SCOTU
Smash Hero
Match Control is an extremely important element of being successful in smash. In order to ensure that you're going to come out ahead, you have to be in control of the match. "Match Control" refers to anything you do to ensure that you maintain in the advantageous position during a game. The major types of match control are zoning, pressuring, stage control, and tempo. I will break down what each of these are, and how they relate to playing brawl successfully through match control.
Zoning
Roughly speaking, zoning is the act of using movement and attacks to cut off options of your opponents while attempting to keep yourself safe. Proper zoning often involves aerials right before landing, aerials right after jumping, ingenious use of platforms, moving around sections of the stage, and often advancing with an aerial, and retreating with another (or with the same one). A common example of Zoning is a marth jumping forward with a fair (covering him while he advances), and then retreating in his short hop with a second fair (covering him while he's retreating/ landing). Zoning is a critical type of Match Control because it limits what your opponent can do. If they can do less, then they have less options that can hurt you, thus keeping you at the advantage.
Pressuring
Pressuring is the act of putting your opponent in a bad spot in hopes that they will mess up and leave themselves vulnerable. Pressuring often implements specific forms of zoning to "put your opponent on the spot", making it seem like you can hurt them, while it either looks like you're vulnerable when you're not, or it looks like you're not vulnerable when you are. Common types of pressuring involve using projectiles to pin down an opponent, zoning aerials at their max range against your opponent's shield/ max range, or otherwise just being in a position and stance threatening an attack. Pressuring is an important aspect of Match Control since it forces your opponent to make quick decisions where they lack all the information (like what you're going to do next), and increases the chances that they will make a mistake and you will be able to punish them. If your opponent is more likely to make a punishable mistake, you're in the advantage and controlling the match.
Stage Control
Sort of a mix between zoning and pressuring, stage control is ensuring that you move more freely around the stage than your opponent. Common types of Stage control include grenade camping, pushing someone to the edge of the stage, or blocking off areas of approach via projectiles. If you can move more freely about the stage, you're clearly at the advantage, and are controlling the match.
Tempo Control
This is when you force the match to be played at the speed and rhythm you desire. This is done through specific types of zoning, projectile use, or just by moving around. There are several reasons why this is advantageous. One advantage is that your opponent must succumb to the speed you set, if they can't cope with it, they'll perform worse and leave openings for you to exploit. Another big advantage to controlling the tempo is that you can switch it around at will if you're good enough at it (and your character has the tools necessary to do so). This can throw opponents off balance and keep them that way, obviously keeping you in the advantaged situation.
Through the use of Zoning, Pressuring, Stage Control, and Tempo Control, you can aquire and maintain Match Control, an essential position to be in to be successful at smash.
Zoning
Roughly speaking, zoning is the act of using movement and attacks to cut off options of your opponents while attempting to keep yourself safe. Proper zoning often involves aerials right before landing, aerials right after jumping, ingenious use of platforms, moving around sections of the stage, and often advancing with an aerial, and retreating with another (or with the same one). A common example of Zoning is a marth jumping forward with a fair (covering him while he advances), and then retreating in his short hop with a second fair (covering him while he's retreating/ landing). Zoning is a critical type of Match Control because it limits what your opponent can do. If they can do less, then they have less options that can hurt you, thus keeping you at the advantage.
Pressuring
Pressuring is the act of putting your opponent in a bad spot in hopes that they will mess up and leave themselves vulnerable. Pressuring often implements specific forms of zoning to "put your opponent on the spot", making it seem like you can hurt them, while it either looks like you're vulnerable when you're not, or it looks like you're not vulnerable when you are. Common types of pressuring involve using projectiles to pin down an opponent, zoning aerials at their max range against your opponent's shield/ max range, or otherwise just being in a position and stance threatening an attack. Pressuring is an important aspect of Match Control since it forces your opponent to make quick decisions where they lack all the information (like what you're going to do next), and increases the chances that they will make a mistake and you will be able to punish them. If your opponent is more likely to make a punishable mistake, you're in the advantage and controlling the match.
Stage Control
Sort of a mix between zoning and pressuring, stage control is ensuring that you move more freely around the stage than your opponent. Common types of Stage control include grenade camping, pushing someone to the edge of the stage, or blocking off areas of approach via projectiles. If you can move more freely about the stage, you're clearly at the advantage, and are controlling the match.
Tempo Control
This is when you force the match to be played at the speed and rhythm you desire. This is done through specific types of zoning, projectile use, or just by moving around. There are several reasons why this is advantageous. One advantage is that your opponent must succumb to the speed you set, if they can't cope with it, they'll perform worse and leave openings for you to exploit. Another big advantage to controlling the tempo is that you can switch it around at will if you're good enough at it (and your character has the tools necessary to do so). This can throw opponents off balance and keep them that way, obviously keeping you in the advantaged situation.
Through the use of Zoning, Pressuring, Stage Control, and Tempo Control, you can aquire and maintain Match Control, an essential position to be in to be successful at smash.