This guide assumes you know the basic controls. I will be sharing some quick tactics that should help you improve at the game. This game is very flexible and adapting to different tactics on the fly based on reading your opponent or tricking them is a good thing to do in your matches. I am by no means a expert and still have a lot to learn but I'll share what I know for now.
These are your starting moves right when the match starts. Be sure to mix it up as not to let your opponent get a solid read on you as the match progresses.
The Running Charge Sprint
Sprint forward while charging and quickly release in order to instantly smash the enemy off the circle (This is a high risk move so I suggest using it only as the first match point as it is easily countered with dodge).
The Sprint Fake Out
This is a good option for the second match point as a good opponent will assume you are using the running sprint. When in reality you run at the opponent and quickly stop, then charge a dash and watch for the opponent to use a counter or dodge and dash at them right before it ends causing them to go out of the circle or in a bad position.
Two Dash Charge
This is a good option for the rainy map as it gets past the obstacle in the middle of the map, this is also good against opponents that spam a lot of counters and dodges. Instead of charging at your opponent you quickly release a charge up or downwards near the top or bottom of the circle then right to your opponent. This move is good against sprinters who rush forward towards you as well as counter and dodge spammers (This move also has a combo play style which I will describe below).
The Mad Rush
This is a basic opener where you sprint towards your opponent but don't charge. You take control of the centre of the map and get in a good position and try to read your opponent dodging any charges and basically ending the opening turn in a safer position most of the time. (Though avoid using it over and over each round cause once an opponent knows what your doing they will counter it with light charges and heavy charges provoking a miss dodge)
The Sprint, Charge, Focus
This move is a fake out you spring forward for less than 1 second but instead of attacking the enemy you do a light charge diagonally towards your opponent followed by a heavy charge attacking your opponent.
That is it for my openers I am sure there are more but right now these are the main ones I use as I am more aggressive than defensive play style.
After your opener the game transitions to mid game if the round has not ended in knock out. Mid game is much different than opener as depending on the map various obstacles and traps come into play, as well as positioning taking a much higher priority. These are more play style options than actual moves and can be switched mid round as needed to adapt to what your opponent is doing.
Light Charge Safety [This combos with the Two Dash Charge] (Counters Dodge and Counter spammers)
This move is where you quickly charge against your opponent without holding onto charge. This works much better when enemy is near the centre of the circle. If they are spamming dodge and counter over and over this keeps you relatively safe as a heavy charge would likely send you flying off the map where light charges are much safer even if the enemy dodges them. This move is also good against sprint spammers who try to sprint towards you to push you off the edge, or into a trap.
Heavy Charge Predict
This is a prediction move where you hold a heavy charge and hope your enemy uses a counter or dodge striking them right after their misplay which sends them flying off the map. Be sure to practice this a bit as getting the timing wrong sends you flying off the map if they dodge spam.
Defensive Wall Bait
This is a bait trying to lure the enemy to using a heavy or light charge against you at the wall, and dodging it sending them flying off the circle (High Risk, High Reward).
This is where you sprint at your opponent pushing them where you want to go which is annoying and could cause your enemy to be tilted. It is also good against trap maps where they cant get out of a trap such as lava or trapdoor which is about to release.
This is when your enemy is going for a heavy charge and is more towards the edge of the map then you. Que up for a heavy charge and counter their charge with your own, you have higher odds of sending them off the map then they do though specific sumo wrestler stats are taking into account here.
That is it for the mid openers now i'll explain some basic tips to help you out this is especially useful for newer players but could help anyone.
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