommend getting one unless you're a big uploader as they're very expensive. However, you are never too poor to put your camera on something to steady it, and however much you think you'll get glare off the TV, DON'T angle the camera. We don't like standing on our heads to watch games. Always give your opponent a friendly "Good game" or even "GG" after a game, even when you totally owned them up. It's not cool to leave without saying anything, and even worse to laugh or something. Don't forget that there's more to this game than being pro! Have fun when you want - how about a Booster Pack Brawl or a Sniper match with your friends? Although proleagues don't like that stuff, just take a friendly fun match with maybe 4 players (which is always fun). And finally, remember that this guide is not telling you what to do (mostly)! You can play however you want as long as everyone has fun doing it - this isn't meant to change your lifestyle or anything! ,.,,.____.____ ,' / ========== Fine Print and Words of Thanks (fpwofth) ,' ,-,,..__.__: ,' ,'.-' '._.' Ok. Everything except the friggin game, the friggin console you play it on, and its characters featured in it, is mine. The only people I WON'T get on the case on if they try to claim it is Cac (because he practically wrote a quarter of it) and Nintendo (because the only way they're getting this is to buy it as an official guide. Wouldn't that kick ass?). AT THE MOMENT, the only websites allowed to reproduce this guide (WITH acknowledgement that I wrote it) are GameFaqs, GameSpot and SuperCheats. If you see anyone trying to grab this guide in their greedy, sweaty (hairy?) palms, contact me at [email protected] RIGHT away! Apart from anything else, I don't want this to be contaminated. This is as near a copyright as I can get! Take note, because I didn't do all this legal shmaaaahhhh for nothing! THANKS TO: Cac - mr. #1-person-I-can-test-stuff-on! you wrote half this guide, man! Slip still sucks btw :P neimis - Dad, you made the guide, how crazy is that? :D Thanks for beating me up at every possible opportunity. talking_chicken - referenced OUR SITE (sfacorner.forumer.com) on SmashBoards and helped us get past the initial "no-one-cares" step of our game. BEn - camper, Uzzbuzz-dropper, and mistake-KO master extreme. Thanks for not giving up on this game when I kill you mercilessly. Uzzbuzz - this guy made up the 3rd most important tech... ACCIDENTALLY. You gotta love that kind of pro. Merik - so you get to watch a bunch of nerds play a game? ;P Ok, so you deserve a spot too. lol @ 00X1 on YouTube. Limp Bizkit (band) - for their songs The Truth, Boiler and Indigo Flow Gunz Ijji - oh HELL yes. This probably accounted for 70% of strategy I know today. Halo - for being a game that I compare this one with. Yes, I think it's that good. Nintendo - a great game. oh, how wonderfully cliched. Gamefaqs - for letting me host this. be happy, it's about the only place I'll let have it. You - for reading this. Enough said; I love watching read-counts grow on Gamefaqs. ,.,,.____.____ ,' / ========== End (ENDAGE!!!) ,' ,-,,..__.__: ,' ,'.-' '._.' So you've reached the end. Congrats for actually getting this far and not giving up reading in the middle. Because honestly, I am glad that you actually took the time. Maybe I've made an impression on you with all of this stuff. Maybe I haven't. Maybe I'm completely wrong, and maybe this isn't the right way to play this great game. But maybe... just maybe... I might have hit something here. Maybe I've hit something that we haven't realized - which is that this game is not just something to play when you're bored. Maybe it's a game that needs to be recognized and found to be a game which you can play competitively - something as huge as SSBM or Halo or <insert huge well-known competitive game here>. It might not get that far. I've been trying, but maybe it is doomed to just be me and my friends who play in our little community. But in case I fail - and JUST in case I fail to make this game the size it should really be - remember this. Remember that I said no one can say I - and we - didn't try. Really, I hope you think about these things. I hope you take it to heart, and watch the videos which I am about to post on YouTube - the videos of my and Cac's matches which I hope will inspire some people, and my demo(lition) video; a montage of all the new things I've discovered on my little journey through this game's mechanics. And I hope that you start playing like this game is what it should be - a competitive worldwide community, as large as SSBM and Halo and all the games played not because someone is bored, but because they want to become better. And about all the abuse I've given players on YouTube or whatever, let me just tell you this - the fact that you have thought about the points I've made here makes you a better player right away, because you can adapt to the new stuff like this. Chances are, you're playing a Noob's style right now. Hey, it's not a problem - that can be changed, or haven't I made that point before? And if you do slip out of your old ways and start playing with a brain rather than adrenaline, you have earned my respect forever. Just think about this. It's the same way in every game - there is going to be someone that beats you in your life, whether they win on luck or if they simply fair-and-square kill you. However, look at this as well. I am not invincible. I know that I am not invincible. Neither are Cac and neimis. I beat them sometimes as well. But there is the fact that they play the same way as I do, and no one else I know of plays like us AND can beat us. So maybe this is, after all, the thing that everyone is missing. In every game there seems to be a way to play that, if you use, you're considered a pro. And maybe, just maybe, for this game, we've found that way to play. In case you admit that maybe we have, where is it? Right here. You've just finished reading it. +-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+ ^ ^ ,.,,.____.____ <^ ^ ^> ,' / ================ < < @ > > ,' ,-,,..__.__: <v v v> ,' ,'.-' v v '._.' GOOD GAMING TO EVERYONE See you on Lylat Systems!