ianisthewalrus
Smash Rookie
- Joined
- Jul 14, 2016
- Messages
- 16
I posted this to reddit, so if the occasionally thing does not make sense....
As you may have noticed by now by the flood of gfycats ( see reddit ), I am not a very technically sound player of the game. I lack speed, and frankly I ignore most of the basic tech skill many players take for granted (hell, I almost never even short hop). That said, maybe I have some insights for the new and uninitiated, or old farts like myself.
It may seem obvious on some level, but varying the speed of your attacks can land you hits when they otherwise would not. The two most obvious, low tech skill cases of this with Ylink are fsmash and the boomerang. By varying the speed of execution, you can condition your opponent to expect one situation and give them another. The analogy I draw in my mind is like a pitcher in baseball throwing a changeup (and something so simple in smash can be literally just as effective as it is in baseball!).
Fsmash's second hit is actually quite a powerful KOer, though difficult to land. You can actually vary the speed of the second hit after the first by up to a half second. You can use this to your advantage by conditioning your opponent to either shield drop early, or shield later, much in the same way a pitcher will use off speed pitches with fastballs to sneak in strikes (and to take the baseball analogy even further, you can even pitch intentional "balls" by using it in a situation where you do not intend to hit your opponent, but show them the timing, and keep safe from a punish, for example if they are landing and you throw out an fsmash and they escape to a platform above you instead of challenging the string hitbox of your attack). If you can get your opponent in a situation where they need to shield your first hit of fsmash, you may be able to trick them into shield dropping before the second after a few attempts, by giving them a few fastballs, executing the 2nd hit as fast as possible, before letting one loose where you wait a beat before the 2nd hit. There are some "gotchas" to be careful of though. First and foremost, you need to space well. If you go too deep, it is trivial for the opponent to shield grab between your hits. Also, if you delay too long, and are in range, they may even be able to attack you with a normal strike. Another issue is the initial strike of your fsmash may be parried, in which case, you will be unable to execute your 2nd strike, and likely will not be in favorable range for anything but a whooping (maybe a quick triple jab to keep them at bay?). Keep in mind, that you will inch forward while executing this attack! This timing mixup can really be used in any situation, even missing the first hit and coming quickly with the 2nd can catch an opponent off guard, and that is the key here, catching them off guard.
The 2nd obvious "changeup" in Young links arsenal is the boomerang. You can smash throw, or do a normal (but for me harder to execute?) throw, that greatly varies the speed and distance of the rang. The slower toss will result in a boomerang that lingers near the point it turns around. You can use this to your advantage by placing it over an opponent grabbing ledge or grounded to dissuade them from recovering, or to control mid range space near you, particularly while evading around platforms on smaller stages (sorry, no KO potential here!). Due to its slow speed, you can also cause and opponent to turtle in shield for a beat longer while it passes.
BONUS: A third and slightly less useful changeup for me personally (but likely more useful for others) is you can also vary the power of your bomb throws with smash or normal throws. The c stick makes for very automatic smash throws. This can help you place your bombs on target, but I dont find it really mixes anything up, its more of an accuracy improvement (though I think smash throw does have a higher velocity? correct me if I am wrong).
This is probably old hat for a lot of you, but timing mixups work everywhere with all kinds of moves, these just happen to be built into our character, and (especially in the case of fsmash) underutilized from what I see. None of this is going to win you a match by itself, but one unexpected mixup of an fsmash can very easily take a stock, or at least put your opponent offstage at a relatively low %. Just look at how well utilized the changeup is in baseball. Do not underestimate this!
Also, Ylink board is dead... is smash over?
As you may have noticed by now by the flood of gfycats ( see reddit ), I am not a very technically sound player of the game. I lack speed, and frankly I ignore most of the basic tech skill many players take for granted (hell, I almost never even short hop). That said, maybe I have some insights for the new and uninitiated, or old farts like myself.
It may seem obvious on some level, but varying the speed of your attacks can land you hits when they otherwise would not. The two most obvious, low tech skill cases of this with Ylink are fsmash and the boomerang. By varying the speed of execution, you can condition your opponent to expect one situation and give them another. The analogy I draw in my mind is like a pitcher in baseball throwing a changeup (and something so simple in smash can be literally just as effective as it is in baseball!).
Fsmash's second hit is actually quite a powerful KOer, though difficult to land. You can actually vary the speed of the second hit after the first by up to a half second. You can use this to your advantage by conditioning your opponent to either shield drop early, or shield later, much in the same way a pitcher will use off speed pitches with fastballs to sneak in strikes (and to take the baseball analogy even further, you can even pitch intentional "balls" by using it in a situation where you do not intend to hit your opponent, but show them the timing, and keep safe from a punish, for example if they are landing and you throw out an fsmash and they escape to a platform above you instead of challenging the string hitbox of your attack). If you can get your opponent in a situation where they need to shield your first hit of fsmash, you may be able to trick them into shield dropping before the second after a few attempts, by giving them a few fastballs, executing the 2nd hit as fast as possible, before letting one loose where you wait a beat before the 2nd hit. There are some "gotchas" to be careful of though. First and foremost, you need to space well. If you go too deep, it is trivial for the opponent to shield grab between your hits. Also, if you delay too long, and are in range, they may even be able to attack you with a normal strike. Another issue is the initial strike of your fsmash may be parried, in which case, you will be unable to execute your 2nd strike, and likely will not be in favorable range for anything but a whooping (maybe a quick triple jab to keep them at bay?). Keep in mind, that you will inch forward while executing this attack! This timing mixup can really be used in any situation, even missing the first hit and coming quickly with the 2nd can catch an opponent off guard, and that is the key here, catching them off guard.
The 2nd obvious "changeup" in Young links arsenal is the boomerang. You can smash throw, or do a normal (but for me harder to execute?) throw, that greatly varies the speed and distance of the rang. The slower toss will result in a boomerang that lingers near the point it turns around. You can use this to your advantage by placing it over an opponent grabbing ledge or grounded to dissuade them from recovering, or to control mid range space near you, particularly while evading around platforms on smaller stages (sorry, no KO potential here!). Due to its slow speed, you can also cause and opponent to turtle in shield for a beat longer while it passes.
BONUS: A third and slightly less useful changeup for me personally (but likely more useful for others) is you can also vary the power of your bomb throws with smash or normal throws. The c stick makes for very automatic smash throws. This can help you place your bombs on target, but I dont find it really mixes anything up, its more of an accuracy improvement (though I think smash throw does have a higher velocity? correct me if I am wrong).
This is probably old hat for a lot of you, but timing mixups work everywhere with all kinds of moves, these just happen to be built into our character, and (especially in the case of fsmash) underutilized from what I see. None of this is going to win you a match by itself, but one unexpected mixup of an fsmash can very easily take a stock, or at least put your opponent offstage at a relatively low %. Just look at how well utilized the changeup is in baseball. Do not underestimate this!
Also, Ylink board is dead... is smash over?
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