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Movement, Neutral, and Punish game.

Pάρί

Smash Apprentice
Joined
Aug 16, 2014
Messages
87
Location
San Antonio, Texas
My movement as fox is pretty bad, is there anyway I can make it better / smoother? ( When I was doing the 20XX thing were you are green when you standstill, there was a lot of green in my movement )

When should I go into neutral?

What is resetting to neutral?

How can I improve my neutral and punish game as well? (I think it's what I need to work on the most because both my neutral and punish super weak)


:foxmelee::foxmelee::foxmelee:
 

Catchy

Smash Cadet
Joined
Nov 4, 2014
Messages
31
umm if you mean the neutral as in stage wise, it's the time when no one has the upper hand besides his or her options. Outside of neutral, a character is in a different position than the other, whether it be on a platform, offstage, in the air, or on the ledge. Assuming you DON'T have the upper hand in the situation you're in (platform camping or ledge stalling can be good depending on your character, opponent, or lack of other options), you should try to reset it. In some cases this may not be a good idea though, like you shouldn't do something stupid like get up from the ledge when marth is charging his fsmash. Instead, look for ways to safely reset, like invincible ledge dash. If offstage look for ways to get back on stage (or on ledge) safely. This requires examining your options though like side b on stage, air dodge on, side b to ledge, up b over head, up sweet spot, etc. It's very important you work on your recovery and DI angles so you don't end up in a situation or combo longer than you have to be. Learning survival di lets you live longer, both combo di and smash di let you reset to neutral or punish or earlier. For example combo di on say marth's fair can help keep your from getting hit again, but as you probably know, is horrible for living an fsmash. DI is so important because it lets you live and reset to the neutral.

In gf set 2, match 2 of pound 3, mango lives through fox upair as puff because of good sdi, this allows him to get out of a bad situation but still leaves him off stage. Even though M2K has the upper hand, he whiffs a bair out and gets punished with a side b. After this, M2K's best option is to tech in place/tech roll(to help reset to neutral) but he misses it and gets jabbed reset grabbed. At this point, M2K's best option (at least I think) is to DI right, which is what he does. He lands on the ship and gets rested. As you can see, there are some options that are great, but at the same time can be predicted or are not always best. In many cases, you need to watch your opponent and pick the best option you can for your opponent AND the situation. You should look into some guides to see new stategies for getting out of situations (like shield dropping!)

good luck and someone can tell me if im wrong too!
 

Motley

Smash Rookie
Joined
Aug 25, 2014
Messages
4
Location
Richmond, VA
Smoother movement is just practice. There's no way around it. Practice wavedashes, wavelanding, waveshining, shffling aerials, and just move around stages using them. Just running around stages shooting lasers and throwing out moves will moving the whole time. See what works, what doesn't, and figure out what you should practice more or what you want to try in games.

The neutral is when neither player is at an advantage. Assuming even spawn locations, you start in it and then the fight starts. The neutral game is a concept, and winning it is gaining an advantage. It can be small, but powerful neutral games are built off of taking those tiny advantages and pushing them.

Whenever you are in a bad position, try to reset the neutral or gain the advantage. You should be trying to reset the neutral when you're at a disadvantage. Bad positioning on the stage, being combo'd, anything. Run away, dodge something they throw out and take the advantage, get out.
 
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