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-   -   SSBM Competitive info. (http://www.flashflashrevolution.com/vbz/showthread.php?t=72438)

Hylian 07-7-2007 05:59 AM

SSBM Competitive info.
 
Ok so..I know there is a melee thread..but I already pretty much has 500 posts and no one is going to see this..and people who play the game and think they are good..definitely need to see this.

I play SSBM competitively..I go to tournaments regularly and even travel out of state for tourneys. This is one of the hardest games to be good at. The skill gap between pros and casual players is higher then almost any other game abide starcraft.

I am going to post some info and videos and such for all of ffr to ponder on. Also, as I know everything about this game..you can ask questions and I will answer them.

First: tactics.

And here are the smash terms thanks to www.smashboards.com for the information.
(B)(U)(N)(D)(F)air: Basically you will see aerial’s abbreviated this way. like a Bair would be Back Air, and Uair would be Up air, and so forth.

Air Dodge: Essentially the same as a ground dodge/roll except in the air. Press R or L, and a direction if you want to move as you dodge. You must not be recovering from an attack or hit but instead just be jumping normally.

Air Recovery: When someone sends you flying from an attack, you can tap back and forth on the joystick to recover faster in the air, without needing to use up one of your jumps.

Bomb Jumping: Samus can actually jump using her Bombs to propel her. She cannot stay in the air indefinitely, but it is very useful as a recovery. Basically, after being knocked off the stage, lay a bomb, fall a little, lay another bomb(causing you to stall long enough for the first bomb to explode), then push the control stick in the direction you wish to go (DI), then repeat the process. Samus can also grapple the stage when she gets close enough. Link also has the ability to bomb jump, but it is not quite as effective and much more difficult to pull off. Basically once you’re off the edge (from being hit), pull a bomb out, throw it, and proceed to jump and up B, if you do it correctly then the bomb will blow up on you and you will be able to perform another up B move.

BYOC: Self explanatory: Bring Your Own Controller. IF you go to a tourney, don't expect a controller for you, bring your own. Same goes for fests.

Chain Throwing: Characters such as Sheik, Marth, Ice Climber, and Mario (there are others too) can chain throw. This is just throwing the opponent at a given direction (up for Mario most times, down for Sheik, weird stuff for IceClimbers) in order to catch them again. The process is then repeated many times, but some characters can escape chain throws at certain (higher) percentages.

Crew: Not much to it, just a group of people who smash together. Different from a team, in that there are more people. Of the more notable crews in the country there are the DA (Deadly Alliance) in NY, H2Yl (Ha Ha You Lose) in VA, Ship of Fools in the MidWest, and Socal Elite 5 in CA.

Crouch Canceling (CC): If you crouch while your opponent is hitting you, you will get knocked back a lot shorter, and if the attack is weak you are unfazed and can counter attack. Abbreviated as "CCing", this is a very useful tactic. Some people call the counter attack (if you counter with your downward tilt attack) a "CCC" (Crouch Cancel Counter).

Dashing vs. Walking: If you lightly hold the joystick, your character will walk slowly. If you tap the joystick, you will run (dash). while walking, you can still perform any attack, but while dashing you can only do the dash attack by pressing A, grab by pressing Z, or if you get advanced you can roll the joystick up and hit A to do an upwards smash attack out of the dash. To smash attack out of a walk, use the C-stick.

Dash-canceling: You can "cancel" your dash by crouching (down on the joystick). This works well as a fake out tactic or if you don't want to attack with the dash attack. Dash-cancel to get your opponent to shield (in an attempt for a shield-grab) and then dash-grab.

Dash-dancing (DD): Lame name given by CORY to tapping the joystick back and forth quickly to keep turning around in the opening dash animation, used as a fake-out tactic because you can dash in either direction at any time.

DeSyncing: The process though which you separate the attacks of each individual IceClimber. Look in the character specific forums for more detail. It can be done in a variety of ways, most commonly with dodging or using your shield. It is one of the underlying techniques of an advanced IceClimbers.

Directional Influence (DI): While you are being hit, you can hold the joystick in a direction and it will influence your trajectory toward that direction. Useful for getting out of a lot of combos.

Disjointed Hit Box: A disjointed his box is an area that an opponent can attack without have to worry about being hurt. Marth’s sword is a disjointed hit box. His sword is not part of his body, and if someone hits his sword you will receive no damage.

Doc’s Up-B Cancel: Doctor Mario can actually cancel his Up-B. After you press Up B (Up and to the Right preferably), to cancel it, quickly tap in the opposite control stick direction. If you succeed it will be very noticeable, just keep practicing because this is one of those things that will take time to master.

Dodge/Sidestep: Same as the roll, dodges but stays in the same place. Done by tapping down on the joystick and L or R.

Double Jump Cancel (DJC): Basically this can only be done by Ness, Mewtwo, Yoshi, or Peach (kinda). During the second jump you can cancel it with any attack. While you can attack during your jump with all characters, only these two can manipulate the second jump (I.E. You will STOP gaining height). Most characters have to attack on a set path based on the jump (unable to adjust the height), Ness, Mewtwo, and Yoshi can interrupt the jump in order to attack (and DI accordingly).

Edge/Ledge Guarding: The term for what you do when your opponent is off of the main stage and is trying to jump back, and you try to keep him off.

Edge/Ledge Hogging: The term used when your opponent is knocked off the stage, and you hold onto the ledge causing them to not be able to grab on. (It helps to WD onto the ledge for quickness)

Extended Grapple: Samus can extend her grapple by pressing back and forth (up and down) on the D-Pad and pressing the Z-button while her grapple is extended. If done successfully her grapple will be 2-3 times longer and have the ability to Hone in on enemies by pressing the L button, to grab, you must press Z again as it lands on the enemy. The process of extending the grapple can leave you open, so it helps to jump into a grapple to make things less easy on your opponent. Also, the grapple resets each life.

Fast Falling: This really isn't an advanced technique because it falls along the lines with teching (But since that is included, I'll also include this). Basically this is instinct oriented. All you need to do it press down after reaching the peak of your jump and you will fall faster then you would have if you had not pressed anything at all.

Float Canceling: While L-canceling is usually best to shorten the delay after performing an air attack, peach has the ability to Float Cancel her aerial’s. Float canceling is a pretty simple technique, basically do an attack while floating, when you hit the ground after the attack you will have NO recovery time. See, simple.

"Fox Trot": With some characters, including Fox, the initial dash animation is faster than actual dashing. You can dash faster than usual by tapping then waiting a second then tapping again. You can also dash-cancel your dash but then immediately dash again.

Frame: 1/60th of a second. To indicate precision in describing events, most people will refer to frames.

Gimp: Alright, Gimping is just slang for something that is pretty annoying. Like when a fox shine spikes you are 15% and there is little you could have done to avoid, you've just been gimped.

Grab/Throw: Press Z or R+A or L+A to attempt to grab your opponent. After you grab them you can attack them with A, and then throw them by tapping the joystick in the direction you want to throw them. Eventually, they can wriggle free (faster by pressing buttons and moving the joystick) so you can't just attack them with A forever. A grab is the only move that is unaffected by shielding.

Hit Box: The area that an attack covers and can deal damage. Not really a box shape, but you get the idea.

Initial Dash (ID): Basically just the first dash performed by a person. Done with a flick of the control stick in either direction.

Item Grabbing: On the ground, you can pick up items by pressing A. In the air, you can pick up items by pressing Z. You can use the Z button to pick up items in the air and not have to wait and stop on top of the item to use A. You can grab hearts as they float to the ground. Very useful. Watch out item grabbing with the Links or Samus in the air. They will send out their grappling beam/hooks and if you are moving toward the edge you might fall off and be unable to recover.

Item Catching: Same as item grabbing. When someone throws an item at you, you can catch it by pressing A right when it's about to hit you (on the ground) or Z (in the air). A safer way to air catch is to air dodge and press Z when the item is passing by. It will still catch the item even though you're dodging. I don't know if this works with ground dodging too.

John's: A John is just an excuse someone uses when they lose. For example H2YL's motto is "Good Stuff, No John's". If you fight someone and they lose and they say you were being cheap or gimping or they were tired or something just say something like "no johns son".

Juggling: A term for continually hitting your opponent up in the air so they don't get to land.

Jump Canceling (JC): Fox and Falco can cancel there first jump or there second jump by using there shine move. This is helpful in many different ways, but in particular edge guarding is helped quite a bit. Peach also jump cancels, but most people do not refer to it, Just hold down at any point during her first jump and she will cancel into a float (not float canceling, that is different).

L-Canceling (LC): This is a tactic to reduce the recovery time of air attacks. Right before you hit the ground, if you're in the middle of an air attack, press L (or R, or even Z) to decrease the recovery time. Most noticeable on an attack like Link's aerial Down-A or Bowser's aerial Back-A, so practice first with those.

Luigi’s Ladder: To perform this trick you need two Luigi’s. Get close enough to each other so that your up B’s will hit, but will not hit with the fire part. Then, both just continuously press Up B over and over and you will be able to climb into the air indefinitely. This tactic can be used as a stall in team tournaments and is usually banned.

Meteor Canceling: If you jump at the exact moment someone is Meteor Smashing you, you will recover quickly and jump and there will be a little flashy graphic. It only works on spikes deemed official "Meteor Smashes" though.

Meteor Smash: Many characters have a Meteor Smash. This is basically a smash that sends your opponent downward and is designated by the game as a special move. Meteor Smashes, while powerful, can be meteor recovered.

Missle Canceling: This is a Samus technique, but it is also much like Falco Short hop lazers. Before you land on the ground from jumping, fire a missle, the landing will cancel the missle animation and reduce normal missle firing lag. So from there you can either go into another attack, or fire a second missle. You can also cancel missles with bombs. Drop a bomb, DI away, drop a second bomb, DI back to the first bomb, It will explode and propel you up (fire first missle), DI toward second bomb which will explode and propel you up (fire second missle), then the second missle is canceled cause you land on the ground, after landing fire the third missle.

Phantom Hit: A phantom hit occurs whenever your attack clearly hits the opponent (you can tell cause it’ll make a noise and usually an effect), yet the opponent shows no repercussion (no knock back). This does do damage though, just doesn’t adversely effect the opponent’s positioning.

Pivoting/DA DASH: This is a hard and somewhat new technique (discovered summer 04, correct me if I'm wrong, by a member of the Deadly Alliance). The easiest way to get a sense of the technique is to watch the DD of Marth or Shiek. You'll notice that there is a frame during the DD that the character seems to be standing upright. Well now here comes in the Pivoting idea. At that upright frame you may perform ANY move from a neutral position. So, this could be QUICKER then WDing back, where instead you could dash back just a bit and Pivot into an attack.

Powershielding/Shield Reflecting: If you press the shield button all the way down at the exact instant you are getting hit, you will block the attack without putting up your shield and be able to retaliate immediately. The computer does this frequently. If the attack is a projectile, you will reflect it back at your opponent. It is extremely difficult and nobody seems to be able to do it consistently in a match.

Priority: Each move has a different priority. If two moves occur at the same time, then the move with the highest priority is the one that hits and does damage/knock-back. An example, smashes will usually override tilts because they have higher priority. If two attacks are of equal or near equal priority they will either cancel out or they will both hit and deal damage.

Rising Pound: JiggyPuff’s pound can give horizontal distance with almost no loss in vertical height. To perform it, do the pound, then slide the control stick upward, the effects are quite obvious if it is performed correctly.

Roll: A moving dodging move done by tapping the joystick to the left or right and pressing L or R. Newer players rely on it a bit to much, but it is still very useful on a high level, so don't always count it out and WD instead.

"Sex kick": The name given (By MattDeezie's crew) to the neutral-A (meaning A without a direction) air attack of some characters. It is defined as a kick that sticks out and still hits people even when the foot is no longer moving. Some people use it as a term for all neutral-A attacks, even the non-kicks but technically it doesn't, according to MattDeezie at least but nobody cares about him.

Shielding: Shielding is complex. If you press L or R lightly, you will put up a big, light shield. The harder you push it down, the darker and smaller your shield will be. The big shield will make you slide more from attacks, and cover your entire character, and deteriorate slower, but the small shield will protect better against powerful attacks. You can also put up a very big, very light shield by holding Z. This will unfortunately attempt to grab and then put up the shield, so it isn't always feasible. This is called "Z-shielding". A very important part of shielding is the possibility of the "shield grab".

Shield Grabbing: An essential technique that tends to separate good players from newbie’s more than any other tactic. Because grabbing is done by L+A or R+A, you can grab immediately out of your shield by pressing A while shielding. This is a major defensive move and eliminates a lot of options for your opponent if you can use it well.

"Shine"/Reflector: Fox/Falco'z reflector is commonly referred to as shine. Fox has a Shine Infinite where you Shine-WD-Shine-WD-Etc. Falco also has a Shine Combo (Shine, double jump, spike, FF, LC, Repeat), but it not as effective because it can be DI'ed out of.

Short Jumping/Hopping (SH): If you tap the jump button quickly, you will do a shorter jump than usual (first jump only). This is very useful in quickening the pace and removing vulnerabilities in your character.

ShortHop-FastFall-L-Cancel (SHFFLC): Advanced term used when doing certain aerials. This is essentially the fastest passable combination to perform an Arial with a given character; it is usually abbreviated like SHFFLed/SHFFLing of shuffle.

ShortHop Blaster/Laser (SHB/SHL): A common way to tell a newb falco player from a skilled one is whether or not they SHL. This eliminates the recovery time from firing a laser and is just as fast as pressing B-B-B over and over. To see this move performed the correct way go on DC++ and download them from Dave (Ik_Ghost), he is one of the best Falco'z in the US.

SmashFest: SmashFests are held by players just looking to play smash with other people (and maybe make some $ from Money Matches). To find out if there are any fests/tournaments near you check the Tournament section of this forum. Fests are usually held by high Level players or there respective teams. There are also events known as Biweeklies (Bimonthlies) which commonly lead up to Large tournaments in an effort to raise more fun for a better gaming experience (The TG Franchise). If you want to get your name out there and become more known in the smash community, Fests are the way to do it.

Spamming: Pretty much self-explanatory. The repetition of any one move is usually considered spamming, quite common with characters such as Samus and Link who spam projectiles, or Falco who can spam SHBing.

Spike: The term most people use to refer to an attack that sends your opponent straight or close to straight down, allowing you to get kills at a very low percent if your opponent is off of the edge. This is different from a Meteor smash in two ways. First, a Spike cannot be recovered from, so it is much more effective. Second, it is almost always a characters Down-A (unless it is already a Meteor Smash). A good example of the difference is Marth. His Down Ariel is a Spike, and it cannot be recovered from. However he also has a Meteor Smash (On his third B in the Sword Dance press down).

Super WaveDash: This move can only be performed by Samus, it is pretty hard to learn but once you get the timing it becomes easier. To perform it, Lay a bomb, then hold the controller in one direction, just as you land from the laying the bomb quickly press the control stick in the other direction. It's important to note the move has nothing to do with the bomb; instead, it has to do with the morphball state, which you can only get to by laying a bomb. If you perform it right you will go a very far distance (about as long as FD), however it is important to release the control stick after you perform the move, otherwise your distance will not be as far.

Teching/Wallteching/Techrolling: The name given for instant recovery techniques. When you are sent flying from an attack, if you hit L or R before hitting the ground or the wall (or ceiling), you will recover instantly. On the ground, you will stand up, on the wall you will stop bouncing around. If you hold to the side as you do it, you will recover in a rolling dodge. If you hold up as you walltech, you can jump off of the wall.

Triangle Jumping: Similar to wavedashing, except you dodge after you've actually jumped off the ground. This is very useful against characters like Marth in avoiding the attack (sword) while getting close enough in proximity in order to attack.

WallBombing: Peach has the ability to perform the WallBomb by pressing Forward+B while next to a wall. If you Smash F+B then the Bomber will actually raise you up a tiny bit. Repeat the process and you can actually climb any wall in the game. This move could also be used as a stall, so forms of it are banned at most tournaments and it is only allowed as a recovery.

Walljumping: With certain (more agile) characters, you can jump toward a wall and then tap the joystick away from it to jump off of the wall. This doesn't use up any jumps and is useful for getting out of pits like in Fourside.

Wall of Pain (WoP): Jiggy’s general strategy is usually focused on the Wall of Pain. This is the repetition of Jiggles high priority air moves, such as her Bair. Perform and air, then land, and repeat.

Wavedashing: The name of a certain unorthodox movement technique. It is done by jumping and then immediately air dodging toward the ground diagonally so that your character will slide along the ground. It can be done by holding the joystick down and forward (or backwards) and then pressing X~R~X~R~X~R quickly. X to jump, R to air dodge. You need to test with your character to find the exact timing. While wavedashing, you go as fast or faster than a normal dash, can attack with any attack out of your dash, and can switch directions very quickly. As good as this sounds, it's not THAT useful to most people. Luigi's is the easiest to see because he slides so well.

Tournament Basics/Terms

Intro: Well I’ve been seeing a lot of tournament topics lately (and in the past), and I think it’ll help to give the basics behind the way tournaments work. I had been working on a more in depth thing, but I haven’t had time to compile all the stuff from all the large tourneys, so this is easier, and since most of you aren’t actually going to run tournaments, then it’ll work just fine. Also for teams, its important to note that any two smashers rarely team together on more then one occasion, so there is no dominant team in the country outside of Ken and Isai.

Advanced Slob Picks: After the first match, the loser says the stage out load, the winner then picks there character, and the loser picks the character after that.

Banned Stages: It doesn’t matter what tournaments you’re at, Hyrule Temple and Yoshi 64 should always be BANNED. Aside from that, here is a list (MLG) of banned stages.
•Fourside
•Brinstar Depths
•Icicle Mountain
•Termina

Dave’s Stupid Rule (DSR): No one stage may be played twice during a set.

Double Blind Character Pick: This can happen a lot of ways, tell your character to a judge, or write it on paper, etc. This is to eliminate anyone picking there character based on the character you choose.

Double Elimination (Eli): You have to lose two sets to be knocked out of a tournament, which is more accurate then single elimination, but still has its flaws. This does mean that you can lose once and still be able to get first. Most tournaments are run using this format.

Items: While most tournaments run with items off, occasionally some put them on. When they do so, it is usually on LOW. Common items (MLG) that are turned off are : Hearts, Tomatoes, Stars, Hammers, Cloaking Devices, Metal Boxes, Red Koopa Shells, Bob-ombs, Pokeballs, Party Balls, and Mushrooms.

Life Stealing: In a team tournament, life stealing is almost always allowed.

Match: A match is one game, which is based on stock (with time limit). To decide the winner of a match in the event times runs out, first you check stock leads, then % leads, then if it’s still tied you play out sudden death.

Pools: These are used mostly at MLG events. Essentially you are placed in a tournament 'pool' with around 5 other players. From inside the pool you play each person in a set (round robin). After the pool is finished you are awarded seeds based on your performance.

Set: A set is a number of matches. To be declared a winner, you usually need to win a set, which is commonly 2/3. So you will have to win 2 matches to win the set. However for semifinals-finals, many tournaments change it to best 3/5, or even more.

Stages: Many tournaments limit stages. This is because some stages are more fair than others. There are usually about 6-9 neutral stages.
•Final Destination
•Battlefield
•Yoshi’s Story
•Fountain of Dreams
•Kirby 64
•Pokemon Stadium
•Mute City (Many tournaments don't have this as a neutral stage)
•PokeFloats (Many tournaments don’t have this as a neutral stage)
•Rainbow Cruise (Many tournaments don’t have this as a neutral stage)

Stage Knockout: This is a new thing, however it pretty much eliminates the point of Advanced Slob Picks, which is a reason many tournaments don’t do this. Each player can select stages that CANNOT be played, at all, during a set, depending on the tournament each player could pick 1 stage, or 2, or even more.

Swiss Format: This is more complicated to set up then a Double Eli tournament, but the results are more accurate. I won’t bore anyone with the details, but you play a lot of matches (not sets) and then your seeded based on win/lose and # of kills. Things are then played out in Eli format (single or double).

Team Attack (TA) ON/OFF: Team attack is usually on to make spamming less of a problem, however some tournaments play with it off, so check to see what the rules are before you enter/pick your characters.

Time: Time is a problem for many, if not all, tournaments. Since things need to run on a schedule matches are usually based on stock, as well as time. The range for times varies from tournament to tournament, but generally a minute and a half -2 minutes is reasonable for each stock. So in a 4 stock tournament, 6-8 minutes is okay.

Random Select: The first match in a set is usually random, or agreed upon by the players.


There you go. Alot right? There are some things that are not even on there actually. But I don't feel like updating it right now.

How to play video thread:
http://www.smashboards.com/showthread.php?t=72556

Combo Videos:
http://www.smashboards.com/showthread.php?t=84888

Single Player Videos:
http://www.smashboards.com/showthread.php?t=58458

Tournament Videos:
http://www.smashboards.com/forumdisplay.php?f=130

1v1 Friendly Videos:
http://www.smashboards.com/forumdisplay.php?f=132

Ok...I think that is enough videos for you guys to handle for now haha.

Good sites to go to for learning more:

www.smashboards.com
www.gamefaqs.com(SSBM board)

All character match-up chart:
http://www.smashboards.com/showthread.php?t=92025


The four aspects of melee:(This one is long...so you can skip over if you want)

Thanks to Wobbles.

Your skill as a smasher can be divided into four parts:

Technical Skill
Mindgames
Tactics
Spacing

I'm going to cover each one in detail, explain how they affect your game, and also make suggestions on how to improve each one.

Technical Skill

Your technical skill is your ability to execute commands. The ability to L-cancel consistently is part of your technical skill. The ability to short hop, wavedash, and move your character with absolute control is the ability to interact with the game fluidly.

Technical skill is the first thing we generally see in a player. When you see somebody SHFFL'ing and waveshining across the level, you assume good technical skill. Technical skill also implies that you are aware of the higher levels of the game and that you are integrating advanced techniques.

Why is technical skill important? It's pretty simple. If you want to do something, but always screw up and kill yourself (or let the opponent do it for you), then you're in trouble, and won't be winning many matches. Also, without technical skill, sometimes you can't exploit openings that might win you a match. If Marth forward smashes you and you shield it, if you can't wavedash from your shield consistently, he's free to smash your shield all he wants. You can't punish him, and you have fewer options. If you can't ledgehop, then you always have to stand up, attack, or roll onto the stage from the ledge, and that makes it a lot easier to punish you.

Questions you probably ask when trying to improve your technical skill:

1) Why didn't it work?

Well, the simple answer is this: you did it wrong. More specifically, you pushed or let go of something too soon or too late, or you moved the joystick in the wrong direction. It's that simple. If you flub a wavedash, it's because you air dodged early and jumped. Or maybe you air dodged horizontally. Maybe your Falco's double ledge laser isn't accurate. You might be firing the laser too late after you ledge hop. If something isn't working, you have to stop and figure out what you pressed and when you pressed it; compare that to how the action is supposed to go, and then simply adjust.

2) Why is it that I can do stuff against a CPU, but when I play against a person I lose my ability?

One, you're probably nervous and want REALLY BADLY to show off your tech skill. So you're trying too hard, and messing yourself up from within your own head. One solution to this is to start out slow and work your way up. Or come up with a warmup routine that you can actually do mid-match; maybe it's a movement pattern that gets your hands ready.

The other problem might be that you're splitting your attention between focusing on the enemy and focusing on your own actions. In training you focus on doing the combo, on execution, on your fingers and the buttons. In a real match, you're usually watching the characters. When the movements aren't completely ingrained into your psyche, then you will lose focus on both halves of the match, and then you'll fall apart. The answer is simply this: practice better. Not more, BETTER. Just rehearsing the same combo won't work. Do different stuff, make weird combinations of your ordinary movements, and make it so that when you want to do something, your hands just DO IT.

There is yet another reason, which is that when you are playing against a real opponent, they have a tendency to fight back. This seems like a no-brainer, but it's easy to forget. You can't treat your opponent like a training dummy, but that is often what happens after a lot of practice. You forget that your opponent is a threat, and you focus just on your own techniques. When you get interrupted, you start to panic and that interferes with your execution. One way to keep this from happening is to start off matches by refusing to attack; play purely evasion and keep-away, and this will help warm up your brain and your fingers at the same time. You might not like that idea (and it might not be feasible, especially if you're in a tournament match), so the other answer is simply to slow it down and pay extra attention to your opponent. Focus on them, not yourself. Remember that your matches aren't combo videos of you, and that your opponent's job is to screw you up. Thanks to Rohins for bringing this part up.

The main problem with technical skill is that, if a player over-emphasizes it in their training, they will forget (or never learn) how to win mental battles against the opponent. This can cripple your game, as being able to outthink your opponent is a crucial component of Melee, and the second aspect that I want to discuss.

Mindgames, son.

Mindgames are controversial, but ignore the people who say they don't exist. Mindgames are an essential part of your game, but simply shouting "OH YOU GOT MINDGAMED SON" (when actually, you play like a moron and just get lucky) won't do you much good. Let's try and define them.

My personal definition is this: Mindgaming is the ability to discern what your opponent is going to do next, as well as the ability to do things they don't expect.

Nobody can pretend that those abilities do not exist. Good players are able to exploit your patterns, and just when you think you know that they're going to tech left, they go right. They break their patterns at the moment you thought you finally "got them."

Why are mindgames important? It's pretty obvious. If you are in your shield, and I know that you will try to roll past me because you ALWAYS DO, then how easy is it for me to punish your roll? You roll every time, and because you can't break your own patterns, I can exploit it. If you do the same thing in every situation, then you are incredibly easy to beat. It's the reason why players can stomp all over CPUs; they follow the same patterns, and then they lose.

We run into a problem though: how can you incorporate mindgames into your game? If you aren't in the habit of thinking while you play, how can you break that lethal habit?

Step 1: Record yourself playing, and then watch; try and guess what you're going to do. If you see yourself do the same thing over and over again, then it should hit you like a ton of bricks that you need some work. This should give you motivation.

Step 2: Play against predictable opponents. This should also help you realize, first hand, that a player who never mixes up patterns is a player that loses constantly.

Step 3: Now you're actually ready to start incorporating. You need to start slowing down how you play. Don't even worry about winning. In fact, it might help if you just play matches with infinite time limits and no stocks against your training partner of choice. Start by trying to guess what your opponent is going to do. Don't even really try to respond or retaliate. Just focus on calling your opponent's moves, one after the other. Watch your opponent, and forget about yourself.

Some people will probably complain right here: they will say, "you aren't supposed to think so hard while you play. If you're busy consciously analyzing everything, you'll be slow and can't react and won't even make decisions." That's correct. Absolutely true. But in order to integrate mental habits, they must be conscious decisions first. If you don't think while you play, then you have to make yourself think. You have to make it a conscious decision, all the time, while you play, until it becomes a habit. Once it reaches the unconscious level, then you will know you've hit a good point.

Step 4: Focus on breaking your own patterns. Again, watching videos helps. Try doing different things in the same situations. Adopt other people's techniques. If your friend always shield grabs, and another friend jumps out of shield, and another friend rolls away, and another one spot dodges, try each tactic out. Get yourself in the habit of breaking habits.

That should help a bit.

When You Don't Want To Think and Why

I'm paraphrasing a quote from HugS here, who was being very insightful about the mental aspect of this game. He said something similar to this:

"You don't want to use mindgames against somebody who doesn't have them, because they may catch you off guard with randomness."

The heart of this idea is that part of mindgames is knowing how skilled your opponent is. How good they are determines how you should think during your match.

For instance, why would you play differently against a computer than you would against a human? Simple answer: the computer does not adapt. No matter how many times you charge a forward smash, the computer will run into it. You do not need to think while playing against a computer because the same thing will always work.

Some people play like computers, and it is useless, even hurtful, to try and outthink them. If they do the same thing every time, and you know how to counter it, why would you even worry about outthinking them? Just wait for them to repeat a move and then punish them. If your opponent always throws scissors, would you suddenly throw paper just to mix it up? No! You'd throw rock until he learned that he has more than one move available.

Even as people learn advanced techniques, some still remain predictable. Maybe your opponent always tries to shield grab you. You always dodge right when you land, and he always tries to shieldgrab, and he always misses, and he never learns. You aren't obliged to mix up your strategy for the sake of being an advanced player. You cut to the heart of the matter and say "I know what he's going to do, and I'm going to do the same thing over and over again if he's never going to catch on."

As your opponent improves, your mental approach needs to change. Let's say your opponent catches on to your favorite movement strategy one minute into the match. If you can recognize his skill and anticipate when he is going to "catch on," then you can change at the exact moment he thinks he has you.

This mental skill is part of what makes playing this game so difficult. I can't just watch you and see how frequently you miss L-cancels or short hops. I need to watch you and learn--sometimes very very quickly--how you learn during a match. Some people are naturally good at this, and some people have to play a large number of opponents before they can recognize different skill levels. I will try and formulate ways to improve in this area, but for now all I can really do is identify it.

The ultimate example of this is a friend I used to smash with: he would often perform better against more skilled players than he would against newbies. This is because he always believed that his opponent would be thinking during the match as much as he did. He would complain that he just lost to a scrubby Marth or Peach who spammed the c-stick and was "incredibly predictable."

If they were so predictable, why didn't he just play to their level? Why didn't he play patiently and wait for them to do the same thing, then punish them, then do it a few more times until the match was over? The thing is, my friend was more interested in playing like a good player rather than being a truly skilled one. He didn't identify his opponent's skill, and he was unable to figure out how he should think during his matches. He placed poorly in a lot of tournaments because of this, and it made him incredibly mad.

The lesson is this: before you start trying to outthink your opponent, figure out how smart they are. If you don't need to think hard at all to beat them, either because they are very predictable or because you're too fast for them to touch you, then don't waste your energy thinking. If you only need to mix up your playstyle occasionally, then periodically switch styles. If you have to play like a different person every ten seconds in order to outfox them, then so be it. Your method of thought should be determined by your opponent's skill level.

Reflexes and Prediction

When you play against somebody with good reflexes, it can be a very scary thing. It's almost like they don't even need to think to punish certain behaviors.

I'm devoting this subject to how your reflexes relate to your predictive ability, and when you should be valuing one over the other.

First off, I'm going to define three different types of reactions: your pure reaction time, your amplified reaction time, and your diminished reaction time. I'm using acronyms because they are the freaking bomb.

Pure Reaction Time (PuRe Time): This is how long it takes for you to react to something when your mind is clear. You wait for an action, you figure out what it is, and you respond. PuRe time for most people is pretty strong, surprisingly, provided you know how to respond to different situations (see tactics, below).

Amplified Reaction Time (ART): Your ART is how quickly you react to something that you expect. When you know something is going to happen, you have your course of action planned out ahead of time, and then what you expect happens. Your ART is much better than your PuRe Time, although just how much varies from person to person.

Diminished Reaction Time (DiRT): DiRT is how long it takes to react to something you didn't expect. When you think the opponent is going to act in one way and he acts in another, there is extra lag time in your mind while you re-adjust. In fact, sometimes you think "he's doing this, not that!" and you do your pre-planned response anyhow, or you adjust and mistime your new response.

Here's a breakdown of the thoughts in your head.

PuRe Time:
Wait for opponent to take an action. Once he takes it, you figure out what to do. You take the action.

ART:
Anticipate opponent's action and come up with a plan before hand. Once he takes it, you respond immediately.

DiRT: Anticipate opponent's action and come up with plan. He takes a different action. One of two things happen now:
Now you realize it and have a moment of being dumfounded, then change your course of action. Usually too late.
You realize it, but you're already taking your preplanned response.

Sometimes you guess that the opponent is going to do something they aren't and the response you pick actually covers that contingency and you get lucky. Sometimes you guess the wrong thing, your response is flawed, and you get even luckier and you look ten times better than you are. Once I wanted to up-smash somebody's shield and push them off the level (using Fox), and I ran in to up-smash. Screwing up, I did a jumping up-air. They jumped out of their shield at the wrong time, and I up-aired them KO'ing them without DI earlier than I expected. I looked psychic, but I was actually so dumb that it looped around to become successful. Try not to rely on this, but if it happens, celebrate loudly.

How you can improve your reflexes midmatch is based on the following steps:

1) Eliminate DiRT. Either don't guess wrong (much easier said than done) or move on to step two.
2) Replace as much DiRT with PuRe time as you can. Go through some of the most common situations that occur and figure out what you are capable of reacting to. When somebody says "you have to predict this to punish it," don't listen. Experiment on your own and find what you can react to WITHOUT prediction. In order to use PuRe Time, you have to clear your mind of expectation.
3) ART is the most powerful, and the better you can predict, the more of your reflexes will be based around it. So you want to become as skilled at anticipating an opponent's moves as possible.

Technical Skill Vs. Mindgames

Which is more important, tech skill or mindgames?

This debate has been around for awhile, and it's pretty simple to answer: neither. Or rather, both.

Your technical skill and your cunning are both incredibly important, and both play off one another. Without your technical skill, you have fewer options and become easier to predict, so your mindgames are based on your technical skill. However, even if you do things very quickly and accurately, if you mindlessly attack in the same patterns, focusing solely on execution, you will be, for all intents and purposes, a level 10 computer.

Technical skill tends to get a lot of limelight because it's easy to recognize and very impressive to watch at its peak. Mindgames, however, tends to be exalted and put on a pedestal because some of the best players just seem psychic, and resultantly have immense respect. The truth is, however, that both are incredibly necessary. Neither, hoewver, work without knowledge of what works. That is the third part of your game - tactics.

Tactics

It doesn't matter if you do moves quickly, or even do moves that your opponent doesn't see coming, if they simply won't work in that situation.

If you know Marth is going to forward smash you, so you try to counter with DK's forward+b because he doesn't see it coming, then you're making a terrible decision. This is where tactics come in.

You need to know the counters to the things your opponent does to you. Or, if you don't know them beforehand, come up with them quickly.

This is a hard subject to discuss because it's so WIDE. You could call it "experience," but you have to be paying attention to the things that defeat you. Just playing isn't enough. You have to EXAMINE the game you're playing. Knowing hitboxes, move properties, and game physics helps a lot when trying to come up with solutions. Learn where each move hits. Did you know that Peach's forward-air actually reaches below and slightly behind her, and that connecting with it like that can send an opponent behind you? It might be worth it to know that so you DI it correctly. Did you know that Mewtwo's neutral-air, Mario and Doc's d-air, Game and Watch's d-air and back air, and Kirby's forward-air and down-air all have landing hitboxes? It's worth it to know that if you're going to try to shield grab or punish those moves. Wouldn't it suck to know GaW was going to d-air, so you dash danced away then back in to grab him, only to get hit by that hitbox? Or wouldn't it be awful if you tried to do a get-up attack and clink with Falco's forward-smash, not knowing that it has a strong tendency to clink and then follow through regardless, and you lost an entire match? You have to know these little things to consistently maintain the edge in every situation.

There are a lot of little things that get people KO'd or cause them to SD that they aren't aware of. Learning the minute ins and outs of this game can keep those things from happening to you when it's the last stock of the finals. I plan to write another article on these little details, as there are quite a few of them and they don't all belong in here.

It also helps if you know exactly what to do in a situation when you're focusing on reacting to an opponent's moves. You're PuRe Time improves, your DiRT improves, and even your ART is better because you don't need to spend long formulating responses beforehand. This also keeps you from losing in situations when you accurately guess an opponent's move. Maybe you knew what they would do and did the wrong move, making you lose in a situation. Prevent this from happening, and know your tactics.

Having good tactical skill doesn't mean merely knowing the answers, however, but knowing how to find them midmatch during a tournament, when your opponent suddenly finds something you're not used to and exploits it. If you know a lot about your opponent's character, your character, the matchup, and the game itself, you will quickly find a solution. If you can't, you're kind of screwed.

The best way to improve your tactical skill is simply to play matches, and identify the things that are defeating you. If it's Marth's f-smash repeatedly KO'ing you, figure out WHY your opponent is landing it on you. If Shiek is shffl'ing f-airs and you're getting owned, figure out why your opponent can keep doing the move to you while you're helpless. Maybe her aerial needles keep shutting down your approach; you need to realize the angle they fire at, her falling speed, and how that all relates to your character. Once you know why a maneuver works, then you can figure out how to break it.

A lot of the time I hear people say, "why can't I beat that move" or "why does that keep working on me?" The problem, however, is that a lot of the time people aren't asking the question for real. They aren't trying to find the answer. They've given up, and they're just asking it out of habit and despair. If something is beating you, ask those questions, and then ANSWER THEM.

Tactics won't solve everything, however. Have you ever known exactly what to do in a situation, and knew exactly what your opponent would do, and then MISSED with your response? This is where spacing, the fourth aspect, comes in.

Spacing

ChozenOne asked me why this has its own separate section. It's for two reasons:

One, spacing is not quite the same as technical skill. Yes, it is reliant on timing, a big factor of technical skill, but it also depends on simple spatial perception. Accurately gauging the distance between you and the opponent is crucial to spacing, and this is not related to your technical skill.

Two, spacing is an amalgamation of all three previous aspects. It is based on technical skill because, as I mentioned, timing is one of the components of spacing. It is based on your mindgames because Smash is a very fluid game with a lot of movement and motion; your opponent is moving around a lot, and you have to combine your timing with an accurate guess of where the opponent will move next to space a move properly. And of course, you might be at the right distance to punish a d-smash but not an f-smash, so you need to know which your opponent will do before you try to space your response. And lastly, you might be spacing your moves excellently but choosing them wrong. You might be hitting me with the tip of your attack, which would normally keep you safe, but my neutral air will out prioritize it (unless you had attacked just a tiny bit earlier). In a way, you spaced your move well; but you picked the wrong one, so for all practical purposes, you spaced your move poorly. Knowing those tactics is essential to spacing.

The concept is simple, the execution difficult. In a constantly moving game, you are trying to place yourself JUST out of reach of your opponent's moves so they whiff an attack and you can punish the lag. You want to sit still, then move ever so slightly so when you start your up-tilt, your character's model changes and their attack misses, then your attack lands and you get to deal major damage. You want to interrupt their move with a tipper at just the right moment. You want to be in a zone where you can react to their attacks. With good spacing, you will have these kinds of abilities.

Without it, you will do the right attack at the right time, execute it perfectly, and be in the wrong place for it. There are few feelings worse than whiffing an attack that you timed right and called correctly, but missed by a pixel.

How can you make sure this sort of thing doesn't happen? Well, when you're playing with an opponent, focus on the time-honored advice of Isai and don't get hit. Try and stay just out of range. Learn the range of your attacks and the attacks of characters who outrange you. Learn to focus not just on the characters, but on the empty area between them. See your character and the opponent's simultaneously--and once you can do that, learn to see where you think the opponent will be moments from now when he decides to finally dash in for an aerial.

The Hybrid Aspects

I've defined and elaborated on the four aspects of your game. Now, if you want to see hard results, you have to look at the hybrids. These are parts of the game that are based on combining your four aspects into gameplay and efficiency.

Punishment

Punishing an opponent's mistakes is one of the most important things you can do. This is because your opponents are going to keep on getting better and better, and they're going to make fewer mistakes. If your enemy misses ONE L-cancel in the entire match, you had better be ready to make him pay for it. But if you only get a free shield grab and then a small, 20 percent combo that doesn't go anywhere, what use was it? You should have made him pay as much as you can.

This, in fact, is one of the things that defines the current tier list. A character's ability to take advantage of an opening defines just how good you have to be to win with that character.

Consider Pichu. For most of your match, you're going to be landing isolated neutral-airs that don't lead into anything. If you're lucky, you might get two up-airs then a back-air for a moderately effective combo.

Now consider a character I know a bit more about; the Ice Climbers. The IC's have an infinite that works on everybody. One might argue that it is the ultimate punishing move, because if the IC's grab you, you die. More important than just having the infinite, however, they have ways to lead into it. If I tech chase you, I can kill you. If I hit you with an up-tilt and you're a fast faller, I can kill you. If I jab you and you don't jump or roll away or SOMETHING fast enough, I can kill you. As an IC, I have a wide variety of ways to lead into this ultimate punisher.

Less extreme examples are things like Marth's tipper, which can shorten a stock by margins of 50 percent or more. Well, it's still pretty extreme, but it's less extreme than an infinite. Even harsher though is Fox's shine, which can punish somebody for letting him get close by either a huge combo or a low percent, gimp KO. Chaingrabs are powerful weapons because they turn a single mistake into a hugely damaging combo with little to no risk. Good edgeguards (ala Marth's f-smash, or Jiggs' WoP) can mean a KO at ridiculously low percents, and can make a single error on your part lead to the loss of a stock. Those characters with these kinds of abilities tend to be much higher on the tier list than those that can't punish effectively and consistently.

That's how punishment affects characters. Let's see how it is part of your gameplay as a player.

Again, you are going to get fewer openings against better players; therefore, it is important that you learn to make them count. In regard to the four aspects, this is how it works.

Technical Skill: You need to be able to execute the combo, chaingrab, edgeguard, tech-chase, or whatever with controlled precision. If you miss an l-cancel in the middle of Falcon's SHFLL'd up-air up-air knee, then you failed to punish well.
Mind games: You need to know when the opening is coming. If it comes and goes and you don't even notice, then you probably failed to punish at all.
Tactics: Peach left herself open and you neutral-aired her with Fox. Whoops, she CC'd it into a down-smash and suddenly her mistake turned into yours. You should have d-air'ed into a shine combo into up-throw up-air. If you pick the wrong move to punish with, you can suddenly make mistakes of your own that get YOU punished.
Spacing: If you aren't in the right place at the right time to punish the mistake, then you can't. It's that simple. Heck, just like tactics, you might be at the wrong distance for your punishment to be effective and it turns around to bite you back.

I'm going to embark on a bit of a side-note here about low-tiers and how they can illustrate the skill of a player. As I mentioned earlier, lower-tier characters generally don't have good punishment options. They can get a small combo, but you have to consistently outplay the opponent to constantly land those combos and win.

I'm playing as Ness, and you're playing as Shiek. During our match, we each make ten mistakes per stock. In order to KO me, you only need to get a single grab, with which you can chaingrab, finish with a tilt slap combo, and edgeguard, all of which is very straightforward. With Ness, I need to take advantage of every mistake you make and make each one count as much as possible.

Let's look at it like this:
I make ten mistakes in a stock, and you only need to take advantage of ONE to KO me. So if your punishment is even at 10 percent capacity, you can KO me easily.
You make TWENTY mistakes in a stock and I need to take advantage of 10. I need to have at least 50 percent consistency to successfully KO you.

For every one mistake you exploit, I need to exploit ten to keep even. If I am WINNING, then it means that I am exploiting your mistakes MUCH more than you are exploiting mine. This is why if I'm beating your higher-tier character with a lower-tier, unless it's a really weird counterpick, I'm probably a lot better than you. You have more openings and I consistently take advantage of them better than you. Add to that fact that lower-tiers have a tougher time even starting punishment (usually lack of range, speed, or priority), I look even better by comparison.

Recovery

This is a very important part of your game. However, a lot like punishment, if your four aspects are solid, this will logically be good as well. Still, I will go into detail about it because it requires a skillful combination of all 4 aspects and it's so integral to winning.

Technical skill: Recovery doesn't usually require that much technical skill, but you can't be accidentally using forward+b when you want to up+b. Some characters have certain techniques that require skillful timing. There are also characters with angle-able up+b's who need precision to recover exactly the way you want to. It might not seem like such a necessary thing to practice, but you'll be in trouble if you mis-aim and frequently kill yourself trying to return. Learn your character's tricks and figure out how to maximize your control over yourself while trying to get back to the level.

Mindgames: This one is pretty simple to understand. Most characters have some form of recovery mix-up. With Fox and Falco, you can forward+b to the ledge or above it, or you can shorten their forward+b's to trick an opponent into mistiming an attack. You can up+b to sweetspot, or ride the ledge to maybe get a ledgetech. Peach might float above you, on top of you with an attack, or parasol then fastfall to the ledge. Samus has a fair amount of mobility while bomb jumping, and she might use her grapple to sweetspot or she'll sweetspot the up+b. Most characters have a couple recovery options, and it's your job to figure out what your opponent expects and do something else. And, of course, you need to figure out how they want to edgeguard you so you can respond to that.

Tactics: Know what moves will help your character survive. Know that holding down when you reach the ledge makes you pass by it, and don't let that make you SD. You also need to know your opponent's edgeguarding options and how to stymie their efforts at keeping you off the level.

Spacing: With good spacing comes sweetspots. Your recovery needs to put you exactly where you want to be, so you need to be familiar with the distance of your recovery moves. And it does you no good to repeatedly forward+b beneath the level with Fox or Falco and SD, or air dodge too low and fail to grab the level. Maybe you're Link, YL, or Samus and grapple too far away and miss the level, or you grab it too closely and go into freefall. Learn to space it, don't kill yourself and give the opponent a free stock.

Ideally, if you were good enough you'd never even get hit off the stage to need your recovery. We're going to assume you're not perfect and need to have some "crazy returns" to win a match.

Space Control

One of the most important things to understand about various characters is the areas of space that lay under their control at any given moment.

Imagine Young Link is standing on the right platform on Battlefield. He has a bomb in his hand, and he's doing nothing. Young Link, at this moment, because of his versatile projectiles, controls a surprising amount of the stage. His boomerang has numerous areas of space above, in front, and below him under potential control. His bomb can be thrown upwards, smash-thrown forwards, tilt-thrown forwards, or he can dash forward and throw it (or drop it down). His arrows control an arcing trajectory in front of him, and more of a straight line if charged. Because of his projectile diversity, opponents can have a difficult time approaching Young Link because he controls so much of the area in between the opponent and himself. If he wants to use his quick speed to run away and throw projectiles the whole game, a lot of characters will have trouble combatting him.

Every character controls different regions of space. Marth controls a LOT of space around himself because of the range and priority of his sword. Pichu, on the other hand, has very little concrete space control. You'll find that the ability to dominate areas of the level is directly proportional to a character's position on the tier list.

Wait a second though. Fox, when compared to Marth, Falco, and Sheik, controls relatively little space around him. Sheik's needles and their trajectory can dominate whole blocks of the stage at any given time, and can often shut down offenses and create solid approaches. Marth's sword can swipe a lot of projectiles out of the air, and characters will have trouble approaching a Marth with decent timing because he just cuts through their attacks. Falco's laser is a beam of control across the entire stage. He is concretely threatening you when you are on the other side of the level! Not to mention, almost all of his moves (when compared to Fox's) have more priority and reach. Yet somehow, Fox is ABOVE all of these characters on the tier list, and in fact he's at the very top!

That is in part because of Fox's incredible space control POTENTIAL. He is absurdly fast, and he's small. He can run in and out of range of attacks quickly, making him difficult to hit. He doesn't have much CONCRETE range, but his ability to put himself into those places makes him a tremendous threat even when he's on the other side of the stage.

Why wouldn't that ability put Pichu high on the tier list? He's really fast as well. Unfortunately for him Pichu can't combine his ground speed with the same amount of damage output, comboing ability, edgeguarding, priority, reach, and versatility that Fox can. All Pichu can really do is put himself in DANGER very quickly.

So what you find is that a character's ability to control the level isn't only determined by the areas they control with an attack, but with the speed of those attacks and with their movement ability. Jigglypuff can control a lot of the level when she is in the air, which is why most Jigglypuff players only touch the ground for small amounts of time. Marth has a fast and long-reaching dash dance - coupled with his grab range, you are threatened by Marth even if he's several sword lengths away. Characters don't just control the space they are in at this very moment; they control the spaces they can reach quickly. Fox can reach any part of the stage very quickly, and therefore he controls a lot of space.

Lag is a very key component of space control. When you are standing still, you can do almost anything you want. You can jab, tilt, smash, jump, grab, use your B moves... whatever. You have so many areas under control because you are ABLE to reach out and hit whatever's inside of those areas. In short, you only control those parts of the level because of the threat of your moves. Once you do one of them, however, you are committed. Except for the hitboxes of the move, your space control has dropped to ZERO. If I forward smash with Marth, I have a large area in front of me controlled by my sword... but only for a few frames. Then I have a couple dozen where I can't do anything and I'm completely vulnerable. This is why finding ways to cancel the lag of moves is so important. Falco's short hopped laser violates the normal rules of lag and space control because it keeps going after he's landed. He can do anything he wants now, he can move around and attack and the laser keeps going, controlling that block of space all the way across the stage. If you've played any other fighting games, you'll notice the same fact about characters with fireball type moves. Check out SRK or Sirlin's video tutorial for Super Turbo for more information on this hugely important subject--you'd better believe it when I say that Sirlin and Seth Killian's writings are a huge inspiration to me and to this section.

So all this theory junk is nice, but how does it really apply to your game? Well, for starters, it should tell you how important spacing is. If you keep mistiming your attacks, then people will punish you for the lag of them. Second, it tells you that you cannot just throw out your attacks whenever you feel like, because opponents will be watching and waiting. You cannot mindlessly sacrifice the areas you have control over because you're getting antsy; that allows the opponent to push in on your territory and put you under his control. In short, you need to carefully time your attacks so that you are either hitting your opponent or, if you can't do that, NOT leave yourself in punishable lag.

That opens up new possibilites for mindgames though, and makes it even more important that you understand spacing and the lag of moves. Did you know that Marth's n-air can be autocancelled out of a short hop (and fast fall) with the right timing, leaving him with only four frames of landing lag? The horizontal range of that move coupled with the autocancel means you have very little--if any--leeway to punish that move even if it misses you. Marth might even be missing the move on purpose to bait you into trying to punish a move that can't actually be punished.

Understanding space control also helps you understand why dash dancing is such a strong strategy. Dash dancing has very little committment, since you can turn around and go the way you just came. For characters like Fox, you can do this with alarming speed. This means you can keep a wide area under your control. You can do shffl'ed aerials. You can grab. You can pivot into jabs, tilts and smashes. You can do running up smashes. And if you wind up in trouble, you can shield and roll away or dodge at any point. Dashdancing offers lots of mobility, control, and options, while minimizing committment. That helps you control a lot more space. And in the case of Fox, with his fantastic horizontal speed and smaller stature, he can move in and out of YOUR space. This means you have a much harder time knowing when to attack. And if you attack at the wrong moment, he will be out of your zone of control, you'll be in lag, and he can run back in quickly to punish you.

Something interesting about space control is that it is SUBJECTIVE. YOUR ability to react determines when you are in potential danger from an attack. If an opponent is able to move towards you and attack before you can react, then you have to predict their movements and intercept them (which can be really tough when your opponent has better reflexes then you). You have to understand your own reflexes and predictions to know when an opponent is in a zone where he actually threatens you.

Bringing it all together

You are only as good as your worst skill. If you see the move coming and put your response in the wrong place, you lose. If you know what move will work but fumble when it comes time for execution, you lose.

Your tech skill is contingent on your knowledge of how the game works: you know that there X frames of shield stun on THIS move rather than this one, so you know that your L-cancel needs to come this much later. And when you play against IC's, you know to compensate for two sets of shield stun, and of course, you can adjust.

Your mindgames are based on your available options; if you can't wavedash, you don't have the ability to quickly move left or right, and if you can't drill shine precisely, then you can't pressure the opponent's shield. As mentioned earlier, the ability to ledge-hop can drastically increase your survivability on the ledge because it decreases your predictability. And even good mindgames are useless if you know the f-smash is coming and judge the distance wrong, getting tippered. Or if you know it's coming and try to down-tilt through it, not knowing that Marth's hitbox will reach you before you hit him.

Spacing is useless if you get the distance right, but don't notice that your opponent was going to move at just that moment. It's also not much use if you try and d-smash just a moment too late, letting the opponent back on the ledge.

Tactics are meaningless to a player without the ability to implement them, and if a curve ball comes for you during the tournament finals, you need to figure out how to hit it; the only way you can is if you know enough about the game to devise a solution.

I hope this helps people looking to improve their game. Comments, feedback, and suggestions are all appreciated.







And that is all that I have for you now FFR. It should keep you busy for a long..long time. I am taking all questions :).

ToxicShadow 07-7-2007 10:18 AM

Re: SSBM Competitive info.
 
seen all that already

yeah i compete too

dudelogan14 07-7-2007 10:37 AM

Re: SSBM Competitive info.
 
buddy.
any player thats actually good is aware of all of those terms.

i compete as well.
MLG 06' :D

masterhickle 07-7-2007 12:07 PM

Re: SSBM Competitive info.
 
Quote:

Ok so..I know there is a melee thread..but I already pretty much has 500 posts and no one is going to see this..and people who play the game and think they are good..definitely need to see this.
While informative to relatively new players to the game looking to start training...if anyone missed this, I would personally beat them with a large blunt object, it's a freaking wall of text.

Edit : I don't really compete. I used to go to Duquesne for friendlies, but that was about it. I do train at home and with friends, so I do have a fair amount of skill.

slickskater29 07-7-2007 12:14 PM

Re: SSBM Competitive info.
 
long copypasta is long

seriously, if anyone wants to try smash competitively, go to www.smashboards.com

Chromer 07-7-2007 12:42 PM

Re: SSBM Competitive info.
 
Nice fishing. I already knew all of that so there's no reason to have this here at all.

slickskater29 07-7-2007 01:02 PM

Re: SSBM Competitive info.
 
Oh, i see. Because Chromer already knew this, then it should be taken down. Jeez, what were you thinking?

Squeek 07-7-2007 01:07 PM

Re: SSBM Competitive info.
 
So glad I don't care to compete if people are just going to exploit glitches and use the same three characters in every match.

Random character, random stage, random items. Fair battle.

masterhickle 07-7-2007 01:48 PM

Re: SSBM Competitive info.
 
Squeek

The only reason people will use the same characters over and over is because they want to stay consistent with those characters.

Quote:

Random character, random stage, random items. Fair battle.
Items can make battles unfair to the point it isn't even funny >.>
Randomizing characters every match leads to an amazing amount of inconsistency. Sure, some characters have similarities with others, but in general the way to play each character is amazingly different.

I only agree with the random stage part of that.

Random stage, a character you feel comfortable with, and no items. Fair battle.

Hylian 07-7-2007 02:42 PM

Re: SSBM Competitive info.
 
You're missing the point guys. If you even know what www.smashboards.com is then you probably already know all of this stuff. This is for the people who don't.

Is it too much to ask to just give the newer players information instead of seeing "What is wavedashing?" 50 times in a row?

But seriously you guys who do know what you are talking about...I am going to Melee FC Diamond yay :). Also, What are your opinons on wobbling with the Ice Climbers?

MarisaKirisame 07-7-2007 03:27 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by Squeek (Post 1650807)
So glad I don't care to compete if people are just going to exploit glitches and use the same three characters in every match.

Random character, random stage, random items. Fair battle.

Well "non-glitches" goes to an arguable point.

Are edgeguarding and edgehogging glitches? It's where you sit on the ledge so your opponent cannot get up. They purposefully coded into the game the fact that two people cannot grab the ledge at the same time, so is this considered a glitch?

What about crouch cancelling? Crouching to not be knocked back.

Fast falling? Short hopping? L-Cancelling(shortening delay on landing)?

I mean, just what would qualify as a glitch in this perfectly fair world of yours? Just how far does something need to go to be considered a glitch?

Really, many of these were intended to be put into the game.

Squeek 07-7-2007 06:45 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by masterhickle (Post 1650885)
Squeek

The only reason people will use the same characters over and over is because they want to stay consistent with those characters.


Items can make battles unfair to the point it isn't even funny >.>
Randomizing characters every match leads to an amazing amount of inconsistency. Sure, some characters have similarities with others, but in general the way to play each character is amazingly different.

I only agree with the random stage part of that.

Random stage, a character you feel comfortable with, and no items. Fair battle.

1) I mean everyone uses the same characters. Fox, marth/roy, etc.

2) Oh no. Putting things in the hands of luck? Who would think there could be a tournament where there's a basis in luck, let alone one where there's a cash prize?!

http://www.worldseriesofpoker.com/

tsugomaru 07-7-2007 08:30 PM

Re: SSBM Competitive info.
 
If anything, items can make a battle fair. There are some imbalances between every character and items just fix it. If you aren't skilled enough to use them or avoid them, you can't claim you're a pro.

Quit your crying, everything in life requires some luck.

~Tsugomaru

Hylian 07-7-2007 08:56 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by tsugomaru (Post 1651713)
If anything, items can make a battle fair. There are some imbalances between every character and items just fix it. If you aren't skilled enough to use them or avoid them, you can't claim you're a pro.

Quit your crying, everything in life requires some luck.

~Tsugomaru

Items add randomness to the game. You do not play competitvly for money with items. Just like in sports...they don't just throw another ball in. There are defined rules that you follow.

FalcoLombardi 07-7-2007 09:05 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by Hylian (Post 1651780)
Items add randomness to the game. You do not play competitvly for money with items. Just like in sports...they don't just throw another ball in. There are defined rules that you follow.

it seems to me that items are part of the game, they are part of the rules. i'll admit i kick ass alot more when items aren't on the field, but items are part of the rules in SSBM, people choose to change the rules in their favour and remove them from play.

Hylian 07-7-2007 09:32 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by FalcoLombardi (Post 1651798)
it seems to me that items are part of the game, they are part of the rules. i'll admit i kick ass alot more when items aren't on the field, but items are part of the rules in SSBM, people choose to change the rules in their favour and remove them from play.

No. Do you know what MLG is? Major Legue Gaming. They made the current ruleset. You do not just add random things when you are competiting for cash. It's all about skill. Items take away from skill. This is fact. Player A could be comboing player B to death and then a Bob-Omb would drop on their head and make them lose even though player A was the more skilled player. Things like that are taken out so that the winner is the one who is better. Brackets are also double elimination and 2/3. Semi and Finals are 3/5. All of this with banned stages and advanced slob picks.

tsugomaru 07-7-2007 10:15 PM

Re: SSBM Competitive info.
 
Then why doesn't player A just dodge out of the bomb? Sure it may prevent player B from dying, but if player A is so skilled, than why can't he just finish player B off a bit later?

I still don't think winning or losing with items is luck. If anything, it requires skill.

~Tsugomaru

Hylian 07-7-2007 10:27 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by tsugomaru (Post 1651944)
Then why doesn't player A just dodge out of the bomb? Sure it may prevent player B from dying, but if player A is so skilled, than why can't he just finish player B off a bit later?

I still don't think winning or losing with items is luck. If anything, it requires skill.

~Tsugomaru

Because the bomb would spawn ON them and they would no be able to dodge. that has nothing to do with the players skill.

Chromer 07-7-2007 10:29 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by slickskater29 (Post 1650799)
Oh, i see. Because Chromer already knew this, then it should be taken down. Jeez, what were you thinking?

No, that's not what I meant. Get your head out of your ass. I was saying that I knew (as well as any person capable of thought who plays SSBM) most of this informaton and where to get it so a sticky is not needed.

Now, what were you thinking?

Hylian - You know what we call people who think items take away from the game? Tourneyfags. Taking items away from the game is like taking the stripes off of a tiger. It is apart of the game whether you think it takes skill or not. I myself have my tourneyfag moments as well, but I know when it affects my enjoyment and when it doesn't.

Also, I don't know about you but using items that actually require you to wield them take skill as well. Remember how hard it was to get a Home Run using the Home Run bat in SSB and slightly in Melee? Yeah. Thought so.

Basically, Tsugo, Squeek, and Falco triple-teamed this thread so game over.

Hylian 07-7-2007 10:49 PM

Re: SSBM Competitive info.
 
Quote:

Originally Posted by Chromer (Post 1651961)
No, that's not what I meant. Get your head out of your ass. I was saying that I knew (as well as any person capable of thought who plays SSBM) most of this informaton and where to get it so a sticky is not needed.

Now, what were you thinking?

Hylian - You know what we call people who think items take away from the game? Tourneyfags. Taking items away from the game is like taking the stripes off of a tiger. It is apart of the game whether you think it takes skill or not. I myself have my tourneyfag moments as well, but I know when it affects my enjoyment and when it doesn't.

Also, I don't know about you but using items that actually require you to wield them take skill as well. Remember how hard it was to get a Home Run using the Home Run bat in SSB and slightly in Melee? Yeah. Thought so.

Basically, Tsugo, Squeek, and Falco triple-teamed this thread so game over.

Again you are missing my point.

I am not saying items are bad. If you enjoy playing with items then thats fine. I do sometimes as well. But for competitive play they are out of the question. That is all I am saying. If you do not go to tournaments then you have no place arguing about how the run them anyways. It's pretty stupid to argue with something you have no experience with.


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