Random thought:
Players like MKLeo, Salem, Larry Lurr, and Abadango succeed because their advantage states are so strong. Smash 4 players generally have fantastic neutral play but godawful disadvantage states that are only made worse depending on what characters they play. These players are all fantastic at both extending advantage for as long as possible and sealing stocks insanely early. Their strengths make up for the fact that many of them may be very weak in certain areas(Aba/Salem neutral, Larry disadvantage, Leo's.....something...). There is, however, many instances of HORRIBLE disadvantage play in our community that players tend to gloss over and instead stack on top of their "list of reasons this character is dumb."
VoiD, for example, has a fairly strong neutral and a terrifying advantage but his disadvantage is average at best when looking at his other top tier players. However, he plays
. It's a lot easier to get away with having a weaker disadvantage as long as the opponent's hits don't convert into death because he kills extremely early for this character and doesn't lose neutral very often. But when he does lose neutral his often....questionable combo DI is exposed. A lot of the things that happen between he and Nairo/Dabuz only really happen because of his poor airdodge and DI habits.
ZeRo has what is, imo, a top 5 disadvantage state with a top tier advantage and top tier neutral. His DI is absolutely fantastic(minimizes damage perfectly on Fox dash attack/utilt and Rosa uthrow) and he seems to have the best sense of when to attack out of strings. Even though he mains a character with a rather mediocre recovery ZeRo rarely gets gimped and is very consistent in knowing that it's much better to reset to ledge and take damage than try to land on people with airdodges and die at 40.
Yet, once pressured he starts giving away free openings in neutral and disadvantage with nervous monkey flips, poor banana pluck timings, or really bad airdodges. He misses timings on simple things like grabbing standard getup or reacting to bair on ledge jumps. Fishes for really simple things that can be easy to avoid(dtilt, grabs on forward rolls, utilt) instead of playing passively and faking aggression until the opportunity presents itself. Oversimplifying his gameplay and looking for very linear options instead of looking for what could potentially work is often his downfall, and is why he often can't kill until 160s.
Once ZeRo starts getting juggled vertically you see him immediately panic and start DIing terribly, i.e:
https://youtu.be/TVxgOl3bPmw?t=14m31s
https://youtu.be/Ym5owFGhtj4?t=18m59s
Most players put too much into their advantage and neutral states but try and let their disadvantage develop naturally rather than seeing it can and SHOULD be trained.
These are the things I feel should be practiced more in order to improve the individual holes in most player's gameplay:
- Correct survival DI recognition on deceptive moves such as Greninja/Marth Uthrow, Luma Uair, Diddy/Sheik Uair crossup, Luigi Dthrow at various %s to avoid Uair Bair or Cyclone, etc
- Correct SDI inputs at the proper angle with appropriate speed
- Correct combo DI to not have long extensions or unnecessary deaths against characters like
- Properly studying when to airdodge, why you should airdodge, what the opponent could get if you DO or DON'T airdodge, etc. Makes or breaks certain character advantage states and death 50:50s()
- Understanding what moves can be punished on block, should be punished on block, can be punished on whiff, should be punished on whiff, etc
- Understanding how ladders/50:50s work and how they interact with platforms, airdodges, attacks, and jumps
- Learning what your character's best options to escape or attack out of strings are
- Being able to recognize what moves string(Most stuff at low %), frame trap(Anything involving ), combo(2 Utilts after 30 but not at 0 on most), or don't link unless you airdodge(Knee in most situations out of throws)
There's a lot more, but it's a shame that the game is two years in and everyone's talking about magical things like how you can extend certain hits and get more openings but.....ignoring that you'll eventually be on the receiving end.
Gotta learn how to take a hit, too.