DrGrimReaper
Smash Apprentice
Hey, as I was playing yesterday I thought of further means of improving my overall game. Thinking back to the guides I've read on how to use Dr. Mario I realized that they all favored certain moves more than others. For example, bAir>dAir & f-tilt>d-tilt.
I feel that each move has its own unique uses and that no move should be favored more than another. With this in mind I developed a small little idea called "hemispherical conditioning". --It's kind of long, but if you want to give me good feed back, read the whole thing through. It's my own original concept, and I'd appreciate positive<-->neutral feedback only.
Hemispherical Conditioning:
Use of this concept should be limited to only people who know the game well and have interest in developing bit by bit, the collective pieces that make up their game. This idea is not intended for beginners / intermediate players (lol like myself )
The concept is pretty straight forward. What this is, is limiting your range of control over the analog stick to a given side when attacking.
An example of what this would include, is upper-hemispherical conditioning. Everytime you go to attack your opponent you can only use upward attacks, which are: b-up, smashUp, utilt, and uair.
The four Hemispheres:
Upper Hemisphere: as stated aboves, the only moves that can be used to damage & ko your opponent are up-b, upSmash, utilt, & uair. Here I would put emphasis on developing timing for your up-b move, such as hitting falling victims at the peak of your up-b motion as a means of extended juggling. Emphasis on utilt comboing into uair juggling and/or utilt into uSmash. Also a great means to develop the very uncommon SHUAWD.
Lower Hemisphere: The moves here are your down-b, dSmash, dtilt, & dair. From the guides & videos I've seen dair & dtilt are severely under used. also, the while you see down-b used a lot you hardly ever see it on the context of attacking. I feel down-b can be used to counter falling opponents by meeting them at the highest possible peak of a floating down-b and sending them flying horizontally before they have time to react to your unexpected down-b floatyness! --dtilt is, in most strat guides, a move to avoid. Quite the contrary, this move I feel can serve very much to your advantage. WD into a dtilt with someone at 50% or higher and they'll be flying behind you like 'Wtf jus' happn'd?' unlike smash attacks, dtilt can be decked out faster which makes up for its short range. the dtilt is indeed quite useless. But with enough lower hemispherical conditioning I have confidence anyone can make it quite useful! I find it works best on somone slightly above you in the air or big people like bowser/dk. dsmash is just a good move all around, esp. for ko'ing when lower hemispherical conditioning.
Frontal Hemisphere: Here the moves are cape, sideKick, fsmash, and fair. (dash will not count in this hemisphere). Cape, like down-b, is another special attack not used to its full potential. Just the cape itsself deals out 10%damage on the first swipe. That's a bit more than any of the other b-attacks. Another use for this might be dash-short-hopping & caping. Though I don't know for sure, I'd say cape has more range than doc's nair & dair, and is also a bit easier to pull off than fair. So use cape more often for attacking/ racking up %! Fair, well this is already a staple in every doc's game so I don't have much to say about this, other than to work on your aim. Oh, one thing I hardly ever see anyone do is replicate what is shown in the actual game video tutorial, as Bowser is trying to make his way back to stage Mario counters with a fair (angled downward) sending bowser straight down. Just because bair is great for horizontal edge guarding, I feel in a person's frontal hemispherical training they should put more emphasis on timing downward angled edge-guarding fairs.
Back/Null Hemisphere: This would be by far the hardest hemisphere to train in with the lack of smash attacks. None the less, its collective moves and combos should not be over looked! Moves I will put in this hemisphere are: Nair, DashAttack, A(punch punch kick), bair, & of course, pill. The null hemisphere would be the one a given person should train in a lot, it has the bread and butter to approaches, as well as one of the two edge guarding tech's bair. PillRushing, flying nairs, dash to nair combos, pill combos, & improving nair aim would be great uses of back/null hemispherical training. Bair edgeguarding in terms of throwing in multiple bairs into a given edgeguard attempt should also be developed, as the more ballsy your bair edgeguarding attempts the harder you will be pushed to recover, so it improves both your edgeguarding & recovering skills @ the same time. In this hemisphere SHBAWD & figuring out combos should be youre main priority, as the rest of its potential are things that come to you over time.
Further Thoughts: If you start getting bored or are frustrated with having to limit yourself to the same hemisphere try combining two, such as upper and lower, or lower & null/back, or back & front. There are plenty of combinations and though I won't immediatley delve into all the possibilities of each combination, I will venture to say if you mix&match chancs are you will find interesting combos you'd never seen before.
**note** Hemispherical Conditioning is meant only to affect the moves you use to deal damage & ko with. A given hemisphere should by no means govern your movement, your DI, nor your recovery. **note**
Constructive critism is welcome, but remember, if you don't have anything nice to say, then don't say anything at all.
Thanks for humoring my idealogy and thoughts. I'm still more or less a noob so don't respond harshly. Constructive critism is welcome, but remember, if you don't have anything nice to say, then don't say anything at all.
I feel that each move has its own unique uses and that no move should be favored more than another. With this in mind I developed a small little idea called "hemispherical conditioning". --It's kind of long, but if you want to give me good feed back, read the whole thing through. It's my own original concept, and I'd appreciate positive<-->neutral feedback only.
Hemispherical Conditioning:
Use of this concept should be limited to only people who know the game well and have interest in developing bit by bit, the collective pieces that make up their game. This idea is not intended for beginners / intermediate players (lol like myself )
The concept is pretty straight forward. What this is, is limiting your range of control over the analog stick to a given side when attacking.
An example of what this would include, is upper-hemispherical conditioning. Everytime you go to attack your opponent you can only use upward attacks, which are: b-up, smashUp, utilt, and uair.
The four Hemispheres:
Upper Hemisphere: as stated aboves, the only moves that can be used to damage & ko your opponent are up-b, upSmash, utilt, & uair. Here I would put emphasis on developing timing for your up-b move, such as hitting falling victims at the peak of your up-b motion as a means of extended juggling. Emphasis on utilt comboing into uair juggling and/or utilt into uSmash. Also a great means to develop the very uncommon SHUAWD.
Lower Hemisphere: The moves here are your down-b, dSmash, dtilt, & dair. From the guides & videos I've seen dair & dtilt are severely under used. also, the while you see down-b used a lot you hardly ever see it on the context of attacking. I feel down-b can be used to counter falling opponents by meeting them at the highest possible peak of a floating down-b and sending them flying horizontally before they have time to react to your unexpected down-b floatyness! --dtilt is, in most strat guides, a move to avoid. Quite the contrary, this move I feel can serve very much to your advantage. WD into a dtilt with someone at 50% or higher and they'll be flying behind you like 'Wtf jus' happn'd?' unlike smash attacks, dtilt can be decked out faster which makes up for its short range. the dtilt is indeed quite useless. But with enough lower hemispherical conditioning I have confidence anyone can make it quite useful! I find it works best on somone slightly above you in the air or big people like bowser/dk. dsmash is just a good move all around, esp. for ko'ing when lower hemispherical conditioning.
Frontal Hemisphere: Here the moves are cape, sideKick, fsmash, and fair. (dash will not count in this hemisphere). Cape, like down-b, is another special attack not used to its full potential. Just the cape itsself deals out 10%damage on the first swipe. That's a bit more than any of the other b-attacks. Another use for this might be dash-short-hopping & caping. Though I don't know for sure, I'd say cape has more range than doc's nair & dair, and is also a bit easier to pull off than fair. So use cape more often for attacking/ racking up %! Fair, well this is already a staple in every doc's game so I don't have much to say about this, other than to work on your aim. Oh, one thing I hardly ever see anyone do is replicate what is shown in the actual game video tutorial, as Bowser is trying to make his way back to stage Mario counters with a fair (angled downward) sending bowser straight down. Just because bair is great for horizontal edge guarding, I feel in a person's frontal hemispherical training they should put more emphasis on timing downward angled edge-guarding fairs.
Back/Null Hemisphere: This would be by far the hardest hemisphere to train in with the lack of smash attacks. None the less, its collective moves and combos should not be over looked! Moves I will put in this hemisphere are: Nair, DashAttack, A(punch punch kick), bair, & of course, pill. The null hemisphere would be the one a given person should train in a lot, it has the bread and butter to approaches, as well as one of the two edge guarding tech's bair. PillRushing, flying nairs, dash to nair combos, pill combos, & improving nair aim would be great uses of back/null hemispherical training. Bair edgeguarding in terms of throwing in multiple bairs into a given edgeguard attempt should also be developed, as the more ballsy your bair edgeguarding attempts the harder you will be pushed to recover, so it improves both your edgeguarding & recovering skills @ the same time. In this hemisphere SHBAWD & figuring out combos should be youre main priority, as the rest of its potential are things that come to you over time.
Further Thoughts: If you start getting bored or are frustrated with having to limit yourself to the same hemisphere try combining two, such as upper and lower, or lower & null/back, or back & front. There are plenty of combinations and though I won't immediatley delve into all the possibilities of each combination, I will venture to say if you mix&match chancs are you will find interesting combos you'd never seen before.
**note** Hemispherical Conditioning is meant only to affect the moves you use to deal damage & ko with. A given hemisphere should by no means govern your movement, your DI, nor your recovery. **note**
Constructive critism is welcome, but remember, if you don't have anything nice to say, then don't say anything at all.
Thanks for humoring my idealogy and thoughts. I'm still more or less a noob so don't respond harshly. Constructive critism is welcome, but remember, if you don't have anything nice to say, then don't say anything at all.