FrootLoop
Smash Lord
how is this not clearly about working towards a goal of improvement?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
came here to post something like this.
my main goals in melee are to have fun and to try and learn more about how the game works. i don't need to stick with one character or spend a lot of time practicing tech skill to accomplish these goals.
i agree with you most of the time umbreon, but who are you to tell me that i'm a scrub for wanting to testing my skill with multiple characters? who are you to tell me the "right" way to play melee? people play this game for tons of different reasons, and they have every right to do so.
i agree with you most of the time umbreon, but who are you to tell me that i'm a scrub for wanting to test my skill with multiple characters? who are you to tell me the "right" way to play melee? people play this game for tons of different reasons, and everyone has different goals. what's wrong with that?
don't get me wrong, i think your post had a lot of great stuff. i just don't think you should go so far as to call any sub-optimal playing "self-sabotage"by all means, don't feel forced or obligated to listen to me. people who really want to get better at this game will end up here or contacting me privately on their own.
don't get me wrong, i think your post had a lot of great stuff. i just don't think you should go so far as to call any sub-optimal playing "self-sabotage"
well, "self-sabotage" to me means any action that you take which gets in the way of your goals. when i use a secondary in order to try out a new matchup or strategy, and my goal is to learn more about the game, then i don't consider that self-sabotage because i'm working towards my goal. that's why it seems like you're assuming the reader must only have the goal of winning when you make statements like that. if i pick a secondary, and lose, but i still learned something valuable that i wouldn't learn by playing my main, then that sounds like a success to me.and i think that's just strictly wrong, at least in application for this game in the narrow confinements we apply to it. i fully understand that my ideas are extreme in some regards. i'd challenge you to sway me from them if you want to kick up some discussion.
I feel like optimal play is a paradox. If there is a single best option every time, a person becomes readable if both players know it. Therefore the optimal play becomes reading the best option. The best option is no longer the best option because it will be read. Therefore the optimal play is not the second best option. Therefore, sub-optimal play and optimal play are very hard to distinguish, and sometimes the "less good" option will yield better results than the "best" option. In regards to character choice, if you assume the goal is winning all the time, choosing a secondary for the sake of WINNING a matchup is optimal, but using a secondary to LEARN a matchup is sub-optimal. In a tournament situation, sub-optimal play is self-sabotage. But outside of it, "self-sabotage" is a very useful way to apply different options and learn whether an option is even close to a good idea.
Sub-optimal play is necessary to maximize game knowledge and vary your options, but determining whether an optimal play is optimal is a bit more of a gray area.
It's not really a marth perspective lol. It's just easiest to apply these concepts w marth and see concrete improvement quickly because it's really apparent when a marth makes suboptimal plays
Kinda like double helix was going on with his mention of Ness, it's more marth's ability to play so optimally that I think makes this post take on a Marth tone. The whole avoiding RPS situations, avoiding attempts at conditioning/'mind games', avoiding mixups, etc. that Umbreon preaches doesn't seem nearly as available to most of the cast as it does to Marth and his 'i beat all of your options with positioning and waiting' playstyle (although admittedly I don't know how much of that talk is even in this post or if I'm importing things I've read from him elsewhere, like, say, the Marth boards...).
So maybe it's not Marth, it's just good characters as opposed to bad characters. Does the tier list as far down as Luigi really have strong acces to it though? I'd say that it's much more limited, maybe top 7 or 8 characters?
edit: I understand that whatever character you play there is some optimal way to play it. But I don't think most of the characters optimum play is able to effectively use things like aggressive movement to control the stage, reactive punishing to stuff any attempts to oppose that control, etc. and end up having to 'trick' the opponent a lot more often (and hoping they don't know the matchup).
Imma try adressing your points. I don't agree with umbreon on everything (and neither should anyone else for that matter), but I like a lot of his posts and many times he does bring up very strong points./stuff
Hey Umbreon, when you say you'd rather be the most technical than the smartest player, that gives me a bad impression of Melee. But I might be interpreting it wrong. To me that is saying the decision making in this game is actually pretty shallow, and matches come down to tiny technical errors (i.e. the right play is obvious enough often enough that being smarter than your opponent isn't nearly as big of a deal as always doing what you intend to). Is the decision making in this game shallow enough that average intelligence/knowledge/etc. + great tech skill > average tech skill + great intelligence/knowledge/etc?
If so, why isn't like, Lovage/SilentWolf/etc. the best players? Wrong kind of tech skill (breadth/depth of ability vs in-game consistency)? Just not technical enough and you were talking about more of an inhuman level of tech skill (in which case I would easily agree and not really look down on Melee for it)?
Or is my interpretation of what you mean wrong and you meant smart more in context of 'mindgames' and being clever enough to 'trick' your opponent (as opposed to clever enough to analyse and adapt optimally in realtime)?
I have lots more questions but I don't know if my questions are very good ones.
I think TSM's loss was more because of tactical errors than mechanical errors. That or it was things that ride the line too much to clearly call as one or the other.Another example is League of Legends. While League of Legends is still fairly new and patched very often, it frequently experiences top level teams just getting outplayed mechanically. It didn't matter that the losing team's strategy was better than the winner's, the winner played their strategy better, more effectively, and more consistently. This just happened <2 days ago in the TSM vs SKTT1 game. TSM had a better strategy and a better team comp, but they misplayed it early on, allowing SKTT1 to get a lead and keep that lead for the rest of the game. For reference TSM is the 2nd best North American team, and SKTT1 is considered the best Korean team.
Disclaimer: the stuff from this point until the edit is badly worded and doesn't really convey what I wanted it to convey. Hopefully my later posts clear it up, but I'm leaving this here because people may refer to it, and I'm completely fine with people calling me out on being unclear.I think TSM's loss was more because of tactical errors than mechanical errors. That or it was things that ride the line too much to clearly call as one or the other.
For example, Xpecial taking turret aggro too early in the 3v1 dive - do you really wanna say that Xpecial's hands are so sloppy that that was a mechanical error and he accidentally clicked renekton too early, or was it more mental, jumping the gun due to nerves/excitement at an opportunity, whatever.
I agree because I don't think Melee is anywhere near the point where everything is figured out to the tiniest little details. Mainly because there's so many tiny little details. However I still feel like high level play is mostly about execution.I think it's a huge mistake to assume anyone has a grasp on what the most effect strategy is. If a top player occasionally makes tech flubs more often than his opponent, he will still win if he has the better strategy. Melee is so complex that you can't simply copy and paste strategies into your gameplay and expect it to be optimal. If M2K develops some new anti-Falco technology, it isn't going to be some obvious thing that everyone else can emulate. It will be really subtle and heavily dependent on how the rest of his style operates.
@bones do you at least agree that the number of viable strategies will drop over time?
Eh, I guess I can go with that interpretation. Important part is that he misplayed the dive. He wanted to dive them, and he did it wrong. Going off of Umbreon's definition "Doing exactly whatever it is that you want to do" it's a technical error. (This is going off the assumption that Xpecial knows exactly how he should've done that dive, which means that he didn't do what he wanted to do, thus technical error. I'd be surprised if this assumption was wrong.) People often tread a fine line when talking about mechanics and decision making, especially with what we're used to in Melee or Starcraft where mechanics is only the pressing button part rather than the decisions involved with what buttons you press and when. Some people take mechanics to include the decisions behind those button presses, some don't. Which is why I like Umbreon's definition as it makes it clear that we're simply talking about doing what you wanted to do, and therefore anything that prevents you from doing exactly what you wanted to do would result in a technical error. So, when I say mechanics or tech skill, or technical error I'm using that definition. Which I feel Xpecial's play would fall under. Yeah I def agree that this conversation is about stuff people generally don't have a strict definition for.
I want to relate this back to smash but it's 2AM right now and I'm too tired to come up with something coherent. Yada yada Smash at high level seem to me to be more about execution. This includes EVO and wobbles going on a rampage. He executed super well and with some exceptions of the top 8 just playing it flat out wrong, he just out executed them. Then Mang0 was like **** this **** I'm the best and played pretty much flawlessly. I'll probably come back and edit this so it makes some sense.
Edit:
I agree because I don't think Melee is anywhere near the point where everything is figured out to the tiniest little details. Mainly because there's so many tiny little details. However I still feel like high level play is mostly about execution.
That means as the game progresses the number of strategies that work will decrease as old strategies, that are inferior, get pushed out by superior ones. Translating that to Smash it would mean that as the metagame continues to develop the best options will be discovered and inferior options will no longer be considered as they are easily covered by making optimal decisions, possibly progressing to the point where the most optimal way to play a matchup is discovered, and if the opponent tries something else their hope lies in unfamiliarity rather than it being a legitimately good playstyle/option.
I guess another way to put it would be as the game progresses the number of "viable" playstyles will decrease until the most optimal playstyle for each matchup is discovered and the best choices for nearly every situation is discovered and covered by this playstyle. Viable meaning it gives you the current best chance of winning.
It's a pretty natural progression of competitive games. As the strategy and metagame develops, and as people get better, the number of strategies or playstyles that actually work tend to decrease. This has already happened to Melee to a certain extent. The way the game is played now compared to '07 is much different, and it really wouldn't be a stretch to say that the number of playstyles that work at the highest level has decreased since 07 in favor of playstyles that are more consistent, more efficient, and revolve around proper movement much more heavily than they used to. This will likely continue to happen and the differences will get more and more subtle as time goes on.