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To walk, simply tilt the control stick left and right. You can slightly vary the speed of walking by the degree that the control stick is tilted. Mobility in Smash has always been one of its most unique and important attributes; though walking may seem simple, it does have uses.
Generally, walking can be used to cautiously position your character in relation to the opponent. Usually, players will use walking when an opponent is recovering or approaching from the air, slightly adjusting their position in reaction to the opponent’s movement. The use is subtle, but the idea is vital: always attempt to position, or space, your character in a range that allows you both safety and the opportunity to attack. Marth is a great example of this notion because most of his moves have sweet-spot attributes, where the tip of his sword will deal slightly more knock back and damage than most of the length of the blade. Frequently, dashing and running are not effective for making the minute adjustments needed, so walking should be used. Finally, walking also offers an advantage that your character can immediately turn around at will.
Note #1: Default control scheme using the GCN controller is assumed.
Walking
By blandestk | Published: May 5, 2008 10:20pm EST

To walk, simply tilt the control stick left and right. You can slightly vary the speed of walking by the degree that the control stick is tilted. Mobility in Smash has always been one of its most unique and important attributes; though walking may seem simple, it does have uses.
Generally, walking can be used to cautiously position your character in relation to the opponent. Usually, players will use walking when an opponent is recovering or approaching from the air, slightly adjusting their position in reaction to the opponent’s movement. The use is subtle, but the idea is vital: always attempt to position, or space, your character in a range that allows you both safety and the opportunity to attack. Marth is a great example of this notion because most of his moves have sweet-spot attributes, where the tip of his sword will deal slightly more knock back and damage than most of the length of the blade. Frequently, dashing and running are not effective for making the minute adjustments needed, so walking should be used. Finally, walking also offers an advantage that your character can immediately turn around at will.
Note #1: Default control scheme using the GCN controller is assumed.




