SSBPM Daily Discussion Thread #167 (2/8/15) [What are the best defensive options your main has? Elaborate!]

Define defensive options. It's a very broad term that applies to anything from dash dancing to out of shield options. Falco walling out with uptilt or auto cancelled back air is defensive, but so is dash dancing into grabbing a whiff as Marth. So is going into shield as Samus and baiting the opponent into trying to pressure.

There are so many factors that go into defining a character's defensive ability, and I feel like this is just too broad of a question, currently. It's better to discuss what defensive play actually means.

Let's look at Zelda for example. She's a pretty misunderstood character, because I've heard so many people refer to her as a defensive character that sets traps and reacts to whiffs. Zelda has no ground or air speed to be able to effectively move around the opponent's attacks and punish accordingly, but she does have relatively fast moves that either knock the opponent far away or launch them at an angle that sets up for a strong attack. Even when she goes for moves that stuff out approaches, they have to be input before the approach actually happens, because upsmash is very small and can be worked around if you expect it, and Nayru's is laggy and most characters can comfortably punish it. Zelda needs to play in your face and constantly be the aggressor, throwing out meaty attacks and keeping the opponent at distances where she can function well. She keeps them away in a very aggressive manner that threatens big damage and potentially losing a stock. I see this as Zelda being offensively designed.

Now let's look at Falco, who is a bit more of a mixed bag, based on his stronger toolset than Zelda. He has pretty strong offensive tools, and his shield pressure is definitely above average and relatively scary. But when you look at Falco and his design a bit more closely, it's easy to see how defensive of a character he actually is. Laser forces jumps, shields, or interrupts movement. Back air is a solid retreating option that threatens most approaches, and up tilt has amazing disjoint that will beat out many attacks and approach options. Combine this with a strong down air and a fast, high jump, and you have the ability to platform camp or wall out once you've managed to secure a lead. Look at how Zanguzen plays Falco. Hell, even Westballz is pretty damn defensive in his play.

I think defensive play and offensive play are very often misinterpreted and misunderstood in smash. Just how people have trouble defining what aggressive play is and how that all actually works. It's better to have a discussion on a character's overall design and discuss whether or not a character has the ability to play defensively, offensively, or whether they have the tools to do both effectively.

/r/SSBPM Thread