To chime in with everyone else, I agree that in the beginning it's not about doing well at a tournament, you should focus on your own improvement. Use your matches to identify your weak areas, and then go back to the lab and practice like crazy. Also, I've come to the conclusion that almost everyone that plays smash doesn't work enough on their tech and execution. So many dropped combos and missed opportunities just because people either *think* their tech is great or think that playing people all the time is the best method. If you can, get 20XX and practice the ever living crap out of common setups. I guarantee that your tech skill and combo game will take a huge leap forward by doing this (and also your learned reaction time).
On another note, I've been analyzing the heck out of PP's vids and made some notes. I was wondering if @
Umbreon or someone could verify that these are good things to take away from the vids. Anyways, I'll share them here:
Dash dance camp near the platforms:
When in neutral, stick close to the platforms, and dash dance towards the center. The idea is to get them to pursue you or to commit to something near or inside the platform area, in which it limits their actions and makes Marth’s grab a more powerful option. If they give up their position, obviously pin them under their platform and abuse the advantage.
Dtilt stationary opponents:
If you and your opponent are dash dancing around, be very wary of using the dtilt. They are within range to counter it, and they too are hoping for you to commit to something as well. If they are stationary, for example if they are locked down under a platform with the ledge behind them, then it is more acceptable.
Dtilt as bait:
Knowing the distance that your opponent is effectively able to cover can allow some neat tricks with dtilt. If you throw it out as a fake “commitment” when your opponent is to far away to counter, then it can be highly effective. This is great in neutral, as you are still trying to stay within the safety zone of your platform and not be too over-extended.
Don’t go for the things that are too obvious, or may seem too slow:
Applies mostly to the grab game. If something feels like the timing is not perfect, simply delay the action by running through them, dash dancing away momentarily, or etc. Your opponent will likely take steps to avoid the obvious action, so your delay will allow you to get the grab or etc.
Don’t attack an opponent’s shield when they will obviously default to blocking:
If an opponent is locked down, or perhaps in the middle of a combo, and things reset (not to neutral, but there is a delay) DO NOT continue aggression as if they were still in a combo. Recognize situations in which your opponent will feel forced to shield/be defensive and use an option that will not overly commit. Keep in mind, a grab might be overcommiting here, because if it’s obvious for them to sheild then they may decide to attack instead. In general, go for safe pokes and maintain your positional advantage.
One pummel per throw is fine (Fox/Falco chaingrab):
Despite this not being guaranteed, even Leffen didn’t break out of PP’s throw game when he did this. Be a bit wary in the early percentages, but otherwise one pummel before a throw is fine.
Don’t be overly focused on vertical juggles when juggling an opponent from below the platform:
Most good players will not allow you to juggle them vertically more than a couple of hits, so be aware of this and use their DI against them. Try to attack so that you push them off stage or onto the neighboring platform to continue the combo as well as push them into an edgeguard situation.
Try to end the combo with your opponent off stage:
Unless there is a very exceptional situation, it’s better to end a combo prematurely but use a knockback heavy move if it means it will put them into an edgeguard situation. Generally speaking, the longer a combo goes on, the harder it is to maintain and offers more opportunities your opponent has to escape, so killing a combo to put an opponent in bad position is often better.
Don’t put yourself way out of position when your opponent is invincible:
It seems a better strategy to actually stay just outside their range and occasionally run through them than to play the coward’s game.
When an opponent is locked down, nair becomes an option:
When PP traps an opponent against the ledge, he often uses nair. This is because often they will choose to sheild the attack, and they are no longer able to punish it.