Not (yet) worthy of its own topic:
As we pivot into the long road for Smash Switch, I've been thinking primarily on the topic of teaching people to play Smash. (Which will (or should) be our number one concern come December)
Historically most educational resources have focused on "damage makes people go farther" or "here is how to think about the neutral game", when 90% of players need something in-between.
I think it always has to be centered around Yomi; first introducing it as the atom of all (double-blind) gameplay, and how it emerges when you put (asymmetric) weights on RPS. (I like to teach this by playing RPS against Dwayne Johnson, whose Rock counts as 2 wins and wins ties--but he loses other ties. Then we bring it in-game with a dash attack/grab vs shieldgrab/attack moment.)
From there we have a roadmap in the form of the 4 questions which Yomi promises victory to anyone who can answer:
- What determines which move wins?
- What are all the moves available?
- How are the rewards for winning moves evaluated?
- Now that I am making informed Yomi decisions, how can I beat my opponent at Yomi?
Question 1 is just teaching mechanics and RPS triangles. It can probably be condensed into one meaty lesson/article, and it much better as a hands-on activity. People need to walk away with the mentality of time as the central resource that determines who wins each exchange.
Question 2 is also mechanics, but with more quantity and less density. It critically has to be framed as lists of options
organized into states, with
time costs associated with changing state. This probably has to be 3 lessons: If the first is covering state change costs, standing options, shield options, and running options, it can also including punishing evaluation. Aerial attacks have enough nuances to require segregation into a full second part, and ledge options + some misc restrictive stuff (like items, platform dropping) are important enough for a third.
Question 3 is pretty straight-forward, just needs a single lesson discussing kill %s, grab combos, and stage position.
Question 4 you can't do much with beyond Observation & Conditioning 101.
That is historically the rough outline of how I've taught various people to play Smash, with pretty solid results. It's not hard to get people to go from dash attacking shields to throwing out reverse bairs and mixing up ledge options.
Oh, and fun fact I've mentioned here more than once: I'm pretty confident that Dr. Mario is by far the most instructive Smash 4 character to teach new players with. Never let new players play their "mains", if for no other reason than needing to build focus on the new muscle memory.
In the long term this will probably congeal into a Smash Switch article series or something, still feeling it out.