joejoe22802
Smash Ace
- Joined
- Jun 28, 2005
- Messages
- 873
THIS IS THE OP, SCROLL DOWN FOR UPDATE
Just some thoughts on the game, take from it what you will.
Disclaimer: I suck at match ups, I just play with cognitive/behavioral theory so thats how this will be worded.
One of the best things I've ever heard was Hugs' podcast, the simplicity it offers is amazing.
There is stuff people do and stuff people don't do. Simple as that. Certain things beat other things. If your opponent has a lacking vocabulary and you know this, you should win. Too many times people want to do the cool punish, they want to work for it. This might be a little confusing but they want to use a delayed rock to be an early paper, but often the person delays/extends/ or just does the paper again. Why not just play scissors. IF you KNOW they never do rock then why not just win.
This task seems impossible for many, HOW AM I SUPPOSED TO REMEMBER EVERYTHING THEY DO? Well you've probably been playing for a while, just use categories. It's way easier when you chunk things.
Here's somewhere to start.
Recovery in general.
Recovery from the edge.
Neutral Game, Approach
OoS Game
It gets a little more complex when you get to.
Combo Preference
Combo DI
Where they go when you start a fresh stock.
Aerial timing (TBH part of approach).
And you don't need to reset for every other player, they're all the same sadly… Or at least there are certain archetypes of players (I.E. Zhu vs Shiz) or maybe in slightly altered styles (PP vs Westballz)
A lower example is this. I'm sheik playing fox and I have them on the edge trying to get back up. I stay right below the left handside of the right platform. I'm ready for all the generic stuff(WD on, Dair on, jump back illusion, get up attack). Bad players would swing(overextend) and allow the fox to get on but just play it cool. In many situations, I'm willing to bet they'll WD on the platform and do an retreating aerial, so I just swing. For this to happen, I was just aware of average fox vocabulary and aware of the whys, the fact that he is scared and feels the need to trick/gimmick me. Lack one or the other and you get whomped by perceived "random" play.
A huge part of this game is punishing overextensions. This becomes less visual. At this point you have to think, Why?
Why does he always jab after slap.
Why no fast fall for the dair and yet a delayed shine (b/c you blow)
The good thing about all these things is that they're punishable, you just gotta figure out how. Sure in a lot of high level games people are either safe enough with they're spacing and timing that they don't get punished. BUT, for most people they just have a sloppy neutral game where people get to throw out attacks with no risk of getting punished. These usually happens when both players are both oriented in the the same way (offensively or defensively).
I'm sure a lot of people will read this and think that this is insanely basic, WHAT ABOUT MINDGAMES? Well at mid level and below, mindgames don't win games, they clutch them. Neutral game wins games. This isn't for everyone, specially people better than myself.
Learn the rules before you can break them.
Last of all this is not brushed up at all, I wrote it and felt like I should post it before I decided not to. I'll edit later.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
V2, still incomplete.
Just some thoughts on the game, take from it what you will.
One of the best things I've ever heard was Hugs' podcast, the simplicity it offers is amazing. The point of this post is to break down a way of playing and thinking about the game that is simply. I believe that this outline/skeleton enables players to learn with more flexibility as well as retain more information.
There is stuff people do and stuff people don't do. Simple as that.
Certain things beat other things. If your opponent has a lacking vocabulary and you know this, you should win. Too many times people want to do the cool punish, they want to work for it. Just try to remember what they do and more specifically what they like to do most and do the thing that beats them.
This task seems impossible for many, HOW AM I SUPPOSED TO REMEMBER EVERYTHING THEY DO? Well you've probably been playing for a while, just use categories. It's way easier when you chunk things. Chunking is just a tool to memorize things with more ease, same as categorizing.
Here's somewhere to start.
Recovery in general.
Recovery from the edge.
Neutral Game, Approach
OoS Game
It gets a little more complex when you get to.
Combo Preference
Combo DI
Where they go when you start a fresh stock.
Aerial timing (TBH part of approach).
And you don't need to reset for every other player, they're all the same sadly… Or at least there are certain archetypes of players (I.E. Zhu vs Shiz) or maybe in slightly altered styles (PP vs Westballz)
A lower example is this. I'm sheik playing fox and I have them on the edge trying to get back up. I stay right below the left handside of the right platform. I'm ready for all the generic stuff(WD on, Dair on, jump back illusion, get up attack). Bad players would swing(overextend) and allow the fox to get on but just play it cool. In many situations, I'm willing to bet they'll WD on the platform and do an retreating aerial, so I just swing. For this to happen, I was just aware of average fox vocabulary and aware of the whys, the fact that he is scared and feels the need to trick/gimmick me. Lack one or the other and you get whomped by perceived "random" play.
- For clarification overextend refers to doing a move that is not necessary. for example a slap that is completely misspaced or a slap followed by a jab even if the opponent has moved directly after the slap.
This comes from a slightly different thought but....
A huge part of this game is punishing overextensions.
Why does he always jab after slap.
Why no fast fall for the dair and yet a delayed shine (b/c you blow)
The good thing about all these things is that they're punishable, you just gotta figure out how. Sure in a lot of high level games people are either safe enough with they're spacing and timing that they don't get punished. BUT, for most people they just have a sloppy neutral game where people get to throw out attacks with no risk of getting punished. This usually happens when both players are both oriented in the the same way (offensively or defensively).
Learn the rules before you can break them.
Just some thoughts on the game, take from it what you will.
Disclaimer: I suck at match ups, I just play with cognitive/behavioral theory so thats how this will be worded.
One of the best things I've ever heard was Hugs' podcast, the simplicity it offers is amazing.
There is stuff people do and stuff people don't do. Simple as that. Certain things beat other things. If your opponent has a lacking vocabulary and you know this, you should win. Too many times people want to do the cool punish, they want to work for it. This might be a little confusing but they want to use a delayed rock to be an early paper, but often the person delays/extends/ or just does the paper again. Why not just play scissors. IF you KNOW they never do rock then why not just win.
This task seems impossible for many, HOW AM I SUPPOSED TO REMEMBER EVERYTHING THEY DO? Well you've probably been playing for a while, just use categories. It's way easier when you chunk things.
Here's somewhere to start.
Recovery in general.
Recovery from the edge.
Neutral Game, Approach
OoS Game
It gets a little more complex when you get to.
Combo Preference
Combo DI
Where they go when you start a fresh stock.
Aerial timing (TBH part of approach).
And you don't need to reset for every other player, they're all the same sadly… Or at least there are certain archetypes of players (I.E. Zhu vs Shiz) or maybe in slightly altered styles (PP vs Westballz)
A lower example is this. I'm sheik playing fox and I have them on the edge trying to get back up. I stay right below the left handside of the right platform. I'm ready for all the generic stuff(WD on, Dair on, jump back illusion, get up attack). Bad players would swing(overextend) and allow the fox to get on but just play it cool. In many situations, I'm willing to bet they'll WD on the platform and do an retreating aerial, so I just swing. For this to happen, I was just aware of average fox vocabulary and aware of the whys, the fact that he is scared and feels the need to trick/gimmick me. Lack one or the other and you get whomped by perceived "random" play.
A huge part of this game is punishing overextensions. This becomes less visual. At this point you have to think, Why?
Why does he always jab after slap.
Why no fast fall for the dair and yet a delayed shine (b/c you blow)
The good thing about all these things is that they're punishable, you just gotta figure out how. Sure in a lot of high level games people are either safe enough with they're spacing and timing that they don't get punished. BUT, for most people they just have a sloppy neutral game where people get to throw out attacks with no risk of getting punished. These usually happens when both players are both oriented in the the same way (offensively or defensively).
I'm sure a lot of people will read this and think that this is insanely basic, WHAT ABOUT MINDGAMES? Well at mid level and below, mindgames don't win games, they clutch them. Neutral game wins games. This isn't for everyone, specially people better than myself.
Learn the rules before you can break them.
Last of all this is not brushed up at all, I wrote it and felt like I should post it before I decided not to. I'll edit later.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
V2, still incomplete.
Just some thoughts on the game, take from it what you will.
One of the best things I've ever heard was Hugs' podcast, the simplicity it offers is amazing. The point of this post is to break down a way of playing and thinking about the game that is simply. I believe that this outline/skeleton enables players to learn with more flexibility as well as retain more information.
There is stuff people do and stuff people don't do. Simple as that.
Certain things beat other things. If your opponent has a lacking vocabulary and you know this, you should win. Too many times people want to do the cool punish, they want to work for it. Just try to remember what they do and more specifically what they like to do most and do the thing that beats them.
This task seems impossible for many, HOW AM I SUPPOSED TO REMEMBER EVERYTHING THEY DO? Well you've probably been playing for a while, just use categories. It's way easier when you chunk things. Chunking is just a tool to memorize things with more ease, same as categorizing.
Here's somewhere to start.
Recovery in general.
Recovery from the edge.
Neutral Game, Approach
OoS Game
It gets a little more complex when you get to.
Combo Preference
Combo DI
Where they go when you start a fresh stock.
Aerial timing (TBH part of approach).
And you don't need to reset for every other player, they're all the same sadly… Or at least there are certain archetypes of players (I.E. Zhu vs Shiz) or maybe in slightly altered styles (PP vs Westballz)
A lower example is this. I'm sheik playing fox and I have them on the edge trying to get back up. I stay right below the left handside of the right platform. I'm ready for all the generic stuff(WD on, Dair on, jump back illusion, get up attack). Bad players would swing(overextend) and allow the fox to get on but just play it cool. In many situations, I'm willing to bet they'll WD on the platform and do an retreating aerial, so I just swing. For this to happen, I was just aware of average fox vocabulary and aware of the whys, the fact that he is scared and feels the need to trick/gimmick me. Lack one or the other and you get whomped by perceived "random" play.
- For clarification overextend refers to doing a move that is not necessary. for example a slap that is completely misspaced or a slap followed by a jab even if the opponent has moved directly after the slap.
This comes from a slightly different thought but....
A huge part of this game is punishing overextensions.
Why does he always jab after slap.
Why no fast fall for the dair and yet a delayed shine (b/c you blow)
The good thing about all these things is that they're punishable, you just gotta figure out how. Sure in a lot of high level games people are either safe enough with they're spacing and timing that they don't get punished. BUT, for most people they just have a sloppy neutral game where people get to throw out attacks with no risk of getting punished. This usually happens when both players are both oriented in the the same way (offensively or defensively).
Learn the rules before you can break them.