What is this tho
A Really Simplified Version of Smash into a card game. FAST paced as long as you know what you're doing.
It costs nothing to play, but if you win, you get 100,000 Yuld. everyone else gets 10,000 Yuld.
The Winner also gets an exclusive Item:
Smash Ball - Restores 1,000 Mp, Cooldown 60 seconds.
It costs nothing to play, but if you win, you get 100,000 Yuld. everyone else gets 10,000 Yuld.
The Winner also gets an exclusive Item:
Smash Ball - Restores 1,000 Mp, Cooldown 60 seconds.
Objective of Game
Be the last person on the Stage
Preparing
Each player chooses a character that has its own buffs.
Set up the Deck which all the players will be drawing from. This deck contains the "Moves" and "Items" players will use to attack each other.
Set up the Deck which all the players will be drawing from. This deck contains the "Moves" and "Items" players will use to attack each other.
The Game
Each player draws cards from the deck until they have the Maximum amount they can hold, which is 5 unless otherwise stated.
Each Player who does not have an Up Special Then trades in any one card for an Up Special Card
The Youngest Player goes first (Rp wise)
Turns are split into three Phases:
1. Draw two cards
2. Play cards
3. Discard any cards you want/Excess cards and end turn
1. Draw two cards from the deck, if there are no more cards in the deck, Shuffle them in from the discard pile. To draw a card from the deck, RNG 1 to however many cards you want to play with. (RNG Chart down below)
There is also targeted drawing. you can, instead of drawing two cards, draw one card, but you choose where the numbers cut off.
for example if you want Forward Smash and it is the 20th card. you can target the card for drawing by cutting it down to a 1 - 5 draw.
using the forward smash, it would now be 15-20 or 20-15 instead of the usual 1-40 card draw. a much higher chance to draw the needed card.
2. Now you play cards that help you, or just hurt everyone else. you can only play cards during your turn except dodge and shield cards.
there are 3 Limitations:
-Only one Attack card per turn (Cards that Deals Percent Damage)
-You can only hold one item at a time
-You can only have one spirit in play (When you play a new discard the old one)
There are four types of cards you can draw
Moves are played by putting them directly into play into the discard pile and applying its effect to any player.
Items are played by placing them next to your character card, giving the character an effect or by having your character use it in some way.
Reads are cards that have to be placed down next to your character face down, the effect can then be activated next turn, IF you do not activate it's effect by next turn, discard the read card.
Spirits are cards that are placed below your character card, these cards enhance your character in some way and say in play unless stated otherwise by a card.
Eliminating a Player's Stocks
A Player is eliminated when the Kill percentage of his character is reached, and he is hit with an attack card or item.
Kills can also be Obtained by edge Guarding a player. Ground Attacks have no effect on opponents not on stage.
A Player Respawning draws cards until their hand is full. Your opponent can also not Attack you their first turn when you repsawn back.
You lose when all your stocks are Gone.
Terms:
Spike - A Kill Move Offstage, Also Kills 30% earlier than Kill percentage. Onstage this lets you Combo into any other move.
Recovery/Recovers - A move that makes you get back on stage
Combo - Allows you to play another attack card
Slow - This Attacks is Slow and can be avoided with certain cards.
Kill - A Card that can end a Stock IF the opponent is in kill percent. Ex their Kill percent is 100%, they are at 90% and you deal 15% with a Kill Move. They are now at 105%, which is Kill percent, so they lose a Stock.
Beat/Beats - If a Move beats another move, you can play that card at any time to "beat" the move. once a move is beaten, the player who beat the move gets to start their turn.
Reflect - Deals Damage Back
Each Player who does not have an Up Special Then trades in any one card for an Up Special Card
The Youngest Player goes first (Rp wise)
Turns are split into three Phases:
1. Draw two cards
2. Play cards
3. Discard any cards you want/Excess cards and end turn
1. Draw two cards from the deck, if there are no more cards in the deck, Shuffle them in from the discard pile. To draw a card from the deck, RNG 1 to however many cards you want to play with. (RNG Chart down below)
There is also targeted drawing. you can, instead of drawing two cards, draw one card, but you choose where the numbers cut off.
for example if you want Forward Smash and it is the 20th card. you can target the card for drawing by cutting it down to a 1 - 5 draw.
using the forward smash, it would now be 15-20 or 20-15 instead of the usual 1-40 card draw. a much higher chance to draw the needed card.
2. Now you play cards that help you, or just hurt everyone else. you can only play cards during your turn except dodge and shield cards.
there are 3 Limitations:
-Only one Attack card per turn (Cards that Deals Percent Damage)
-You can only hold one item at a time
-You can only have one spirit in play (When you play a new discard the old one)
There are four types of cards you can draw
Moves are played by putting them directly into play into the discard pile and applying its effect to any player.
Items are played by placing them next to your character card, giving the character an effect or by having your character use it in some way.
Reads are cards that have to be placed down next to your character face down, the effect can then be activated next turn, IF you do not activate it's effect by next turn, discard the read card.
Spirits are cards that are placed below your character card, these cards enhance your character in some way and say in play unless stated otherwise by a card.
Eliminating a Player's Stocks
A Player is eliminated when the Kill percentage of his character is reached, and he is hit with an attack card or item.
Kills can also be Obtained by edge Guarding a player. Ground Attacks have no effect on opponents not on stage.
A Player Respawning draws cards until their hand is full. Your opponent can also not Attack you their first turn when you repsawn back.
You lose when all your stocks are Gone.
Terms:
Spike - A Kill Move Offstage, Also Kills 30% earlier than Kill percentage. Onstage this lets you Combo into any other move.
Recovery/Recovers - A move that makes you get back on stage
Combo - Allows you to play another attack card
Slow - This Attacks is Slow and can be avoided with certain cards.
Kill - A Card that can end a Stock IF the opponent is in kill percent. Ex their Kill percent is 100%, they are at 90% and you deal 15% with a Kill Move. They are now at 105%, which is Kill percent, so they lose a Stock.
Beat/Beats - If a Move beats another move, you can play that card at any time to "beat" the move. once a move is beaten, the player who beat the move gets to start their turn.
Reflect - Deals Damage Back
What to do in a Turn
iWhen the battle begins both players are in what is known as Neutral.
This is the state where both playing are trying to hit one another.
when one player manages to hit a player, they are in Advantage State and the player being hit is in Disadvantage State.
The player who is initiating the attack has two goals: to deal more percent damage to get their opponent into Kill percent, or to KO them.
This player will want to play cards that have good combo potential into his other cards.
skipping your turn without attacking is not always a bad move.
Sometimes Drawing more optimal cards will let you have a better Play in the future. remember, players are limited to one Approach in a turn, or an initiating attack. After that, they will need to combo into more attacks or simply perform a Kill move to finish off a Stock.
Another way to get Kills or KOs is to combo into them, otherwise known as a Kill Set Up. This can be done at earlier percents if your opponent does not have many or any recovery options.
There's two positions in this Game: On Stage and Off Stage. being off stage is very dangerous because there are many cards that can kill you off stage, such as: Edge Guard, Spikes, Character Specific Traits, and the most dangerous factor of all, Not being able to recover. In this variation of Smash, you need Cards that recover in order to make it back to the stage. These Cards Include Up Special, Full Hop, and more.
There is no Defined Turn Order. You do start with the youngest player going first, however, if a move is beat, then the player who beat the turn starts their turn right there. For Example:
If Fox Approached Marth with a Side Tilt, The Marth player can play a Down Special Card to Counter the Side Tilt, Dealing Percent Damage to the Fox. The Marth then begins their turn normally, drawing cards and playing like normal.
Now is a Good time to Talk about Card Activation Order
During a Player's turn, at any time, they can place down a read card. Remember, Read cards cannot be activated until your next turn.
this can be after you trade combos with your opponent. This can be after he escapes your combo, and you roll out of it.
As long as it is the next time you get to play a turn. During your next turn, you can play the read card whenever you want to as long as your turn does not end. If a read card is an attack, please remember that it has to combo into something.
Read cards can also be activated during your opponents turn If it counters a move they are doing. Which then starts your turn.
Read cards can also be activated if your opponent plays a read card of their own, or a defensive card.
When you are doing a combo, and they play a defensive or read card, AND you have a read card that counters their play, it now becomes the start of your turn again. This is because when they played their card, it became the start of their turn, but your read card made your turn begin instead. This also means that your one attack per turn is usable again.
Here is an example of what I mean:
Marth Plays a Read (Shield Grab) and approaches with Side Tilt. His turn ends.
Fox uses Short hop Neutral Air and Taunts. Taunt Draws the Fox Shield, a basic defensive card which is good in most situations. His turn ends.
Marth Uses Short Hop and connects One Forward Air, Fox uses Shield (Fox draws because his turn just began, drawing cards from just using shield is also known as Getting Out of Shield Options) to block the next attack which he assumes was another Forward Air. The Marth player then activates his read (Marth draws because it is now the start of his turn), and Grabs the Fox, throwing him off stage.
And so on and so forth.
You may have noticed that players play the cards a Certain way.
Replies are short and simple in this game.
When someone Approaches with an attack, Simply:
P1: Marth Uses Short Hop Fair
then Player 2 has to reply with a counter card or with how much damage they take.
P2 : Fox uses Shield
at this point Player 1 can either counter shield or let the other player make an Approach
P2 : Fox uses Forward Smash
The Marth player does not have an answer to this, so he just takes the damage.
P1 : Marth - 15%
but the Fox cannot follow up anymore so his turn ends there.
Marth starts his turn and draws cards.
He draws a Forward Smash, he knows that the Fox is already at 80% so if he lands this move, the Fox loses his stock.
P1 : Marth uses Forward Smash
the Fox player does not have a card to protect himself aginast this so he takes the damage.
Marth's Attacks deal 5% more then the usual Side Smash putting Fox at Kill percent
P2 : Fox - 100%
Since Forward Smash is a Kill Move however, the Fox is sent off stage and loses a stock.
This is the state where both playing are trying to hit one another.
when one player manages to hit a player, they are in Advantage State and the player being hit is in Disadvantage State.
The player who is initiating the attack has two goals: to deal more percent damage to get their opponent into Kill percent, or to KO them.
This player will want to play cards that have good combo potential into his other cards.
skipping your turn without attacking is not always a bad move.
Sometimes Drawing more optimal cards will let you have a better Play in the future. remember, players are limited to one Approach in a turn, or an initiating attack. After that, they will need to combo into more attacks or simply perform a Kill move to finish off a Stock.
Another way to get Kills or KOs is to combo into them, otherwise known as a Kill Set Up. This can be done at earlier percents if your opponent does not have many or any recovery options.
There's two positions in this Game: On Stage and Off Stage. being off stage is very dangerous because there are many cards that can kill you off stage, such as: Edge Guard, Spikes, Character Specific Traits, and the most dangerous factor of all, Not being able to recover. In this variation of Smash, you need Cards that recover in order to make it back to the stage. These Cards Include Up Special, Full Hop, and more.
There is no Defined Turn Order. You do start with the youngest player going first, however, if a move is beat, then the player who beat the turn starts their turn right there. For Example:
If Fox Approached Marth with a Side Tilt, The Marth player can play a Down Special Card to Counter the Side Tilt, Dealing Percent Damage to the Fox. The Marth then begins their turn normally, drawing cards and playing like normal.
Now is a Good time to Talk about Card Activation Order
During a Player's turn, at any time, they can place down a read card. Remember, Read cards cannot be activated until your next turn.
this can be after you trade combos with your opponent. This can be after he escapes your combo, and you roll out of it.
As long as it is the next time you get to play a turn. During your next turn, you can play the read card whenever you want to as long as your turn does not end. If a read card is an attack, please remember that it has to combo into something.
Read cards can also be activated during your opponents turn If it counters a move they are doing. Which then starts your turn.
Read cards can also be activated if your opponent plays a read card of their own, or a defensive card.
When you are doing a combo, and they play a defensive or read card, AND you have a read card that counters their play, it now becomes the start of your turn again. This is because when they played their card, it became the start of their turn, but your read card made your turn begin instead. This also means that your one attack per turn is usable again.
Here is an example of what I mean:
Marth Plays a Read (Shield Grab) and approaches with Side Tilt. His turn ends.
Fox uses Short hop Neutral Air and Taunts. Taunt Draws the Fox Shield, a basic defensive card which is good in most situations. His turn ends.
Marth Uses Short Hop and connects One Forward Air, Fox uses Shield (Fox draws because his turn just began, drawing cards from just using shield is also known as Getting Out of Shield Options) to block the next attack which he assumes was another Forward Air. The Marth player then activates his read (Marth draws because it is now the start of his turn), and Grabs the Fox, throwing him off stage.
And so on and so forth.
You may have noticed that players play the cards a Certain way.
Replies are short and simple in this game.
When someone Approaches with an attack, Simply:
P1: Marth Uses Short Hop Fair
then Player 2 has to reply with a counter card or with how much damage they take.
P2 : Fox uses Shield
at this point Player 1 can either counter shield or let the other player make an Approach
P2 : Fox uses Forward Smash
The Marth player does not have an answer to this, so he just takes the damage.
P1 : Marth - 15%
but the Fox cannot follow up anymore so his turn ends there.
Marth starts his turn and draws cards.
He draws a Forward Smash, he knows that the Fox is already at 80% so if he lands this move, the Fox loses his stock.
P1 : Marth uses Forward Smash
the Fox player does not have a card to protect himself aginast this so he takes the damage.
Marth's Attacks deal 5% more then the usual Side Smash putting Fox at Kill percent
P2 : Fox - 100%
Since Forward Smash is a Kill Move however, the Fox is sent off stage and loses a stock.
Game Rules and Variants
This game needs at least 2 players and can be played up to 8 players. you can Team up or play Solo or go for a Free for all at any time.
Players can either choose to have 1 Stock (Life) or many stocks.
when the game has more than just one stock, Characters respawn, when they respawn, they draw cards until they reach their max hand limit.
You Can either Play with Items or Spirits Off, but Moves and Reads will always be in play.
Players can either choose to have 1 Stock (Life) or many stocks.
when the game has more than just one stock, Characters respawn, when they respawn, they draw cards until they reach their max hand limit.
You Can either Play with Items or Spirits Off, but Moves and Reads will always be in play.
The Characters
EX.
Character Name - kill Percent (What percent they die at)
-Traits/Buffs
-Traits/Buffs
Mario - 100%
-Draws 3 instead of 2 cards at the start of turns
-Jab Combos into Jab up to 3 times
-Max Cards - 6
-Forward Air Spikes
-You can Link Up tilt into Up Tilt
-you can Link up Air into Up Air
-Up Smash kills 25% Earlier
-Down Special Counters Double Jump and Air Dodge
Link - 100%
-Jab combos into jab up to 3 times
-Grab card also Recovers
-Forward Smash Combos into Forward Smash
-Up Smash Counters Air Dodge, Roll, and Side Step
-Dash Attack is Slow and Kills starting at 120%
-Forward Air Kills starting at 120%, Counters Air Dodge
-Down Special Gives you a Bomb Item
Pikachu - 90%
-Immune to Combos starting at 80%
-Down Special is Slow and Kills 20% Sooner
-Up Special Beats Edge Guard
-Neutral Special Combos when used in the air
-Neutral Air Combos
-Up Air has a 50% Chance to Spike
Jigglypuff - 70%
-Immune to combos starting at 20%
-Back Air Kills 20% earlier
-Down Special Kills 70% Earlier, if this attack misses, The opponent can draw cards until their hand is full
-This character can Draw Short hop or Full hop one time per turn
-If this character gets its shield broken, it loses a stock
-Side Special deals 10% more damage
-neutral Special counters rolls
Samus - 110%
-Grab card also recovers
-Neutral Special Kills 40% sooner and hits the opponent no matter their position, Projectile
-Roll cards cannot be used by this character, but 2 of them can be traded in for a Camp card
-Down Smash always sends opponent off stage
-Up smash Counters Air dodge
-Down Air Spikes
-Down Special Counters Read Card when off stage.
Kirby - 80%
-Immune to Combos starting at 70%
-Down Special Counters all attack cards, Counters Egde Guard Countered by grab
-Side Special Can be put down as a read card, kills 30% sooner, Counters Side Step
-Neutral Special Steals the opponents Neutral Special, It Also adds 2 Neutral Specials to your hand
-Up Special Counters Rolls on Stage
-Down Air combos into Up Smash
-Dash Attack Counters reads
Fox - 90%
-max hand size - 7
-Dies off the top at 130%
-Down Special Reflects Projectiles
-Neutral Air Combos into any ground attack
-Up Air kills at 40% Sooner
-Up Smash kills at 30% Sooner
-Short Hop Down Air Combos
-Neutral Special also draws a card
-Side Special Recovers
Falco - 90%
-max hand size - 6
-Dies off the top at 140%
-Down Special Reflects Projectiles
-Neutral Air Combos into any ground attack
-Side Smash kills at 40% Sooner
-Down Air Spikes and Kills 20% Earlier
-Neutral Special counters Recovery
-Neutral Special also draws a card
-Side Special Recovers
DLC characters - Expansion Pass - 50k Yuld Unlock all characters now and forever.
Cloud - 110%
-All Air Attacks kill starting 120% and Combo into air attacks, if cloud has hop cards.
-LIMIT - You gain twice as much percent as percent taken = take 20%, gain 40% meter.
when you reach 100% meter, your specials gain the following buffs.
Up Special - Counters Everything, Recovers back to Stage. Kills starting 90%
Down Special - Slow, Kills starting 70%
Side Special - Counters side step and air dodge, Kills starting 70%
Neutral Special - Hits opponent anywhere on Stage, Kills starting 90%
Bayonetta - 100%
-Every time you land an attack, draw a card.
-Up special combos into side special and up special.
-Up Special, Side Special, Side Special, Up special, Up air, Kills at any percent, unless your opponent plays DI.
-Side Special Beats Shield Unless they have Wait.
-Down Air Spikes
-Taunt Makes you draw three cards
-If you play down special as a read, and they attack you, it becomes your turn.
Marth - 100%
-Tipper - All Attacks Deal 5% more damage, All Smash Attacks have a 20% chance to kill 20% earlier.
-Jab combos into Forward Smash
-Forward Air Combos into Forward Air, no Extra Hops needed
-Neutral Special Counters Shield, Combos into any Attack
-Down Air Spikes
-Side Special Combos into Side Special up to 4 times
-Up Special Counters Edge Guard
-Down Special Reflects Attack and can be placed as a read card
Lucina - 100%
-Tipper - All Attacks Deal 10% more damage.
-Jab combos into Forward Smash
-Forward Air Combos into Forward Air, no Extra Hops needed
-Neutral Special Counters Shield, Combos into any Attack
-Down Air Spikes
-Side Special Combos into Side Special up to 4 times
-Up Special Counters Edge Guard
-Down Special Reflects Attack and can be placed as a read card
Character Name - kill Percent (What percent they die at)
-Traits/Buffs
-Traits/Buffs
Mario - 100%
-Draws 3 instead of 2 cards at the start of turns
-Jab Combos into Jab up to 3 times
-Max Cards - 6
-Forward Air Spikes
-You can Link Up tilt into Up Tilt
-you can Link up Air into Up Air
-Up Smash kills 25% Earlier
-Down Special Counters Double Jump and Air Dodge
Link - 100%
-Jab combos into jab up to 3 times
-Grab card also Recovers
-Forward Smash Combos into Forward Smash
-Up Smash Counters Air Dodge, Roll, and Side Step
-Dash Attack is Slow and Kills starting at 120%
-Forward Air Kills starting at 120%, Counters Air Dodge
-Down Special Gives you a Bomb Item
Pikachu - 90%
-Immune to Combos starting at 80%
-Down Special is Slow and Kills 20% Sooner
-Up Special Beats Edge Guard
-Neutral Special Combos when used in the air
-Neutral Air Combos
-Up Air has a 50% Chance to Spike
Jigglypuff - 70%
-Immune to combos starting at 20%
-Back Air Kills 20% earlier
-Down Special Kills 70% Earlier, if this attack misses, The opponent can draw cards until their hand is full
-This character can Draw Short hop or Full hop one time per turn
-If this character gets its shield broken, it loses a stock
-Side Special deals 10% more damage
-neutral Special counters rolls
Samus - 110%
-Grab card also recovers
-Neutral Special Kills 40% sooner and hits the opponent no matter their position, Projectile
-Roll cards cannot be used by this character, but 2 of them can be traded in for a Camp card
-Down Smash always sends opponent off stage
-Up smash Counters Air dodge
-Down Air Spikes
-Down Special Counters Read Card when off stage.
Kirby - 80%
-Immune to Combos starting at 70%
-Down Special Counters all attack cards, Counters Egde Guard Countered by grab
-Side Special Can be put down as a read card, kills 30% sooner, Counters Side Step
-Neutral Special Steals the opponents Neutral Special, It Also adds 2 Neutral Specials to your hand
-Up Special Counters Rolls on Stage
-Down Air combos into Up Smash
-Dash Attack Counters reads
Fox - 90%
-max hand size - 7
-Dies off the top at 130%
-Down Special Reflects Projectiles
-Neutral Air Combos into any ground attack
-Up Air kills at 40% Sooner
-Up Smash kills at 30% Sooner
-Short Hop Down Air Combos
-Neutral Special also draws a card
-Side Special Recovers
Falco - 90%
-max hand size - 6
-Dies off the top at 140%
-Down Special Reflects Projectiles
-Neutral Air Combos into any ground attack
-Side Smash kills at 40% Sooner
-Down Air Spikes and Kills 20% Earlier
-Neutral Special counters Recovery
-Neutral Special also draws a card
-Side Special Recovers
DLC characters - Expansion Pass - 50k Yuld Unlock all characters now and forever.
Cloud - 110%
-All Air Attacks kill starting 120% and Combo into air attacks, if cloud has hop cards.
-LIMIT - You gain twice as much percent as percent taken = take 20%, gain 40% meter.
when you reach 100% meter, your specials gain the following buffs.
Up Special - Counters Everything, Recovers back to Stage. Kills starting 90%
Down Special - Slow, Kills starting 70%
Side Special - Counters side step and air dodge, Kills starting 70%
Neutral Special - Hits opponent anywhere on Stage, Kills starting 90%
Bayonetta - 100%
-Every time you land an attack, draw a card.
-Up special combos into side special and up special.
-Up Special, Side Special, Side Special, Up special, Up air, Kills at any percent, unless your opponent plays DI.
-Side Special Beats Shield Unless they have Wait.
-Down Air Spikes
-Taunt Makes you draw three cards
-If you play down special as a read, and they attack you, it becomes your turn.
Marth - 100%
-Tipper - All Attacks Deal 5% more damage, All Smash Attacks have a 20% chance to kill 20% earlier.
-Jab combos into Forward Smash
-Forward Air Combos into Forward Air, no Extra Hops needed
-Neutral Special Counters Shield, Combos into any Attack
-Down Air Spikes
-Side Special Combos into Side Special up to 4 times
-Up Special Counters Edge Guard
-Down Special Reflects Attack and can be placed as a read card
Lucina - 100%
-Tipper - All Attacks Deal 10% more damage.
-Jab combos into Forward Smash
-Forward Air Combos into Forward Air, no Extra Hops needed
-Neutral Special Counters Shield, Combos into any Attack
-Down Air Spikes
-Side Special Combos into Side Special up to 4 times
-Up Special Counters Edge Guard
-Down Special Reflects Attack and can be placed as a read card
The Moves
*Make sure to Declare your attacks in case your opponent wants to play a defensive card in response.
Ground Attack cards:
-Jab - 5%
-Up Tilt - 10%
-Side Tilt - 10%
-Down Tilt - 10%
-Dash Attack - 10% - Ignores Rolls - Counters Bait
-Up Smash - 15% - Kills
-Side Smash - 15% - Kills
-Down Smash - 15% - Kills
Air Attack Cards: Requires Short Hop or Full Hop
-Neutral Air - 5% - beats Double Jump
-Up Air - 15%, Kills if used after a Double Jump Card
-Forward Air - 15%
-Back Air - 25% - Kills Starting 110%
-Down Air - 15%
Specials:
-Neutral Special - 20%
-Up Special - 10% - Recovers
-Side Special - 15%
-Down Special - 20%
Grab Cards:
-Grab Card - 5% - Combos into A Tilt or Air Attack OR Throws Opponent off Stage- Ignores Shield Cards
-Dash Grab - 5% - Immune to Dodge Cards - Ignores Shield Cards - Counters Bait
Defensive Cards:
-Shield Card - Negate the damage of an attack
-Side Step - Negate the damage of an attack
-Roll Card - Negate the damage of an attack
-Air Dodge - Negate the damage of an attack
*To use a Defensive card, you must declare it before the opponent shows what attack they are going to do.
Movement Cards:
-Short Hop - Required to do Air Attacks, Beats Ledge Grab.
-Full Hop - Required to do Air Attacks, Dodges Slow Attacks
-Double Jump - Recovers, Combos an Air attack into an Air Attack
-Dash - Allows you to make another attack This turn
-Camp - Discard your hand, draw one card, Your opponent cannot attack you until your next turn is over.
Technique Cards:
-Lag - Both players discard cards until both players only have one card left
-Tech - Ignores Spike effect while on Stage, Stops Combos.
-Edge Guard - If followed up with an Air Attack, It turns the Air Attack into a Kill Move, But you also die if you do not Recover onto Stage
-Clank - If you have the same card as them, Play this with that card to cancel out the attack.
-Taunt - Draw a Card, end your turn, the next attack that hits you deals 10% more damage. (20% Becomes 30%)
-DI - play this when you are about to die, if you are still 30% or closer to kill percent, you live, does not work on spikes. CAn also be used to escape from combos, but yur turn deos not begin.
Ground Attack cards:
-Jab - 5%
-Up Tilt - 10%
-Side Tilt - 10%
-Down Tilt - 10%
-Dash Attack - 10% - Ignores Rolls - Counters Bait
-Up Smash - 15% - Kills
-Side Smash - 15% - Kills
-Down Smash - 15% - Kills
Air Attack Cards: Requires Short Hop or Full Hop
-Neutral Air - 5% - beats Double Jump
-Up Air - 15%, Kills if used after a Double Jump Card
-Forward Air - 15%
-Back Air - 25% - Kills Starting 110%
-Down Air - 15%
Specials:
-Neutral Special - 20%
-Up Special - 10% - Recovers
-Side Special - 15%
-Down Special - 20%
Grab Cards:
-Grab Card - 5% - Combos into A Tilt or Air Attack OR Throws Opponent off Stage- Ignores Shield Cards
-Dash Grab - 5% - Immune to Dodge Cards - Ignores Shield Cards - Counters Bait
Defensive Cards:
-Shield Card - Negate the damage of an attack
-Side Step - Negate the damage of an attack
-Roll Card - Negate the damage of an attack
-Air Dodge - Negate the damage of an attack
*To use a Defensive card, you must declare it before the opponent shows what attack they are going to do.
Movement Cards:
-Short Hop - Required to do Air Attacks, Beats Ledge Grab.
-Full Hop - Required to do Air Attacks, Dodges Slow Attacks
-Double Jump - Recovers, Combos an Air attack into an Air Attack
-Dash - Allows you to make another attack This turn
-Camp - Discard your hand, draw one card, Your opponent cannot attack you until your next turn is over.
Technique Cards:
-Lag - Both players discard cards until both players only have one card left
-Tech - Ignores Spike effect while on Stage, Stops Combos.
-Edge Guard - If followed up with an Air Attack, It turns the Air Attack into a Kill Move, But you also die if you do not Recover onto Stage
-Clank - If you have the same card as them, Play this with that card to cancel out the attack.
-Taunt - Draw a Card, end your turn, the next attack that hits you deals 10% more damage. (20% Becomes 30%)
-DI - play this when you are about to die, if you are still 30% or closer to kill percent, you live, does not work on spikes. CAn also be used to escape from combos, but yur turn deos not begin.
The Items
Bomb - deals 25%, Kills
Laser Gun - deals 5%, needs any atk cards to attack, Kills
Heart Container - Heal 50%
Energy Tank - Heal 100%
Smash Ball - Requires 100% to break, Gives Final Smash Card to the player who broke it.
Final Smash - Deals 50% dmg, Kills starting at 100%
Laser Gun - deals 5%, needs any atk cards to attack, Kills
Heart Container - Heal 50%
Energy Tank - Heal 100%
Smash Ball - Requires 100% to break, Gives Final Smash Card to the player who broke it.
Final Smash - Deals 50% dmg, Kills starting at 100%
The Read Cards
Edge Guard Read - Counters Recovery Cards
Shield Grab - Counters Dash Attack and Dash Cards, Acts like the Grab Card
Anti Air - Counters Air Attacks, Deals 10% damage to them, and starts your turn.
Wait - Counters tech Cards, Counters Counter Cards, Allow you to Combo into Any Attack Card
Low Recovery - Counters Edge Guard, Your opponent is now off stage, and you are on stage
Ledge Grab - Recovery Move, Allows you to reset to neutral at the start of your turn.
Bait - Counters any attack Card That deals damage, Starts your turn.
Shield Grab - Counters Dash Attack and Dash Cards, Acts like the Grab Card
Anti Air - Counters Air Attacks, Deals 10% damage to them, and starts your turn.
Wait - Counters tech Cards, Counters Counter Cards, Allow you to Combo into Any Attack Card
Low Recovery - Counters Edge Guard, Your opponent is now off stage, and you are on stage
Ledge Grab - Recovery Move, Allows you to reset to neutral at the start of your turn.
Bait - Counters any attack Card That deals damage, Starts your turn.
RNG Assist
When playing the game and needing help to RNG cards to draw.
cards will be numbered here.
so if you RNG a 5, you draw the 5th card and so on.
cards will be numbered here.
so if you RNG a 5, you draw the 5th card and so on.
- -Jab - 5%
- -Up Tilt - 10%
- -Side Tilt - 10%
- -Down Tilt - 10%
- -Dash Attack - 10% - Ignores Rolls - Counters Bait
- -Up Smash - 15% - Kills
- -Side Smash - 15% - Kills
- -Down Smash - 15% - Kills
- -Neutral Air - 5% - beats Double Jump
- -Up Air - 15%, Kills if used after a Double Jump Card
- -Forward Air - 15%
- -Back Air - 25% - Kills Starting 110%
- -Down Air - 15%
- -Neutral Special - 20%
- -Up Special - 10% - Recovers
- -Side Special - 15%
- -Down Special - 20%
- -Grab Card - 5% - Combos into A Tilt or Air Attack OR Throws Opponent off Stage- Ignores Shield Cards
- -Dash Grab - 5% - Immune to Dodge Cards - Ignores Shield Cards - Counters Bait
- -Shield Card - Negate the damage of an attack
- -Side Step - Negate the damage of an attack
- -Roll Card - Negate the damage of an attack
- -Air Dodge - Negate the damage of an attack
- -Short Hop - Required to do Air Attacks, Beats Ledge Grab.
- -Full Hop - Required to do Air Attacks, Dodges Slow Attacks
- -Double Jump - Recovers, Combos an Air attack into an Air Attack
- -Dash - Allows you to make another attack This turn
- -Camp - Discard your hand, draw one card, Your opponent cannot attack you until your next turn is over.
- -Lag - Both players discard cards until both players only have one card left
- -Tech - Ignores Spike effect while on Stage, Stops Combos.
- -Edge Guard - If followed up with an Air Attack, It turns the Air Attack into a Kill Move, But you also die if you do not Recover onto Stage
- -Clank - If you have the same card as them, Play this with that card to cancel out the attack.
- -Taunt - Draw a Card, end your turn ,the next attack that hits you deals 10% more damage. (20% Becomes 30%)
- -DI - play this when you are about to die, if you are still 30% or closer to kill percent, you live, does not work on spikes. Can be used to escape from combos, but your turn does not begin.
- -Edge Guard Read - Counters Recovery Cards
- -Shield Grab - Counters Dash Attack and Dash Cards, Acts like the Grab Card
- -Anti Air - Counters Air Attacks, Deals 10% damage to them, and starts your turn.
- -Wait - Counters tech Cards, Counters Counter Cards, Allow you to Combo into Any Attack Card
- -Low Recovery - Counters Edge Guard, Your opponent is now off stage, and you are on stage
- -Ledge Grab - Recovery Move, Allows you to reset to neutral at the start of your turn.
- -Bait - Counters any attack Card That deals damage, Starts your turn.