Smash bros mechanics quiz

A dynamic illustration of characters from Super Smash Bros Ultimate in an intense battle scene, showcasing diverse mechanics like shielding, airdodging, and grabs

Smash Bros Mechanics Challenge

Test your knowledge of the intricate mechanics of Super Smash Bros Ultimate with our engaging quiz! Whether you're a competitive player or a casual fan, this quiz is designed to deepen your understanding of game mechanics that define your strategy.

With 20 challenging questions, you will learn about:
- Shield mechanics
- Airdodging techniques
- Character-specific behaviors
- Unique mechanics for various characters

20 Questions5 MinutesCreated by JumpingFighter421
Shield drop (the time between when you release shield and can move again) is _ frames
7
8
9
10
11
12
Several previously character-dependent mechanics were standardized From smash 4 to Ultimate, one of these is:
Shield drop time
Ledge get-up timings
Jumpsquat
Initial dash time
Though directional airdodges have returned from Melee, wavedashing is impractical in ultimate because:
Airdodges take too long to start up
Airdodges don't travel far enough
There is too much landing lag after a directional airdodge close to the ground
None of the above, airdodging is just as useful in this game as it is in Melee
Shieldgrabbing is when you grab directly out of shield. There are several actions that bypass shield drop including shieldgrabbing. Select the action that DOES NOT bypass shield drop
Jumping
Up smash
Up special
Up tilt
Choose the action that CANNOT be buffered.
Shielding
Normal getup
Short hop aerial
Final Smash
The input sequence for a reverse aerial rush (RAR) is:
Run forwards, jump, buffer turnaround, aerial
Run forwards, turn around, jump, aerial
Jump, input forwards turn around, aerial
Turn around, jump, move forwards, aerial
Pivot cancelling is:
Dashing forwards and hitting back for precisely 1 frame
Cancelling a character's turnaround animation with a certain action (such as an up smash)
Part of how dash dancing works
Inputting a turnaround whilst dashing and immediately executing a tilt attack in the direction you were originally moving
The following actions (PLURAL) can be buffered while FULLhopping. Select all that apply
Special moves
Double jumps
Airdodges
Grab aerials (z-airs)
You are shielding a multihit move that traps you in shield and you cannot let go, roll, jump, or do anything. After a certain amount of times your shield has been hit in this state, the game will give you a frame 1 invincible action to do (such as a roll). This number of hits is:
8
9
10
11
12
13
The "KO-zoom" that happens when moves are supposed to kill during the last stock will ALWAYS happen if the red sparks appear during the last stock.
True
False
The most commonly suggested counterplay to Mario's gameplan is:
Outrange him
Bait and whiff punish
Punish his aerials out of shield
Land on him and abuse his poor anti-airing tools
Sheik can charge up to _ needles
2
3
4
5
6
7
Greninja can only perform one (1) shadow sneak before he has to touch the ground again.
True
False
If a mechakoopa grabs onto you, you can predict which way it will send you. The giveaway is:
The mechakoopa explosion always launches you away from Bowser Jr.
The mechakoopa explosion launches you in whatever direction you are NOT facing.
The mechakoopa explosion always launches you in the direction of the nearest blast zone
There is no giveaway. It is random.
If Jigglypuff successfully lands a rest, she will:
Be able to cancel the waking up animation
Heal by 1%
See her fallspeed reduced by 10% so she doesn't die if she does it offstage
Be plus on shield
When kirby copies an ability, the amount of damage it does will be different from the original user's move by:
5% stronger (1.05x stronger)
10% stronger (1.10x stronger)
20% stronger (1.2x stronger)
5% weaker (0.95x weaker)
10% weaker (0.90x weaker)
20% weaker (0.80x weaker
The top 3 highest fullhops in the game belong to:
Falco, Greninja, ZSS
Mewtwo, Yoshi, Ness
ZSS, Sheik, Luigi
Diddy kong, Rosalina, Greninja
Pac-man's hydrant can only take so much damage before it is sent flying. This number is
10%
11%
12%
13%
When a PT player chooses to change pokemon, there is a certain time limit before they can change pokemon again. This timer can be overridden by:
Airdodging
Inputting a special move (that isn't down special)
Getting hit
Grabbing ledge
Wario can decrease the time it takes for his waft to charge by using his neutral special to eat items. The same thing applies when he uses it as a command grab to chomp on opponents
True
False
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