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    Advanced Tactics by HAXage

    Version: 1.80 | Updated: 06/23/10 | Search Guide | Bookmark Guide

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                        / __ |_\ \_\ \/ __ |/ /_/ / /__/ /   
                       /_/ |_/___/___/_/ |_/\____/____/_/  
    They should make a T-shirt saying "I do all my own ASCII". I'd buy. :P
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    Table of Contents - with tagged sections for easy browsing
    * * * * * * * * * *
    Intro -- ntrmssn
    General Updates -- genupdts
    Technical Updates -- techup
    Terms and Such -- tmansc
    What's T3h Point? -- wht3hpn
    Why Revoleague Rules? -- whrvlr
    Tech List -- tchlst
    Combos -- cmbs
    The Art of War - thartw
    The Triple Triangle Theory - tttheor
    Take Note Here: Useful Stuff - tknthr
    Situational Specifics -- sitspec
    General Info/Advice -- grlinad
    Fine Print/Words of Thanks -- fpwofth
    End -- ENDGAME
    * * * * * * * * * *
    Note that this guide is immensely long, has a lot of text in it, and is not
    easily digestible in one go. Regardless of how painful this looks to read, DO
    NOT skim it, DO NOT skip parts, and DO NOT give up halfway through. If it gets
    too lengthy for you, I recommend copying and pasting it into Notepad and 
    adding a marker to wherever you stopped.
    If you do decide to read this all the way through, good luck. This could turn
    your game around completely.
    * * * * * * * * * *
    And now a message from Cac and HAXage:
    Sign up on sfacorner.forumer.com to officially join the Revoleague!
        ,'             /   ==========  Intro (ntrmssn)
       ,'  ,-,,..__.__:
     ,'  ,'.-'
    I've been playing SFA for around four and a half years as of now, and I've had 
    a lot of fun with it. But something simply occurred to me one day - maybe while
    I was watching a Youtube video, maybe while playing SFA with my friends - that 
    this game is a candidate to be one of the really good competitive games of the 
    twenty-first century. Because really, while everyone's opinion on how to play 
    this game differs, and there may be some kinks in how the mechanics of SFA 
    work, in general this game is smoothly balanced, incredibly deep if you look at
    it the right way, and all in all, boasts a huge edge of competitive potential.
    At any rate, I started thinking - really thinking - about this game, and over
    the course of maybe a year and a half have amassed this collection of thoughts,
    advice and ideas that make up the competitive side of Star Fox Assault. All the
    research, all the insights I've had, have all fallen into place into this nice
    little 90kb file. And it just keeps going.
    So how to share this knowledge? How to get out the fact that this game is, in
    point of fact, tremendously good, and deserves far more attention as a
    competitive game than it's getting?
    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. 
    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 canadalazer@hotmail.com. No 
    viruses. I can spot the things a mile off and it will just end in me dumping 
    your carefully booby-trapped mail in the trash. No random strings of l33t-speak
    and acronyms. I don't spend effort on reading things. If you mail me, put a 
    subject relating to this guide in so I know what it's about. Mentioning typos 
    in the guide/leaving suggestions/comments is always welcome. 
    The important bit: This guide is not only a random question-and-answer trope. 
    What I am attempting to do here is outline the basics of advanced competitive 
    Star Fox Assault play. That being said, here are the rules:
    The Revoleague is the Star Fox Assault association that attempts to provide a 
    competitive look at this game. In order to make this game balanced, we (the 
    Revoleague) have had to constrain the game a fair bit. Therefore, to make this 
    FAQ actually worth something in advanced or competitive terms, it adheres to 
    the following rules primarily:
    	- No vehicles
    	- No Wolf
    These rules will be explained, never fear! In fact, there is a whole section 
    devoted to them.
    This guide is configured for SINGLE STICK. This is not because I discriminate 
    against Dual Stick players. It is simply because I know that these techs can, 
    in fact, be done with Single, and that they work better with Single. Rest 
    assured that if I find some way of playing this game better with Dual I will 
    immediately notify the SFA community.
    This guide, like so many others, has a CTRL-F (or Command-F on Mac) system. All
    the sections have a random jumble of letters after them which makes finding the
    sections easy. Just press CTRL-F/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.
    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: First, thanks for distinguishing between me and a pro. Second, here's why:
    THERE ARE NO SFA "PROS"! It's a very weird fact, but the truth remains that 
    this game totally lacks a large community, regular tournaments, and other 
    things like that, and thus has no real "pros" to use these moves. What you are 
    seeing here is the birth of the movement.
    - Q: Who's this guide written for? The pros, or the newer players who want to 
    learn something?
    - A: This one is tricky! If you are a *very* new player, it is probably unfair 
    to load all this stuff into you at the moment of your SFA beginnings. Often, 
    though, the so-called "high-level" players tend not to want to abandon their 
    old style of play. Therefore I'd have to say that this guide is primed for the
    mid level players who have played for a couple of years and are looking for a
    more competitive side to this game. 
    - Q: Do a barrel roll. Or try a loop. How bout holding A to charge up shots?
    - A: Just cut to the guide already- 
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        ,'             /   ==========  General Updates (genupdts)
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     ,'  ,'.-'
    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.
    1.60 :--: fixed some stuff, added to Thanks To: section
    1.70 :--: tuned up in general, made easier to read, language, other stuff.
    1.80 :--: pretty much overhauled the whole guide! Fixed format, fixed a lot of
    sections, fixed almost everything that was wrong with it in the first place.
        ,'             /   ==========  Technical updates (techup)
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     ,'  ,'.-'
    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
    1.40 :--: pep is NOT good at rolling. 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-
    1.60 :--: fixed code for Corking and added some placeholders in the Art Of War
    section. also put Akp in the Thanks section.
    1.70 :--: added a bunch of spaces between each tech so it's easier to see the
    line breaks.
    1.80 :--: reformatting complete! many sections are now easier on the eyes. Also
    replaced some sections, moved some around, and fixed a lot of the "wall of 
    text" section that is The Art Of War.
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        ,'             /   ==========  Terms And Such (tmansc)
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     ,'  ,'.-'
    So, you're trying to improve your skillZ by reading this. Good. That's the
    first step to getting a whole ton better. The second step is to know your
    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?
    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.
    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. 
    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. Primarily used by Krystal 
    and Fox, because they both have defensive/mid-range attributes. Uses all of a 
    player's stats equally to make use of an average stat spread.
    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. Mainly used by Falco. Relies on speed more than anything. Uses 
    speed as a "second health" i.e. a way to extend life even though the actual 
    character's health may be low.
    This one is kind of tricky, but it usually refers to staying in a far range 
    with long-range weapons that will hit hard. This style is extremely fun. Prime 
    point of Peppy or Slippy. Requires long-range, which is taken care of with 
    Peppy and Slippy's charge blasters, and uses range as the method of survival.
    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
    A center-banned stage is a stage with a clearly defined middle that has been 
    set up to ban players from going out of that middle area. This is to allow for 
    quicker, more action-packed games and eliminate needless camping and such. 
    Stages that can be centerbanned are Fichina, Corneria, and Aparoid City.
    A self-proclaimed "semi-pro" group of SFA players that plays with constrained 
    rules and attempts to adhere to a higher level of gameplay. Their headquarters 
    is Lylat Systems, at sfacorner.forumer.com.
    A place in Aparoid City or Zoness where, if you step off, you will die. Short 
    for "terminal fall" which is supposedly short for "terminally-ill life fall". 
    I think.
    A flying platform in Aparoid City or Zoness that you can ride around on. Short 
    for master-lift.
    	Boiler Room: 
    The area in the absolute middle of the stage where most players hang around. 
    Stages that have this: Kat, Ap, Fich and Simp1/2.
    Peppy or Slippy. Used to mean the high-jump players with lower speed.
    Fox, Krystal or Falco. Used to mean the mid-jump players with usually average 
    	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 who just won't give the 
    aforesaid action/thing up, to the point of whoring the thing out.
    	Dodge chase: 
    The term for hitting an opponent right as they come out of their roll or jump, 
    so they have no way to counter the attack. This is best done to Peppy and 
    Slippy, whose large jumps make them a lot less maneuverable.
    - Ness: Zoness Sea Base.
    - Titan: Titania Desert.
    - Kat: Katina Outpost.
    - Simp1/2/3: any Simple Map.
    - Sarg: Inner Sargasso.
    - Aparoid/Ap: Aparoid City.
    - Fich: Fichina Outpost.
    - Finesse: The time between the landing of your jump and your next action.
    - UCB: Uncharged Blaster.
    - CB: Charge Blaster.
    - PCB: Peppy's Charge Blaster.
    - SCB: Slippy's Charge Blaster.
    - GCB: Green Charge Blaster.
    - BCB: Blue Charge Blaster.
    - RCB: Red Charge 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.
    - OP: Overpowered. Variants are "imba" for "imbalanced" and "broken".
     _ _, _ __,  _, __, ___  _, _, _ ___   __, _ ___  _,    _, _,  __, __, ___ ,
     | |\/| |_) / \ |_)  |  /_\ |\ |  |    |_) |  |  (_    / \ |   |_  |_)  |  |
     | |  | |   \ / | \  |  | | | \|  |    |_) |  |  , )   |~| | , |   | \  |  |
     ~ ~  ~ ~    ~  ~ ~  ~  ~ ~ ~  ~  ~    ~   ~  ~   ~    ~ ~ ~~~ ~~~ ~ ~  ~  .
    Tech (noun "tek") 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
    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)
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     ,'  ,'.-'
    Well, what IS t3h point?
    To put it succinctly, techs are something that just help you improve your skill
    in whatever method of play you choose to use.
    There's a big difference between playing for the sake of playing and playing to
    win, but techs are a way to bridge that gap. Looking for something different to
    do in your spare SFA time? Master some cool combos! Want to get a bit of an
    extra edge on a friend who is as good as you are? Try some out! 
    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.
    To put all this in a different method of understanding, it's like gaining 
    knowledge. No matter what that knowledge is about - if it's specific or
    general, in your line of work or out of it, it will help you in life. It may or
    may not directly expand your life, but it will definitely and positively expand
    your mind. Techs in SFA are like that. Just knowing them will help you.
        ,'             /   ==========  Why Revoleague Rules (whrvlr)
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     ,'  ,'.-'
    But before we delve into the messy world of button mashing and clickety-
    clackety that the competitive SFA world encompasses, let us go over those rules
     outlined in the beginning of this guide that state thus:
    * * * * * 
    NO WOLF.
    * * * * *
    			Well, why no Wolf?
    This one is easy. He is broken. Cheap, imbalanced, overpowered, unfair. In 
    every single way.
    At five stars health, you will be hard pressed to wear his health down in any 
    possible manner. It takes three red charge blasters to kill him. A SNIPER RIFLE
    does not one-hit him. And his monstrous speed means that should he fall prey to
    a few vicious attacks that manage to wear down his health, he can just as 
    easily retreat to seek out health, weapons, and items. Against almost any 
    character, he is almost unstoppable.
    This is not hard to prove. If you need further proof, look up the "Why It's 
    Banned" series of videos on YouTube and view the Wolf one. 
    			Why no vehicles?
    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.
    Arwings are unkillable, in any scenario. They out-speed Landmasters, they out-
    damage Pilots, they shrug off most lockon attacks and only by getting in 
    another plane does any player have the chance at fighting back, which recurses 
    to Point One.
    Pilots in vehicle matches are only used by the suicidal. Not one weapon you can
    holster does anything to an Arwing, and it is extremely rare to see a Pilot 
    survive a Landmaster battle. Essentially, vehicles eliminate a whole aspect of 
    the game - one which has so many weapons, so much depth, and so much potential 
    that to ignore it in favor of playing with vehicles is like buying a small rock
    instead of a diamond at the same price because you're afraid that the diamond 
    will be stolen. Again, this recurses to Point One!
    Do you know why no one plays the multiplayer of this game? Because when they 
    look at it, they see a spammy, repetitive, gimpy game that is almost always 
    horribly skewed by whoever got the Arwing first. Sad fact is, it's true, too. 
    With vehicles, this game's multiplayer is ridiculously imbalanced. Games 
    between two evenly skilled players often end 5-2 or 5-0 for the simple reason 
    that someone grabbed the plane first.
    What is there to do in a vehicle? No techs, no weapons, no strategy, no fun. No
    interesting maneuvers besides hitting the C-stick a whole ton. No depth besides
    picking the fast character and hammering A. Given the chance, would you not 
    play the game with skill, with strategy, with PROFUNDITY?
    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 even the most intelligent gamer into a gimping, spammy freak.
        ,'             /   ==========  Tech List (tchlst)
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     ,'  ,'.-'
    - Q: What's the difference between a tech and some cool combo that someone 
    - A: The definition of a combo is a series of techs strung together. In 
    addition, if you see some cool terrain-based stuff like using elevators to 
    one's advantage or hopping ledges in a weird way, it's not a tech. There are 
    more distinctions on this later.
    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 immediately 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
    <Code goes here (example: A+Y)>
    	Tech Description
    <insert text here>
    	When to Use
    <insert text here>
    So let's begin:
    A(+optional constick v)-->L+constick<>
    You cannot POSSIBLY continue without mastering this little wonder. This is
    perhaps the most useful and possibly the most important tech ever invented. 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."
    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 there are fewer 
    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. Still prevents getting dodge chased,
    which is useful in most circumstances.
    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 and
    Slippy are the exception, because not only do they not rely on speed, their
    full jump is actually better than a shorthop because it's a better dodge.
    	When to Use:
    If you use a character with 3 or more speed and 3 or less jump, use this all
    the time, every time you do anything. Since it doesn't cut down on your speed
    and doesn't hinder any other action, it will only ever help. 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 this is the sole reason that Dual 
    Stick is discouraged in competitive SFA, because it is a lot harder to have to 
    reach up and hit Y at will. It's that important.
    Defensive tech. Designed by Uzzbuzz. This one is a bit tricky. What it involves
    is a use of a small "glitch" in the game's animation frames. During the landing
     of a jump - usually JUST after one is landed - there is a period during which 
    you can immediately short-hop again and travel a much farther horizontal 
    distance. This one is fairly easy to figure out; this interval is immediately a
    fter the landing of your jump. The result is a very light, springy, low to the 
    ground dodge that is very useful for... well, anything, really.
    NOTE: There are TWO versions of this! One is the simple lateral jump, which is
    smooth and acts like a sort of slide. The other is the springdash, which is
    activated during the landing portion of a jump. The term "airdash" is used to
    refer to EITHER ONE OF THESE THINGS. However, as an actual tech, the springdash
    is more useful since it can be used more often in combat while providing more
    forceful movement.
    	When to Use:
    Sort of like the SFA answer to SSBM wavedashing. In other words, if you use a 
    fast character and practice mid or close-range combat, USE THIS ALL THE TIME.
    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
    	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.
    A#<-L~:constick^ , > , v , <
    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.
    Y , constickv+L+constick<>
    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. Use
    this with Peppy a whole bunch so you don't get dodge-chased.
    This is the most deadly weapon-specific 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 any time, ever. 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. This relies on a whole
    ton of blind firing.
    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 
    Uzzdrop or throw all of them at once. Named for Uzzbuzz, who popularized this 
    	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.
    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 have to 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. There are a few
    defined ones that are listed below, but keep in mind that you can create a
    combo just by stringing together a bunch of techs or moves.
    The combos listed here are simply commonly used or useful ones to learn. This 
    comprises about 1% of the possible combos in SFA!
    The code is the same, but to save space I'm just going to put the tech names in
    the spots where they go.
    Combo Template:
    Combo Name                            
    <Tech Name inserted> + rest of random code
    <insert, e.g. the end of a tunnel, below a cliff, etc.>
    <insert text here>
    	When to Use:
    <insert text here>
    Offensive? (Yes/No) <Is the combo integrated with attacks? Does it do damage?>
    Defensive? (Yes/No) <Is the combo solely for keeping yourself alive?>
    Random? (Yes/No) <Do you use it in a specific situation, or anytime?>
    <Airdash>--> constick<>^v+L~ , <Airdash>--> constick<>^v+L~
    In combat, while running, wherever you need to
    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 wherever, locking your view by holding L
    lightly. When you land, do a springdash. While still holding L, and still in
    the air, aim again. With this, you can:
    *turn while moving sideways or backwards 
    *turn, come around a corner, and shoot (this one will work best with homing
    *go up a ramp while preserving your aim 
    *retreat while turning around to get a revenge shot 
    *Make distance between your opponent, pivot around and attack with splash
    weapons like homers
    	When to Use:
    If you are a Single Stick player (many are) don't ever NOT use this. The whole
    idea is to emulate Dual (well, the better parts of Dual, anyway) which will
    give you a very, very large edge.
    Offensive? No
    Defensive? No
    Random? Yes
    <Dodgedance> , Y+A OR <Aircircle>+A
    Behind cover (cover explained below)
    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
    <Airdash> , attack with Launcher/blaster , L+constick in opposite
    direction , Y+cstick change to Mgun/Ggun , <Airdash> , attack , L+constick in 
    opposite direction
    Anywhere on flat ground where the odds are even
    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: Springdash/airdash,
    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 previous thing is over. This should be done really smooth and 
    VERY quick. The whole thing should look like a kind of figure 8 - one AD left,
    one roll right, one AD right, one roll left, with attacks interspersed.
    	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
    <Airdash> , A , L+constick in same direction , repeat
    Pretty much anywhere except some bridge, this is a very wide move
    This is such a slick and awesome combo for all sorts of 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, 
    	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, but large amount of ground needed
    <Rotashot>+<Shorthop>+A , Y+R+constick , A+L , <Rotashot>+<Shorthop>+A
    as needed
    Eh, anywhere? >,< Ok, so a moderate amount of ground needed.
    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.
    Offensive? Yes
    Defensive? Sorta
    Random? Yes
    <Airdash> , A-->L+constick in opposite<> , repeat
    Cover or around a tunnel, there's no real purpose for this except with cover
    If you are a Peppy player, learn this. The idea is to have cover, AD or jump 
    out, and "recycle" that cover by rolling back into it again. This is very 
    seamless, very smooth, so it beats simply sidestepping out a whole ton. 
    	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
    <Stickdraw> , <Uzzbuzz Drop> , cstick change to CB, charge, <Attackdodge>
    Middle of a fight, probably against an engage-combat player 
    (see Advance Guide). Helpful for Boxers (see Advance Guide, Triple Triangle 
    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
    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
    result in a different ending to a match.
    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 grenades and a Homing Launcher. You suspect that they
    will come down soon to the bottom level to try and engage you.
       /    \
    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
    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 cover and
    starve them out. This does not mean that you shouldn't 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.
       /    \
    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 close-up 
    combat is to run wildly at the opponent shooting with an uncharged blaster.
    It's quite pathetic, to be honest. Now, what did I say before about Pep'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 over a
    character that actually needs to control the same small area to win. Fight
    on the enemy's own terms. This is a weird thing to say, but it's easier to do.
    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 low-health
    characters in general, but also over one that doesn't have much going for it
    other than a fantastic special.
    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 key point of advanced SFA:
    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
    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.
       /    \
    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. The reason? 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 he needs to rush his 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. If you
    remember the Pep vs. Krys conflict that I mentioned previously, you will also
    remember that I advised to meet the enemy on their terms rather than try and
    make styles of combat mesh.
    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
    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 main point of advanced SFA:
    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.
    Examples? You stop moving after you shoot, and your opponent's retaliatory shot
    kills you. You stop moving after you fire your Sniper, and your opponent is
    able to pinpoint your location and get you back with a launcher. You stop
    moving after you grab a weapon, and your opponent, hoping to get that same
    weapon, surprises you and 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.
    Falc > Krys. Usually. USUALLY. The speed just outweighs Krys' special. To an
    advanced Falco close-combat player, 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. It's not completely true in practice,
    because there are a billion other factors to take into account, but Falc is
    generally better than 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
    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.
       /    \
    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? >
       v v v v v v    
    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. She has equal stats that help her SWITCH HER STYLE
    OF PLAY IN THE MIDDLE OF A FIGHT. At this point, though you're probably getting
    very tired of me saying it, remember to MEET THE ENEMY ON THEIR OWN TERMS.
    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. Downside for sure.
     _ _, _ __,  _, __, ___  _, _, _ ___   __, _ ___  _,    _, _,  __, __, ___ ,
     | |\/| |_) / \ |_)  |  /_\ |\ |  |    |_) |  |  (_    / \ |   |_  |_)  |  |
     | |  | |   \ / | \  |  | | | \|  |    |_) |  |  , )   |~| | , |   | \  |  |
     ~ ~  ~ ~    ~  ~ ~  ~  ~ ~ ~  ~  ~    ~   ~  ~   ~    ~ ~ ~~~ ~~~ ~ ~  ~  . 
    This, then, is the third rule of advanced SFA...
        ,'             /   ==========  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 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. This theory is essential not only to the
    gameplay but to the entire competitive aspect - without this, the game would
    not be able to be classified as a competitive game.
    POWER could also be described as common sense. One with high power tends not to
    worry overmuch about how many buttons they can push. Instead, they look for
    openings in the fight, opportunities to blitz their opponents with every weapon
    they have, and prefer high-damage weapons rather than ones that gradually wear 
    the opponent down. A power player often uses long-term strategy planning more 
    than wondering about what will happen when they actually engage their opponent.
    Power players also usually avoid teching and rapid movement. Because of this, 
    power is more a term applied to Peppy and Slippy players. 
    SKILL is flashy, potent and generally irritating. It refers, mainly, to one's 
    motion and speed in combat. You will often hear a torrent of clicking coming 
    from the controllers of players with high skill due to the amount of button 
    pushing that goes on. A skill player often relies on many techs and worries
     more about what will happen in the actual combat than their long-term 
    These are the two terms that can be used to describe the three styles of 
    play. That said, here are the styles themselves.
    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.
    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.
    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).
    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 was a wall techer Falco with a 
    tendency to run away from fights to preserve myself - something which is 
    incredibly irritating to mid-range players.
    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 - partially, at 
    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?
    See how everything falls into place? Now the one-line formula a few pages up
    can be changed a bit - it's like this, kid...
                                     v          ^
                                  BOXER   >   SMASHER
    This is why the theory is known as the Triple Triangle. 
    This little triangle, when drawn out as a chart, will also function as a way to
    determine people's playing attributes. By placing them closer to one point on 
    the triangle, one can determine what will counter them and how.
        ,'             /   ==========  Take Note Here: Useful Stuff (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. 
    ===== THE ATTACKDODGE =====
    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 have huge problems countering... well, pretty much 
    ===== THE SHORTHOP =====
    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 (see 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 the point where you get a SH.
    ===== THE AIRDASH =====
    Airdash. This is the fastest non-rolling dodge you will find in SFA. It's 
    light, it's fairly easy to do, it can be strung into attacks or made use of by 
    attacking while in the dodge itself. It's a roll in the air that you can't be 
    dodge-chased from. It's that fast. Even slow characters need this! The smoother
    motion of airdashing without the "spring" in it is equally useful for utilizing
     small amounts of cover or simply moving around in engage combat. As far as 
    lateral movement goes, you could do worse than to learn this one.
        ,'             /   ==========  Situational 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
    No, because I don't practice voodoo (much). But seriously, folks...
    There are moments in 1v1 where nothing in standard play will work. This section
    deals with those little moments.
    # 1 # Using A Slow Character When...
    Your opponent is fast. Seriously. This is a huge problem for many players 
    simply because it is very easy for fast characters to exploit the fact that, 
    well, their opponent can't catch up with them. This is common. Very much so. 
    It's the reason that people think Peppy sucks. 
    Here's the thing: it's not all about speed. The reason some characters are slow
    is because they have a certain attribute which makes up for their lagging 
    behind: their charge blaster. The makers of this game, instead of simply making
    useless characters, provided the ones unable to move around as easily with a 
    Every part of playing a slow character is placement. The reason slower players 
    are typically smashers is because, rather than thinking towards the next 
    battle, they tend to think in terms of the whole match. If you are Peppy, where
    will you need to be in three minutes when your opponent is stocked up on 
    missiles and gatling guns? You should constantly be looking ahead, predicting 
    in five minutes what will happen in six, and so on.
    As hard as this sounds when you're facing aggressive wallers who can starve you
    of your ability to attack pretty much indefinitely, keep in mind that the 
    reason there are multiple weapons in this game is because they were intended to
    be used. And always remember that in the land of the jump-happy, the man who 
    dodge chases is king. Battles like this have nothing to do with how fast your 
    attack is and everything to do with where your attack goes. 
    In the end, keep in mind that the only reason some characters are slow is 
    because they have things that make up for their low speed. Try to figure out 
    why one would bother making Peppy, for instance, stuck with such low health and
    low speed. Once you jump to the natural conclusion, you will have a lot easier 
    of a time using slower characters.
    # 2 # Any Stage When...
    Your opponent is camping. Camping is completely legit and NOT a bannable
    offense, because it CAN be countered. It can, however, be a huge problem as far
    as your strategy goes because it is usually very HARD to counter.
    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. 
    Get up close, being sure that you do so with minimum fuss and using as much 
    cover as you can. If you have to cross open ground, see if you can get a 
    Machine Gun to shoot down their missiles.
    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. If you 
    have the chance to pursue them, do so.
    # 3 # 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, which will still be ground-based and center around close
    combat whether you like it or not.
    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. In other words, the mobility of your character just goes sky-high.
    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 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 want some vertical dodge, quickly tapping A while
    sidestepping can give you huge glorious airdashes that look cool and are a lot
    more mobile than the standard one.
    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/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?
    SCREEN-PEEK! It's an integral part of the game. It's not broken, as both
    players can do it, it helps a great deal, and it keeps everyone on their toes. 
    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. If you want to use it, remember what its advantages are and use
    them ALL THE TIME - you want to have given up SH for something at least!
    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 playing in official tourneys anyway).
    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?
    Just take a friendly 4 player FFA once in a while or something. Those are
    always fun.
    And finally, remember that this guide is not telling you what to do! 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/Words Of Thanks (fpwoth)
       ,'  ,-,,..__.__:
     ,'  ,'.-'
    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 be awesome, though?).
    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 canadalazer@hotmail.com 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!
    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
    a whole bunch and keeping my interest in this game.
    talking_chicken - referenced OUR SITE (sfacorner.forumer.com) on SmashBoards.
    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.
    Akp56 - for being patient (well, mainly) about our obsessive competitiveness,
    but mainly thanks for getting me into the game!
    Merik - so you get to watch a bunch of nerds play a game? ;P Ok, so you deserve
    a spot too.
    Namco - a great game. oh, how wonderfully cliched.
    Gamefaqs - for letting me host this. This is practically obligatory, but
    You - for reading this. Enough said; I love watching read-counts grow on
        ,'             /   ==========  End (ENDGAME)
       ,'  ,-,,..__.__:
     ,'  ,'.-'
    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 we'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 all the classic FPS games and something which is brought 
    out less as a novelty item and more as an all-around great game.
    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 no one can say we didn't try.
    I hope you think about these things not only because it means I'll have someone
    to talk to who shares my viewpoint, but because I know that good games should 
    always be appreciated.
    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 this game's advanced side
    makes you a better player right away, because you can adapt to the new stuff
    like this. And if you do slip out of your old ways and start playing with some 
    depth, some more common sense, then 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. But nevertheless, in every game there seems to exist
    a way to play that stretches the boundaries of button-mashing and straight-up 
    aggression. And maybe, just maybe, we've found that way to play this game.
    In case you admit that maybe we have, where is it?
    Here's what I think: It's here. You've just finished reading about it.
                                                  ^ ^
          ,.,,.____.____                        <^ ^ ^>
        ,'             /   ================    < < @ > >
       ,'  ,-,,..__.__:                         <v v v>
     ,'  ,'.-'                                    v v
    See you on Lylat Systems!

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