Long Rant on Why We are Better with Certain Characters
I play luigi, and i like to play this game alot, so i often sit in my room and practice tech skill with falco because i feel like i have hit a brick wall where my tech skill with luigi cant really be expanded. But every time i go somewhere and smash with someone, i find something else i need to improve on. Now im very new to smash (probably been to 8-10 tournies/smashfests max) so its highly probable that its just a result of lack of experience, but i find it fascinating that after 100s of hours of tech skill practice i still have things to work on. This is not really relevant other than to re-iterate how deep of a game melee is and the ability to always be improving some part of your game, even if you would give yourself a 10/10 on it.
Quite a few people have commented that i know way too much about frame data, as i really do sit on the forums memorizing it (i know most of M2K's thread by heart, lol) because I think it is really interesting to read frames and realize, for instance, that there are something on the order of 20 frames of invulnerability for falcos dair-> shine (minus hitstun, but this assuming you avoided the dair). The thing i discovered that was most important to me from learning all the frame data is that there isnt a move (or combination of moves) that is completely unavoidable, or for that matter hard to avoid with the proper knowledge and experience to avoid it. Im fairly certain that the elimination of weaknesses that Taj and the other people in this thread are talking about comes from first seeing through experience what i am starting to discover through frame data, and that is the vulnerability of even the top tiers "broken" moves. Then they use that experience to formulate plans to exploit this vulnerability, which they are able to do because they have a feel for all of their characters moves. Once a person "feels" an enemies move they are able to decide on the move that counters it because they have experience with their own moves, and can decide which move is the best counter. and find an effective counter for it, while still focusing on the match at hand. Before I go over the skills that I believe make up this ability to counter approaches, it is important to note that all of smash is simply approaching and defending approaches, because even things like combos are simply knowing how to approach hit stun (although it also requires character skill, which I will go over later). All of a person’s approaches are learned from one of three basic tools, which I deem “player skills,” but are really just an accumulation of knowledge about the game. Note: This does not include tech skill partially because I cover it more later, and partially because it doesn’t separate the good from the best like these do.
“Feeling”: This is the hardest skill to define. I think a good example of good feeling is what people typically refer to as “adapting.” I’m sure we’ve all seen the Genesis commentary where they exclaim that Armada “adapts like a mother effer.” He experiences all of his opponents approaches, and while playing the match he is able to decide the best way to counter the approach, because he has a great feel for the game and for his characters options. Most people try to adapt, even beginners try to learn how to get around spam, and the best players are often the best because they are able to do it much quicker, a skill I attribute to having a good “feel” for the game.
“Outside Sources”: This is the easiest of the skills to define, and could almost be considered more of a tool. This is what the Smash Boards are for, sharing information about the best approaches and ways to beat strategies. This is the reason why people who are around extremely strong players get better more quickly, because they have strong outside sources teaching them how to approach and avoid things so that they don’t have to learn themselves. Outside sources are very important because even the best players don’t always develop the perfect counters, and there are always people improving on your own ideas even if you are the best (think of this thread, Taj is making brilliant points but still being forced to elaborate and expand his own theory due to other posters).
“Trial and Error”: This is the experience, the skill that comes with time. The other two skills can be thought of as the things that take a person’s game further faster, they increase the speed at which someone improves. This is the skill that ensures that as long as you think about the game, you will improve. You learn to deal with falco’s laser pressure (my personal vendetta at the moment), or you learn to get through marth’s sword after trying hundreds of ways and finding the most successful ones and repeating them. I like that Umbreon mentioned the moves that simply “cannot be countered.” For the higher tier characters, there are so many more options that come during this stage, it often makes improving with them quicker as Axe mentioned. It also means that “cheap” tactics take much longer to get around with low tiers, but I firmly believe that every character has a way to get around these tactics.
An overview of the skills as they relate to low tier vs. top tier players: As I have expressed, many people pick top tiers because it gives them an advantage in the trial and error section. Now I may have made it seem like all of these skills are used to improve over time, but at the highest level, what often determines the winner is how well these skills can be used mid match. Pros use feeling and outside information to minimize possible counters to only the few they think will work, then trial and error mid match till they find a solution. So the better you are, the further you can learn to minimize these possible counters and minimize the time spent in the Trial and Error phase, commonly referred to as “feeling out” the opponent. Watching their approaches and avoiding them, only getting one hit at a time until you find a way to approach that allows for a combo, or edge guard, or kill or whatever.
Note: None of these skills are developed if you don’t think while smashing,but if you don’t think while smashing chances are you either play fox and outmaneuver people with tech skill, or you probably don’t go very far, or in most cases both.
Now obviously the next part of my theory needs to discuss “character skill,” which is what places a character in their spot on the tier list, and the unique things that define a character. One of the simplest things are all the characters “stats,” I suppose you could call them that anyways, such as their weight, fall speed, and size. Another thing that comes to mind immediately, especially being a luigi player, is the length of their wavedash. I’ll avoid naming everything that makes a character unique, because there are many, but wavedashing is a good example for my purpose, which is to make the distinct separation between character skill and player skill. Luigi has the ability to wavedash further than anyone in the game, but he can also wavedash shorter than most in the game if the player chooses. This does not matter, it is simply his ability to wavedash so far that is his unique trait, and whether he does so or not is the players choice. Perhaps a better example is comboing. If comboing is a character skill, then why is it that some players combo much better than others? Comboing is a combination of player and character skill, and both play a large role in it. So what exactly is the character part of a combo? Hopefully most of us have seen the pichu and falcon TAS matches on youtube. You don’t have to watch closely to notice that pichu uses almost entirely his up air and nair during the fight. He isn’t necessarily comboing the whole time, but whenever he does he is probably using one of these moves. This is because the character skill part of any characters combos are the moves that CAN be used to combo. You can’t combo after jigglypuff’s rest, no matter how good you are, and often times the better the character the more moves you can combo with. Pichu has only nair and uair (yeah, yeah ICG there are more, but he has considerably fewer moves to combo with, and most of them only in certain situations), while if you watch the falcon match, almost all of his moves are used, because they have some sort of combo potential. Once a move that can be used in a combo is performed, player skill takes over. Think of the player skill part as having to know how to “approach a character in hit stun,” and then it goes back to the player skills that teach a player the proper way to approach to continue the combo. Other examples of character skill are move priority, range, and movement speed. As the combo example points out, most of smashing combines, in some way or another, player skill and character skill.
I think the piece of advice Taj gave me that is the most helpful comes from when i asked how low tier mains can do so well, specifically when i watch people like Ka-Master and dont understand how he wins with only 50 attacks (i watched one match where he beat someone with only 50 attacks, not landed attacks, but total attacks). Taj told me something that seems obvious, especially after something like that, but it really seemed to click with the way i look at the game. He said that low tier mains are extremely efficient. He didnt elaborate, but ive tried to elaborate what i think efficient is, and it has created a goal for me that i want to acheive with luigi.
Efficiency can be thought of as the combination of player skill and character skill, and it is what causes people like Taj to play lower tier characters and have more success with them. The best way ive found to interpret how to be efficient is to think of all the different parts of the game that Taj asked about having us rate. But first, think of the story of David and Goliath, David is offered a sword and armor (top tiers), but instead feels more comfortable with his slingshot (low tiers). It can be said that David was more efficient with his slingshot, because he knew it better, and he could not have beaten Goliath with a sword and shield and armor. The first thing that popped into my head upon hearing Taj's advice was what i now consider technical efficiency. This could include perfect wavedashing, combos that are executed for maximum damage or to get a KO, and perfectly executing OOS options like grabbing a falco out of pillar (I think it was possible, but even if not you get the point I suppose). So there is:
“Technical Efficiency”: Aside from the things commonly considered tech skill such as the kind found in Silent Wolf and Lovage’s videos, there is spacing, a combination of character range, the players knowledge of that range, and his technical ability to stay at that perfect range from his opponent. (also as pointed out in a recent video teaching spacing, the opponents character’s range and spacing is important to know, but that doesn’t have as much to do with this thread).
“Mental Efficiency”: This is probably the most relevant part of the post to this whole thread, as it is the main thing that decides which character a person is most comfortable with. Now if you think about all of the different player skills, and using them mid match, it’s hard enough just to do that, but you also have to pay attention to character skill. Part of this is where people tell you to get perfect at movement without thinking about it, and to learn your characters spacing. But other things are involved, such as starting and continuing combos, and something I talked about earlier, being comfortable with all of your characters options. This can either happen by training yourself to react properly (Forward told me to stop jumping out of shield and roll more against a falco approaching with an nair or dair), or it can come naturally. THE MORE THAT COMES NATURALLY TO YOU, THE MORE MENTALLY EFFICIENT YOU WILL BE WITH THAT CHARACTER. I think this is the biggest reason why some people do better with one character or another. If your natural reaction is to avoid your opponent and rack up damage, you probably would do well with samus, falco, or fox. However, if you tried that with falcon, you wouldn’t land many hits. If you’re response to a tactic is to pressure your opponent so hard they can’t do it, you would probably be great with falco, and not as good with samus. Obviously I’m being too generic, because many people have much more specific natural reactions to things, and the character you will naturally do best with is usually decided by how many of your own natural reactions produce good results. Now when you think about all the different natural reactions, you start to realize that the higher up on the tier list you go, you will find that the characters can cater to multiple natural reactions and still do well, because their options simply work better. Fox is a prime example, you have some people like Jman who like to run away and laser to rack up damage, and that works great as fox. But then you also have people like Lucky who prefers to use tech skill and fox’s great speed to pressure the opponent. I don’t think I will ever see a successful Mewtwo that spams shadowballs till 50 percent, because that option just doesn’t work well with Mewtwo, BUT Mewtwo does have the character skill that allows him to avoid his opponent by moving around the stage, and instead of slowly building damage, he avoids and waits, then builds it all at once. His combos are not as easy as shiek’s, but because he is able to rest and observe with his avoidance moves, all of the focus can be put into comboing once he gets a hit. Tony has expressed that this style fits him very well. Tony also expressed to me that he hates playing Yoshi, because he plays a strong out of shield game. Almost all of Mewtwo’s good combos stem from grabs, and shadow claws, so the fact that Tony can do both of those out of shield very quickly makes Mewtwo natural to him. This is probably also why his other characters are so weird. He has to decide with his other characters to either focus on playing them how the metagame dictates and lose some of his player skill because he is focused on character skill, or play with his natural player skill and lose some of his character skill. I could go on, but this is long enough as is .
There are other things that I would count as efficiency, such as focus (things like not conversing, and not drinking *cough* or you’ll lose to kage *cough*), but they don’t have as much to do with the combination of player and character skill.
Unfortunately most of this is simply theory coming from a bored kid, but I feel that it has some validity to it based upon the times I’ve had the privilege of listening to and picking Taj's brain about smash. I’m curious to hear if you guys think there are any things I missed for a players skill (aside from the stereo typical things like reading and predicting, which I believe come from the different types of player skills I listed). I know this is long and confusing but I’d love to try and clarify anything if it doesn’t make sense.
Edit: If anyone actually reads this congratulations lol, trust me i was very bored, and yes i do realize im just putting new names on old ideas here but allwell