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Momentum

Omnigamer

All the things
BRoomer
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Jun 16, 2003
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Location
Boston, MA
Momentum
A look at the theory applied to gameplay, and how to manipulate it.


Introduction

The classic definition of momentum according to Newtonian physics is given by the formula p=m*v, or the momentum of a particle is equal to its mass multiplied by its velocity. Momentum can be very loosely described as an impending force; a sum of opposing forces equal to or greater than a particle's momentum is required to stop or reverse it. Also, a change in either the mass or the velocity of a particle will similarly change the particle's momentum. One final property of momentum is its conservation within a closed system; that is, the sum of the momentum of all particles within a system does not change.

In the Smash Bros. series (and many other games as well), momentum is one of the invisible factors happening within each and every match. The particles in this view are not necessarily the physical embodiments of the characters on-screen, but rather the opposing sides of player 1 versus player 2, each with their own respective momentum. The individual factors that make up momentum exist as well, although different from the classical standard.

First examine mass (m). I don't have any studies to back this up, but I'm pretty certain that the weight difference between two players has never played a significant effect in a match. Instead, mass can be thought of as the total effectiveness of a player's actions against the other player. This includes mindgames, heavy hits, prediction, set-up execution, etc.

Velocity (v) is a bit more difficult to conceptualize and quantify. To an extent, it embodies the technical ability of the player, along with some amount of the total aggression of the player. Looking at it only in that way is incorrect, however, as technical ability can be viewed as a non-time-dependent constant, and the "good" amount of aggression can't be statically set to high or low. Instead, think of velocity as the raw exchange of blows between opponents. Not literally in terms of the number of punches thrown, but rather as a lump sum of successful hits and correct positioning. As I mentioned, technical ability and aggression play roles in this, but are not the sole deciding factors.

Mass is dependent on the effect, and velocity varies with time. This is to say that mass is the determined result of an action, and velocity can change instantaneously for the better or worse. The above descriptions may still be a bit cryptic, so let me summarize them further: mass is the raw effectiveness for a set of actions, and velocity is how well those actions are executed with reference to the opponent. An ideal situation is to have both high effectiveness and key positioning/execution, but such a situation is very difficult to keep up, which I will discuss later. A situation with high velocity but low effectiveness can be coined as "annoying". A common in-game situation like this would be one where the player can combo or often disrupt the opponent, but the necessary KOs or heavy hits either whiff or never come out. It's pointless if you can keep many hits in a combo, but the opponent still manages to live up into to 200% range. This can also apply to when a player controls a key piece of the stage but can only make small defensive hits to keep the opponent away. Conversely, a situation of high mass and low velocity would be termed as "lucky hits" or "defensive" play. The player's actions are controlled by the opponent's, but presented opportunities are fully taken advantage of. Since the openings are inconsistent, however, the player is in trouble if the situation keeps up.

That's enough with the technobabble, though. Time to get to why you should care, and how to use it to come out on top.


Key Factors

Momentum as a whole can be seen as the flow of a battle. Ignoring stocks and damage, it's usually fairly apparent who has the upper hand at any given moment based on how the battle "feels". This is momentum. To the player with the upper-hand, it is the thrill of the battle, the feeling of being in control. To the player on the lower end of the tide, it is the pressure, frustration, and fear of battle. Simply giving in to the momentum can mean your definite defeat or victory, but learning to read and control it can open the road to a two-stock comeback or complete domination.

There are several key factors that ultimately determine the current flow of a battle. At the base, the playstyles of either player make up the main constant factors throughout the match, but I'll go into those later. The other variety of factors come from the stage and certain inevitable situations, which I'll discuss now. Note that since mass is entirely dependent on what the player is capable of producing, I will instead focus on how to make use of the best out of velocity.

Stage factors

More specifically, the layout of the stage. The first part of reading the flow is keeping a good position. This comes down to a wide variety of meanings to different characters, but I can say with certainty that there is at least one "good" position for every character on every stage. Knowing that spot for yourself, as well as your opponent, is what you need to determine through practice, experience, and observation. For many characters/stages, it's simply the difference between knowing whether you want to control the low ground, or make use of high maneuverability above the platforms. It can also range from position of the stage, be it the center, a ledge, or even the left/right half. Regardless, knowing how to stay where you're comfortable and keeping the opponent away from their happy spot form a large base of your velocity. If you can keep the opponent from maintaining a steady position, half the battle has already been won. This all gets thrown off by the next part, however.

KO Invincibility

This is the point most often where the tide of battle will change. After getting a KO, your opponent returns to the stage with a short time of invincibility. This invincibility is the key to regaining lost ground. An invincible player has the ability to manipulate the movement of the opposing player, simply because they can't do anything about it. However, using all of your invincibility time to charge an opponent head-on will simply be a waste, as they can more often than not evade better than you can chase. Instead, use this time to flush them out of their preferred locations, and take control of your own. Forcing the enemy to relocate to where you want them is the prime factor in a successful comeback and keeping control of the match's momentum.

On the defensive side of things, there are still a number of things you can do to keep yourself safe and in control. Even though the opponent can't be hit for that short period of time, you can still keep the momentum in your favor by staying just out of arm's reach. It is difficult to maintain position against somebody that you can't fight back against, but it is to your advantage to let them think they have the upper hand. Rather than give up your area, lure them elsewhere, and double back as the invincibility fades. Another option for smaller stages is to abuse your own invincibility from grabbing the ledge. Only attempt this if you have a sure escape plan, as you're limiting your area of influence. Done correctly, you will be perfectly safe, though. This is all for the purpose of keeping your velocity high despite a brick wall in front of you.

Edgegaurding successes and failures

When recovering, your opponent will undoubtedly make some attempt to see that you won't be able to return. Given that you are currently the one recovering, the momentum of battle is not in your favor. That said, this is one of the points in battle where momentum is most easily swayed, and being mindful of this can completely turn a match around. A recovering player is at a disadvantage for the most part, but if the defending player attempts to edgegaurd, they must displace themselves some amount. This is the key. If you are able to counter or avoid their edgegaurding attempt, you have an opportunity to gain superior positioning and possibly even reverse the situation entirely. On the defending side, simply be cautious. Be aware of what your opponent can and will do, and always remember that you are in the lead for as long as you remain on the stage and they are off. Getting too "greedy" will end up costing you the opportunity, and often leave you in a much worse position.

Grabs

Although they have lost a good deal of potency in Brawl, grabs are oftentimes just what you need to take control of the situation. This is because, after a successful grab, you have complete power over your opponent. You determine their subsequent position and actions all through the direction they're thrown, which more or less gives you the upper-hand for the time being. As the thrower, you have several options open to you to further turn things in your favor: either relocate yourself, move them to an awkward position, immediately pursue and follow-up, or simply stay where you are and force them to work their way back to you. Trying to follow-up can be difficult and extremely risky, depending on the characters. A failed chase will reverse everything back in the opponent's favor, so weigh the advantages and disadvantages of subsequent actions. All of the positional advantages that I described above still apply, so also keep those in mind. However it works out, a grab is an immediate change of momentum in favor of the grabber, but its magnitude is dependent on the thrower's ability to rationalize the situation and compare advantages in real-time.

Comebacks and "being ahead"

This is largely the mental aspect behind reading the momentum. Knowing how to not fall into the pits of fear or the smugness of winning are critical to overall success. I'm sure nearly every player has managed a come-from-behind victory at some point. Recall the feelings and circumstances of such times. At some time of the match, you could probably feel a change in things. The opponent's moves became easier to read, or you stopped making mistakes, or you just started to feel like you became more acclimated to the battle. That is the realization of the changing tide, and one of the main underlying reasons behind your victory. A sustained sense of this can lead to some pretty drastic changes, including returning from multi-stock deficits. The players on the winning side also need to be wary of this, because loosening up on the control of the match is a common factor behind letting this come about. By the time you've realized it, you're now the one trying to come from behind, which is a significant mental blow that can often not be recovered from.

For players on either side, there are some key mental states to sustain.

1. Stay calm. Becoming flustered from being behind or too excited over getting ahead can lead to carelessness, frantic/predictable play, and loss of rationality. Stay emotionally detached from the match, and keep a steady stream of observations and clean judgements. Especially when behind, keeping a calm composure and actions can unnerve the opponent.
2. Stay focused. It seems like a fairly obvious thing, but it's surprising how often a small distraction can redirect a match. It's not as big of a deal when playing friendlies, but for tournament matches, try to eliminate the possibility for distraction whenever possible. The exact sources of distraction vary by person, but many times it has to do with noise. The obvious recommendation is to use some form of media player and drown out any other environmental noise, but make sure you're comfortable with playing like that first. Sometimes players will attach subconscious muscle-memory to in-game sounds and require those to perform properly.
3. Don't get caught up in mistakes. Mistakes are nearly always recoverable from through the course of battle, even if they result in a lost stock. Just focus on playing. What's done is done, and if you start thinking a single mistake will be the reason for your downfall, then that much will likely come true.
4. Never assume that the battle is a sure-win or a definite loss. A player's relative standing means nothing to a match. It's simply a competition. Prematurely assigning levels of "skill" will either resign yourself to defeat, or leave a large vulnerability to you. Simply give it your best, and the results will carry through. This applies throughout the entirety of the battle, not just beforehand.
5. Stay unpredictable. Just because something works doesn't mean it will continue to work. Constantly relying on the same set of tricks and tactics will quickly turn against you.


Player Types

As I mentioned earlier, one of the keys to reading the flow of battle is to observe and know the playstyle of yourself and your opponent. Playstyles can be divided into three main types. No type or player can be considered absolute, and no one type is better than another. Advantages and disadvantages are dependent on the player, so there is no special "rock-paper-scissors" interpretation. Full analysis of yourself and your opponent is crucial to capitalizing on a match's flow.

It's also important to note that these classifications label a player's predominant characteristics, and do not lay out their entire attack and movement patterns. Complete playstyles vary from person-to-person and may carry some characteristics of another type, but even so, can still be classified under a single category. Trying to switch into a type or alter your general playstyle to a type other than your mental norm will not help you, and more likely take you out of your comfort zone and into an uphill battle. There can be no "happy medium" of all three types. One final note is that the playstyle can change when switching between characters, so be aware of that as a pre-match strategem as well.

Aggressor

An Aggressor seeks to control the battle by using a constant stream of attacks and pressure, leaving little room for counter-attacks and solidifying a position. The entire point behind the aggressor is defense through absolute offense. The non-stop attacks also serve to disorient and inspire a feeling of being overwhelmed. This is their method of moving the velocity in their favor.

Aggressors have a weakness in exactly what they aim to protect against, however. Proper spacing and knowledge of the terrain are the starts to a successful counterstrike and the continued halt in their approaches. They can also be counted on to give chase regardless of the situation, so manipulate their actions through that tendency until you can regain a proper foothold.

Campers

Campers can also be known as "projectile spammers", but projectiles are not always necessary, as there are many other variations as well, such as hit and run. The aim of a camper is constant disruption and control of an opponent's movement through disjointed attacks. This works out to trying to remain "safe" whenever possible and forcing the opponent to approach. They maintain velocity through the annoyance and frustration that the general strategy causes.

There are several holes in the general strategy. The main problem is that simply disrupting will not lead to a KO in most cases, and they will eventually have to briefly change up methods in order to get the kill. This is often where they're most vulnerable. Also, many of the tactics rely on cutting off select methods of approach and forcing an opponent to come in from one particular way, which leaves them at a significant disadvantage. Instead, keep a composed approach that allows you to carefully protect yourself from the incoming disruptions while still making steady advances. Once they are forced to relocate, you are given ample velocity to begin your own strategies.

Defenders

A Defender waits and allows an opponent to initiate combat. From there, a Defender relies on past experience, mindgames, and general prediction to counter the opponent's attacks. Defenders are dangerous in that they don't appear to be doing much by themselves, but instead depend on the mistakes and general actions of their opponents to move ahead. Common tactics involve feints, non-aggressive behavior, and prevelent use of shields and dodging. Reading the velocity of a Defender is the hardest of the three, as their velocity is dependent on your ability to resist their counters.

The flaw behind Defenders is that although they might try, they cannot successfully counter everything, or even be prepared to counter everything. Keeping your approaches varies and unpredictable will lend a slight upper hand, but more than just that is required. Oftentimes they are susceptible to their own policies of feinting and predicting. If they believe you will use a certain approach, and you give every indication of doing so up until the last moment, they will attempt to counter prematurely, and thus render themselves wide open. A single opening is often all you need to regain any lost velocity.


A Few Words on Mass

You may have noticed that I barely mention the other factor in momentum, mass, throughout this piece. This is because the mass at a given time is entirely dependent on the execution of various tactics and moves by the player. Simply put, it's something that's determined by how well you're able to effect the opponent with what you are currently doing. Because of this, there's no real way to improve performance in that aspect other than through experience. This goes into qualities of specific characters, matchups, general and unique tricks/mindgames, hitbox knowledge, execution times, and any number of other real-time factors, but also goes into how your opponent deals with them. Maximizing mass is only something that comes with a lot of research, practice, and plentiful experience.


Conclusion

Momentum is not something that occurs as a result of battle, but rather is one of the main driving forces in a battle. In abstract, it is the rough direct comparison of players with respect to time. Being able to interpret and manipulate this factor is a huge advantage in the sense of performing your best in all situations, and will also influence the rate at which your abilities expand. It is something that can be easily ignored and forgotten, but ignoring a train isn't going to make it any less devastating when it plows you over.

~Omnigamer
 

behemoth

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*golf clap*
gg, sir.

I really like what you're trying to do here. However, a couple of points, before some asshat comes in, gives a tl;dr and then responds to something small:

1) I would edit out the sentence about actual character mass never being a deciding factor. You may be right, but I could give the quick example of some counterpick stages that are picked based on a certain player size.

2) The extended velocity analogy... don't think that's the right word, maybe metaphor... wears thin on a couple of points and will possibly confuse some because it can be confused with "speed".

3) I would make the point that the best style is to change gears between the styles so as to maintain your own "push" throughout.

Campers aren't trying to dictate their own momentum, they merely seek to disrupt yours. I know you implied this, but it is a good point to reiterate. They can generate no "velocity" of their own.

Both campers and defenders attempt to act as magnets. They pull their opponent into them, attempting to force an overreach.

I believe that a good idea to bring into this treatise is a chess one: tempo. In chess, one can actually count time lost in units, called (individually) a tempo. I believe that this type of analysis can be applied to a game of Smash, as well.

I will stop there, as I am not trying to steal thunder, I admire the OP and would like to make sure this gets taken seriously, as a serious attempt was obviously made as to its conception.

tl;dr "good ****, dude!"
 

JonBeBonanza

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Deep. Separates the men from the boys, those that will read this and those that wont. I would read this even if i didn't have brawl, it's just so profound and rich. And really, this is what i boils down to. Well i'm off for soccer practice, be back later to elaborate a bit more.
 

behemoth

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Any chess players here that can comment on the idea of using tempo analysis on brawl play? I think it would be tons of fun. Like a fat girl in bed.


Or something less gross.
 

Crizthakidd

Smash Champion
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ahh i like these threads. if this forum was bombarded with these threads instead of like.. trolls and stop using snake.mk threads, wed be all wayyy better smashes. im going to re read the bottom section to improve my game as i think once you get going you shouldnt slow down until you have to, and adapt accordingly. as for the science lessson in the first paragraph lol thanks? its summer
 

ndayday

stuck on a whole different plaaaanet
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This is amazing, I feel sorry for the Smashers that don't read this. It makes you really think about how you play. I liked the intro, very...nice. You can really admire and recognize the time it took to make this post.

And fat girls in bed? What's gross about that? :laugh:
 

brentlouis

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I believe there is a rock paper scissors aspect. Shield beats attack, grab beats shield, and attack beats grab. This is amazing. Deep thinking like this is how you become a mod. You also need mental quickness. Everyone please read this.
 

Miller

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Wow, I read the majority of that, that was quite the read, but it was important. This is what this community needs, an in depth look at brawl
 

behemoth

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One thing that you did forget to mention that is likely a good addition is that (as prevailing opinion would have it) defenders always have more options than attackers. However, once pressured correctly (i.e. without overreaching oneself), defenders will have to become attackers, then giving the advantage (if taken) to the original aggressor.
 

brentlouis

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One thing that you did forget to mention that is likely a good addition is that (as prevailing opinion would have it) defenders always have more options than attackers. However, once pressured correctly (i.e. without overreaching oneself), defenders will have to become attackers, then giving the advantage (if taken) to the original aggressor.
No you are incorrect. The attackers dont receive the advantage they receive the momonetum:laugh:
 

Sliq

Smash Master
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I went into this thread thinking you were going to be discussing momentum based properties of the actual game mechanics, and not necessarily the flow of battle. -_-
 

ThaRoy

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I went into this thread thinking you were going to be discussing momentum based properties of the actual game mechanics, and not necessarily the flow of battle. -_-
Is that a bad thing...?
 

ArcPoint

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NorCal, California.
This is excellent, I read the entire thing (Lol, yes, tl;dr) but it was well worth it. I really appreciate that you managed to put all this stuff into words. Great stuff.
 

SamuraiPanda

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Yay, another thread for the sticky. This is amazingly good stuff, Omni. Well written, too.
 

acv

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at first i just saw a wall of text and then as i read along i noticed how important this is.i just hope more threads with such good advices show up instead of the regular daily spam.
 

crescentia

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as a physics geek, the momentum analogy grinds my gears a bit.

nevertheless, I must applaud for a solid article.
 

Omnigamer

All the things
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Crescentia, as an Engineer myself, I knew that little bits wouldn't fit perfectly, but it leaves things understandable to the common player. I actually wanted to clean it up and draw in some more parallels, but decided that the intro was long enough as is.

To everybody else, thanks for the comments. I've had this idea for a long while, and finally managed to write this up during downtime from work. If it keeps up attention, I'll go back and reformat everything to be more readable on the forums, as it's just straight copied from Notepad right now.
 

AgentJGV

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I applaud thee. Great stuff. I especially like the part about mantaining the right attitude during a come back and keeping the lead. That usually is the thing that kills me (stupid Olimar).

Also i came up with a conclusion about your agressors, defenders and campers tidbit but i didnt see it in the thread so tell me if I'm off here. To be good at Smash, one must become all three and not just one. Also one must know how to conteract the other.

Again awesome stuff.
 

MidnightAsaph

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Amazing post. It might help my smash skills. lol I'll be sure to come back here tomorrow, because I should get to bed. Tis 3:18 AM. Congrats to myself, I have no life. BB tomorrow.
 

Omnigamer

All the things
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It seems there was a common misconception about the player types. I've added in a paragraph clarifying it. Labelled in Sea Green.
 

AgentJGV

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So that's saying that you have to know which one (agressor, defender, or camper) you fit into and improve your strengths and know your weaknesses? If so then yeah that makes a lot more sense. thanks.
 

MidnightAsaph

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Okay, I read it, and with some force, it would easily reinforce several players that aren't truly doing well with their smash skills. I know that this helped me a lot. This, several GERM/LUCIEN videos, and some talks with myself, I've gotten better. One thing that makes people bad is they just 'do stuff that hurts the opponent' without taking into consideration of 'what the smartest move is'. I've started playing smarter now.

I think, basically, this thread may unintentionally--or maybe intentionally--explore just that. Don't work hard, work smart.

Play smash with your head, not your hands.
 

vadgama

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great read, gave me a better idea on what to do at an offline tourny. Bring a headset!! 0.0
 
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