Smooth Criminal
Da Cheef
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Kappa
Smooth Criminal
Kappa
Smooth Criminal
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Chakram is too good man. Also I'm fairly fond of Shuriken of Light.Oh yeah.
Miis don't exist~
I leave such responsibilities to AEM .
I did give him a good shot though (at 1111). But he's pretty dysfunctional.
Nah it's fine. I just mostly wanted to get a wall of text from you to feed players. :3cAlways impose challenges on yourself, understand what you're doing as much as possible. For everything that ever works for you, wonder if you could've done something better, or what could have the opponent done instead that would've worked and how you would've dealt with that instead (eventually/hopefully finding options that cover everything or most of everything). If your opponent is out playing you while you're only thinking 1 step ahead, you probably should try thinking 2, 3, 4 or maybe even 5 steps ahead. Never ever let yourself get into a play style that relies on the opponent making mistakes, instead you should be trying to have reactive (or anticipated) punishes for everything.
Practice, study.
It's like getting good at anything really?
Just in things like Smash/fighting games, the steps of learning to crawl and then to walk are often ambiguous and are most definitely not commonly defined.
However, you'll never be able to walk without crawling and it needn't be said about your chances of running (but I am, anyway).
To me I think mostly about spacing, reacting better (I've recently brought down smash use back to my ZSS but I go for lazy punishes, it annoys me; that's not going to fix itself without practice although I'm happy I've got a such a large chunk of the 'hard part' out of the way [outspacing things and positioning properly - also not doing it when the enemy can forward air~] out of the way) and trying to understand the dynamics of what's going on as many steps ahead as possible, because from that knowledge you make more informed decisions.
Simple ideas have generally been what have pushed me forward the most, ironically. But as simple as a single sentence like "you need to react better" is, it takes a lot of time and focus of such ideas until you 'get them'.
The brain is a magical thing and you can make it do anything. Never be disappointed or dwell on negative things because the brain is designed to store and learn these better than everything else.
iono if this is helpful, but I tend to not have the best answers to the very generalized questions like 'how to get better'; adapting and reading to me is just a reflection of how much I know about and can visualize the game. Adapting in the moment tends to be thinking about all the steps that come between the things you're having issues with rather than the single most pronounced 'thing' that comes from it.
If you want to look at some more technical things, you should read up on neuroplasticity; visualization is generally the most effective means of advancing.
A general rule of thumb I have is, if you can't do it against a lifeless CPU, how do you expect to be able to do it against a thinking human being/
something something
"ask more specific questions"~
I wanted to add on to this post, but I've got nothing. You pretty much covered it.Always impose challenges on yourself, understand what you're doing as much as possible. For everything that ever works for you, wonder if you could've done something better, or what could have the opponent done instead that would've worked and how you would've dealt with that instead (eventually/hopefully finding options that cover everything or most of everything). If your opponent is out playing you while you're only thinking 1 step ahead, you probably should try thinking 2, 3, 4 or maybe even 5 steps ahead. Never ever let yourself get into a play style that relies on the opponent making mistakes, instead you should be trying to have reactive (or anticipated) punishes for everything.
Practice, study.
It's like getting good at anything really?
Just in things like Smash/fighting games, the steps of learning to crawl and then to walk are often ambiguous and are most definitely not commonly defined.
However, you'll never be able to walk without crawling and it needn't be said about your chances of running (but I am, anyway).
To me I think mostly about spacing, reacting better (I've recently brought down smash use back to my ZSS but I go for lazy punishes, it annoys me; that's not going to fix itself without practice although I'm happy I've got a such a large chunk of the 'hard part' out of the way [outspacing things and positioning properly - also not doing it when the enemy can forward air~] out of the way) and trying to understand the dynamics of what's going on as many steps ahead as possible, because from that knowledge you make more informed decisions.
Simple ideas have generally been what have pushed me forward the most, ironically. But as simple as a single sentence like "you need to react better" is, it takes a lot of time and focus of such ideas until you 'get them'.
The brain is a magical thing and you can make it do anything. Never be disappointed or dwell on negative things because the brain is designed to store and learn these better than everything else.
iono if this is helpful, but I tend to not have the best answers to the very generalized questions like 'how to get better'; adapting and reading to me is just a reflection of how much I know about and can visualize the game. Adapting in the moment tends to be thinking about all the steps that come between the things you're having issues with rather than the single most pronounced 'thing' that comes from it.
If you want to look at some more technical things, you should read up on neuroplasticity; visualization is generally the most effective means of advancing.
A general rule of thumb I have is, if you can't do it against a lifeless CPU, how do you expect to be able to do it against a thinking human being/
something something
"ask more specific questions"~
Sounds like a plan. I'm probably going to be using it as well to inform new players, though I might add on that visual learners may have a slight advantage in the learning experience.Yeah it's really general, basic, and solid "gitgud" advice.
So now I have a wall of text to throw in the face of players who are looking to gitgud lmfao.
Are you sure? I'm talking about the music right at 3:19 to 3:26 in your videoThat's Jecht from Final Fantasy X.
Gar! Gar! Garchomp.
nyuk nyuk...
somebody say nyum nyum back to me
Sounds like you need to learn to walk.I'm one of those "gotta experience it first hand" learners.
which suuuuucks
my lack of tourney experience shows up so often lmfao
Nono. I study all the time.Sounds like you need to learn to walk.
I don't know of a single top level player that doesn't practice and study.
Experience is important.
But relying solely on it is a sign of laziness or lack of vision.
There must be something you can look to. If you're going to look at good players and think there is some sort of obfuscated wall defined by ability to adapt and read that's impossible to peep over without experience you're probably going to stall indefinitely.
I would assume, that with lack of tournament experience, that you should focus on not relying on your opponent making mistakes / "run into things I'm throwing out there".
This steeps into reacting, anticipating (thinking multiple steps ahead; doesn't matter if you're "slow" and lose a lot while focusing on this), better positioning and optimizing your movement and punishes.
Yeah that's pretty much what I'm doing right now, just trying to git gud. I can theorycraft and tell you what you or anyone else should do in say, a matchup or something. But when it comes to actually playing?snip
This pretty much decribes how my matches with cpus and players go. No matter how well I play, I always end up taking more hits than I should."Running into random ****" syndrome - people like this guy who just randomly throw out charged fsmashes hit me more than they should, and even if I shielded it that ****ing fsmash is safe and he could just run away.
Apparently. Not always the case, but apparently.Sounds like ya'll need to stop approaching so damn much lmfao.
mm. Duly noted.With all that in mind then, I think you need to figure out more practical short term goals.
You could try putting money on the line at your local shindigs/meets.
You could also get a divorce (lol). Or not fret too much over giving up your tournament entry fee and play in them anyway (depending on convenience or finances) - my health is often as such that I probably shouldn't be going to tournaments anyway but I'm still happy to play through pools/early bracket, say hi to people and leave early.
I rely on CPUs a lot; they're good for a lot of things really. Just trying to get faster and always having good spacing is something I find relatively easy to observe, power shielding more, reacting more (broken record here I'm sure), but I feel confident measuring improvements in these things, again, through visualization and then enacting them.
Every small piece of the puzzle. If you find that there's no perceivable gaps without getting mangled, then you need to go out of your way to get your *** handed to you so you have a refreshed palette and spawn new ideas for self-improvement grinding.
My general theme here is that if your spacing, positioning and general reactions are so on point, that reading and adapting becomes second nature to you as if something isn't working, there's alternative positions and timings to take that would've been developed along the way. Through 'learning' how to be perfect you also know the shortfalls and alternatives; if your alternatives aren't as perfect as what isn't working for you in the moment, that's already a lot to work on and usually in hindsight (unfortunately) you realise what adjustments need to be made to your general style to accommodate the opponent's will/execution.
Do what I do: we never have enough setups and very few are able to be used for friendlies. As bracket dwindles down, start discreetly taking over setups, and post tourney, try to get some good work inmm. Duly noted.
I'd be more willing to give up the money i spend if tourneys in Texas had more dedicated friendlies set ups.
Because they both have similar feeling and flow in a competitive environment.I don't see how Cloud would remind someone of Melee Marth, because the two of them operate differently. Maybe it's because they both speak Japanese, regardless of region?
Well, as multiple people have stated through this thread, Cloud is like Melee Marth because their range is about the same, and having a Limit Cross Slash is like looking for that tipper fsmash. While we're never getting Melee Marth or anything close to him in Smash 4 Cloud is probavly the closest to him.I don't see how Cloud would remind someone of Melee Marth, because the two of them operate differently. Maybe it's because they both speak Japanese, regardless of region?
Exactly.Do what I do: we never have enough setups and very few are able to be used for friendlies. As bracket dwindles down, start discreetly taking over setups, and post tourney, try to get some good work in
I do feel like I'm too aggressive. I played this Falcon in bracket with Shulk and he literally just stood there and waited for me to do something and the he punished because Shulk's moves are all such high-commitment. I've also been told that I spotdodge too much and I need to mix up my ledge getups.Sounds like ya'll need to stop approaching so damn much lmfao.
Tbh I think it's better to not spotdodge enough than spotdodge too much. But if you don't spotdodge at all then you're in trouble. I'm trying to only spotdodge when I know they're going for a grab, but it's hard, I keep spotdodging instead of shielding when I should bei dont spotdodge enough
melee beat that habit out of me really ****ing hard.
i really dont know how to get it back.
Still, I just don't get it. Cloud actually has a projectile move, while Marth does not, and they don't exactly share their attack sweetspot locations either.Because they both have similar feeling and flow in a competitive environment.
The similarities arent superficial and are rooted strictly in competitive play, starting from mid-level play and up.
The coverage and juggling capabilities in air. Large flowing hitboxes with really good reach, coverage, and frame data. Marthitis. Strong spikes. Decent, but very exploitable recoveries. Very strong movement options. A high requirement for fundamentals.
The list goes on.