g-regulate
Smash Hero
This post might be a little lengthy, so bear with me, this could be the post that turns your smash game around FOREVER!
I've come to a conclusion that there are many good smashers out there now. There are many smashers who have excelled in technical skill and have an in-depth knowledge of the game. But only a select few are considered elite, the few that place high at every tourney and can make a great smasher look silly. I notice that most smashers can do all the things that the high tourney-placers can, so why don't they ever win? It is solely due to the Mindgames. I'm convinced that good mindgames are what separate the great players from the best. I hope that this thread can help smashers that have great technical technique, but lack that extra something to get them victories.
Mindgames cannot really be defined; there are infinite variables as to how mindgames work. It's more than just "tricking your opponent into being where you want them". It's an application of technical skill, mixed with predictions of how your opponent will react. It begins to be less of a prediction, and more of a manipulation of your opponent.
Mindgames are created by you and are formed from your opponent. It exposes a weakness in your opponent to take advantage of, but don’t think of it like that. Don’t think you’re exposing a weakness, think of it as creating a weakness. These creations give you style, giving you not just an advantage that you character has, but an advantage that YOU have created, an advantage that only YOUR style of play can pull off.
A simple wavedash backwards during an opponents attack/grab? mindgame. A running empty short-hop? mindgame. Anytime your opponent expects you to do something or be somewhere, and you aren’t? Successful mindgame. Anytime you expect someone to do something, and they do? Successful mindgame.
The things you do, affect how your opponent moves, therefore, the things you do can manipulate where your opponent will be at given times. Knowing what your opponent is doing and where he is doing it, can open up virtually any option of attack. Find the most effective option, and like magic, you are a great player . Let me give a familiar example.
So you’re a falcon playing a fox on FD. You begin grabbing to dthrow, whereas usually the fox will tech either way or in place. SO, tech chasing commences, pretty standard falcon strategy. But this is where mindgames come in. tech chase and grab a few times, and your opponent is thinking "every time I tech, I continue to get grabbed, so how do I get out of this?” So this fox tries to switch it up, so he won’t get grabbed yet again, and DOESN’T tech. With some quick reaction time and technical skill, you put in a knee when he’s on the ground, not teching. Fox flies off the stage and dies.
There's an example of a simple mindgame. Tech chasing enabled fox to choose not to tech, which opened up a knee for you. Your applications of tech skill made your opponent make a potential mistake, where it's your job to take advantage.
Another example: Marth has many grab-throw-hit combos that can be DI'ed out of. fthrow-fsmash can be deadly on some, but when DI'ed it can be avoided. dthrow and bthrow can also lead to smashes, but can be DI'ed/Teched. a good player knows his DI, and will usually DI out of such simple combos. Unfortunately for him, he cannot DI more than one way. DI'ing away from the fthrow, is the same as DI'ing toward the bthrow. a good alternation between throws can make an opponent’s one wrong DI into a KO. Once again, tech skill opening up opportunities for KO's.
Don’t let these examples limit you, for they are just a taste of MANY things you can do against all smashers. I know the examples were mostly centered around grabs and don’t cover everything, but grabbing/tech chasing/etc. can be a huge asset in your own mindgames. Remember, there is no one way to play that just beats everyone, it’s all a different collaboration of mindgames that are used on each opponent. All high-level smashers pull off wicked combos that are inescapable and wow us all, but how do they start? Some form of mindgame that sets it up.
the post is kind of directed towards people who really have a great sense of technical skill. if you play against people who do not have a good sense of technical skill, you can depend less on mindgames, and more on taking advantage of the mistakes they make. (i.e. people who dont l-cancel, etc.). If YOU yourself could use some work on the technical stuff a bit, mindgames should help your game a lot more, especially when you play against people will a lot of tech skill (People with great tech skill rarely make mistakes, so you have to make them make mistakes). BUT REMEMBER, great tech skill is what makes your mind games come to life. the better your tech skill is, the more options you have towards getting the edge on your opponent.
Concentrate on making mindgames more apparent in your game. It’s taken me months to realize that even with near perfect tech skill, you still suck without mindgames. I hope that this helped a person or two, I know and have played a lot of you smashers that are mad good, but just seem to be missing something when it gets to be late in the tourney. I’ll try and fix this post up a bit too when I get the chance. Post your own thoughts/strategies about your mindgames, or mindgames in general. Thanks!
I've come to a conclusion that there are many good smashers out there now. There are many smashers who have excelled in technical skill and have an in-depth knowledge of the game. But only a select few are considered elite, the few that place high at every tourney and can make a great smasher look silly. I notice that most smashers can do all the things that the high tourney-placers can, so why don't they ever win? It is solely due to the Mindgames. I'm convinced that good mindgames are what separate the great players from the best. I hope that this thread can help smashers that have great technical technique, but lack that extra something to get them victories.
Mindgames cannot really be defined; there are infinite variables as to how mindgames work. It's more than just "tricking your opponent into being where you want them". It's an application of technical skill, mixed with predictions of how your opponent will react. It begins to be less of a prediction, and more of a manipulation of your opponent.
Mindgames are created by you and are formed from your opponent. It exposes a weakness in your opponent to take advantage of, but don’t think of it like that. Don’t think you’re exposing a weakness, think of it as creating a weakness. These creations give you style, giving you not just an advantage that you character has, but an advantage that YOU have created, an advantage that only YOUR style of play can pull off.
A simple wavedash backwards during an opponents attack/grab? mindgame. A running empty short-hop? mindgame. Anytime your opponent expects you to do something or be somewhere, and you aren’t? Successful mindgame. Anytime you expect someone to do something, and they do? Successful mindgame.
The things you do, affect how your opponent moves, therefore, the things you do can manipulate where your opponent will be at given times. Knowing what your opponent is doing and where he is doing it, can open up virtually any option of attack. Find the most effective option, and like magic, you are a great player . Let me give a familiar example.
So you’re a falcon playing a fox on FD. You begin grabbing to dthrow, whereas usually the fox will tech either way or in place. SO, tech chasing commences, pretty standard falcon strategy. But this is where mindgames come in. tech chase and grab a few times, and your opponent is thinking "every time I tech, I continue to get grabbed, so how do I get out of this?” So this fox tries to switch it up, so he won’t get grabbed yet again, and DOESN’T tech. With some quick reaction time and technical skill, you put in a knee when he’s on the ground, not teching. Fox flies off the stage and dies.
There's an example of a simple mindgame. Tech chasing enabled fox to choose not to tech, which opened up a knee for you. Your applications of tech skill made your opponent make a potential mistake, where it's your job to take advantage.
Another example: Marth has many grab-throw-hit combos that can be DI'ed out of. fthrow-fsmash can be deadly on some, but when DI'ed it can be avoided. dthrow and bthrow can also lead to smashes, but can be DI'ed/Teched. a good player knows his DI, and will usually DI out of such simple combos. Unfortunately for him, he cannot DI more than one way. DI'ing away from the fthrow, is the same as DI'ing toward the bthrow. a good alternation between throws can make an opponent’s one wrong DI into a KO. Once again, tech skill opening up opportunities for KO's.
Don’t let these examples limit you, for they are just a taste of MANY things you can do against all smashers. I know the examples were mostly centered around grabs and don’t cover everything, but grabbing/tech chasing/etc. can be a huge asset in your own mindgames. Remember, there is no one way to play that just beats everyone, it’s all a different collaboration of mindgames that are used on each opponent. All high-level smashers pull off wicked combos that are inescapable and wow us all, but how do they start? Some form of mindgame that sets it up.
the post is kind of directed towards people who really have a great sense of technical skill. if you play against people who do not have a good sense of technical skill, you can depend less on mindgames, and more on taking advantage of the mistakes they make. (i.e. people who dont l-cancel, etc.). If YOU yourself could use some work on the technical stuff a bit, mindgames should help your game a lot more, especially when you play against people will a lot of tech skill (People with great tech skill rarely make mistakes, so you have to make them make mistakes). BUT REMEMBER, great tech skill is what makes your mind games come to life. the better your tech skill is, the more options you have towards getting the edge on your opponent.
Concentrate on making mindgames more apparent in your game. It’s taken me months to realize that even with near perfect tech skill, you still suck without mindgames. I hope that this helped a person or two, I know and have played a lot of you smashers that are mad good, but just seem to be missing something when it gets to be late in the tourney. I’ll try and fix this post up a bit too when I get the chance. Post your own thoughts/strategies about your mindgames, or mindgames in general. Thanks!