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Breaking bad habits

Peco

Smash Rookie
Joined
May 16, 2014
Messages
5
Greetings everyone ! First post here (hope it's the good place to ask about this too). Been playing N64,Melee,Brawl and P:M for a while now.

I've picked up smash competitively for the past years and it seems that I cannot break this bad habit that is ... i'm being too easy to punish ! The core problem in itself is the spacing. At least once a game I will get punished because I will attack someone shields, either by throwing a random dash attack or trying to do a crossup which always results in getting punished by a nair OOS... It seems that I just don't know how to react when the opponent is playing defensive. Always grabbing is not an option either.

How have you guys managed to break up bad habits and any tips to practice spacing?
 

HyperrCrow

Emotional Reality
Joined
Mar 1, 2013
Messages
1,422
Location
Boston, MA
I broke my bad habit of attacking in front of shields by learning to hit the shields from behind, and if I catch myself wanting to dash attack I do it close enough that I dash attack through and past the shield.
 

Peco

Smash Rookie
Joined
May 16, 2014
Messages
5
I have trouble when i'm attacking shield from behind because usually they will guard then OOS nair :S

The dash attack solution sounds great and I will try incorporating it in my playstyle !
 

Y-L

Smash Champion
Joined
Jan 16, 2014
Messages
2,436
Location
Ventura, CA
A lot of new players tend to over use dash attack. Try replacing it with aerials. Also start approaching your opponent then WDing backwards to bait then punish them.
 
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Fortress

Smash Master
Joined
Oct 2, 2013
Messages
3,097
Location
Kalispell, MT
Assuming you're maining Link, here are a couple of tips.

Fundamental

+Start with fast, weak, 'confirming hits' before moving into your heavy-hitters and 'filler' moves that are intended to string combos.
-Usually this move is a jab, but can also be your fastest tilt that gives you a wide breadth to be safe, or even a projectile
-If this move whiffs, hits shield, or does otherwise 'not confirm', get yourself back into neutral before attempting attack again
(!) A lot of newer players (to fighting games in general) will throw out attacks until they get a hit in after whiffing their confirm or getting blocked. Avoid this if
you can, and simply return yourself to neutral to mitigate this risk.

+Follow through with a move that will lock your opponent in hitstun, rack up damage, keep them close, and set them up for a finisher.
-This move can be a continuation of your jab string (leading into a jab cancel > tilt combo), followed by a launcher.
-Ideally, this move should lift your opponent into the air for a heavier hit through your aerial toolkit, or keep them in hitstun for a grab opening.
-Try and lock your opponent into a position that they can't do anything with. Smash is all about movement, and your attacks can reposition your opponent such
that their movement options are limited at best, such as launching them onto a small platform, or 'cornering' them at the edge of the stage.

+The objective is to get your opponent off of the stage, and not let them come back (in layman's terms). This will always start with your simplest, lightest hit leading into something that removes them from the stage at some point.
-Use your combos to position your opponent for tech chase opportunities, such as lifting them to platforms and taking advantage of their roll choice to score
a free aerial.
-Once your opponent is off-stage, that should mean a free stock for you. Whether it takes three hits or thirty hits, an off-stage opponent is a dead opponent.
Remember, Smash doesn't care how you score kills, and ultimately how you win games. It only cares if you were the one to have stocks at the end.

Link-Specific

Confirming Attacks

+Jab 1,2: Quick, light hits that can easily lead into D-tilt and D-Smash launchers. Relatively safe on shield during the jab sequence, meaning retreat should be feasible if Jab 1 is shielded.
-Avoid Jab 3 if you can; it doesn't really lead into much, and has high endlag.
-Hitting with the tip isn't particularly bad, but being too far away may prevent you from landing followups with D-Tilt/Smash. Try attacking with the middle of the
blade for guaranteed hits and good distance from the opponent.

+Boomerang: Projectiles are incredibly safe to use as confirming hits. Short-hop 'rang can easily lead into N-Air, or even a grounded followup (ideally through Dash Attack to lift the opponent). Plus, if your 'rang is blocked, you should be far enough away to retreat safely.
-Avoid relying on boomerang, or risk being powershielded on each attempt. Don't fall into habit.
-'rang can be stamped out by relatively weak attacks; careful on aerial-happy characters with N-Airs similar to Mario's, as they'll eat 'rang up.

+Bombs: Another projectile that hits even harder than Boomerang, and even offers Link movement options through AGT tech, meaning you can attack with them while approaching, or retreat while attacking with a projectile faster and safer than Boomerang.
-If your bomb gets shielded, you can get another free Aerial Glide Toss out of the reflected bomb. They usually catch a lot of hangtime, giving you a good
window of opportunity to pelt them. Some players have been known to apply serious shield pressure through multiple tosses.
-Bombs deal a good amount of damage, good hitstun, and even offer some launch on opponents. They can set up for combo opportunities like normals can.

+Aerial Clawshot (Z-Air): Very safe, with multiple attacks, and an excellent trajectory for aerial setups.
-Extremely difficult to punish, and easy to space.
-It's underrated and undervalued at moderate skill levels of play, so having this attack under your belt is something that will give you a huge advantage
with spacing at lower levels of play.
 
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