moofpi
Smash Journeyman
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I think this is a wrong link, it has two entirely different players and characters in GF's
First off, I believe you played pretty well so not much I can say in terms of playstyle. Also I understand it's wifi and you can't always do certain things as precisely as you want.Here is an Anther's set from yesterday. Could you guys please critique my gameplay and give me any possible suggestions on what to work on? I prefer asking for critique on sets where I lose, but this is my only recent set-like gameplay that was recorded and there's likely a few mistakes and areas I can still improve on right off the bat:
Sorry, all you sword characters look the same to me. I fixed it, but still, that's a fun set to watch.I think this is a wrong link, it has two entirely different players and characters in GF's
I've been meaning to post on this, I've been lazy lol. The first thing I noticed is that your playstyle is different than mine, but I like a few of the things that you did. I like how you started off the first game with extended dash dancing, it looks like you have pretty good control of it and I'd like to see you do more of it (I can only do it once or twice). The dair spike against Peach was pretty nice too. The best advice I've been given in the Peach matchup is that you have to punish her lag before her moves come out, and not after, you did a pretty good job of this.Here is an Anther's set from yesterday. Could you guys please critique my gameplay and give me any possible suggestions on what to work on? I prefer asking for critique on sets where I lose, but this is my only recent set-like gameplay that was recorded and there's likely a few mistakes and areas I can still improve on right off the bat:
Ryo makes great use of first hit nair. He always follows up with jab, but a grab would be a good choice especially if you hit behind their shield. He also makes great use of empty hop/tomohawks. Combining mix ups of first hit nair and empty hops is a great way to get followups and grabs. Blazer to escape Ryu's d-tilt> shoryuken was really smart and blazer after a regular ledge get up can be a good mix up too.
Check outSorry, all you sword characters look the same to me. I fixed it, but still, that's a fun set to watch.
I also noticed a glaring lack of Void's Roy on here. It's not AS technically impressive as his Sheik, Fox, or Mewtwo, but it is still good and interesting to watch. Check out his stream's past broadcasts for some top level friendlies with his Roy. I've seen a few pretty crazy things he's done. Here's one match he plays against Tyrant's Falcon that's pretty great.
https://www.twitch.tv/gsmvoid/v/62567939?t=04m52s
MSM 39 (v1.1.4)
Void
WSF: vs NCJacobT
https://www.youtube.com/watch?v=9jhX-WuuXBg
GF1: vs K9sBruce
https://www.youtube.com/watch?v=FT_qkJqQ22g
I'd post Sethlon's stuff too, but he has so many videos just posted up on Tourney Locater's youtube page.
First things first: you use too much dash to shield in the neutral. Roy is tied for the most committal dash length in the cast, at 17 frames, and we don't slide so much as to make it super beneficial. I don't have the frame data for Roy's skid stop on hand atm, but iirc his skid stop after running is actually shorter than the commitment of dropping shield (not on a pivot, though, his pivot skid isn't short). There are other movement options to consider, specifically dance trotting and perfect pivoting, as well as mixing the two if you are technically inclined. While practicing, remember you can always jump out of dash, so that's the best way to mitigate mistakes. Otherwise, for micro-spacing, gotta walk.I'd like some gameplay critiqued. I picked up Roy a little over a month ago out of curiosity and I've enjoyed him enough that I've not only worked him up to one of my most reliable secondaries but I really want to push the character further.
Winner's Finals https://www.youtube.com/watch?v=9yI9ZGxLe5g (2-3. Roy in Games 3 & 5)
Loser's Finals https://www.youtube.com/watch?v=yB6gBVRf1HM (3-0, All Roy)
Grand Finals https://www.youtube.com/watch?v=_WsyvdsqCeE (3-0, Roy in Games 2 & 3)
We split for 1st after set 1 since the payouts were so top-heavy it wasn't worth the risk when we've already traded sets. The Judgement bit was for the extra dollar from odd-numbered payouts.
I got absolutely bodied by DK.
If it's alright, I'd like to post my losing sets in here.
Very nice! I was pretty happy reading this. I think his tools are underestimated, and after looking at my tournament placings as Roy vs. previous characters lately to scramble together a matchup chart, and recent placings the last two days, I think I might have been too negative on the character, even with a neutral standpoint. I definitely think you should stick with him as a secondary.You guys might enjoy this.
Last Saturday I ended up playing DarkShad at the Midwest regional event "Deluge" in Top 24 Winners Side. He's the Ryu that sent Abadango to losers and knocked iStudying out of bracket at Midwest Mayhem a couple weeks ago and nearly took a set off Mr. R at Outfoxx'd in Top 12. We played on my system so we were able to save the match.
This is only Game 1 & 3. We forget to save Game 2 but I won Game 2 last hit, last stock as Mewtwo on BF; definitely wasn't clean enough that I wanted to risk Mewtwo getting Shoryu'd on T&C so I went back to Roy.
I ended up placing 9th overall out of 117 entrants. Deluge marked a full month since I picked up Roy and was definitely a make or break point for me keeping him as a secondary. What I really didn't expect is for me to come out of that event wanting to main Roy but here I am.
Also if anyone would want to critique that set, I'd really appreciate it.
Tagging Sethlon : Would you be willing to do an analysis stream on this set? This set looks like a good candidate for that, at least to me lol.You guys might enjoy this.
Last Saturday I ended up playing DarkShad at the Midwest regional event "Deluge" in Top 24 Winners Side. He's the Ryu that sent Abadango to losers and knocked iStudying out of bracket at Midwest Mayhem a couple weeks ago and nearly took a set off Mr. R at Outfoxx'd in Top 12. We played on my system so we were able to save the match.
This is only Game 1 & 3. We forget to save Game 2 but I won Game 2 last hit, last stock as Mewtwo on BF; definitely wasn't clean enough that I wanted to risk Mewtwo getting Shoryu'd on T&C so I went back to Roy.
I ended up placing 9th overall out of 117 entrants. Deluge marked a full month since I picked up Roy and was definitely a make or break point for me keeping him as a secondary. What I really didn't expect is for me to come out of that event wanting to main Roy but here I am.
Also if anyone would want to critique that set, I'd really appreciate it.
What time do you plan to start streaming?Sure! Fairly clean play, but there are some critiques I could give. I'll add it to the games I plan on analyzing this Sunday with Serew's set
A note on that video: nobody DI's perfectly 100 percent of the time, especially if you snag them near the ledge where they are more inclined to DI in to live. It's still very much a reliable kill confirm since you can just react to the DI and go for the Blazer if they messed up or do something else otherwise. The idea that you shouldn't ever go for something because DI can mess it up is not a good practice. For example, even at high level play, people will still occasionally fall into Falcon's dthrow knee.First things first: you use too much dash to shield in the neutral. Roy is tied for the most committal dash length in the cast, at 17 frames, and we don't slide so much as to make it super beneficial. I don't have the frame data for Roy's skid stop on hand atm, but iirc his skid stop after running is actually shorter than the commitment of dropping shield (not on a pivot, though, his pivot skid isn't short). There are other movement options to consider, specifically dance trotting and perfect pivoting, as well as mixing the two if you are technically inclined. While practicing, remember you can always jump out of dash, so that's the best way to mitigate mistakes. Otherwise, for micro-spacing, gotta walk.
Next, jumping. If you want to do retreating aerials, you'll have to consider the jump from the jump squat since Roy has low air acceleration. Here is a chart that shows maximum the distance you can travel forwards and backwards based on how you execute your jumps. Roy can't really change his mind mid-air and retreat unless you're willing to burn your double jump, and I noticed a lot of times you were punished on landing because you couldn't pull back and retreat. The other option is to cross up their shield and land behind them, which you tried a few times, but the Rosa's spacing looked to be better than yours was in a few instances.
Next, match-up. Here is some notes on the Rosa MU from Serew, and some things to consider while playing Rosas. When you were put in disadvantage, you did try to jump away, but try jumping behind them instead of in front of them, especially when they are in the air. Roy has more mobility than Rosa, so Rosa will find it harder to catch Roy, as double jump starts will full acceleration in the direction you hold when you double jump. Most of this stuff is covered in the doc though lol.
Next, options. I would recommend you experiment more with falling uair. It's a non-intuitive option to use, since the better hitbox is on the back hit of the blade, not the front. Sweet back hit uair combos into utilt/ftilt at lower percents, bair into bair options at mid percent, as well as uair (depending on DI). Sour uair can kill confirm at higher percents into fsmash (if you go with the flow, you're used to it, and don't spam the option, it's easier to do than it sounds) and into up+b, this depends on your opponent's reactions while being somewhat more difficult to react to. Uair also works as a mix-up combo-breaker in certain situations (if their option select in advantage starts getting predictable), as you can fastfall uair especially if they hesitate because they're watching for your air dodge. Uair and nair can also combo break out of some horizontally based combos when you have good DI, but these are stop-gap measures, and there are some combos that are very tough for Roy to break out of. If DI up doesn't work, don't forget to try DI down or down/away, as Roy is a fast faller and sometimes can escape that way too, especially at lower percents.
Another option you seemed to not quite have down was using full hop air dodge as opposed to short hop air dodge. Short hop air dodge doesn't work with Roy, his short hop is too low and you'll land with landing lag. It works out of full hop though.
Lastly, jab > up+b isn't a true kill confirm. I think people in your area already noticed that based on the matches I saw, but yeah, here's the demonstration video:
Hope this helps.
The point I was making earlier is that even if your opponent misses the DI on the jab (which tbh is a fairly easy mistake to do, since jab is pretty fast), they can react with correct DI on the Blazer when it hits and survive, which makes it less effective as a "kill confirm". So while you can get them with the Blazer, it isn't guaranteed to kill at percents when this is relevant.A note on that video: nobody DI's perfectly 100 percent of the time, especially if you snag them near the ledge where they are more inclined to DI in to live. It's still very much a reliable kill confirm since you can just react to the DI and go for the Blazer if they messed up or do something else otherwise. The idea that you shouldn't ever go for something because DI can mess it up is not a good practice. For example, even at high level play, people will still occasionally fall into Falcon's dthrow knee.
You just shouldn't be too trigger happy about it, that's all.
Oh I see what you mean now. Yeah I'd definitely be wary of the issue. You can try to alleviate it by keeping blazer fresh when going for a KO to get the freshness bonus, or by taking advantage of rage and platforms.The point I was making earlier is that even if your opponent misses the DI on the jab (which tbh is a fairly easy mistake to do, since jab is pretty fast), they can react with correct DI on the Blazer when it hits and survive, which makes it less effective as a "kill confirm". So while you can get them with the Blazer, it isn't guaranteed to kill at percents when this is relevant.
As can be seen in the video, though, this still works on some lightweights like Mewtwo when done near the ledge if they miss DI on the jab, as they don't have enough horizontal space to DI out to avoid the vertical KO: they end up losing the stock to a horizontal KO.
It has some relevance, but tbh it does rely on your opponent not knowing how to respond in order to work properly in many situations, so I just wanted to make sure people understood it's weaknesses as an option, which is why I linked the explanation video. It has some use, but it is one that shouldn't be used too often, or you could end up punished for it.
I think you played a bit too afraid of maybe needles? I noticed a lot of full hops and even some double jumps that you did to maybe try avoiding needles if he decided to use them. Maybe respect them less when they aren't fully charged or when you are at low percent where they don't do much knockback. A lot of times they charge needles they want fully charged, and when they charge they know they can force a reaction out of you, be it a defensive option like shield or a dash in.How to beat Little Mac:
https://youtu.be/F8RsCI59dI0?t=3m3s
My other set from today that I could use some advice on
https://www.youtube.com/watch?v=KUbvp55Q4Ow
Solid advice, I've had other top players tell me that I jump too much in general. Mainly using double jump without doing anything. If one of those f smashes would have connected game 1 maybe things would have been different.I think you played a bit too afraid of maybe needles? I noticed a lot of full hops and even some double jumps that you did to maybe try avoiding needles if he decided to use them. Maybe respect them less when they aren't fully charged or when you are at low percent where they don't do much knockback. A lot of times they charge needles they want fully charged, and when they charge they know they can force a reaction out of you, be it a defensive option like shield or a dash in.
Also gotta get those throw combos/tech chases on point. It's crucial to get follow ups out of them, especially on a character like sheik where there aren't many exchanges where you come out on top in the neutral. Be it committing less to a tech chase or just using safer options that let you keep control, until you get a feel for their tech patterns.
Seems he always DI away from your throws, be it D throw or F throw but I'm not sure of true follow ups against sheik with that DI but it's something to keep note of.
If you want to look it over again, Places where you landed a grab in first game were at 3:30 3:42 3:55Solid advice, I've had other top players tell me that I jump too much in general. Mainly using double jump without doing anything. If one of those f smashes would have connected game 1 maybe things would have been different.
You need to use c-stick set to attack in order to get it to work. Then, you have to tilt the c-stick diagonally to get nair (jab on the ground). It's easier with the gamecube controller, since it has an octogonal gate, or corners that the c-stick will move into more easily.Hi guys, so in izaw's video he mentioned using an advanced technique that helps you fast fall and single hit nair simultaneously. He only demonstrated with the gc controller, but I use a wii u pro controller and havent gotten it to work?