Evil Roopey
Smash Rookie
- Joined
- Feb 12, 2007
- Messages
- 8
When I first started this was really hard for me because of the lack of in-depth articles on this, so I figured I'd give it a go.
Have you read about predicting your opponent and punishing him for being predictable but for some reason you never seem to do it in an actual game? Predicting what human opponents are about to do is hard for beginners and hopefully this little article will help you out.
(All of my examples are going to be with Fox since he is my main, but you can easily apply a lot of what will be said to other characters.)
Now the biggest reason you can’t seem to apply this knowledge in actual games is simple: You have yet to stop playing with your gut instead of playing with your brain. You have to actually think about what you are going to do. Everyone comes to this realization sooner or later, but I’m saving you the trouble. Now, let’s say you are being approached by a Falco who is SHLing in his approach (which they all do) what is your response? Note you have about 2 seconds to figure this out before the Falco is on top of you and comboing you for 50% so think fast. Most people’s instinct to hold your shield. Now the problem here lies that most newer players will hold there shield even when the Falco starts hitting you. This is bad when you consider all of his options that will break your shield and hit you anyways. This is bad, if you couldn’t tell, but you have a few options for this: roll away right when he gets to you, sidestep dodge into a shine, or fulljump-Nair-shine. Now be thinking about what you should do now.
If you hit him with a shine, wavedash out of it towards him and try to predict where how he is going to wake up. This has to be the hardest thing to get used to for newer players. They like to just charge in there with short-hopped Nairs not thinking about the consequences or why they even did that in the first place. Now there are 4 different ways a character can wake up in this game: standing up, standing up with an attack, rolling to the left, and rolling to the right. Most people have different tendancies on which one they do in certain situations. In fact there are a lot of things that almost everyone does when put into certain situations. For example if you wavedashed correctly towards this Falco that is on the flood you should be right on top of him. Now if you did this fast enough you can Jab him into a Thunder’s Combo, but let’s assume you didn’t because most people aren’t that fast at this stage. People’s instincts are going to tell them to wake up with an attack, common sense, right? So you should know this and throw up a shield, wait for the attack and grab him or usmash out of your shield depending on percents but for examples sake let’s say you grab him. Now think again what is the best throw you have for this situation? The answer to that question is almost always upthrow, but when next to an edge I particularly like to throw them off and hope they run into a shinespike, most people won’t but at least it puts them on there toes. You also have the option of dthrow-usmash, this will only work if you have already grabbed them a few times and thrown them up every time so they don’t think to tech it. Now let’s say he ran into your shieldgrab a few times already, maybe he’s thinking I should do something else. So he rolls to one side or the other. Follow him and get in there with a grab or upsmash again but most likely grab.
Now he is going to start predicting you. Let’s say you have grabbed him a few times and he’s a good player. He’s going to start sidestep dodging as you approach. This is where pulsewalking and dashdancing come into play. You can run at him and wavedash backwards a few times in a row to produce said sidedodge (which is normally followed up with a shine) and then wait for it to be done and get in there with the grab you wanted to throw. And then go threw the steps of which grabs you should throw and all that stuff. This is where you learn to be unpredictable yourself. With Fox it is much easier than some other characters because of the ridiculous amount of options you have in almost ever situation. Just remember that sometimes it’s better to do the worse of two options because your opponent is expecting the better one, but this is for another day.
Now let’s say that you are against a Marth who is dashdancing around to produce a response out of you, you should think, what are my options and what are his options? You will soon realize that if you SHL his face he will have to come to you, where you turn on to defense mode. He’s most likely going to enter at you with a shffled nair or fair so be ready to shield from your SHLs because if you aren’t then he’s going to catch you in a shorthop and hit you in the face, that’s not what we want. So now we think he just hit a shield, obviously you shield grab and go threw your standard throwing decision, which in this case is most likely going to be uthrow-uair. This is where following DI comes into play. If he doesn’t DI then immediately jump up and uair him. If he DIs behind you, bair is normally the choice move, and most times if you FF the bair correctly while he is at low percents you can even sneak in another one right after it. If he DIs in front of you just dash up to where he is, cancel the dash with a jump into uair. Now following DI is a huge asset to Fox because of his ridiculous speed you should be able to catch people no matter what they try to do.
If your opponent is in the air, always think to go get him. There are lots of ways you can do this. Say your opponent is at mid percentile and you hit with a shffled nair, most of the time the fly away to far to hit with a shine so you follow them and shffl another nair you can most likely chain this to the edge of the stage. Now you have 2 options, kick them off the stage for edge guarding, or predict before hand when you are going to kick them off and instead of shffl nairing you jumpcancel an upsmash. Both of these options should lead to you killing your opponent. If they are at high enough percents: upsmash, if not kick them of and edgegaurd.
That is just one way to get your opponent in the air. Another would be if he is coming down from being hit. Think about your options and his options. You can jump up there and uair him, you can full jump and fast fall it to produce a response out of him (most likely making him use his second jump or try and dair you), or you can sit on the ground dashdancing close to where he will land and right before he does dash over to him and JC an upsmash. All of these options should be of course then follow up with the same train of thought of going and getting him. This is of course what we call juggling broken down into what you should be thinking about.
I know this seems like a lot to think about for an action that will literally take around 4-5 seconds to happen, and at first you will be caught thinking to long, but it’s all practice my friend. You will sooner or later learn to think about these things so horribly fast that you will amaze yourself. And if in an actual game you actually think about all of this when the situation arises you are on your way to being a better player. Just remember to think, play intelligently, and practice, practice, practice.
Have you read about predicting your opponent and punishing him for being predictable but for some reason you never seem to do it in an actual game? Predicting what human opponents are about to do is hard for beginners and hopefully this little article will help you out.
(All of my examples are going to be with Fox since he is my main, but you can easily apply a lot of what will be said to other characters.)
Now the biggest reason you can’t seem to apply this knowledge in actual games is simple: You have yet to stop playing with your gut instead of playing with your brain. You have to actually think about what you are going to do. Everyone comes to this realization sooner or later, but I’m saving you the trouble. Now, let’s say you are being approached by a Falco who is SHLing in his approach (which they all do) what is your response? Note you have about 2 seconds to figure this out before the Falco is on top of you and comboing you for 50% so think fast. Most people’s instinct to hold your shield. Now the problem here lies that most newer players will hold there shield even when the Falco starts hitting you. This is bad when you consider all of his options that will break your shield and hit you anyways. This is bad, if you couldn’t tell, but you have a few options for this: roll away right when he gets to you, sidestep dodge into a shine, or fulljump-Nair-shine. Now be thinking about what you should do now.
If you hit him with a shine, wavedash out of it towards him and try to predict where how he is going to wake up. This has to be the hardest thing to get used to for newer players. They like to just charge in there with short-hopped Nairs not thinking about the consequences or why they even did that in the first place. Now there are 4 different ways a character can wake up in this game: standing up, standing up with an attack, rolling to the left, and rolling to the right. Most people have different tendancies on which one they do in certain situations. In fact there are a lot of things that almost everyone does when put into certain situations. For example if you wavedashed correctly towards this Falco that is on the flood you should be right on top of him. Now if you did this fast enough you can Jab him into a Thunder’s Combo, but let’s assume you didn’t because most people aren’t that fast at this stage. People’s instincts are going to tell them to wake up with an attack, common sense, right? So you should know this and throw up a shield, wait for the attack and grab him or usmash out of your shield depending on percents but for examples sake let’s say you grab him. Now think again what is the best throw you have for this situation? The answer to that question is almost always upthrow, but when next to an edge I particularly like to throw them off and hope they run into a shinespike, most people won’t but at least it puts them on there toes. You also have the option of dthrow-usmash, this will only work if you have already grabbed them a few times and thrown them up every time so they don’t think to tech it. Now let’s say he ran into your shieldgrab a few times already, maybe he’s thinking I should do something else. So he rolls to one side or the other. Follow him and get in there with a grab or upsmash again but most likely grab.
Now he is going to start predicting you. Let’s say you have grabbed him a few times and he’s a good player. He’s going to start sidestep dodging as you approach. This is where pulsewalking and dashdancing come into play. You can run at him and wavedash backwards a few times in a row to produce said sidedodge (which is normally followed up with a shine) and then wait for it to be done and get in there with the grab you wanted to throw. And then go threw the steps of which grabs you should throw and all that stuff. This is where you learn to be unpredictable yourself. With Fox it is much easier than some other characters because of the ridiculous amount of options you have in almost ever situation. Just remember that sometimes it’s better to do the worse of two options because your opponent is expecting the better one, but this is for another day.
Now let’s say that you are against a Marth who is dashdancing around to produce a response out of you, you should think, what are my options and what are his options? You will soon realize that if you SHL his face he will have to come to you, where you turn on to defense mode. He’s most likely going to enter at you with a shffled nair or fair so be ready to shield from your SHLs because if you aren’t then he’s going to catch you in a shorthop and hit you in the face, that’s not what we want. So now we think he just hit a shield, obviously you shield grab and go threw your standard throwing decision, which in this case is most likely going to be uthrow-uair. This is where following DI comes into play. If he doesn’t DI then immediately jump up and uair him. If he DIs behind you, bair is normally the choice move, and most times if you FF the bair correctly while he is at low percents you can even sneak in another one right after it. If he DIs in front of you just dash up to where he is, cancel the dash with a jump into uair. Now following DI is a huge asset to Fox because of his ridiculous speed you should be able to catch people no matter what they try to do.
If your opponent is in the air, always think to go get him. There are lots of ways you can do this. Say your opponent is at mid percentile and you hit with a shffled nair, most of the time the fly away to far to hit with a shine so you follow them and shffl another nair you can most likely chain this to the edge of the stage. Now you have 2 options, kick them off the stage for edge guarding, or predict before hand when you are going to kick them off and instead of shffl nairing you jumpcancel an upsmash. Both of these options should lead to you killing your opponent. If they are at high enough percents: upsmash, if not kick them of and edgegaurd.
That is just one way to get your opponent in the air. Another would be if he is coming down from being hit. Think about your options and his options. You can jump up there and uair him, you can full jump and fast fall it to produce a response out of him (most likely making him use his second jump or try and dair you), or you can sit on the ground dashdancing close to where he will land and right before he does dash over to him and JC an upsmash. All of these options should be of course then follow up with the same train of thought of going and getting him. This is of course what we call juggling broken down into what you should be thinking about.
I know this seems like a lot to think about for an action that will literally take around 4-5 seconds to happen, and at first you will be caught thinking to long, but it’s all practice my friend. You will sooner or later learn to think about these things so horribly fast that you will amaze yourself. And if in an actual game you actually think about all of this when the situation arises you are on your way to being a better player. Just remember to think, play intelligently, and practice, practice, practice.