Pazx
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If people are spamming rolls (shield + either side, "side dodges") try to be roughly 1 roll length away from them and when you see them roll you can downsmash (or some other punish) them. Rolls (and dodges) are not invincible the entire time, your opponent is vulnerable at the end and the start. If your opponent is air dodging you can wait for them to do so and then you can hit them. If they air dodge into the ground, they are unable to act for a little while and you can punish them.
Make sure your hands aren't cold, practice short hopping and dash dancing, dashing into shield, etc. Can't help you much here.
To input tilts simply don't move the control stick all the way to the side. To input a forward tilt, just move the control stick forward enough so that you'd walk but not dash. You can also switch the C stick (right control stick) to "Attack" rather than "Smash" and it will input tilts. Also, a back air is a back air regardless of whether you input it as a smash attack or a tilt, only Robin's aerials have differences.
Stop rolling. It is bad. Play Samus and you will understand. It is a habitual thing though, so I can't really give you any techniques to break it.
In almost every situation it is better to shield or to side step than to roll. You should make an effort to avoid rolling in from the ledge or towards center stage when you're being pressured as that's the easiest roll to punish.
Vectoring is effectively Directional Influence. If you're hit to the right, hold left/up/both.
To read people you can just look for patterns in their play. Maybe they always air dodge after being hit, maybe they always roll towards center stage when their back is to the ledge. Both of these actions are very punishable. You can also attempt to bait people, eg an empty (no move) short hop might force a shield or a roll, both of which you can punish.
Pros play the game a lot. They play their character a lot. You can do that too. They probably also know frame data (eg which move is quickest in X situation) which can be important but not essential. Work out what everything does yourself, then work out which moves are best used in which situation.
To tech, press shield just before you hit a wall or the ground when you're in a tumble animation or in hitstun (basically after you get hit). You can also tech-roll to either side by pressing shield and a direction. To gimp, try and hit people after they use their second jump and if they have a predictable recovery you can throw out a (preferably disjointed) hitbox (with Marth/Link/etc) to intercept them, rinse and repeat.
PK Fire is not a quick move, if you shield it or jump over it you WILL have time to hit Ness before he can do anything. If you do get caught in it, wiggle your control stick away to try and get out. Since you play Marth, if Ness runs in to hit you while you're trapped in PKF, spam your up special (Dolphin Slash) for a guaranteed escape.
- How do I play against people that spam fast moves like PK Fire?
- How do I play against people that spam dodge around the board?
- How do I move quicker in general? (My left hand moves and reacts slower than my right)
- How do I input tilts easier, grounded and aerial? (I end up putting in respective smashes rather than tilts.)
- How do I break out of habitual side dodging? (Moving left or right while blocking)
- In which situations is it better to block and sidestep (Block + DStick Down) rather than roll?
- What is vectoring? Is it directional influence?
- How does one read people and predict how they move?
- How do professionals remember what moves and options they have mid-game?
- How do I gimp and tech properly?
If people are spamming rolls (shield + either side, "side dodges") try to be roughly 1 roll length away from them and when you see them roll you can downsmash (or some other punish) them. Rolls (and dodges) are not invincible the entire time, your opponent is vulnerable at the end and the start. If your opponent is air dodging you can wait for them to do so and then you can hit them. If they air dodge into the ground, they are unable to act for a little while and you can punish them.
Make sure your hands aren't cold, practice short hopping and dash dancing, dashing into shield, etc. Can't help you much here.
To input tilts simply don't move the control stick all the way to the side. To input a forward tilt, just move the control stick forward enough so that you'd walk but not dash. You can also switch the C stick (right control stick) to "Attack" rather than "Smash" and it will input tilts. Also, a back air is a back air regardless of whether you input it as a smash attack or a tilt, only Robin's aerials have differences.
Stop rolling. It is bad. Play Samus and you will understand. It is a habitual thing though, so I can't really give you any techniques to break it.
In almost every situation it is better to shield or to side step than to roll. You should make an effort to avoid rolling in from the ledge or towards center stage when you're being pressured as that's the easiest roll to punish.
Vectoring is effectively Directional Influence. If you're hit to the right, hold left/up/both.
To read people you can just look for patterns in their play. Maybe they always air dodge after being hit, maybe they always roll towards center stage when their back is to the ledge. Both of these actions are very punishable. You can also attempt to bait people, eg an empty (no move) short hop might force a shield or a roll, both of which you can punish.
Pros play the game a lot. They play their character a lot. You can do that too. They probably also know frame data (eg which move is quickest in X situation) which can be important but not essential. Work out what everything does yourself, then work out which moves are best used in which situation.
To tech, press shield just before you hit a wall or the ground when you're in a tumble animation or in hitstun (basically after you get hit). You can also tech-roll to either side by pressing shield and a direction. To gimp, try and hit people after they use their second jump and if they have a predictable recovery you can throw out a (preferably disjointed) hitbox (with Marth/Link/etc) to intercept them, rinse and repeat.
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