no .
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lol What is that a no to? ;_;no .
Hes already said leffen isnt thinking clearly about Marth (bc he's a salty boy)lol What is that a no to? ;_;
To be fair, I have not seen a single person "thinking clearly" in response to his video and other claims, though. I do agree that Leffen is not necessarily thinking clearly, though. There are some things he says in the video that are incorrect, but I'm not sure how formal he wants to be to begin with.Hes already said leffen isnt thinking clearly about Marth (bc he's a salty boy)
What Uma said. Also because of smash politics I'm just going to say that this video was not constructive, as are most things Leffen says about Marth and Marth players.lol What is that a no to? ;_;
Yeah so what I do when it happens to me like that is I see how I'm getting hit with shine. Is it when I'm acting OOS or when I'm dashing back or some other way? Then you practice hitting the FF etc out of that position with a friend so it's exactly like tournament. Also I find it's easier to just play more simply as well as always consider Fox could shine you when you're close to the edge so you're always primed for it lol.LOL ^^
PP do you have any advice for mindfulness when it comes to using quick reaction defensive options such as SDI and FF to grab ledge? I know the input and can execute them when I have a friend grinding it with me but in tournament I'm still just unable to react to foxes shine near ledge so I don't slide off. Does it just become an unconscious muscle memory reaction to seeing the situation play out or do you think about it when you think the situation MIGHT occur soon? Lost to 2 foxes at smackdown because of this issue -_- my defensive options in general are poor and it seems more punishing for Marth than most to have this problem.
https://youtu.be/G0gHyLT0fXc?t=4m4sI'm usually thinking about SDI'ing shine and/or Dair to get into position where he can't hit me anymore, so usually in front of Falco(though sometimes I will prefer up if I don't think I can go forward as much). If you have a particular combo position you've seen you want to know about and can link it here I'd be happy to go through it with you.
I SDI'd the lasers up to go high and then jumped since it didn't look like he'd reach me with even Uair or I just banked on him not using Uair. Uthrow makes Falco's punish pretty hard if you SDI the lasers up and if Falco chases with Uair it's not a very big deal he can't get much off of it, but obviously jumping helps you avoid taking damage accidentally and can sometimes avoid Uair.https://youtu.be/G0gHyLT0fXc?t=4m4s
Shine starts it out at 4:04. I notice at one point after westballz up throws you, you decide to finally jump out. Is there any advice you have on knowing when it's a good idea to actually use your double jump to escape a combo?
Throwing her to the edge is easier since you don't have to bait DJs or worry about trading and just make her deal with your Dtilt when trying to get back onto the level(you can just sit there around or outside of edgedash Ftilt range). If you throw her offstage even better because you could get an outright kill right there. Even throwing her to the edge of the stage is better because then you could get a smash out of a tech chase or a smash vs Fthrow mixup that can kill depending on how Sheik DIs.do you think its better to uthrow shiek at high percent or toss her to the edge?
2 SDI + ASDI doesn't require fast movements if you know at which timing they hit. If they have the opportunity to mix up the timing, 2 SDI requires very fast movement.Do you think it's feasible to learn to double sdi fox uair? I find it hard to single sdi it when the fox player is good at spacing it.
The best one I know of is to SDI in a cardinal direction frame 1, then SDI diagonally frame 2, and to hold the c stick in the cardinal direction you chose frame 1.I'm not sure how people like Axe/KJH get such good SDI on it but whatever they do is best lol. If you can quarter circle reliably that might be your best bet. I'll probly ask one of those two later on about it and let you guys know if this comes up again.
Wait I thought the chart was only for Uthrow Utilt? Can you ask in Kadano's thread about Marth punishes and see if you can get anything to share here? Usually everything is in the OP, but some things you have to search for.Ive seen mentioned in this thread a few times about there being a marth throw followup chart in the kadano thread but I havent been able to find it? Am I just not looking hard enough? If anyone has a direct link to it that would be hugely appreciated
Edit: Specifically for the marth ditto, sorry didnt make that clear
Edit 2: found uthrow -> uair is guaranteed from 13 - 63 percent, aside from that and discussion on fthrow techchase options I didnt see anything else, please let me know if im missing some things
What does trying harder mean? Is it just more effort, or are you also tensing yourself up making it so you can't fail? If you won't accept failure you can't learn. That doesn't mean you should try to fail, but you should accept success isn't a straight line. It's a hard balance but if you keep at it you'll figure it out =)I feel like the harder I try outside of tourney the worse my mindset get (
1. Fox's TR is his FH in plus his grounded approach in(plus his platform stuff). Most Foxes don't use the FH in and only a few use platform stuff to approach well, so you can primarily focus on SH/ground to ground play. If you move in, you cannot be threatened by both attack in and dash back at the same time. You probably make a very big commitment when you move forward into TR, and if you try not to do that you just opt to wait, which will get blown up eventually by him moving in. I've seen this pattern a lot before. You need to be gaining information about what exactly the Fox will do if you get closer. So the easy way to do this is dash forward into nothing or dash(mostly or fully) in WD back if you're really concerned. You then see how Fox is forced to respond since you breached his TR and you can play with the idea of compound approaches or direct counters to his actions next time you move in.Dr Peepee I'm happy with the growth I'm seeing under this new method of studying. I'm getting all these similar experiences and feelings to Kopaka where things just make more sense to me now. It's ironic I feel I understand more because I know I understand less.
A few questions I've been thinking over the past few days:
1. I'm reaaally struggling to map out Fox's TR correctly. I know you've touched on its complexity a bit lately, and I've studied a few sets to look at the distance you tend to keep in neutral, but in practice I don't get it. I think my problems stem from Fox's movement. It feels like if I'm within Fox's TR, he'll hit me if I don't attack, but if I do he'll dash back and whiffpunish me; if I'm outside it he lasers me/camps platforms until I come closer. Another issue is that on small stages it feels like almost the entire map is a threat zone, because if I dash away and Fox follows me, his faster speed means his threat zone catches up with me right away, and I have nowhere to run. I'm not in control and being forced to play this very read-heavy game where even if I'm winning I feel behind. What am I not understanding in the MU? What's Fox's TR (or better, how do I go about discovering his TR)?
2. Do you think it's possible to make mixups a habit? My train of thought is I have a few pretty bad habits I've picked out I'm trying to break (approaching with grab a lot, trying to read jumps OoS with Fsmash, and trying to shieldgrab safe aerials), but to break them I have to replace them with something else, right? The thing is, what's "bad" and "good" is situational because of mixups, so for at least 1-2 of these habits, would it be more beneficial to mix in other options rather than just trying not to use them at all? But how do I go about reprogramming my response to a situation to make it mixup based? Would this only work with reads? Should I not do it then because reads are unreliable?
3. What should I do in situations where I don't understand how I should move? Especially now this happens to me a lot, and I just end up autopiloting a response while I try to reason it out, and you can tell how that ends lol. I've already spent a lot of time dissecting Marth's dash forward, dash back, DD, WD forward, and WD back, but because of the practically infinite situations they're all used, I still struggle with having clear intention in every movement, but it already slows me down a lot. If I don't know what to do, should I just stand still in the moment, and try to remember situations to analyze later? Or should I try experimenting with movement? The issue with the latter is I need ideas, and often by the time I have ideas, a situation has come and gone and I probably got hit while thinking, which makes me uncertain.
I guess I was trying to ask how would you replicate the concept in Smash. What are the main ways of baiting out whiff punishes or trades. The article gave quite a few examples for it and I was wondering if you could do the same.Looked through it, and it seems decent enough. What ideas about comparisons did you have?
You are correct I used martial arts to improve, after I was a top player. I would not recommend this to most people unless they already had a martial art background.I guess I was trying to ask how would you replicate the concept in Smash. What are the main ways of baiting out whiff punishes or trades. The article gave quite a few examples for it and I was wondering if you could do the same.
(That is pretty vague)
Edit: Also was I correct about you looking into martial arts to improve? If yeah, what did you learn from it?
If you shield needles, Sheik knows you want to WD in OOS after they hit your shield which makes her life controlling you way easier. Either WD down OOS sometimes or just take needles and keep moving to put pressure on her. Also get close enough to Dtilt/Fair her but far enough most of the time to avoid walk Ftilt. Also hold away after she grabs you so Ftilt doesn't blow you up.I've been thinking about a LOT of what's been going in here the past couple days, loving the esoteric discussions..given me a lot to think about!
Something more concrete though - how does Marth deal with needle and ledge camping vs Sheik? This style of Sheik is particularly frustrating for me - needle camping from full stage into an eventual grab into an eventual stock into holding the lead via shino stalling....it never feels like I get particularly outplayed as much as I get sort of abused by a gimmicky and campy playstyle but hey, that could be my ego getting in the way and no matter how you slice it, it's something I have to learn to beat. Any ideas?
I've literally never heard of this Uair thing lol. I was pretty sure I used a chart that told me when I could get Utilt to hit that wasn't Sheik percents and it worked great for me. Well at any rate I'm pretty sure Utilt starts working around 20-22ish% after throw on no DI/DI slight in and earlier on full DI in or out. Before that I guess you can Uair apparently or just mix Utilt vs chase their DJ with DJ Uair FF. Let us know howyour testing goes if you can't find anything else =)Dr Peepee , what I found in the kadano thread in regards to the marth ditto was that uthrow utilt is never guaranteed and there was a question kadano answered on page 8 about uthrow and he said uthrow uair is guaranteed from 13-63. I'll go search and ask for more information see what I can come up with. In the replies to the OP kadano said he had made up a chart for marth ditto throw follow-ups but lost it due to his browser crashing. If there isn't any info in the thread I was planning on thoroughly testing to the best of my ability with 20xx and two controllers. Regardless I'll get back with some info
I honestly don't remember at this point. I just did it a lot on 20XX until I knew. I think I looked at frame by frame gifs to help me out as well. There's some point where getup attack and stand diverge but I don't remember specifics anymore.Hey PP, how did you practice reacting to Fox's get-up animations after a missed tech? What visual cues do you look out for to shield grab get-up attack/in-place? Does it vary differently from other characters, such as Falco?
Out of curiousity, I decided to take this course. I'm about a week in. Without going too deep into different specifics like values and internal states, the main point of the course is mindfulness training and getting a healthier perspective. There's a bit of a focus on team games, but its applicable to anything really. Dunno if I recommend it yet, but I wouldn't dismiss it yet.What do you think of this post, Dr Peepee ? http://alexspuffstuff.blogspot.com/2017/08/mac-approach.html
While I think I understand what the author is trying to achieve in their mentality, they argue using several premises I disagree with; I think they oversimplify/misrepresent the positive role emotions take in fueling a person's play.
At the beginning of the article, the author says:
"Traditional psychological skills training in sports uses methodology including goal setting, imagery, mental rehearsal, arousal control, self-talk, and pre-competitive routines to enhance performance by attempting to reign in peak states to a replicable routine as well as reduce anxiety and negativity, psychological roadblocks. However, these approaches carry subtexts implying a) that negative internal states must be controlled or reduced before a positive internal state can take their place and set the stage for flow and b) that flow is a fickle mistress impossible to achieve without perfect preconditions. Neither of these hold up to recent research and these traditional methods have been demonstrated to have no or even negative empirical support (i.e. they don’t actually work lmaooo)."
Both points 'a' and 'b' seem to be false assumptions, because 1) the difference between a "positive" and "negative" internal state is relative to the manifestation of that state in a player's gameplay (like what we talked about awhile ago, with anger sometimes helping to play with a clear head instead of being overwhelming). This invalidates point 'a' because it makes a dichotomy between "positive and negative internal states" meaningless. I also think 'b' isn't grounded in reality when many conditions that aren't "perfect" can trigger entering flow, but it's been shown that routine can do so consistently (I've seen this in myself).
I dislike how the author seems to delegitimize the emotions of a player with statements like:
"Thoughts and emotions are just flashes of chemical/electrical activity not so different from other sensations such as sounds, touches, gravity, temperature, balance, vision, etc. ... They come and they go. They are inherently temporal."
It doesn't sound very helpful or healthy to regard emotions as "just" products of chemical reactions that will pass - imo it undermines their value in teaching us about ourselves and how we react to certain situations. I think being in touch with what we feel is much more liberating long-term than ignoring our emotions and feelings, because it lets us understand what we feel and why, which can remove the feelings of helplessness that would otherwise put us in a downward spiral in bad situations.
They also make remarks such as, "...the emphasis of MAC is to engender the skill of maintaining your focus despite internal states"; "Thoughts aren’t reality, they’re just thoughts. Feelings aren’t reality, they’re just feelings." I have a problem with these, because however you look at it, the thoughts and feelings you have during a game are occurring in reality. It seems silly to me to waste the learning opportunities presented by questioning and challenging and understanding your emotions by regarding them as irrelevant or an obstruction to finishing the task at hand. Take the author's example:
"Imagine yourself in a last stock last hit scenario. You feel psychological arousal, fear, excitement, anxiety. Now you’re going to make a choice between correct behavior (clutch) or letting your emotions dictate your focus and behavior (choke)."
This is a blatant false choice; it assumes feeling these emotions leads to being controlled and choking, ignoring the positive role they play in helping a player to clutch out a last stock last hit situation. As an example, the excitement and anxiousness we feel produces adrenaline, which primes our muscles to react more quickly. Given previous definitions by the author, the "correct behavior" would be to win this situation "despite" the emotions felt, which is nonsensical. I mean, hell, without emotions, a player wouldn't be motivated to get to/through that situation in the first place.
This leads into the next point made about "values." I don't think it's arguable that values literally come from feelings and emotions, or the "internal states." But the author creates another false choice between "commitment" and "avoidance," or an allegiance to values or emotions. Given emotions are what fuel our values and are what push us towards our values, this is another meaningless distinction.
I think what's missing fundamentally in this article is the realization that everything we experience is an opportunity for growth, and cherrypicking particular aspects of our humanity to serve as a compass can't work, because everything is interrelated. But if we're able to take advantage of all our growth opportunities and understand and harness them, I think that liberates a player to really focus on the game and readily achieve flow.
I don't think it's possible to flow when you don't understand, and that it's the biggest mental block to players; whether it's understanding emotions, game situations, or how to execute a technique, not understanding what's happening is when we tilt. And I think to not understand willfully, means giving up growth opportunities, and setting oneself up for long-term disappointment when your emotions eventually get the best of you, and you're not equipped to deal with them, because you didn't invest the time to understand them.
So yeah, lol. I just wanted to write up my thoughts on that article and see what you had to say, because I particularly like your mental game insight.
Ill get back to you on all that stuff, percents are before throw and I acutally just went up by 3% and then by 5% but yea generally the gaps have the same followups I will double check it though to make 100% sure. Typically the guaranteed stuff is only within a few frames but ill get exact numbers for you and look into slight di behind. I used port 1 and 2 while testing this, port 1 for throwing port 2 being thrown.Are those percents before or after throw? Also the gaps between percents I imagine have the same results? Have you posted this in the Kadano thread/sent it to him yet?
I'm still really surprised about the Utilt thing but I guess I'll look into that for myself.
For guaranteeds, how many frames are each thing guaranteed by?
Did it ever look like slight DI behind could influence anything?
Were you higher(closer to 1) or lower(closer to 4) port when throwing?
Cool chart and I'll def be seeing what followups I can get off the Uairs if this is true.