Alright so one thing Im not understanding is what the character with the shorter TR is supposed to aim to do. Or where are they supposed to position themselves. Should a fox aim to be outside of marths dash>wd>dtilt range? because then i feel like that puts him in a position where his approach is too short to reach. If fox tries to play in a range where neither char can react in time tho then hes kinda on equal footing in the sense that both players are forced to make a guess. I realize that in game things dont play out neatly most of the time but just on paper what would the char with short TR want to do.
Good question!
Well Marth's TR is pretty balanced in that, while it is the longest TR, it is also the slowest. This means he must be pretty selective in enforcing his TR as well as how he stops others from coming in/how he pushes the TR into the opponent. Fox, if we assumed ground/SH Fox like modern meta, would be much shorter in terms of TR but also be much faster. Still, he should respect Marth's longest tools such as dash WD Dtilt so he should stay outside of Marth's range. One easy solution to this situation is Fox can laser and this will bring Marth closer to Fox's own TR, but it does leave the possibility of Fox getting manipulated open, and regardless can't be an entire strategy even if it is good. To actually play the position however, Fox should abuse his speed(character trait) and not his range. This means Fox should push slightly into Marth's TR and cause it to overlap with his own as much as possible. Furthermore, Fox can control Marth's Dtilt threat by jumping if Marth ever gets close(SH Drill/Nair in or FH to whatever). This means Marth can't really threaten with Dtilt alone and would need to use other moves like running rising Fair to catch jumps. This opens up Fox's ground movement again. Now that this basic mixup is established, let's talk about something Fox players do that can also trip up Marths using speed. They can do the SH in pullback Drill or Nair. This is meant to make Marth stop full committing, and covers his Dtilt approach as well. This would make Marth not be able to effectively push all the way in at once when he's moving forward and he would have to stagger his approach(move in some and then the rest of the way after confirming Fox didn't do that Dtilt cover). Staggering his approach means he has to spend some time in Fox's TR and this benefits Fox since his moves are faster and no longer necessarily has a range disadvantage.
I can go on about this but the short summary is that you abuse your other character traits to make the most of it. It's like how Axe's Pikachu abuses speedy attacks and movement to get inside Marth's TR.
Also a final note: It's actually way more complicated than this when considering Fox. I can explain why, but basically Fox loses ground/SH to ground/SH with Marth. If Fox uses FH to approach and/or platforms to also fight, then Fox's TR branches in more ways and can effectively reach like Marth's does. That is what makes the matchup even in neutral in my opinion.
After watching Zain vs sfat I have to start using pivot smash to cover neutral di on Upthrow lmao. Maybe it'll stop foxes from using slight di shine to avoid getting cged so much.
LOL I forgot to respond to this.
Like some people said you can walk to get the tipper, but you can mix rising Fair vs Fsmash out of dash which is a pretty sick 50/50.
Hey PP,
Long time lurker and rare poster in this thread, but I think that's going to change
I, too, have been trying to play with the intention exercises you've put forward and man, it's hard! Do you have any advice on practicing it and honing that (the idea of moving once or twice before making a decision seems great, but I suppose I'm a bit lost as to how to really do that)? Is this something you can only practice in friendlies, or can you practice working on intention solo as well?
I'm at a point in my game where in all honesty, it's pretty one dimensional.
Most of my opportunities come from whiff punishing and DD camping as opposed to actively engaging and beating my opponents options, and because of that, I'm at a bit of a plateau. I feel like learning more about intention would really help me get past that, and I'm looking forward to any advice you have to give.
Thank you!!
Hope to see you post more! I need to get better at teaching this so it will help us both =)
There are two things I think we need to establish before I can explain how to practice intent(besides the purpose of each tool):
1. Threatening Range. I've been talking about that plenty, so I'm not going into that again just scroll up. You need to know where to start and various positions in or out of that starting place or you won't know what you're doing.
2. What do you want to do? Some people want to play safe, some people want to go in but aren't sure how, some want to balance offense and defense, and so on. None of these preferences are wrong or right(but certain characters can reward one way more). However, if you want to go in a lot, then you'd want to find ways to establish your biggest threats quickly(using forward movement primarily) and then figure out opponent responses(or possible responses) and go from there. If in the ditto you dash in and the opponent dashes away most of the time, you know you can keep pushing in at least a little. If they push back in response, then you need to make a decision quickly(and since you're skewing aggressive you'd likely want to attack first here to stay ahead of the situation).
If you take these together, you get simple actions. Gathering information? Dash in WD back for information and to keep yourself safe(Sheiks and Peaches do this a lot for example). Mango often does dash back before going in to make the opponent think he wants to play safe and then tricks them(playing off of defensive movement but at closer range where it's harder to react). You can double dash forward for obvious reasons like I mentioned in point 2, and so on. And this is with more than dashing. You can dash back and pivot Fair to zone, and that is still an important sequence of actions. It gives extra weight to your dash back and establishes your space, as you moved away pretty far then put out a very big move. You can use that dash back later to move forward more, since your opponent is thinking about the Fair in place when they see dash back now.
That's really the big thing. You're playing on your opponent's memory, or what you force them to remember. So you can build everything by thinking about what they might think when you do actions. You get ideas for this from your own matches and from videos. You don't need to watch pros for this you just need a few ideas and then you need to sit down and practice them so you'll do them in matches. Then you play and see how it feels. It's pretty simple science =p
Let's talk about covering spot dodge.
I've heard a lot of commentators and players say that M2K is really good at this and that he "always has the option in mind".
My question is, how can one always cover something that is essentially a mixup? The common answers to spot dodge are nair, DD grab, or just wait. However, the only way for those things to effectively work is to know that, given the opportunity after a missed tech, whiffed arial, etc, that they will spot dodge. Dealing with it feels like a read.
I understand getting spot dodge > grabbed or spot dodge > shined means that you didn't throw out your grab/hitbox quickly enough and they read your commit timing. I'm referring to situations where you CAN'T get there quick enough (tech roll away, miss spacing your DD when they whiff a move)
Is there a way to cover spot dodge while also dealing other threats that come with the opponent having enough time to throw out a hitbox? (I say this because if they have time to spot dodge, I assume they have time to hit you if you're just going to stand there or nair in place)
Yeah M2K is basically just looking for spotdodge always. People can roll out or hit him if they want unless he's memorized what they will do.
You can control this more by jumping in place or spacing at tipper Fsmash range. You can Fair/Uair/Dair at different spacings and get rewarded(at least with pressure) if you're right and Fair will keep you safe if you're wrong and they move away if you're wrong. You can also stand at tipper range and then they might be holding down during spotdodge so their DI will not be good on Fsmash, and you'll be pretty far so if they roll in or sometimes attack in you can react decently since you'll just be standing still.
There are other ways to do manipulation and coverage using grab threats and movement too but those are just some simple things to do vs players who might spotdodge or not while keeping you safer and potentially giving more reward.