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Notes for myself (SSBM)

doob10163

Smash Cadet
Joined
May 4, 2006
Messages
30
Link to original post: [drupal=3301]Notes for myself (SSBM)[/drupal]



How exactly does one win a match in Super Smash Bros?

You make sure that 4 of the opponents stocks deplete before yours!

How do we accomplish that?

By knocking their character off to any edge of any given board.

The answer seems obvious, but when I watch matches it seems as if most people don't really try to optimize their move choices to reflect that attitude.

Be more aware when you are playing and HAVE A PLAN while you play!

What is the plan?

Step 1: Find an opening
Step 2: Punish for as much as you can (the as much as you can means take a stock whenever you can)
Step 3: Repeat

Let's analyze a matchup I have played very heavily, the CF vs Star Fox matchup.

In the beginning, you guys are both at 0%. Fox will probably be lasering you, and both characters will be trying to find an opening to hit the other character, and eventually knock them off the board and consequently get them killed. Falcon's best options here are nair and grab. Why? Nair has huge priority against most of fox's moves. He can crouch cancel shine it which will lead into a 0-death if careless and massive damage if it hits (theoretically of course). Nair is pretty safe, especially if you DI backwards while doing so. Doing that will make it extremely hard to punish with anything besides an extremely well spaced attack (usually a grab).
Why is grab so good? Because it's so guaranteed. Let me reiterate that. The most efficient way to be playing is to be doing the most guaranteed thing to eventually make them lose their current stock.

Anyways, once you do get that hit in , which would lead to a grab (or you did get that grab in) you have the option of throwing them. Now , depending on the positioning of the board it may be better to throw in a given direction. It helps if you know which way your opponent will DI and such, but let us assume that you are in a tournament against a nameless person. Throw them down/up if more near the center of the board, and back/forward if you can get them off the board and be able to gimp them (they need to be at slightly higher %s for that or they can get back pretty easily, in that case its probably better to d/uthrow in order to initiate a combo).

Anyways, whatever happens in that situation, you ALWAYS MUST BE AWARE OF WHAT YOUR OPPONENT IS GOING TO DO TO REACT TO THIS. Don't be a mindless technical zombie while you play. This is a surefire way to lose, especially against fox players when you need to predict where they are going to go in order to kill them efficiently and without luck).


Let's analyze down throw.

Once you start getting a feel for the opponent's movements, you will know how he likes to respond to given situations. You always want to pick an option that will yield you the greatest reward/risk ratio. With falcon, that can be kind of tricky because any laggy move carries extremely huge risk against a fox player. Anyways. Let's say your opponent likes to react to downthrow near the edge like this...

Tech in place 20%
Tech away 10%
Tech behind 40%
No tech 30%

Seems pretty standard for a lot of fox players. Now let's say they are around 40%. This is an extremely dangerous position for fox players. Why? Because if you correctly guess a stomp to knee or a raptor boost to knee its fairly simple to get them off of the board and edgeguard. How do we maximize the chances of this happening? Let's look at the %s above... You need to be WATCHING the opponent to make sure you even have this information. If you run forward and raptor boost behind, you will have a 90% chance of hitting it because it covers the TIP, Behind, and No Tech options, easily ending in a reverse knee no matter where you hit them from and then getting them off the board for an edgeguard. Edgeguarding is usually easier than comboing when it comes to fox. I can't understand why people would then upair in this situation after the raptor boost trying to get a knee unless it is pretty much a guaranteed combo because you've noticed the opponent's DI.

You can use the percents of people reacting to other things according to DI as well. Let us say you Uthrow a fox at around 80% or whatever. You can regrab if they di back, up, and if away they can tech (unless you Uthrow near the edge, in which case they don't have ground to tech off of and will use a recovery option). If you are 100% certain, or even 80% that they will tech a uthrow away, and given the amount of space on the board between you and the edge, it might be better for you to Fthrow because then they would DI right off the board, leading into a easy edgeguard.

Always, always, always go for the most guaranteed thing. That doesn't necessarily mean that you need to do the same thing for everyone, it can be human dependant. If you throw them into the air and start comboing them, they have less escape options (only DI) rather than throwing them down and allowing a tech (unless they are really transparent and only use 2 tech options which you punish every time -- again, this is where being observant comes into play).

ABUSE YOUR PRIORITY!!! If something works, KEEP DOING IT. Don't stray off of what works... adapt ONLY WHEN YOUR OPPONENT ADAPTS. Otherwise make them look ********.

Edgeguarding:

Fox can only recover with fire fox and illusion. In the case of illusion, you can usually fire out a hitbox to try and block illusion and still be able to edgeguard the FF. Watch Hax to see how to edgeguard spacies most properly. There is a whole slew of things you can do against spacies, all of which are really efficient because its actually not that bad trying to edgeguard them.

If you look at M2k you can see that his sheik exemplifies the most efficient way to kill the opponent. He just gets them off the board and uses his AMAZING edgeguarding skills to make sure they are gone... good luck to any falcon players going up against that monster
 

Smoke and smash

Smash Journeyman
Joined
Sep 1, 2009
Messages
394
Location
jersey
I got to "first off fox will prob be lasering you"....depends on the starting positions of each player (in fox and falcon's example) since if falcon is too close when fox lasers...it could be a really bad decision for fox. Falcon is one of the most dangerous characters to try and laser, since his horizontal distamce with aerials is so grand. A sweetspot knee to the face funishes a double sh laser and then falcon gets a grab and so on...controller ports have a say in this.

My comment will do very little to progress the discussion of this blog.
 
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