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A guide to punishing defense in this game

Amazing Ampharos

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Offense versus defense has been a big point of contention early in smash 4's metagame with quite a few topics on these boards alleging that defense is significantly stronger than offense in this game. I really disagree and find offense to be quite strong, and I noticed that a lot of the complaints (especially about things like rolls) seemed to stem from a lack of familiarity with the engine more so than from a particular flaw in the engine itself. In order to help fix that problem, I've put together a guide to overcoming overly defensive play in smash 4, available in both video form and text form. This will eventually be a two part guide that also goes into putting together an effective offense, but for now, here's the guide about countering excessive defense:


Before we get into this guide, there are two basic fighting game concepts everyone has to understand. I will be talking a lot about frame data and frame timings in this guide so everyone needs to know what that means. A frame is just 1/60 of a second and is the smallest unit of time that exists in Super Smash Brothers; I simply use the word frame to refer to an amount of time and will use frames as the standard unit of measure throughout. The other big idea is human reaction time, and that's less widely understood. In order to punish anything in a fighting game, you first must see something happen on screen, mentally process what you've seen, and physically press a button to execute a counterattack. This takes time. If you are looking for one very specific thing and have one very specific response ready, you can do this in 12-13 frames which really is a hard limit (the human brain very simply cannot go faster than this, and if you're over 40, you'll actually go slower). If you have to consider what you're seeing between multiple possibilities and must carefully choose a response, that will add a few more frames of thinking time depending on your skill as a player (more skill means less extra time spent), but generally you should be able to react in the upper teens of frames to those kinds of situations. If you are surprised by something totally outside of your expectation but are an alert player otherwise, you probably are reacting in 25-30 frames... but you could of course be caught sleeping and react arbitrarily slowly which is the only possible way moves like Falcon Punch ever connect.

With that in mind, there are three fundamental types of defense a player could employ: grounded evasion (rolls and spotdodges), aerial evasion (jumping around airdodging), or simple blocking (relying on the shield). All three are very counterable by a sharp offensive player, but each requires a somewhat different response.

Grounded evasion, particularly rolls, is a topic I've seen a lot of complaining about, but in reality, rolling is very easy to punish. Executing a roll locks a typical character into a forward or backward movement for 30-35 frames (less time for someone like Little Mac) that has invincibility in the middle of the animation but not at the very beginning or for a fairly lengthy chunk of the end (usually 8-10 frames vulnerable at the end). This means that if you're specifically looking for a roll, you have around 20 frames to punish after you factor in your human reaction time.

If an opponent rolls toward you, generally down smash is the simplest way to get a decent punish. On most characters (everyone except Robin, Zero Suit Samus, and probably Mewtwo), down smash hits on both sides so you don't have to be sure of where the roll will end up in particular, and down smashes generally hit with very useful timing to punish rolls. For instance, Mario's down smash hits on frame 4 with the first hit and frame 14 with the second hit, giving you two chances to hit very different timing windows on a bad roll from the opponent. Some characters like Donkey Kong hit all at once with down smash, but these tend to hit at very useful middle values in speed and are generally every bit as practical as the double hit down smashes for roll punishing.

Of course, that's just the easy answer for a good punish. If you have a very good read on where your opponent will end up, you often can land an even bigger power move. Mario could forward smash again; it hits on frame 15 which is a bit slower than even the back hit of down smash and doesn't cover nearly the space, but it hits a lot harder so if you know you can hit with it you can realize a much better pay-off when your opponent foolishly rolls toward you, and you can hit the c-stick either forward or backward to cover rolls that cross you up and ones that don't. Of course, some slower characters will not be able to easily smash rolls due to just not starting up smashes in under 20 frames, but those characters usually have very powerful tilts or special moves that can be used for the same purpose. Likewise, you could also be time crunched due to being surprised by the roll and reacting slowly, but even if you take 20 frames to react, that still leaves you over 10 frames to connect with a punish which is more than enough time to get out most jabs, tilts, and grabs. You should be able to punish rolls toward you every time if the opponent is rolling toward you in neutral, and that makes rolling forward a very dubious option indeed.

Some opponents will instead roll away, and while that is definitely much harder to punish since the opponent will not be in position to be hit by most melee attacks, it's still not a good option. Rolling away even if unpunished generally worsens the stage position of the rolling character since it represents a move toward the edge and away from center stage. Stage position is a huge concept in competitive smash game theory that I cannot cover in full depth here, but the short version is that if you're at the ledge and your opponent is beside you, you have very few movement options (only right at your opponent or off-stage) while your opponent can move anywhere on the stage and further your opponent has far more to gain than you from landing a hit in that position since you'll be easily pushed off-stage or even launched fatally into the blastzone while your opponent must be launched across the entire stage before facing the same danger. Knowing that, don't fear rolling away from the start since your opponent is just worsening their position while not gaining any offensive threat against you at all.

Of course, you actually can punish roll away specifically, and that makes things even worse for the rolling character. You could just use a projectile to hit all the way over there, and projectile-centric characters like Link, Robin, R.O.B., or Villager will be more than happy to do this and get free pressure if not outright hits in response to the timid retreat. If you want to punish with something more aggressive, that's on the table too. If you're chasing an opponent who rolls away, just dash attack. The dash attack will let you slide forward with a hitbox in front of you in a generally quick manner, and on every character in the game, this is a very effective way to get some free damage on an opponent who decided rolling away was a good idea. Of course, if you have character specific stuff, it gets even better; moves like Falcon Kick/Raptor Boost, Flare Blitz/Dragon Rush, Bowser's Dash Slam/Dash Slash, or Palutena's Super Speed can easily allow those specific characters to punish roll away even harder.

Now that you're hopefully convinced rolling is really not a very strong option, let's talk about spotdodges. Spotdodges are at least faster than rolls; they tend to finish in under 30 frames. However, spotdodge doesn't have the movement of rolls, and that means that the only way it can evade attacks is by using the invincibility frames. Further remember that human reaction time works both ways. Attacks cannot be spotdodged on reaction if they are faster than 12-13 frames to start up; it's simply impossible. This means spotdodges can only be used to evade attacks as a prediction (read: a guess) or in reaction to especially slow moves, and as an attacker, both situations are easily avoided.

If you aren't happy with how easy it is to fake out a spotdodging opponent, specific counters exist as well. On most characters, just jabbing into a spotdodge tends to pay off; the spotdodge will avoid the early hits of the jab combo, but the invincibility probably ends before the later hits connect. Holding "A" on the characters who just spam their first jab by doing this makes it even easier; hold one button and for free get a full jab combo to hit. Of course, Ganondorf and Zelda have single strike jabs, and some characters like Bowser have jabs with slower timing that can easily miss the punish window on the spotdodge. However, any persistent move will work; Bowser can use down tilt or breathe fire, and Zelda could deploy her phantom. Jab-like moves such as Marth or Lucina's Dancing Blade or Meta Knight's forward tilt are also great options here. Even if you get caught smashing which is mostly a bad thing, you can charge the smash to wait out the spotdodge invincibility and hit the cooldown VERY hard. Stuffing spotdodges is very easy, and indeed, spotdodging is the weakest of the defensive options.

Some opponents will recognize the flaws in grounded evasion and instead turn to aerial evasion; this was a very strong strategy in Super Smash Brothers Brawl so it makes sense to try here. First of all, the countermeasures that worked in Brawl do work here. Airdodges take in the 30s of frames to complete much like rolls so you can follow opponents up into the air, wait for an airdodge, and hit the ending lag with an attack of your choice (almost all aerial attacks are fast enough so pick one based on situation). You can also just use a persistent move like Mario's down aerial that will cover the invincible time of the airdodge and then some. The early hits may whiff, but the airdodge won't stay invincible enough to dodge the later hits and you'll get some damage. Of course, this can be a bit tough to put into practice; defensive opponents will airdodge in reaction to your movement and will be moving themselves while airdodging around, but you can get some good hits if you learn to play this game well.

Super Smash Brothers for Wii U, however, has something special that wasn't in Brawl; airdodges now have landing lag. This opens vast new doors for punishing airdodges as now you can very easily challenge from the ground. Simply put some persistent hitbox on top of the evasive opponent right before they land; Bowser and Charizard breathing fire is certainly the simplest case. Just drop the move and consider the opponent's options. If the opponent doesn't airdodge, the move hits right before they land. If the opponent does airdodge, the airdodge avoids it for a moment, but then they land and suffer airdodge landing lag. This lag prevents your foe from blocking, and the persistent move hits then. It is absolutely impossible for the airdodging opponent to avoid damage in that situation. While breathing fire might be the simplest answer, many moves can accomplish the same purpose. Long range pokes like Donkey Kong's forward tilt or Zero Suit Samus's Plasma Whip work great, good projectiles like Duck Hunt's can or Palutena's Explosive Flame will create the trap, and smash attacks that project far away from the user like the forward smashes of Mega Man, Mii Gunner, Olimar, and Shulk can be devastating. This changes the basic risk-reward on jumping around airdodging; every time you take to the skies you have to land eventually, and every time you land in a non-aggressive manner your opponent might set this kind of trap.

That just leaves shielding, and while shielding is overall the strongest of the defensive options as it has the least commitment and many attacks are unsafe on block, it too has many of the same flaws as the other defensive options. Holding shield is a thoroughly non-viable option in this game; a held shield will continually shrink, and while shielding your attacking and movement option are greatly constrained as you cannot walk or run and can only instantly begin to grab, up smash, or up special for an attack. This means that relying on shielding is really about shielding in response to an enemy attack, and that's where the reaction time problem strikes again. It's just not possible to block on reaction any attack that is faster than 12-13 frames, and that covers most jabs, tilts, and aerials. This means that sitting there shielding can only really pay off if the opponent either relies on slow moves to attack or attacks in predictable patterns, both problems that can be easily avoided by the offensive player. Be cautious that the defensive players will often use your movement as a tell for when to shield; if you always attack the moment you move into range, that is very predictable and can result in some excessively successful blocking by your opposition.

Even more, shielding has the simplest counter-measure of all in this game: grabbing. Grabs (or special moves with grab properties like Yoshi's Egg Lay) bypass shields regardless; no matter how cleverly a blocking opponent is timing his shield, a grab will simply win. Be very familiar with the speed and range of all of your grabbing options, and use them alongside a diverse and unpredictable offense to make shielding not pay for any who would stand against you.

There's so much more you could study and learn about countering defense in this game, but this should be more than enough information to give you a good idea about what you need to do to make overly defensive players lose to you every time. You will need to study your character's particular options in depth to know your character specific best moves to use to punish all of these things; I rely upon Dantarion's early version of Master Core for my frame data needs:

http://opensa.dantarion.com/s4/mastercore2/

This can be tough to interpret right now, but if you know how to read it, the frame data for all significant non-special attacks is right there for the taking (and special move stuff is possible to find but requires great expertise). If you find this intimidating, there's a good chance your main's character board will be able to give you something more easily human readable on this topic.

I hope you guys enjoyed the guide, and I hope now you feel more confident in challenging defenses. Of course this guide was pretty reactive, talking entirely about punishing an opponent's defensive moves. Part two will talk about being pro-active, about putting together a coherent and competent offense that will make you a true threat as a player.
 

HeroMystic

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I'd like to think the majority of this is common knowledge within the competitive community, but going indepth and using frames to really drive the point home is good for intermediate Smash players who are having a hard time understanding how to counter defensive playstyles. This is a good guide and having a video attached to it makes it much easier to digest.

I assume proactive offense will be mostly about conditioning your opponent and making reads.
 

Exdeath

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The problem isn't that it's impossible; it's that -- in the heat of the moment -- it can be quite difficult to time the punish and whiffing the most reward attacks usually leads to a significant reward for the defending party. In your own tutorial video you mistime a Mario Fsmash on a roll that you essentially made a correct hard read on in a calm environment (you were controlling both characters, after all) and still missed the Fsmash, at which point Bowser could have grab>Bthrown. That's a full reversal because you mistimed that counter. Rolls don't have to be overpowered/broken in order to be a troublesome tool at neutral. Also, FYI the smallest human reaction time is ~7 frames -- a reaction time that players like Ally regularly demonstrate. 8-10 frame reaction times are quite common at top level play. Criticism aside, I'm really glad that you worked on this and I'll be sure to share this as a tool for beginner players -- we need more people helping others break the barriers of low-level play.
 

mountain_tiger

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This is an excellent guide - awesome work. :D

And I agree, there are many characters for whom good offense is vital - Peach is a great example of this.
 

Hong

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On most characters (everyone except Robin, Zero Suit Samus, and probably Mewtwo), down smash hits on both sides so you don't have to be sure of where the roll will end up in particular, and down smashes generally hit with very useful timing to punish rolls.
I'm about half way through the video and wanted to clarify something small.

Robin's down smash, with the Levin Sword equipped, hits on both sides. It produces a rather large electric shockwave to either side which, while not as powerful as the sword, works nicely for both shield-poking and nicking opponents during their rolls.

Generally the theme with the Levin Sword is it always has a little added range over its bronze counterpart. This shockwave doesn't emerge from the bronze sword, though down smashing with the bronze sword is uncommon enough that it's not worth mentioning.
 

Eldiran

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Good video! I also appreciate the writeup of it. Definitely agreed that offense vs. defense is in a good place right now.

Interestingly, in Smash 4, rolling away to the ledge can actually give you a superior defensive position because it improves your shield (you aren't knocked away by attacks, allowing you to shieldgrab strong attacks easily). This is especially true if the defender has a projectile and the offense is, say, Ganondorf. In that position Ganon has no option except to perform a hard read.

Ganon is an extreme case, but it's still often advantageous to be at the ledge (at low % anyway).
 

ChronoPenguin

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The problem isn't that it's impossible; it's that -- in the heat of the moment -- it can be quite difficult to time the punish and whiffing the most reward attacks usually leads to a significant reward for the defending party. In your own tutorial video you mistime a Mario Fsmash on a roll that you essentially made a correct hard read on in a calm environment (you were controlling both characters, after all) and still missed the Fsmash, at which point Bowser could have grab>Bthrown. That's a full reversal because you mistimed that counter. Rolls don't have to be overpowered/broken in order to be a troublesome tool at neutral. Also, FYI the smallest human reaction time is ~7 frames -- a reaction time that players like Ally regularly demonstrate. 8-10 frame reaction times are quite common at top level play. Criticism aside, I'm really glad that you worked on this and I'll be sure to share this as a tool for beginner players -- we need more people helping others break the barriers of low-level play.
This is somewhat it.

Its a bit disingenuous to talk about rolls as "not a very strong option". Rolls are a strong option because they are a defensive positioning tool that for the same reason as dash-shield approach can still be offensive. If we want to talk about rolls in a bubble sure we can, but in the context of an actual match they are a potent defensive option and we continually see this. When rolls aren't defensive is no different from players being predictable which was part of your criticism against being spotdodged.
If a player is predictably or excessively rolling punishment can be easier to deal out. One thing to note is that while there is a 8-10 window, Shield takes ~1 frame to come out and the next roll has 4 frames of start-up. There is an explicit amount of precision required even with reaction time.

This to me is what adds a large emphasis for me personally to exercise walking, more then I had done in previous smash games because of walking retaining my options and being easy enough to control.

Everything you said is ultimately true on its own, but in the context of an actual match, rolls are less punishable then advertised while still being punishable at their core. If anything Spotdodges are frequently more punishable because of the multitude of persisting hitboxes. If anything there is heavy emphasis on grabs which are ~30 frames, and generally aren't punished from a roll away, eat the shield regardless, or can overextend to cause no disadvantage in the case of a roll towards. Grabs also lead to great stage control via throws so the reward is very strong as a result.

Tl;dr: Rolls are punishable, they are however are a rather strong option so long as predictability isn't enforced, as the only real solutions otherwise are to make a strong read or make a very conscious approach of walking. Like the quoted poster said before me, even in your controlled environment, you made a mistake which would've left to a momentum shift or another roll chase, or a shield against another possible followup from you into an OOS option.


It's a great video @ Amazing Ampharos Amazing Ampharos regardless.
 
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RIP_Lucas

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There's no mention of projectiles and counters in a defensive player's strategy.

Say you're against a lucario at the edge with a fully charged aura sphere and you're both at a 100%. You obviously need to bait the aura sphere, which there are two main ways of: dash into shield or jump for an aerial approach, but any good projectile spammer knows how to punish shielding and jumping isn't safe because they can just jump and fire the attack.

Assuming you can bait the aura sphere and have a clean line of approach, what then? Ground approaches still aren't safe because of force palm, and aerial approaches can be punished from shield grabs or a counter, both of which spell KO for you.

Unless you're using sheik or one of the other few characters with specials capable of getting around this, there is no approach that doesn't end with you exposed for a kill.
 
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PK Gaming

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Good guide

As a Robin main, I find it hard to deal with excessive defense myself. Our grab is abysmal (and on whiff, it's punishable by certain moves, such as the waft) and our down smash barely covers backwards rolls. Going to practice and see what I can do to deal.
 

Amazing Ampharos

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I want to clarify the controlled environment situation. I was playing by myself: two controllers one player. I missed that fsmash punish because of a technical mistake arising from how awkward that is (I had several failed recordings where I'd actually forget which controller was which and just run off-stage with both characters!). This is actually an *easier* punish to do in real gameplay, and you aren't missing it because you made a bad read. It's a purely reactive punish that you only miss only because you made a technical mistake (like I did, I think in my mental juggle of trying to handle two controllers I misappraised the spacing); my point is that you don't fsmash rolls on a read but do it on reaction. If you don't feel confident enough to use a big move like Mario's fsmash (which requires you to be on point and playing well but is entirely possible to do on reaction), dsmash is a freebie punish since you don't have to think about timing or spacing nearly as much even if the punish isn't as heavy. If you do get surprised, just jab, tilt, or grab. As long as you weren't just wildly hitting buttons when they started up the roll, it really is that easy to punish and you don't have to predict it just have an eye out for it. Yes, they can shield immediately if you miss the 8-10 frame vulnerability window so you do have to be well practiced and very comfortable with the speed of your moves, but this can be accomplished by practice and does not reflect upon the game. I stand behind my core position; rolling can be useful to specifically evade attacks your enemy is already doing, but it is just a horrible neutral option that will be regularly punished.

Approaching projectiles (and the idea of approach in general) is something I plan to cover in part 2. This part one was mostly about getting people to stop losing to passive play; projectile strats aren't really passive even if they can be cautious in their own way (and for characters like Villager and Duck Hunt, projectile strats are actually good play whereas passive play is always bad play in this game). But yes, approaching a character with a good projectile who is controlling space well is a very significant challenge, and it will definitely warrant exploration.

The ledge position with no shield pushback is a more advanced stage position topic. In general it is better to be at center stage than at the ledge in almost any match-up (even if you're zoning out Ganon, wouldn't it be better yet if you forced Ganon to that ledge?), but it is true this mechanic makes it better to be precisely at the ledge instead of almost at the ledge but not quite there. I do intend to address this mechanic in part two when I get into attacking safely as it's highly relevant, but I felt like it was too much to go into for this part one's purposes.

Robin was brought up twice so I should comment on him/her a bit. I am not a Robin main and seemed to underestimate the shockwave; I had seen little success with it in my light Robin play, but it looks to be far larger than I originally thought and to not have real travel time. So yeah, Robin can in fact use dsmash as an excellent roll punish (it's just extra rewarding if you dsmash in the right direction), and Robin's fsmash or Nosferatu if you are very confident about your spacing can likewise make roll in a bad option for the opponent wheras Robin's very good jab is a good quick option for when you get caught off-guard. Robin is nice though as even if it's somewhat harder than average (but still very reasonable) to deal with roll in, Robin is one of the best at punishing roll away and airdodge landing thanks to the greatness that is Thoron and honestly Arcfire too. Most players aren't terribly willing to run away from Robin (it's basicaly asking you politely if you would like to have Thoron charged), but Robin can sure make his/her foes regret it.
 

Conda

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I've noticed that people dismiss Smash 4's skill ceiling as being low, and it being an 'easy' competitive game to play. People complain about the game being defensive, yet fail to treat Smash 4 like any other competitive game. All competitive games change drastically as player skill improves. A Starcraft match with lesser skilled opponents will be played very differently compared to a higher level match.

Smash 4 has a large skill ceiling, but it's one many people aren't seeing yet since the game is so young. It's clear that denying someone the effectiveness of their defensive strategy/playstyle is a huge part of Smash 4's skill ceiling.

This is why you see more aggressiveness than defensiveness at high level play, such as the Apex qualifying tournaments. Defensive tactics are dismantled by great players who have honed their reflexes and know all of their options and try to choose and use them effectively throughout the battle, while limiting the options of their opponent.

Punishing is a huge part of this - too often, at lower level competitive play, you see players no punish their opponents. Defensive strategies leave you vulnerable more often than people realise, and high level players know how to punish you better than the rest. This is one of the main things competitive players need to train themselves in and improve in.

Smash 4 is a very different competitive game when played at low-medium levels and at high levels. There is a definite impact that player skill has on the metagame. A match with two lesser skilled opponents will look very defensive more often than not, meanwhile high level matches rarely look as defensive. We're seeing this more and more as players improve - the game is getting more aggressive, because defensive strategies have holes that can be taken advantage of by an adaptive opponent.
 
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NewGuy79

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you always seem to come up with greatest ( and longest) post on this site great job, if I may tho.

I've been looking into some ways in which we might be able to change the game itself so that offensive game play could be more rewarding, I've been thinking of making a video as well. but do you think an approach like this is validated? or do you think defensive options are fine with smash 4's mechanics as they are now.
 

A user name

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Do you have a source to back up the numbers you give for human reaction time? Especially the more arbitrary ones like saying it will take 25-30 frames if you are "surprised by something totally outside of your expectation".
 

Amazing Ampharos

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Do you have a source to back up the numbers you give for human reaction time? Especially the more arbitrary ones like saying it will take 25-30 frames if you are "surprised by something totally outside of your expectation".
It's years of experience speaking there. 12-13 is science, easily googled. The rest is my experience. 25-30 is right around the start-up of slower smashes which you really see play out in action. Ike fsmash is over 30 frames, and you notice it literally never hits good players in neutral and in fact the slower good players powershield it a lot showing how they're barely blocking in time. The 20s of frames smashes only hit surprised players but very much do hit, and when you get into the teens you begin to see stuff that hits regularly in neutral ( but still struggles more than the truly impossible to react stuff).

So yeah, it's my experience talking a lot on the numbers related to surprise, but I'm quite confident in them.
 

Asdioh

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Smart stuff as usual! Very useful, particularly for newer players. I'm gonna watch the video now. (I'm assuming it's reduntant with the thread but whatever)

Small side note: a lot of players on smashboards, especially newer players, have most, or all of their experience from Wifi. The input delay on wifi makes a HUGE difference on everything you've mentioned here. I don't know exactly how many frames it is on average, and of course it will change depending on the connections, but I'd assume 7-10 frames of delay normally? For those of you who are used to watching/playing wifi, don't be surprised that the defensive options mentioned are considerably stronger there.
Well, offense is stronger in some ways as well, since people can spam moves with low ending lag and get away with it due to the strict timing needed to punish them, so there's that I guess.
 

chipz

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rolls are only a nightmare online
offline its just an easy movement option rather than short hopping around (you can just dash anyway, it seems)
my problem is more how easy it is to 'perfect shield' everything and shield grab most moves even when perfectly spaced, which seems to make half of the movesets very situational and or useless.
 
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Raijinken

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I love it. It won't convince anyone overnight, I'm sure, but this covers the majority of cases. However, you forgot one case: Perfect Shield. Perfect Shielding results in the shield not decaying, having virtually no shieldstun, and cannot be eaten through by the likes of Shield Breaker. Timing and grabs are still relevant here, of course, and there is literally no player with a 100% perfect shield rate, but they do represent a powerful defensive option that is harder to handle.
 
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Syde7

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A very good read as always Ampharos, and a good video. I do find myself enjoying a great deal of your posts.

I do want to point out that I feel that you are undervaluing the strength of shield in this game, and overvaluing the strength of grabs. Regarding shields, there is virtually no shield-stun or shield-push back which makes acting out of shield/ virtually any OoS option to punish an aggressor a stronger option now than ever. Regarding grabs, there is no grab armor in the game, and so the action is marginally (if not more so) less safe than in previous iterations.


Let me elaborate on the few qualms I have with rolls (the mechanic, not the strategies/information you have presented).
This is more or less me spitballing my perceptions / what I feel to be the case (as I don't have specific frame data handy to back it up), but the problem that seems to exist regarding the perceived defensive 'superiority' (certainly, the undeniable strength) of rolls (and to a lesser extent spot-dodges) is a disparity in the mechanics between offensive and defensive options.

More specifically, and again this is conjecture based on what I *feel* to be the case from playing:
It feels like the length of rolls, and where in terms of frames (in terms of point during the beginning and ending of the roll) the opponent is vulnerable is such that, when compared with the speed and distance of your punish options is superior.

Using you video as an example, just bc its something visual (and therefore easier to reference), in most of those scenarios, if the Bowser was 1-2 steps closer or farther away in some of those scenarios, the attempts of the Mario to punish would have been unsuccessful (and would have resulted in him being in the disadvantageous position) as either the hitboxes would come out too late or end too early in relation to Bowser's roll (essentially, Bowser being able to act either before the hitboxes come out, or during their cooldown).

That's the real problem with the rolling mechanic in this game, It requires the agressor to have almost pin-point timing on their standard attacks (much different than spacing, or timing attacks in other iterations of the game) to compensate a much simpler, basic defensive maneuver. Its the disparity in the complexity, created by the difference in the timing and duration of invicibility frames of the roll vs. the hitbox timings/durations of hitboxes, between offense and defense that seems to be the rub.

That being said - a very good video. I learned a few things, and you explained some stuff quite well. And, I certainly appreciate the effort to make everyone better! :)
 

chipz

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I do find it kind of odd how you're saying mario has weak projectiles, but you're using the custom move in the video o_O
that and punishing people who roll into your feet is a bit odd because im not sure who in their right mind would ever do that :p
 

Raijinken

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That's the real problem with the rolling mechanic in this game, It requires the agressor to have almost pin-point timing on their standard attacks (much different than spacing, or timing attacks in other iterations of the game) to compensate a much simpler, basic defensive maneuver. Its the disparity in the complexity, created by the difference in the timing and duration of invicibility frames of the roll vs. the hitbox timings/durations of hitboxes, between offense and defense that seems to be the rub.

That being said - a very good video. I learned a few things, and you explained some stuff quite well. And, I certainly appreciate the effort to make everyone better! :)
This is definitely a valid point, but positioning is a component of skill. Better players get better punishes, and are in proper positions more frequently.

Another thing about shield knockback, that's actually very character- and move-dependent. It's tied to the shielding character's friction, and also the attack being landed. Little Mac, for instance (one of the best punishers, in my opinion), can knock players back very far with his smashes, and recovers pretty quickly to boot. By comparison, shielding the Levin Sword will normally give you a solid punish on Robin.
 
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Syde7

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This is definitely a valid point, but positioning is a component of skill. Better players get better punishes, and are in proper positions more frequently.
I agree completely, 100% percent. Positioning, zoning, and spacing are all part of the same skill set / are related. Naturally, better players will be able to place themselves in better positions more frequently. And, that's a level I, (and presumably everyone) are working toward.

What I'm merely pointing out, is that I personally feel its kinda weak-sauce that the methods to properly (properly meaning placing yourself in the best position with the highest chance of positive outcomes while minimizing the risks and the negatives) dealing with rolls is so... involved, for lack of a better term. Even when you flat out call / predict the roll, 100%, due to the disparity I alluded to in my previous post, often times requires the tightness and accuracy I (and you) mentioned.

There is a burden placed on the aggressor (that of optimal positioning and timing) that the defensive player/roller/what have you, does not have to deal with.

Furthermore, the issue of positioning difficulty is compounded further by the game's mechanics. Without additional movement options like wavedashing (... inb4goplaymelee; not riding the jock of melee here, honestly, just pointing WD'ing out as a movement option that we all are familiar with) that allow one to make micro-adjustments to their positioning, things become further tipped toward the defensive player/roller.

The method to properly deal with simply "Pressing L/R + Direction" is far more complex than it should be.


Summation:
Proper punishes (IE the Offensive player "winning" the exchange) of the defensive maneuver only happen under somewhat strict conditions; whereas improper punishes/lack of punishes/or the afore-mentioned aggressor now being in a disadvantageous position (IE the Defensive player "winning" the exchange) seems (to me) to happen under a much wider, looser set of conditions/situations. The offensive player lacks some tools that have been present in other games to maintain these ideal positions.

In my mind, the game should be structured in such a way that the chances (for lack of a better word) of the offensive/defensive player winning the exchange are much more equal. A "simple" defensive option should be offset by an equally "simple" offensive option.


Edit:
Another thing about shield knockback, that's actually very character- and move-dependent. It's tied to the shielding character's friction, and also the attack being landed. Little Mac, for instance (one of the best punishers, in my opinion), can knock players back very far with his smashes, and recovers pretty quickly to boot. By comparison, shielding the Levin Sword will normally give you a solid punish on Robin.
A valid point. I didn't mean for my statement to sound like one w.o exceptions, merely stating that I find (and I admittedly could be wrong) a lot more instances where this decrease is present, than where it is not. (Random numbers here....) but I feel like if Melee or Brawl had 500 moves each, about X had very little shieldstun/knocback; whereas I feel that if Sm4ash had 500 moves, X+a significant number more have very little shieldstun/knockback. Again, this may be my perception as I don't have raw data handy.
 
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dragontamer

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I love it. It won't convince anyone overnight, I'm sure, but this covers the majority of cases. However, you forgot one case: Perfect Shield. Perfect Shielding results in the shield not decaying, having virtually no shieldstun, and cannot be eaten through by the likes of Shield Breaker. Timing and grabs are still relevant here, of course, and there is literally no player with a 100% perfect shield rate, but they do represent a powerful defensive option that is harder to handle.
True. But Perfect Shielding is 100% prediction.

If your opponent is perfect shielding you, change your timing up. Making a slower attack eat up the shield of your opponent helps significantly.

The only things it is relevant against are super-slow attacks (Falcon Punch / Smash attacks), and projectiles.
 

Amazing Ampharos

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This is why I suggested dsmash as a primary roll punish; it's not very timing or spacing picky on most characters. It's true that you have to be pretty spacing coignizant to punish rolls with things like Mario's fsmash (though it's very doable and a skill worth learning!), but in general, just hitting dsmash tend to be pretty free. My intition was to give players something to do now (dsmash) and something to work toward (fsmash).

Yes, WiFi is going to change an awful lot; lag is a big deal that makes punishing everything slower. The amount slower will vary drastically depending on your connection and can even vary a lot throughout the course of a game as your connection fluctuates. My best recommendation is to try your hardest to find local competition to play in person as a laggy online environment is ill-suited to competitive play. If you absolutely must play online, I suggest using moves with fast start-up and long active frames like quicker dsmashes or just jab combos against rolls. These are the most likely to hit when you have no idea how much time you have to hit but know it's less than you're supposed to have. Alternatively you could just find a move that is designed around normal reaction times but becomes completely overpowered when the delay of lag is factored in; I hear Flare Blitz is a popular choice but I'm sure there are many others, and spamming attacks like that should generally beat roll spamming. Just don't expect any skill transfer at all to offline play if you choose to pursue such an avenue.

Yeah, shielding and especially power shielding is good and rewarding in this game when used responsibly, but the problem as I was trying to say is knowing when to do these things. Just sitting there holding the shield button hoping your opponent does something unsafe while you just hold the button is obvious suicide, and no one smart ever does it. You have to throw up your shield in either anticipation or reaction to an enemy attack, and since human reaction time at best is 12-13 frames (though it gets longer if decisions have to be made which will apply here!) it's not possible to block an unpredictable opponent using a dynamic attacking strategy on a consistent basis. Just guessing, shielding, and trying to drop shield really fast and then protect yourself when you blocked "no attack" can work in some situations, but if you do it more often than rarely, expect to get grabbed a lot since grab is very, very good at punishing this particular thing. I'd never advise any learning player to stop blocking and just attack with abandon since knowing when to refrain from a reckless attack and instead block an oncoming threat is important, but I would say that blocking as your primary strategy to win a match is doomed to failure for the reasons I was outlining.
 

ChillySundance

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Some character's down smashes are woefully inept at punishing rolls though. Specifically smash attacks that don't have any kind of lingering hitbox. I think short hopped neutral airs are a much more consistent punish for roll spammers across the cast, since they typically stay out for a long time and deal some damage on either side of your character. A lot of them are also quite safe, with minimal landing frames.
 

FishkeeperTimmay!

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Good guide

As a Robin main, I find it hard to deal with excessive defense myself. Our grab is abysmal (and on whiff, it's punishable by certain moves, such as the waft) and our down smash barely covers backwards rolls. Going to practice and see what I can do to deal.
Ill grant you that Robin has a bad grab and a punishable dsmash, but Robin also has a command grab, which opens up counter shield options, particularly through smart jumps. Robin also has the fire and a fast thunder, which punish rolls.

Robin isnt a traditional character, so you need to think outside the box.
 

Raijinken

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I agree completely, 100% percent. Positioning, zoning, and spacing are all part of the same skill set / are related. Naturally, better players will be able to place themselves in better positions more frequently. And, that's a level I, (and presumably everyone) are working toward.

What I'm merely pointing out, is that I personally feel its kinda weak-sauce that the methods to properly (properly meaning placing yourself in the best position with the highest chance of positive outcomes while minimizing the risks and the negatives) dealing with rolls is so... involved, for lack of a better term. Even when you flat out call / predict the roll, 100%, due to the disparity I alluded to in my previous post, often times requires the tightness and accuracy I (and you) mentioned.

There is a burden placed on the aggressor (that of optimal positioning and timing) that the defensive player/roller/what have you, does not have to deal with.

Furthermore, the issue of positioning difficulty is compounded further by the game's mechanics. Without additional movement options like wavedashing (... inb4goplaymelee; not riding the jock of melee here, honestly, just pointing WD'ing out as a movement option that we all are familiar with) that allow one to make micro-adjustments to their positioning, things become further tipped toward the defensive player/roller.

The method to properly deal with simply "Pressing L/R + Direction" is far more complex than it should be.


Summation:
Proper punishes (IE the Offensive player "winning" the exchange) of the defensive maneuver only happen under somewhat strict conditions; whereas improper punishes/lack of punishes/or the afore-mentioned aggressor now being in a disadvantageous position (IE the Defensive player "winning" the exchange) seems (to me) to happen under a much wider, looser set of conditions/situations. The offensive player lacks some tools that have been present in other games to maintain these ideal positions.

In my mind, the game should be structured in such a way that the chances (for lack of a better word) of the offensive/defensive player winning the exchange are much more equal. A "simple" defensive option should be offset by an equally "simple" offensive option.


Edit:


A valid point. I didn't mean for my statement to sound like one w.o exceptions, merely stating that I find (and I admittedly could be wrong) a lot more instances where this decrease is present, than where it is not. (Random numbers here....) but I feel like if Melee or Brawl had 500 moves each, about X had very little shieldstun/knocback; whereas I feel that if Sm4ash had 500 moves, X+a significant number more have very little shieldstun/knockback. Again, this may be my perception as I don't have raw data handy.
One thing that I've found provides pretty strong mental pressure (at least in my group, may not work elsewhere) is approaching with a walk instead of a run. Since walking changes which moves you have access to (from dash-attack, upsmash, or grab to most anything), and can also be dynamic in pace, it can be a great mix-up tool that can help shuffle your timings and force the enemy into a worse position. Of course, everything you said still holds, but this presents another option in the aggressor's favor. Then again, given the mental tendency of most players, it's hard so say whether even walking would be considered a simple technique or an advanced movement strategy.

I guess this sort of point-counterpoint discussion just shows that offense and defense are both solid options in this game.
 

dragontamer

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In fact, in Sm4sh, due to "startup" and "cooldown" of dashes, it is far far safer to walk within a specific distance. It is impossible to shield, roll or grab during the startup or finishing frames of dashes for instance.

While walking was an excellent option in Melee / Brawl, it is that much more important in Sm4sh due to the introduction of the minimum run distance. Dashing has never been more punishable.
 

ninrok

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Just wanted to give a huge thanks for this guide. As someone still learning the ins and outs of this game, applying what you mentioned here has been a big help recently, and I'm definitely seeing improvements in my overall game. Looking forward to the next part.
 

Tobi_Whatever

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In fact, in Sm4sh, due to "startup" and "cooldown" of dashes, it is far far safer to walk within a specific distance. It is impossible to shield, roll or grab during the startup or finishing frames of dashes for instance.

While walking was an excellent option in Melee / Brawl, it is that much more important in Sm4sh due to the introduction of the minimum run distance. Dashing has never been more punishable.
And that's why all the pros cancel their dash with their shield.
Some matches look downright funny because of that.
 

BBC7

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Can't damage by rolling? Leaf Shield would like to have a talk with you.

Joke comment aside, this is a very informative video that will hopefully quiet down the people who refer to this game as Brawl 2.0.
 

V_x_I_D

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GREAT article, man.
When does part 2 drop?
 
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Asdioh

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And that's why all the pros cancel their dash with their shield.
Some matches look downright funny because of that.
No, there is a period after you start the dash where you CAN'T shield. Try it out, then compare it to melee. That's the point being made, be careful when dashing.
 

Tobi_Whatever

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No, there is a period after you start the dash where you CAN'T shield. Try it out, then compare it to melee. That's the point being made, be careful when dashing.
Oh yeah I got that wrong, was thinking about running most likely.
 

Amazing Ampharos

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GREAT article, man.
When does part 2 drop?
I've had a lot on my plate but I'd like to make it in the next few days (along with putting out the v1 of the custom move project and helping Thinkaman with the frame data project; those are my three big smash related things I'm worrying about).
 

Drippy

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Yo just wanted to say thanks for this! I've been looking all around for more info on punishing defensive plays because I'm new to the game and this post helped a lot.
 
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Erazor

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Great guide, but willl this also help in online play? I just fought a Greninja as Robin in For Glory that was rolling like crazy and punishing that on reaction was a pain in the ass. Sometimes he did jab jab on my shield and rolled behind me to which I responded with a forward tilt but still got hit. The connection wasn't too bad but I have to say I am on wireless currently.
 

ParanoidDrone

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Great guide, but willl this also help in online play? I just fought a Greninja as Robin in For Glory that was rolling like crazy and punishing that on reaction was a pain in the ***. Sometimes he did jab jab on my shield and rolled behind me to which I responded with a forward tilt but still got hit. The connection wasn't too bad but I have to say I am on wireless currently.
Online is trickier because latency + input lag + general connection issues make it a lot harder to punish certain things. Flare Blitz is a non-roll example, the timing is such that you can barely react offline but barely miss your reaction online.
 

Erazor

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Online is trickier because latency + input lag + general connection issues make it a lot harder to punish certain things. Flare Blitz is a non-roll example, the timing is such that you can barely react offline but barely miss your reaction online.
Well that sounds bad. What would you recommened doing against Greninja online?
 
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