The Young Izzy Iz
Smash Apprentice
You like to go for a lot of rising fairs. This is useful, but really only on stages with platforms or if you're retreating out of shield. On FD if you're going to throw out an aerial that isn't short-hop double fair you're going to want to SHFFL it (Short-hop Fast Fall L-Cancel) and depending on the opponent's DI and percentage F-Smash (useful for spacies) or follow-up JC grab.
Speaking of grabs, part of getting better at the game is learning good fundamentals. Learning how to jump cancel your grabs and doing that consistently will really speed up your game and allow you to follow-up at a greater distance.
One of the positive things I noticed earlier on was your very good conversions of things like dash-attack and up-tilt into kill moves such as F-Smash. Keep doing this! A lot of people when they start out focus on just wracking up as much damage as possible. Melee is about stage control. It doesn't matter how or at what percent just get your opponent off-stage and edge guard! It puts you in a position where you're essentially in control of the game flow and they're forced to deal with whatever option you choose from the ledge.
Stop countering. You're investment into this move is way, way more than any conceivable gains. Unless you have a read on exactly what your opponent is going to do I'd say stuff this move. Even then, if it lands, you're really not going to get anything off of it unless your opponent does some really, really crazy stuff with their DI/SDI/Missed Tech/etc.
At around 1:24 you double raw F-Smashed without using the C-stick. Don't. Unless you have a read F-Smash is punishable outside of combo enders. Doubly so if you aren't c-sticking your smash attacks. Using the C-stick means the attack is going to come out at least 3 or so frames faster than if you control-stick it. Control smashing can also be difficult to do out of a wavedash if you're using that to ensure proper spacing (probably not a concern right now).
At 1:35 you went off the edge and burned your jump almost immediately. Then you got punished for it. Instead of jumping out of hit-stun trying wiggling out with an aerial, gives you a lot more options during your recovery.
Game 2 you used a ton of charged F-Smashes. This is bad, very bad, see above for my reasoning.
This game you did a lot of rolling, this is something usually seen with a lot of less experienced players. The key to rolling is making sure you don't get punished, because rolls don't have invincibility on start-up or end they can leave you vulnerable to an opponent that's ready to chase them. This is really important in the Shiek match-up in particular because her dash attack is such a great chasing tool.
Game 3 started with a lot of probing jabs. Usually if you're in a situation with Marth where a jab would be optimal (exceptions below) it's better to go with the first hit of dancing blade. It comes out frame 6 which is decent, can be executed out a dash dance (key!), can be easily converted into more useful moves like side-b to utilt on floaties (samus/peach good). Exceptions are edge-guarding spacies up-b'ing from below and a few other circumstantials.
Your opponent used a lot of unsafe dash attacks. In a lot of situations where you rolled to avoid the dash attack it would have been optimal to simply shield into shield-grab. If you look at the hitboxes for Shiek's dash attack they're actually in her torso/lower abdomen instead of her hands and head where you might expect, giving it a lot less range. You really want to make sure you research things like frame-data and hitboxes for your character and whatever characters are good against you. Knowing whether or not you're fast enough to beat a trade or if a certain aerial and out space a ground option against your opponent can make tough match-ups easier to cope with.
At 1:20-1:25 you got u-air juggled and didn't seem to be doing much in the way of DI. Sometimes if you side-b in the air the momentum shift can throw off the opponent, although it's unlikely. Maybe try this once every 2-3 games, using it sparingly enough that when you do the opponent isn't able to read it and it comes out of the blue.
You really need to get your fundamentals down: Short hop, Fast fall, L-cancel, SHFFL, Jump cancel'd grab, Dash dance, Wavedash. All of these skills are required to play the game at a competitive level and every character uses them. Even if you decided to pick up a secondary or switch your main later you're going to have to know how to do all of this stuff. Practice, practice, practice tech skill. At the level you're at this is the fastest way to improve and get better. Once you reach a higher level of play things like learning how to read your opponent and reacting to/inputting optimal combo strings will become more important.
Lastly, sorry if this thing is a massive wall of text. You aren't doing bad, you just need to get your fundamentals down and stop countering. Let me know if you have any questions on anything I said. Being a newbie myself I'm sure that if there's anything wrong in here one of the more veteran posters will let me know. x][/quote]
Speaking of grabs, part of getting better at the game is learning good fundamentals. Learning how to jump cancel your grabs and doing that consistently will really speed up your game and allow you to follow-up at a greater distance.
This really also goes with the fundamentals. Learning how to L-Cancel for most people is just a matter of grinding out tech-skill and learning the physics of the game. It all depends on the fall speed of the character and whether or not you're fast falling them. Getting down this fundamental for Marth is going to make it easy to transfer the skill to other characters. Once you have L-Canceling down you should basically be able to do it regardless of character or aerial without messing up.3.) Tips for L-canceling? I figure it'll help a lot once I get it done.
One of the positive things I noticed earlier on was your very good conversions of things like dash-attack and up-tilt into kill moves such as F-Smash. Keep doing this! A lot of people when they start out focus on just wracking up as much damage as possible. Melee is about stage control. It doesn't matter how or at what percent just get your opponent off-stage and edge guard! It puts you in a position where you're essentially in control of the game flow and they're forced to deal with whatever option you choose from the ledge.
Stop countering. You're investment into this move is way, way more than any conceivable gains. Unless you have a read on exactly what your opponent is going to do I'd say stuff this move. Even then, if it lands, you're really not going to get anything off of it unless your opponent does some really, really crazy stuff with their DI/SDI/Missed Tech/etc.
At around 1:24 you double raw F-Smashed without using the C-stick. Don't. Unless you have a read F-Smash is punishable outside of combo enders. Doubly so if you aren't c-sticking your smash attacks. Using the C-stick means the attack is going to come out at least 3 or so frames faster than if you control-stick it. Control smashing can also be difficult to do out of a wavedash if you're using that to ensure proper spacing (probably not a concern right now).
At 1:35 you went off the edge and burned your jump almost immediately. Then you got punished for it. Instead of jumping out of hit-stun trying wiggling out with an aerial, gives you a lot more options during your recovery.
Game 2 you used a ton of charged F-Smashes. This is bad, very bad, see above for my reasoning.
This game you did a lot of rolling, this is something usually seen with a lot of less experienced players. The key to rolling is making sure you don't get punished, because rolls don't have invincibility on start-up or end they can leave you vulnerable to an opponent that's ready to chase them. This is really important in the Shiek match-up in particular because her dash attack is such a great chasing tool.
Game 3 started with a lot of probing jabs. Usually if you're in a situation with Marth where a jab would be optimal (exceptions below) it's better to go with the first hit of dancing blade. It comes out frame 6 which is decent, can be executed out a dash dance (key!), can be easily converted into more useful moves like side-b to utilt on floaties (samus/peach good). Exceptions are edge-guarding spacies up-b'ing from below and a few other circumstantials.
Your opponent used a lot of unsafe dash attacks. In a lot of situations where you rolled to avoid the dash attack it would have been optimal to simply shield into shield-grab. If you look at the hitboxes for Shiek's dash attack they're actually in her torso/lower abdomen instead of her hands and head where you might expect, giving it a lot less range. You really want to make sure you research things like frame-data and hitboxes for your character and whatever characters are good against you. Knowing whether or not you're fast enough to beat a trade or if a certain aerial and out space a ground option against your opponent can make tough match-ups easier to cope with.
At 1:20-1:25 you got u-air juggled and didn't seem to be doing much in the way of DI. Sometimes if you side-b in the air the momentum shift can throw off the opponent, although it's unlikely. Maybe try this once every 2-3 games, using it sparingly enough that when you do the opponent isn't able to read it and it comes out of the blue.
You really need to get your fundamentals down: Short hop, Fast fall, L-cancel, SHFFL, Jump cancel'd grab, Dash dance, Wavedash. All of these skills are required to play the game at a competitive level and every character uses them. Even if you decided to pick up a secondary or switch your main later you're going to have to know how to do all of this stuff. Practice, practice, practice tech skill. At the level you're at this is the fastest way to improve and get better. Once you reach a higher level of play things like learning how to read your opponent and reacting to/inputting optimal combo strings will become more important.
Lastly, sorry if this thing is a massive wall of text. You aren't doing bad, you just need to get your fundamentals down and stop countering. Let me know if you have any questions on anything I said. Being a newbie myself I'm sure that if there's anything wrong in here one of the more veteran posters will let me know. x][/quote]
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