The post was mostly sarcasm.
So yeah, I know.
So yeah, I know.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Yeah you only touched on it a little bit but thanks for the info Delta-cod. At least now I know I was somewhat on the right track with how to space as Samus now. I feel like this thread deserves a sticky for the info it brings up that is fairly universal.I think I mentioned it in the OP, but I didn't really draw specific attention to defining it.
...
Ideally, your Burst Option is the attack with the most range that the opponent cannot realistically react to, thus giving you the most Burst Range. You want to combine speed + range.
Haha, thanks. I wouldn't be opposed to anyone sharing it and bringing people here. I'd consider putting it in like, the Competitive Brawl Discussion Forum, but I'd probably need to rework the thread first. I pretty much wrote this for the Yoshis, which is pretty obvious since everything is about these concepts in terms of Yoshi.Yeah you only touched on it a little bit but thanks for the info Delta-cod. At least now I know I was somewhat on the right track with how to space as Samus now. I feel like this thread deserves a sticky for the info it brings up that is fairly universal.
I say go for it, this would definitely help a lot of players and I plan to reference this to help tutor the new and old players at my college gaming club about how to use this mindset for spacing. I actually didn't think it was that directed at Yoshi myself, he was used in a quite a few examples but I could immediately translate into thinking of how it would apply to Samus pretty easily.Haha, thanks. I wouldn't be opposed to anyone sharing it and bringing people here. I'd consider putting it in like, the Competitive Brawl Discussion Forum, but I'd probably need to rework the thread first. I pretty much wrote this for the Yoshis, which is pretty obvious since everything is about these concepts in terms of Yoshi.
I'd say Dash Attack would be the ideal move. I'm not too familiar with ZSS, but I don't think SH Side B is...fast enough. It's probably viable, but not as good as dash attack.So let's use an example. ZSS's burst range would dash attack or approach SH Side B right?
Well, the thing is is that I'm describing spacing while at neutral here. Most neutral spacing (neither character has true momentum over the other) occurs with both characters grounded (or near grounded in the case of SHs), meaning that horizontal distance is what's most important.This wouldn't just apply to horizontal spacing (ground spacing; tilts and SH aerials) it would apply to vertical spacing to right? So characters that control vertical spacing pretty well like Fox or MK you would look out for moves like Shuttle Loop when you think of Vertical Burst Range true? Knowing things like this would be able to allow you to punish people who dash while their in foxtrot animation and such I'm guessing as well.
Haha, thanks. I'll either post this in there or ask someone to move it there for me. I'd like to keep all these discussion posts in there, so I think the move is a better idea.Great Post
+1 Yoshi Boards.
I think this should go in the Tatical play subforum. Just say you're using your example as Yoshi. If people can't think for a little and apply to their character they need a lot more help than just this concept.
Aight, I'm cool I'm just seeing if I really understand it. One of the people I play with a lot (Hero) co-mains ZSS/Peach and this past Friday he was playing ZSS and those were the two moves that I felt I had to look at for the most but were also one of the most easy to bait.I'd say Dash Attack would be the ideal move. I'm not too familiar with ZSS, but I don't think SH Side B is...fast enough. It's probably viable, but not as good as dash attack.
The bolded was more of in the direction I was going. Haha, I was thinking more along the lines of after someone has gotten in and they've either place themselves above the opponent or they've popped their opponent into the air for juggling.Well, the thing is is that I'm describing spacing while at neutral here. Most neutral spacing (neither character has true momentum over the other) occurs with both characters grounded (or near grounded in the case of SHs), meaning that horizontal distance is what's most important.
I think Vertical Burst Range is important for juggling or escaping juggles. This is why Fox is good at escaping juggles because he has high vertical mobility (fast FF, high and fast DJ), but it doesn't give him much Burst Range because he can't move far horizontally with it. Like, if I'm spacing Fox well, I'm not particularly worried about him jumping at me and Dairing because he has to commit pretty hard to closing the gap between us and then Dairing, which makes him more telegraphed and sorta hurts the idea of a Burst Option.
So yeah, being able to Burst Vertically is really different than being able to Burst Horizontally. I'd say Horizontal Bursting is much more useful at a neutral state (and going back to my Fox example, he's good at that too cuz he runs fast. MK is as well), while Vertical Bursting is more useful in follow ups/escaping follow ups.
I also may have missed your point, so if you could please explain it a little more it'd be helpful. I was kiiiiinnnnnnnnnd of confused and so I just sort of explained my thoughts on Vertical Burst Range in general. @_@
Definitely try to get a move to happen.Haha, thanks. I'll either post this in there or ask someone to move it there for me. I'd like to keep all these discussion posts in there, so I think the move is a better idea.
Yes, Burst Option moves should definitely be baited and punished. They're usually a default option, so they should be expected. However, they're default options for a reason: They're good and they work. In most cases, at least with Yoshi, even if they know I'm gonna dash grab, it still connects because it's just so damn fast. It's one of the examples I use to demonstrate the idea to people when I'm explaining it to them. I'll sit at my Burst Range and tell them, "I'm going to Dash Grab. Avoid it." They still get grabbed anyways. This gets even harder to avoid in a real match without any form of pre-positioning (jumping back, for example, in anticipation of a dash grab), or a read of when exactly I'm going to approach.Aight, I'm cool I'm just seeing if I really understand it. One of the people I play with a lot (Hero) co-mains ZSS/Peach and this past Friday he was playing ZSS and those were the two moves that I felt I had to look at for the most but were also one of the most easy to bait.
Ah, glad I covered it. XDThe bolded was more of in the direction I was going. Haha, I was thinking more along the lines of after someone has gotten in and they've either place themselves above the opponent or they've popped their opponent into the air for juggling.
Well, as a Yoshi main, I don't shield much in general. But yes, I do agree somewhat. Shielding isn't always the greatest option, but it's also not a terrible one. I do want to say this, though:Oh I hope this doesn't go too far off tangent but after a little bit of thinking, go over some replays/videos of my gameplay recently and going to a smashfest yesterday and then watching that 2nd video that came next in the playlist that you link to the first video with, I'm starting to feel sheilding is a weak option in most cases.
Do you agree?
I share the same sentiments that Lucien had in the video I'm refering to. Soo many people sheild in fear. It just limits your options too much, like I feel as if you can get someone to sheild you can basically play a rigged game of rock, paper, scissors.
- Sheild; able to be beaten with a spaced attack, cross-up, grab, multi-hit (cross-up or spaced depends on your character, I'll just say Fox since that's my area of expertise. If I want to make your sheild smaller and I know you'll sheild I'll just Cross-up Dair and then maybe Utilt depending on how safe I feel. I might even stop and wait to see and react to a spotdodge or dodge roll), or just a well spaced attack that sheild pokes the opponent.
- Spotdodge; able to be beaten with a sex kick, multi-hit, can also be punished by baiting it with a jab or empty SH so you can punish the vunerablitiy.
- Dodge Roll; Can be beaten off reaction with almost anymove if baited or can just be read
- Out of Sheild Options; Can be baited, leaving the opponent hard committed and you can punish them. Say Peach Nairs OoS or Diddy's Bairs OoS, and you baited it, there is not much where she/he can go, so you punish it.
Obviously these moves still have their uses but I'm starting to see how weak you can make them and the video confirmed it for me.
So basically default options will most likely be the burst optioin. It's abused because it's good.Yes, Burst Option moves should definitely be baited and punished. They're usually a default option, so they should be expected. However, they're default options for a reason: They're good and they work. In most cases, at least with Yoshi, even if they know I'm gonna dash grab, it still connects because it's just so damn fast. It's one of the examples I use to demonstrate the idea to people when I'm explaining it to them. I'll sit at my Burst Range and tell them, "I'm going to Dash Grab. Avoid it." They still get grabbed anyways. This gets even harder to avoid in a real match without any form of pre-positioning (jumping back, for example, in anticipation of a dash grab), or a read of when exactly I'm going to approach.
Haha you're correct.Ah, glad I covered it. XD
Yep, Vertical Speed is amazing for juggles. MK doesn't exactly have amazing speed when ascending, but he has a decent FF and a very good Uair that allow him to get around that flaw. I believe Fox is good at avoiding MK's juggles because he's able to fall through MK so quickly (correct me if I'm wrong. Just trying to give examples.)
Yeah this is basically what I mean, just a general mobility thing (that Orion taught me).Well, as a Yoshi main, I don't shield much in general. But yes, I do agree somewhat. Shielding isn't always the greatest option, but it's also not a terrible one. I do want to say this, though:
THERE IS NOTHING WRONG WITH RUNNING AWAY.
I often find that dashing away when you feel pressured is better because it doesn't force you to commit to an option. It also causes a reset in the situation. You'll both be back at neutral, but you'll just have less stage. Shields usually change the state of the game a bit too much if they're held too long. The only downside to this is that you lose stage control, so eventually you lose the ability to do this.
I'm no expert on shields because I don't really have a conventional one, but I don't see any harm in using them. If you use them too much during spacing like this, I can see you suffering some abuse, because as you said, it is limiting to a degree. I don't see a problem with quick dashing shields to space/bait a Burst Attack (dash attack or whatever) at neutral, as long as it's not overused because your opponent will just start grabbing you. It's a weakness I have when I use a character other than Yoshi - I run in and shield too much and get grab *****.
Yes, that's EXACTLY the kind of stuff I was talking about.Sorry for double post but this will help people understand what you are saying here.
4:40-4:46 was a perfect example of Burst Spacing and Kakera baited Otori to get the free shield grab.
I know that video series as well. This similiar but easier to digest since it's 100%, you don't have to do the SF to Smash conversion, you know?This reminds me of the new Street Fighter video where a high-level player is explaining the basics of high level play, but he mentioned Spacing as a #1 aspect of why moves work, and that one is limited to their range in relation to the opponents range of attacks.
Aerial shuttle is a prime example. MK's burst space is usually dash attack/dash grab, but I learn more into this I see that mix-ups are just important in this as anything else. MK's tornado is a reasonably good mix-up in burst spacing, punishing those that are playing around his dash grab/attack burst space. You follow me right?About vertical burst spacing... isnt metaknights aerial shuttle loop a prime example. Id argue that the burst zone on Mks aerial up b and how impossible it is to react to (you have to make such a hard and risky read to avoid it a lot of the time) is what makes Mk the great character he is. I mean its not straight vertical i guess its diagonal, but i think thats important. I think aerial shuttle loop is at least as important as MKs strong burst range on the ground, probably more because his aerial mobility isnt great besides that.
Interesting conversation. I should probably get in touch with Gheb to talk about this more and find out what he means about certain things.
I WILL edit this thread and make a request before the night is up. Hold me to that. I'd love to see discussion on this (although Doc King, lollllllll).
But yeah, Gheb is right. This really is just the surface. This should be a general concept. There's so much to explore with it, but so many people don't understand this basic thing. And that's why we all suck.
My bad. Explain to me next tourney we are at togetherFootsies =/= Burst option. Burst options are just a piece of footsies lol.
I will be taking his place for now. But seriously, this as inspired me to make a whole section in my notes on burst ranges. However, I have 5 categories for burst ranges.Please don't let Doc King make it the DDD spacing thread or some random tangent
Zairs would be good to punish people who think you are giving away stage control. Simply put, they can punish those who are trying to close space.Here's a question I have while reading this great discussion: How do Zair attacks (i.e. Samus & Link) play into Burst Range/Option Spacing if it's applicable to them? Even though technically they are not approach options like other attacks with a defined Burst Range they do play large roles in spacing.
Thanks for the write up. It's very insightful and written well. You should put it in the competitive Brawl section.
I will be taking his place for now. But seriously, this as inspired me to make a whole section in my notes on burst ranges. However, I have 5 categories for burst ranges.
*Both at neutral
*Opponent in the air and me at neutral
*Me in the air and opponent at neutral
*Opponent shielding and me at neutral
*Opponent on ledge and me at neutral.
Some questions I have:
*Is that too much to worry about or are there any situations I should add?
*Characters with bad burst ranges are generally characters that have bad horizontal mobility, correct? Because I feel since I play Dedede (here you go Iblis), even though he has a very long reaching tilt, ftilt, his burst range is still pretty bad because he can't go horizontally well.
I wish I could help, but I don't understand Samus at allHopefully as Burst Spacing becomes more widespread topics like how projectile pressure affects Burst Spacing will become more discussed. The reason I say that is because I was practicing as Samus and applying her projectiles/Zair with Burst Spacing by conditioning hasty reactions and approaches similar to the Fox in Iblis's post and found it made her Utilt an interesting Burst Option that lead into a few combos.
Of course maybe I have the wrong idea but that's my input.
Well, I feel like Burst Spacing is a largely neutral concept. If I'm understanding correctly, you mean that the opponent is in the air above you/vice versa? If so, that's not really a true neutral, and different "rules" are applied, those of juggling/following momentum. What I'm referring to in the OP is spacing/baiting at neutral, in terms of footsies.I will be taking his place for now. But seriously, this as inspired me to make a whole section in my notes on burst ranges. However, I have 5 categories for burst ranges.
*Both at neutral
*Opponent in the air and me at neutral
*Me in the air and opponent at neutral
*Opponent shielding and me at neutral
*Opponent on ledge and me at neutral.
Some questions I have:
*Is that too much to worry about or are there any situations I should add?
This is typically true, although DDD might have a sort of exception in that his Ftilt is pretty quick (I think so, anyways), and it has a lot of range. Burst Options and pokes aren't mutually exclusive, and I feel like DDD's ftilt might be one of the options that mixes the two. Even thought Ftilt might not seem like an amazingly rewarding hit to land, it pops your opponent up (changes his set of options to an aerial set) and breaks his spacing, which allows you to add more pressure.*Characters with bad burst ranges are generally characters that have bad horizontal mobility, correct? Because I feel since I play Dedede (here you go Iblis), even though he has a very long reaching tilt, ftilt, his burst range is still pretty bad because he can't go horizontally well.
Well, everything is related. It might not exactly be used to enhance your own Burst Range, but it can definitely be used to limit/break your opponent's, which is important.Okay thanks Delta, I figured Zairs didn't really count as part of Burst Range because they are safe and poke extremely well like you said, but I thought I would ask anyway.
Nope, it seems like you're on a good course. I won't claim to be the expert on all things like this, but it looks like you're using this concept to enhance your baiting game at neutral, which is good.Hopefully as Burst Spacing becomes more widespread topics like how projectile pressure affects Burst Spacing will become more discussed. The reason I say that is because I was practicing as Samus and applying her projectiles/Zair with Burst Spacing by conditioning hasty reactions and approaches similar to the Fox in Iblis's post and found it made her Utilt an interesting Burst Option that lead into a few combos.
Of course maybe I have the wrong idea but that's my input.