onlyaaron17
Smash Cadet
- Joined
- Jan 16, 2012
- Messages
- 40
- NNID
- onlyaaron17
I'm at a stage in playing smash where I was able to sucessfully make something out of nothing for brawl. Made a fb online team and all and after a while we still play together but it would be extremely hard to take the team offline since everyone lives so far apart. But now I play melee the most with people offline at my college and i've been started to try to make guides and such so I can approach things in a perspective and improve my knowledge and fundamentals. I wanted to ask you smashboards for some advice. How do I make an inner circle of smash player for those who really really want to get to their max potential? Do i limit the amount of players in this team? How do I approach making a mu discussion? Is there a chart to making/discussing a mu accurately? How do I approach making character guides, or smash guides in general?
Here is an example
I appreciate any opinions or thoughts on this matter. Thank you smashboards.
Here is an example
Becoming a "Team Player", The Basics Part 1: Support and Aggressor
So yeah a lot lately Ive been thinking about how great the ODU SSA community has been to me and even tho im not in ODU yet I would like to contribute to make all of us stronger mentally, skill wise, personality , whatever will reach us to the next level. Playing vs players in the SOVA region : Ether, Dug, sunshine, etc. It opened my eyes that maybe I should try to shoot high. Everyone might want the same thing but lets keep it real. Its hard to read everything and watch relevant videos and keep up with even your local and regional area. Theres smashboards you know, but I think maybe if I try to go through these theory crafting and practicing in the lab myself, I might be able to contribute for the smash community, in turn the smash community might be able to help me too... So here goes.
Teams is a smash bros community where you play with someone else as a partner, can be random and its a way to get 4 people together to have fun and interact. You see teams like "Spotty Dusk" and "Sunny Dee" on the power rankings and you think to yourself. "The players are too good". Well I'm here to show you that its not just the player's skill level. Its the interaction, the synergy, the plan, and the knowledge both players have together is what makes the teams so great. You can be awesome in singles but be terrible in teams, but its ok. It takes practice to eliminate the "I in Team".
Lets start with the basics:
*Pick a person @ ODU who you are least compatible with in teams. Whether it be you **** each other or you just cant win because you think you are bad, whatever the case get that person to be your doubles partner.
*2nd step, no matter how much you guys argue and lose stay teaming with that person. "But he sucks" (no johns). Learn that person, be in that persons shoes.
*3rd step, pick a basic role. Teams are a lot deeper than the roles I am about to explain, but its the first way to learn how to be a team player.
Support + Aggressor: This is a team most players understand what it is, but not exactly how to do it. Its not exactly an advanced way to play teams but its a basic way to understand teams. Have one player use a character thats good at moving forward no matter what. Your goal is moving forward. Ur biggest strength is tacking on pressure. What you need to look out for is randomly killing your teammate going in.
Good characters to start with: (Aggressor)
PM: Fox, Roy, Lucas
Melee: Captain Falcon
I didnt mention fox for melee because i requires a lot of finger dexterity and tech to be agressive without being punished if you are Learning to be a team player. Fox is easier to pick up, because project melee lowers to curve just a little bit to do auto combos, strings, movement without killing yourself. Roy is better in pm, a good hitstun off moves for combo game. Dtilt basically goes into anything and its easier for your partner to capitalize off your moves if you "ness" up. Lucas spends a majority of the time applying pressure on your shield an forcing you to use options in his favor. Great combo game. Good moves that keep people in his combos if the opponent doesn't know how to DI, SDI, or tech.
In melee you can play pretty silly with falcon and go for options that kill yourself but gives you stock trades if you are new to melee teams. As long as u get the W and keep your team safe or have stock leads falcon is decent to learn for being an aggressor. Just "dont get hit".
Support: What support wants to do is for every opening the aggressor makes applying pressure, you back that player up by making plays that either A: allow him to keep comboing or B, keep the opponent teammate from being saved by a combo. This is more for being tactical and also improves your stage awareness. Its about being smart and annoying. If you need someone to look at to get my gist @ ODU. Both Christian Manalili Josh Thompson, and Avial Lumagui (sorry if i misspell your name) are great at doing this.
Good characters:
PM: Zelda, Jigglypuff
Melee: Jiggs, Peach
In pm Zelda basically has a huge buff. Her dins fire is insane, a lot of your moves have multiple hitboxes and if she combos off an aggressor, the person being rekt is usually just gonna lose a stock 'nuff said. All joking aside you cant really escape combos from zelda but if your agressor is aware, you will stay alive and rack up damage while keeping stocks ahead.
Jiggs in pm and melee, she has gimmicks and opportunities that just edge guard people off stage. U see an opportunity. Jiggs has it. You see an edgeguard jiggs has it. You want a punish? Jiggs takes a stock off an opponent with little room to be punished.
Peach in melee has very strong punish game. Use it to your advantage when the agressor cant get
In and needs
Support. When in doubt you can always "dsmash" with peach. Its that easy. She has turnips to help her partner. A fthrow that kills a high %s. And strong aerials.
I was going to add more, and this is in review for critic, thoughts and ideas. It looks like I got into the basics deeper than i imagine I would have. Hope you guys likes the reading.
So yeah a lot lately Ive been thinking about how great the ODU SSA community has been to me and even tho im not in ODU yet I would like to contribute to make all of us stronger mentally, skill wise, personality , whatever will reach us to the next level. Playing vs players in the SOVA region : Ether, Dug, sunshine, etc. It opened my eyes that maybe I should try to shoot high. Everyone might want the same thing but lets keep it real. Its hard to read everything and watch relevant videos and keep up with even your local and regional area. Theres smashboards you know, but I think maybe if I try to go through these theory crafting and practicing in the lab myself, I might be able to contribute for the smash community, in turn the smash community might be able to help me too... So here goes.
Teams is a smash bros community where you play with someone else as a partner, can be random and its a way to get 4 people together to have fun and interact. You see teams like "Spotty Dusk" and "Sunny Dee" on the power rankings and you think to yourself. "The players are too good". Well I'm here to show you that its not just the player's skill level. Its the interaction, the synergy, the plan, and the knowledge both players have together is what makes the teams so great. You can be awesome in singles but be terrible in teams, but its ok. It takes practice to eliminate the "I in Team".
Lets start with the basics:
*Pick a person @ ODU who you are least compatible with in teams. Whether it be you **** each other or you just cant win because you think you are bad, whatever the case get that person to be your doubles partner.
*2nd step, no matter how much you guys argue and lose stay teaming with that person. "But he sucks" (no johns). Learn that person, be in that persons shoes.
*3rd step, pick a basic role. Teams are a lot deeper than the roles I am about to explain, but its the first way to learn how to be a team player.
Support + Aggressor: This is a team most players understand what it is, but not exactly how to do it. Its not exactly an advanced way to play teams but its a basic way to understand teams. Have one player use a character thats good at moving forward no matter what. Your goal is moving forward. Ur biggest strength is tacking on pressure. What you need to look out for is randomly killing your teammate going in.
Good characters to start with: (Aggressor)
PM: Fox, Roy, Lucas
Melee: Captain Falcon
I didnt mention fox for melee because i requires a lot of finger dexterity and tech to be agressive without being punished if you are Learning to be a team player. Fox is easier to pick up, because project melee lowers to curve just a little bit to do auto combos, strings, movement without killing yourself. Roy is better in pm, a good hitstun off moves for combo game. Dtilt basically goes into anything and its easier for your partner to capitalize off your moves if you "ness" up. Lucas spends a majority of the time applying pressure on your shield an forcing you to use options in his favor. Great combo game. Good moves that keep people in his combos if the opponent doesn't know how to DI, SDI, or tech.
In melee you can play pretty silly with falcon and go for options that kill yourself but gives you stock trades if you are new to melee teams. As long as u get the W and keep your team safe or have stock leads falcon is decent to learn for being an aggressor. Just "dont get hit".
Support: What support wants to do is for every opening the aggressor makes applying pressure, you back that player up by making plays that either A: allow him to keep comboing or B, keep the opponent teammate from being saved by a combo. This is more for being tactical and also improves your stage awareness. Its about being smart and annoying. If you need someone to look at to get my gist @ ODU. Both Christian Manalili Josh Thompson, and Avial Lumagui (sorry if i misspell your name) are great at doing this.
Good characters:
PM: Zelda, Jigglypuff
Melee: Jiggs, Peach
In pm Zelda basically has a huge buff. Her dins fire is insane, a lot of your moves have multiple hitboxes and if she combos off an aggressor, the person being rekt is usually just gonna lose a stock 'nuff said. All joking aside you cant really escape combos from zelda but if your agressor is aware, you will stay alive and rack up damage while keeping stocks ahead.
Jiggs in pm and melee, she has gimmicks and opportunities that just edge guard people off stage. U see an opportunity. Jiggs has it. You see an edgeguard jiggs has it. You want a punish? Jiggs takes a stock off an opponent with little room to be punished.
Peach in melee has very strong punish game. Use it to your advantage when the agressor cant get
In and needs
Support. When in doubt you can always "dsmash" with peach. Its that easy. She has turnips to help her partner. A fthrow that kills a high %s. And strong aerials.
I was going to add more, and this is in review for critic, thoughts and ideas. It looks like I got into the basics deeper than i imagine I would have. Hope you guys likes the reading.
I appreciate any opinions or thoughts on this matter. Thank you smashboards.