JFB (JurgaBurgaFlintines)
Smash Apprentice
One year is too short...1 year is way too short.
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One year is too short...1 year is way too short.
experimenting with a character for half an hour is quite different from putting hundreds of hours of time and effort in an attempt to fully learn the character, and yet the latter is what most people will do. by all means test things freely, but when you're trying to be good at the game, stick to one character.So I just read this during a decently long busride and felt like being the 47th person to comment on the only having 1 character.
I agree that having 1 main is best (though I believe 2 is doable) but I don't agree on only playing said main. If I main marth and I struggle with the sheik matchup something that can help tremendously is playing sheik and figuring out her weaknesses. I feel that feeling the characters weaknesses first hand works a lot better than someone just telling that her movement sucks for example.
actually, i'd like to compare my stance versus yours on this since you're all about that stuff and always have some really good stuff to say concerning concepts like motivation.nice.
Please do, myself and many others would love to see a write-up from you.I've been turning over the ideas I've come across in personal experience and from various books I've read and players I've encountered over the past few days. I'm getting the writing itch. It may be time to put some good content on here again so we can have a more full understanding of each other.
How can I use frame data to improve my play?
Knowing the data allows you to make more informed decisions, but it's up to you to apply it. You can often work out these kinds of thing to a certain extent just by playing and intuiting/feeling them, but there are always going to be things you miss, and looking at the data allows you to be absolutely sure (are you always going to be able to determine whether a move that hits on frame 6 is definitely faster than a move which hits on frame 7 just by feeling it?).Also, what is the value of looking at hitboxes?
"Frame-perfect" just means doing something with timing down to a specific frame (this is practically perfect timing because there's no shorter meaningful unit of time within the game, other than maybe input polling intervals). What this frame might be depends on the situation; often it's as soon as possible after whatever lag there is. For example, frame-perfect multishines are where you jump cancel the shine on the first possible frame and then shine on the first frame you are airborne after that (frame data here: http://www.ssbwiki.com/Double_shine).I hear a lot about doing frame perfect aerials and stuff, what does this mean and how can I integrate it?
Thanks man! Good explanation and gave me a lot to think about.These are super vague and broad questions.
There's much more to it than what I can clearly explain; knowing the data allows you to make more informed decisions, but it's up to you to apply it. You can often work out these kinds of thing to a certain extent just by playing and intuiting/feeling them, but there are always going to be things you miss, and looking at the data allows you to be absolutely sure (are you always going to be able to determine whether a move that hits on frame 6 is definitely faster than a move which hits on frame 7 just by feeling it?).
Looking at hitboxes and frame data allows you to theorise/plan things that might be difficult to do just from experience playing the game; if you know which frame something comes out on/stays out until and how/where it hits, then you are able to compare properties to determine things like: which moves are quicker, how much frame advantage a move has on shield (and therefore how safe it is and what your options afterwards could/should be), what options a move might be able to beat (by being faster, longer ranged, etc.), and so on.
Many moves have unintuitive hitboxes (they don't hit where they look like they hit, basically): Yoshi's nair doesn't have a hitbox on his extended foot, Ice Climbers can't hit with the top halves of their hammers, Jigglypuff's bair is hugely disjointed such that its range is roughly twice as large as her actual leg, an so on. Many moves otherwise have properties which are not immediately obvious: Falco's down smash has leg intangibility while charging, Luigi's downwards-angled forward tilt has extremely low set knockback while the neural and upwards angled forward tilts do not, Marth's neutral aerial has the same properties for tipper and non-tipper hits despite them having different sounds, and so on.
Some of these properties might be noticed during normal gameplay, and some might not be. By looking at the hitboxes/frame data, one is able to research these properties in detail so you you can better theorise about how to apply them. Marth is a good example of a character to apply this to because of his complex hitbox properties: http://www.ssbwiki.com/Marth_(SSBM)/Up_tilt
"Frame-perfect" just means doing something with timing down to a specific frame (because there's no shorter meaningful unit of time within the game, other than maybe input polling intervals, this is practically perfect timing). What this frame might be depends on the situation; often it's as soon as possible after whatever lag there is. For example, frame-perfect multishines are where you jump cancel on the first possible frame and then shine on the first frame you are airborne after that (frame data here: http://www.ssbwiki.com/Double_shine).
One definition of "frame-perfect aerials" would be initiating the aerial on the first frame that you are airborne after a jump; this is not necessarily what you want to be doing all the time. For example, if you're doing a nair out of shield with Sheik then you want to be as quick as possible, but if you're doing a nair approach with Fox then you often want the nair to come out later so it's stronger when it connects (it gets weaker over time which leaves it with less frame advantage on shield amongst other things).
I feel the same way, I think the best thing you could do would be to continue as you are now. I only have 1 person to play Smash with, it's a close friend of mine and we can only meet up once per week since he lives across the river about 40 minutes away. We're on a relatively similar skill level so getting better and expanding my experience isn't an option....But my main problem is that I only have a select few people I can play with. I don't drive (I'm afraid to because of my vision problems), and there's basically only 4 people I can play with, and only one of which is on a regular basis. There isn't a huge tournament scene where I live.
I'm sorta at a loss here. I want to get into competitive smash more. I want to improve so much more, but I feel like there's this giant wall basically telling me: "Nope. **** you." I can only improve but so much playing the same person over and over, when we're on relatively equal skill levels. And he's in the same situation as me when it comes to travelling.
i do that all of the time to train my ness so i can stand the slightest chance against a profesional fox i really does work in getting better at punishing your oponent. ness is all about defence when put up against a profestional fox.playing endless hours vs a lv 1 cpu fox is a good way to improve your fluidity and subsequently your punishment game. even if 90% of your play is just beating on the computer, you can get quite good at the game that way.
tfw I'm reading this on the bus...As you are reading this sentence, stop here. Stand up, like actually physically raise your body, stretch and reach as high above your head as possible, and then resume reading.
This seems like one of the most important ideas proposed by this piece, but it's only talked about for a single paragraph.Playing with defined intelligence is more valuable than anything specialized that this game has to offer. You should spend a large amount of time working with mindful interaction with the opponent before you worry about anything else as a competitive player.
Is it good or bad if you can often guess what you do next?Focus on being engaged to your opponent, not in your own world.
In the Shotokan world we call this "self dance" try to stay with your opponent, as supposed to thinking about your own character.
Also try recording your gameplay and see if you can guess what you are going to do next.
the irony to this is that autopilot is a very very good thing for actually winning games, it lets you take mental shortcuts to eliminate bad options that would incur losses while not slowing down your play. but thats later when you transition into playing to win. when you are playing to improve, you must ignore playing to win and autopilot to make yourself better at winning on autopilot later when you are much better at the game. for an easy reference, armada has a fantastic autopilot when he plays. we are simply avoiding them in a temporary way.^ Same here. Autopiloting is an absolute plague on my gameplay that I just don't know how to cure. Although I occasionally pick up on habits subconsciously, I never actively think. I really don't know how to fix it.
Well no... I doubt Mango has to think about each wavedash input. A player physically can't think about everything; they don't have enough room in their working memory. By auto piloting their tech skill/other aspects, players can focus on the mental game and the actual match, which is what I think Umbreon was getting at.Autopilot is never good at top level.....The opportunities to take mental shortcuts are few and far between in neutral game. Top tier mixups don't allow for it.