Very interesting statement, but I can't say I completely agree. I think spacing, doing safe damage, and surviving are a bit more important in Brawl, and that would kinda fall under what you do before connecting it.
The majority of thinking and beating someone out happens before anyone ever lays a hand on each other, or in between strings.
Of course more technique and stuff goes into it once you actually do hit stuff, but that's another story, I believe.
that was in previous years of brawl. watch recent high level matches and check for how "safe" and "careful" they are. the game has become more aggressive because by acting you force the opponent to act, and if you have better character control you'll eventually dominate. the best example i can give is nairo's gameplay. it's not a golden rule but it generally applies. you should usually act within reason, as much as possible. and come up something to do in the dead instants of your gameplay.
about surviving OF COURSE it's important. but we were talking about ground game so you're switching topics.
spacing is important too THE ENTIRE MATCH. but spacing doesn't necessarily make you less active in the match.
brawl. is not. simple.
i must insist.
when i try to play "safe", i get consistent hits, but my opponent does too. i also become more reactive and the best players know how to get around reactiveness. the safest approach is constant action, even if at moments such action -is- baiting.
as for the actual topic, watch high level matches and see how methodical they are about their ground game or neutral situations, compared to their juggling and follow-ups in advantageous situations. also, check for how much damage and control good juggling and using momentum gives them when compared to just their ground game or what they do during neutral.
Thanks TKD
So with this info I can confirm we have a ground grab release chain grab on Ness and Lucas. They suffer 40 cool down frames after grab release, and our dash grab comes out on frame 10, so you have to buffer the dash grab but it works. Not sure how useful this is to us. Oh and if Upsmash comes out frame 8 we should be able to get a guaranteed dash Upsmash out of grounded grab release.
release usmash is guaranteed. chaingrab doesn't exist. fox's walk accelerates too slow (i guess m2k was wrong) or the timing for that is too strict (2 frame window at most), boost pivot grab can't be buffered, and dashgrab doesn't reach. i would guess boost dashgrab does reach, but it can't be buffered either.
dash usmash buffer input is:
tap forward, quarter circle up: tapping forward inputs a possible dash buffer. quarter circle up lets go of forward so now your dash is buffered, and prepares you to usmash.
jump button + A: you have to jump cancel for dash usmash to buffer, so you input the jump button (though i'm sure tap jump ON doesn't need this). you were already holding upwards, so just press A and let go ASAP
dash usmash buffer is useful mostly vs motherkids and to finish ddd's cg vs chars like lucario.