Hey gaf,
Lend me your expertise, I just got this game and it's my first Smash game.
Any beginner tips you might have? I played a few matches and unlocked 2 characters already in the process I tried all characters and particularly liked:
-Fox
-Sheik
-Sonic
Anyways any tips would be nice!
Smash primer (not sure how much you know about the controls etc, so I'll lay it out even if you don't need it):
Percent makes them fly further. Build up their percent and try to knock them out of the stage. A does normal moves, B does special moves. Do different moves based on direction, button, and sometimes if you're in the air/on the ground/dashing.
You have:
L - Grab
R - Shield (press in air to air dodge. Press to the side or down while shielding to roll or dodge.)
X/Y - Jump (Can double jump)
A - Normals
-Jab (a when standing neutral)
-Dash attack (a while running)
-3 tilts (pushing A and pushing the stick lightly up, to the side, or down.)
-3 smashes (pushing A and smashing the stick up, to the side, or down at the same time.)
-5 aerials (pushing A in the air, with the stick either neutral, up, down, forward, or back)
B - Specials
-4 specials (push B + the stick either in neutral, up, down, or side)
Up B for most characters is a 'third jump' to come back to the stage.
I don't know much about Fox in this game, or Sonic at all. But,
Sheik:
Force opponent's to approach with needles. Try to charge them up if your opponent is staying away too much. Good for building up damage and keeping pressure on your opponent.
Be careful with side B. There's a lot of lag to it, and the pull in isn't strong enough to always keep them away from you. You can also hold the B button; you won't pull the pin on the grenade until you let it go.
Your down B, bouncing fish is a reasonably strong KO move. You can use it and still up B or jump afterwards. It's really good for catching people off guard. Some times you can (~) combo into it from a forward air or a throw. You can also chase them out off the stage with it, then try to hit them with a back air or up B on the way back.
Up B has a strong hit on the opening puff, then a weak hit (and wind) on the final puff. Because of the wind, you're often safe-ish when you land. The first hit is good for kills.
Normals: Almost all your aerials are fast, and have short lag at the end.
Forward air is great for combos. You can full hop double fair, or short hop fair repeatedly. They can often still jump out of it or air dodge or counterattack, so sometimes feign it and wait on their reaction. When you're comboing with sh fair, try to mix up landing and ftilting or grabbing.
Up air and back air can both be used in combos as well as kills. You can usually fish for the uair after a throw, but be weary of the air dodge. Bair can be used when you go off stage to either hit them out and edge guard, or hit them into the edge to try and knock them down. Nair comes out pretty fast and is pretty big, but doesn't hit all that hard.
Your forward tilt is a good combo move. Below 50 or 60, you can usually do ftilt->ftilt at least once, maybe a couple times. When they move out a bit, you can go for the grab, or if they go up and out a forward air can often connect. Not safe on shield unless you space it well iirc, so mix it up with grab.
Your jab combo is solid damage and starts fast. Pretty safe, just make sure to try not to do the full rapid jabs on a shield.
Dash attack can be good for catching people who roll away, or just people who are off guard in general.
Smashes are kinda situational. All of hers can be good. Fsmash in particular can sometimes catch spot dodges or air dodges near the ground since it hits twice and covers more ground since it moves. Up can get people trying to land.