In addition to the above I will refer you to these:
We are back in the set with MKLeo against Tweeks Wolf. Today we will focus on seeing the things that MKLeo DOES NOT do that many players tend to fall into th...
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As we usually focus on MKLeo's safe, reactive playstyle, seeing how explosive and aggressive Marss can be is a nice change of pace. Let's learn what it means...
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I think the guy who does these analyst pieces is fantastic. He's also not beyond criticism, if someone finds a habit the players in the video do which he judged a mistake, and point it out as "not a mistake" he will correct himself and thank them for the pointer. I think he's the best analyzer for this type of work I've seen.
There's a lot of information about the game, good guides and videos out there, I suggest you look at a lot of the tournament videos of Lucina & Marth in action and ask why were both opponents doing what they were doing exactly then, and then what were they doing in response to what the other opponent was doing as this is vitally important. You will find many good Marcinas out there, my favorites are Protobanham and Mr E, but there are plenty of good ones.
I will expand a bit on a subject that exists from beginner to pro level- mindfulness of what you're doing and the systems of the game, so as to better manipulate, wield and force them over your opponents-- this is a competitive game after all.
There are many fields and moments of this game that everyone has certain skill at and can get better or worse, I will simplify them to mechanics, (technical skill) timing, (this along with spacing is all of the difference between hitting someone and not) decision making, spacing, (which I will combine / will make synonymous with accuracy) punish game / combos and knowledge, (forgive me if I forgot a pillar of skill)
Mechanics is how you interact with the game, controller, etc. It is important you can do what you want exactly when you want to do it, else you are 'behind' in that sense, and more at mercy to your opponent than should be. This is very important and encompasses everything, so for instance, if you are uncomfortable with instant SH bairs OOS, (out of shield) you will input something wrong and miss punishes, sometimes you can input it very wrong and get heavy punished due to it, e.g. pressing B and A at same time = smash attack. Another example; new players will not know how to or reliably shield grab, it is important to know 'what is safe to shield grab and not' but so is the mechanical skill to execute it. Another example; IRARs & wavelanding. If you can reliably do this, it will open up your opportunities to punish, extend attack strings, even evade and punish in some cases. Everything is included you can think of that has to do with mechanics. Is your walking accurate? Is your dashing accurate? Is your wavelanding accurate? Are your feints and fadeaways accurate? Pivot ftilt cancels? Could you perform as well as the best player in the world? Could you perform better? Could you be pixel perfect being exactly where you wanted to be when you wanted to be? Movement is how you approach & dodge in neutral, and how you chase down & combo enemies, it's how you weave in and out. Very important. It makes sense then that better players typically are a good amount better in movement than others. And it is so when it comes to players that are better than me. I notice they seem real smooth and flow nicely compared to me.
To get good, a smash accurate one I've seen I believe is:
Punish game, neutral game, spacing, timing; another IIRC
You need to know 3 things in this game:
How to apply shield pressure, how to shield, how to move.
There would also be ledgetrapping & edgeguarding in the repertoire
I will hope this one elaboration of just mechanics (somewhat combined with timing/accuracy) is suffice to say that that if you think more about it, and watch and talk of this game with others more, you will know many ways that you can get better. The mechanics and general knowledge of this game takes awhile to get better at, and that's fundamentally a good thing imo, because it speaks to the depth, complexity of this game akin to other fighting games. Tekken 7 if it had 5 moves and 2 characters would be a lot worse for a game than it currently is.