Omari
Smash Journeyman
Breaking
: Do you wish to improve your punishing skill due to slow reaction time?
Thread Intention(s):
1. Improve control scheme (controller setups)
2. Improve overall control (control stick)
3. Improve overall button control (slide technique)
4. Improve reaction time (punishing game)
5. Improve not only as Mario mains, but as smashers
Color Key:
Blue (Tips)
Red (Warnings)
Yellow (Notes)
Warning: Before you read any further, it's imperative to learn the author's control scheme before practicing new skill(s) as it will help readers establish a firm grasp of the concept IMO.
Omari's current Control Scheme (constantly changing):
1. R (Attack)>Changed for BDCAUS
2. Z (Special)>Changed for improved button input
3. Y (Grab)>Changed for Buffer (boost) Grabbing
4. Tap Jump (Off)>Changed for personal preference
Note: The remaining buttons are default. I'll explain why my control scheme is changed at the end of this thread.
Note: This thread isn't a guide, it's an active support thread with the sole purpose to improve Mario's punishing game & yours as smashers. Feel free to comment, be creative & critique.
Let's begin by establishing what Out of Shield (OoS) option(s) we can perform while shielding. How can we effectively use these options while shielding?
While shielding, we're able to:
1. Grab
2. Jump
3. Roll (left or right)
4. Spot dodge
We have four options without releasing shield, correct? Now let's take it a step further by determining how to effectively use these options. What can these options counter (punish)?
Countering (punishing) within shield:
1. Grab>Shield Pressure (opponent(s) rushing into your shield) AKA shield grab
2. Jump>Airborne (ANTi-air), Bait (conditioning) & standing (ANTi-ground) opponent(s)
3. Roll (left or right)>Prevent ledge pressure traps (safe while opponent(s) are approaching airborne)
4. Spot dodge>Prevent getting grabbed (safe while opponent(s) are close (grab distance) to you)
Options 1, 3 & 4 are static meaning they remain the same (aren't dynamic). Option 2 however is dynamic meaning it has multiple uses. How is jump an effective Out of Shield (OoS) option without releasing shield?
Tip: Jumping cancels dashing, pivoting & shielding. Your two options are to remain grounded (ironic) or go airborne when jumping.
Jumping can increase our options even though we're limited when dashing, pivoting or shielding. What are our options when jumping without releasing shield?
Jumping Out of Shield (OoS) options without releasing shield:
1. Air dodge>Better positioning (potential setup)
2. Air (any)>Punish (potentially kill)
3. Empty Jump>Mind game (fake-out)
4. Special (any)>Punish (potentially kill)
5. Up Smash (u-smash)>Bait, counter (punish) & kill (depending on your opponent(s)' character weight)
Notice that the even options (2 & 4) branch out even more because they can be used in any direction. How can we effectively use airs & specials without releasing shield by jumping?
Tip: We can effectively use airs & specials (depending on your control scheme) without releasing shield by using the Slide Technique (Purpose: buffering airs). While shielding, slide your thumb bone from X (jump) to A (attack) to Neutral Air (n-air) or to Neutral Special (n-s) OoS. In order to directional air or directional special OoS while shielding, slide your thumb bone from X (jump), immediately flick (& hold) your control stick in the direction you'd like to go & slide your thumb bone to A (attack).
Note: When Up Airing (u-air) or Down Airing (d-air) OoS while shielding, it's imperative that you tilt slightly.
Reasons why:
1. Up Air (u-air)>If you hold your control stick more than halfway upward, you'll Up Smash (u-smash) instead of u-airing OoS.
2. Down Air (d-air)>If you hold your control stick more halfway downward (during the tilting motion), you'll spot dodge instead of d-airing OoS.
How can we tell what situation(s) when to use an effective air or special now that we know how to use the Slide Technique & how to OoS without releasing shield?
Mario's OoS game, useful options & uses:
1. Up Special (u-s) AKA Super Jump Punch (SJP)>effective (safe) against Dash Attacks (DA), jabs (any), tilts (any), poorly spaced ground approaches, poorly spaced air approaches & opponent(s) who like to air camp (characters with more than one mid air jump)
2. Up Smash (u-smash)> effective (safe) against Dash Attacks (DA), jabs (any) & poorly spaced air approaches (mainly for baiting or kill setups)
3. Neutral Air (n-air)> effective (safe) poorly spaced ground approaches & against aggro opponent(s) (momentum stopper)
4. Up Air (u-air)> effective (safe) against poorly spaced air approaches & opponent(s) who like to air camp (characters with more than one mid air jump)
5. Back Air (b-air)> effective (safe) against greatly spaced ground approaches (<3), jabs (any), tilts (any) & even smashes (
?)
6. Down Air (d-air)> effective (safe) against combo bags (heavy characters or character that get hit by all hits of d-air), poorly spaced ground & air approaches (keep in mind that short hop d-airs (without mid air jumping) will be your long term reward due to better positioning)
Tip: OoS without releasing shield is most effective immediately after your opponent(s) attacks your shield. U-special>practice tapping X (jump) then immediately Z (special) to ensure yourself three frames of invincibility whenever hit. U-smash>practice flicking your control stick up while using the Slide Technique to buffer your u-smashes (which is a reliable kill option IMO). N-air>practice safe n-airing (retreating your n-airs if short hopped) as they are your sex kicks! U-air>practice maneuvering (walking, running & pivoting) around stages while lightly tilting upward on your control stick to ensure u-airing (short hop or full hop; be creative) instead of u-smashing. B-air>practice following up after your rising b-airs (mainly fast falling at the apex) to ensure full punishment. D-air>practice short hopping d-air & fast falling the last hit (apex) to auto-cancel.
Note: Front Air (f-air) isn't an effective OoS option not because it's a meteor smash (spike), but due to slow frames. IMO, f-air isn't the most effective air but it does have multiple uses (meteor smash (spike), safe retreating option (if opponent shields), better positioning (to knock your opponent(s) airborne)& jab-lock setup (potential kills)) to be exact.
Warning: Do not limit yourself to these six OoS options without releasing your shield. Granted that you cannot jab, tilt (mainly Up Tilt (u-tilt) & Front Tilt (f-tilt)) & smash (Front Smash (mainly Down Smash (d-smash)) OoS without releasing your shield (Don't forget that Mario's meta-game (all characters) is always evolving due to us smashers' dedication). Don't limit yourself by thinking they aren't useful counters (punishes) because jab hits on frame 2, tilts (excluding d-tilt even though it hits on frame 5 as well) & Down Smash (d-smash) both hit on frame 5. Anyone who discovers how to simplify these options, make them effective for high level game-play & post their suggestion(s) will be greatly appreciated.
Note: I'll do my to keep this thread active for any questions, concerns & suggestions. Thanks for your time Mario Boards!
Thread Intention(s):
1. Improve control scheme (controller setups)
2. Improve overall control (control stick)
3. Improve overall button control (slide technique)
4. Improve reaction time (punishing game)
5. Improve not only as Mario mains, but as smashers
Color Key:
Blue (Tips)
Red (Warnings)
Yellow (Notes)
Warning: Before you read any further, it's imperative to learn the author's control scheme before practicing new skill(s) as it will help readers establish a firm grasp of the concept IMO.
Omari's current Control Scheme (constantly changing):
1. R (Attack)>Changed for BDCAUS
2. Z (Special)>Changed for improved button input
3. Y (Grab)>Changed for Buffer (boost) Grabbing
4. Tap Jump (Off)>Changed for personal preference
Note: The remaining buttons are default. I'll explain why my control scheme is changed at the end of this thread.
Note: This thread isn't a guide, it's an active support thread with the sole purpose to improve Mario's punishing game & yours as smashers. Feel free to comment, be creative & critique.
Let's begin by establishing what Out of Shield (OoS) option(s) we can perform while shielding. How can we effectively use these options while shielding?
While shielding, we're able to:
1. Grab
2. Jump
3. Roll (left or right)
4. Spot dodge
We have four options without releasing shield, correct? Now let's take it a step further by determining how to effectively use these options. What can these options counter (punish)?
Countering (punishing) within shield:
1. Grab>Shield Pressure (opponent(s) rushing into your shield) AKA shield grab
2. Jump>Airborne (ANTi-air), Bait (conditioning) & standing (ANTi-ground) opponent(s)
3. Roll (left or right)>Prevent ledge pressure traps (safe while opponent(s) are approaching airborne)
4. Spot dodge>Prevent getting grabbed (safe while opponent(s) are close (grab distance) to you)
Options 1, 3 & 4 are static meaning they remain the same (aren't dynamic). Option 2 however is dynamic meaning it has multiple uses. How is jump an effective Out of Shield (OoS) option without releasing shield?
Tip: Jumping cancels dashing, pivoting & shielding. Your two options are to remain grounded (ironic) or go airborne when jumping.
Jumping can increase our options even though we're limited when dashing, pivoting or shielding. What are our options when jumping without releasing shield?
Jumping Out of Shield (OoS) options without releasing shield:
1. Air dodge>Better positioning (potential setup)
2. Air (any)>Punish (potentially kill)
3. Empty Jump>Mind game (fake-out)
4. Special (any)>Punish (potentially kill)
5. Up Smash (u-smash)>Bait, counter (punish) & kill (depending on your opponent(s)' character weight)
Notice that the even options (2 & 4) branch out even more because they can be used in any direction. How can we effectively use airs & specials without releasing shield by jumping?
Tip: We can effectively use airs & specials (depending on your control scheme) without releasing shield by using the Slide Technique (Purpose: buffering airs). While shielding, slide your thumb bone from X (jump) to A (attack) to Neutral Air (n-air) or to Neutral Special (n-s) OoS. In order to directional air or directional special OoS while shielding, slide your thumb bone from X (jump), immediately flick (& hold) your control stick in the direction you'd like to go & slide your thumb bone to A (attack).
Note: When Up Airing (u-air) or Down Airing (d-air) OoS while shielding, it's imperative that you tilt slightly.
Reasons why:
1. Up Air (u-air)>If you hold your control stick more than halfway upward, you'll Up Smash (u-smash) instead of u-airing OoS.
2. Down Air (d-air)>If you hold your control stick more halfway downward (during the tilting motion), you'll spot dodge instead of d-airing OoS.
How can we tell what situation(s) when to use an effective air or special now that we know how to use the Slide Technique & how to OoS without releasing shield?
Mario's OoS game, useful options & uses:
1. Up Special (u-s) AKA Super Jump Punch (SJP)>effective (safe) against Dash Attacks (DA), jabs (any), tilts (any), poorly spaced ground approaches, poorly spaced air approaches & opponent(s) who like to air camp (characters with more than one mid air jump)
2. Up Smash (u-smash)> effective (safe) against Dash Attacks (DA), jabs (any) & poorly spaced air approaches (mainly for baiting or kill setups)
3. Neutral Air (n-air)> effective (safe) poorly spaced ground approaches & against aggro opponent(s) (momentum stopper)
4. Up Air (u-air)> effective (safe) against poorly spaced air approaches & opponent(s) who like to air camp (characters with more than one mid air jump)
5. Back Air (b-air)> effective (safe) against greatly spaced ground approaches (<3), jabs (any), tilts (any) & even smashes (
6. Down Air (d-air)> effective (safe) against combo bags (heavy characters or character that get hit by all hits of d-air), poorly spaced ground & air approaches (keep in mind that short hop d-airs (without mid air jumping) will be your long term reward due to better positioning)
Tip: OoS without releasing shield is most effective immediately after your opponent(s) attacks your shield. U-special>practice tapping X (jump) then immediately Z (special) to ensure yourself three frames of invincibility whenever hit. U-smash>practice flicking your control stick up while using the Slide Technique to buffer your u-smashes (which is a reliable kill option IMO). N-air>practice safe n-airing (retreating your n-airs if short hopped) as they are your sex kicks! U-air>practice maneuvering (walking, running & pivoting) around stages while lightly tilting upward on your control stick to ensure u-airing (short hop or full hop; be creative) instead of u-smashing. B-air>practice following up after your rising b-airs (mainly fast falling at the apex) to ensure full punishment. D-air>practice short hopping d-air & fast falling the last hit (apex) to auto-cancel.
Note: Front Air (f-air) isn't an effective OoS option not because it's a meteor smash (spike), but due to slow frames. IMO, f-air isn't the most effective air but it does have multiple uses (meteor smash (spike), safe retreating option (if opponent shields), better positioning (to knock your opponent(s) airborne)& jab-lock setup (potential kills)) to be exact.
Warning: Do not limit yourself to these six OoS options without releasing your shield. Granted that you cannot jab, tilt (mainly Up Tilt (u-tilt) & Front Tilt (f-tilt)) & smash (Front Smash (mainly Down Smash (d-smash)) OoS without releasing your shield (Don't forget that Mario's meta-game (all characters) is always evolving due to us smashers' dedication). Don't limit yourself by thinking they aren't useful counters (punishes) because jab hits on frame 2, tilts (excluding d-tilt even though it hits on frame 5 as well) & Down Smash (d-smash) both hit on frame 5. Anyone who discovers how to simplify these options, make them effective for high level game-play & post their suggestion(s) will be greatly appreciated.
Note: I'll do my to keep this thread active for any questions, concerns & suggestions. Thanks for your time Mario Boards!