STiCKYBULL3TZ
Smash Ace
Okay great! Thanks a lot!
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Some places have it, but its not in SDM's original data. You can do the math yourself if you know how much damage the move does. http://smashboards.com/threads/frame-advantage-on-block.309694/When looking at melee frame data, I usually see things such as start-up and ending lag. Where can I find info on frame (dis)advantage on block? Is there a way to find it myself without the use of an external device?
Each move requires different DI, but generally you want to hold down+away to escape combos. Only do up+in for survival. This is really broad advice though, and you didnt even mention your character (btw, ask on their forums for better advice).Does anybody have an advice regarding DIing away from Fox's standard juggle moves? (Utilt, Dtilt, low % nair, bair, uair, etc).
Seems as though I always get caught in a frenzy of hits whenever I get upthrow uaired (and miss the SDI on the uair).
Spend a lot of time just thinking about the game, watching videos, and browsing your character's main discussion thread to see how other players view the game. There's plenty of bad examples online though, so don't take other peoples' analysis or perspectives as law. Beyond that, here are some posts from the last page that address this area:guys why is melee so hard
Okay real talk though: I'm playing my heart out each day, and there are times when I face dudes who are just flat out superior to me in everyway. They cycle through the cast, and even do mirrors with me and I still lose. My question is simple: how do I develop my mental skill? I'm not talking about tech skill to wd oos 50 times or understanding when it's safe to attack from the ledge. I mean the ability to analyze the situation and know what opportunities are good and what aren't, to see what puts me in a good situation and ultimately the ability to persevere no matter how many stocks or matches I'm down.
What do I do to train my brain for matches?
No offense, but if you haven't found it I don't think you are looking very hard. For example, one of the stickies next to this one is a thread labeled "Drastic Improvement". And here is a google search you can use to find more: http://lmgtfy.com/?q=site:smashboards.com improve
All I'm really going to tell you is not to get too upset because the phase you are in now is normal, and nearly everyone goes through it, if not playing Melee, then when they play other games, other sports, or even doing other activities in life. You have been met with a challenge that may feel insurmountable even if you logically understand it isn't. At first this sucks, but then you overcome that obstacle. Then you overcome 2 more. Then you overcome an entire array of obstacles as you continue to improve. Thus, you will transform into a better competitor and likely a stronger individual in general. Here's a great starting point now that you are past the "learn how to play the game" phase and entering the "learn how to be good at the game" phase.
http://myneverendingbrainstorm.blogspot.com/2014/07/goals-in-ssbm-intro-to-player-vs-player.html
Really good video series I found for improving past "learn the advanced techniques": Sauce's Metagain
I've also found that slowing down a little bit and thinking about everything I'm doing in friendlies helps a lot. Don't let yourself go into autopilot and just start throwing out moves. Think about WHY you're doing it, and the consequences if it doesn't work out, and how you can change it so it's better for you maybe.guys why is melee so hard
Okay real talk though: I'm playing my heart out each day, and there are times when I face dudes who are just flat out superior to me in everyway. They cycle through the cast, and even do mirrors with me and I still lose. My question is simple: how do I develop my mental skill? I'm not talking about tech skill to wd oos 50 times or understanding when it's safe to attack from the ledge. I mean the ability to analyze the situation and know what opportunities are good and what aren't, to see what puts me in a good situation and ultimately the ability to persevere no matter how many stocks or matches I'm down.
What do I do to train my brain for matches?
It took me about 6 months of competitive Brawl, and years of casual play before that, to learn about ledge rolling. I was so shocked that it existed I didn't have a clue about it.I was watching a video earlier and D1 says, "For those of you that STILL don't know how to do it, crouch cancel grab is holding down and L or R and A." -I completely didn't know this at all. I've been following melee for over a year now and consider myself to know most of the technical game at this point, so it took my by surprise that I didn't know something so simple and obvious. This also happened when I learned that, at 100%, options from ledge change for the worse. Completely obvious, yet I'd never noticed it before a commentator pointed it out.
Has anyone ever had this happen to them before? Any that they'd like to share?
https://www.youtube.com/watch?v=7RP3sbS7Dm0How do you calculate hitlag?
http://smashboards.com/threads/kada...data-application.337035/page-13#post-16365127How does catching items work? I've been playing smash for years now and I still don't know... lol
Obviously if Mango had Dark's tech skill he would be better. Tech skill is only a small aspect of the game though. The reason some people can have amazing tech skill and still perform poorly is because tech is a tool. You still need knowledge, experience, strategy, and great game sense to USE those tools effectively.This probably will come off as a confusing question that probably would take a whole page to answer thoughtfully but here i go anyway.
Players who have great movement/tech skill with their character but arent the best (Bizzaro, Jeapie, Dark, KJH come to mind for example) arent the best with their character because they lack something. What is it that they need work on?, and whatever that is would/could that extra movement potentially make them "better" than whoever is the best?
For Example if Dark could punish, mindgame, read, etc. just as effectively as Mango could he be better than him?
What makes one player better than another in games such as Hearthstone or Chess where speed of play isn't a large factor and turns involve mostly thinking time? I choose the term "decision making". The same thing applies to smash: it's normally not the overarching strategy that loses you the game, but poor decisions (like fighting sheik/marth at the edge). The better your decisions, the better your overall outcome, even if you are executing the same overall strategies.This probably will come off as a confusing question that probably would take a whole page to answer thoughtfully but here i go anyway.
Players who have great movement/tech skill with their character but arent the best (Bizzaro, Jeapie, Dark, KJH come to mind for example) arent the best with their character because they lack something. What is it that they need work on?, and whatever that is would/could that extra movement potentially make them "better" than whoever is the best?
For Example if Dark could punish, mindgame, read, etc. just as effectively as Mango could he be better than him?
Give bullet chess a shot someday :DChess where speed of play isn't a large factor
There's no items, but if you want some more variety for some laid back fun matches, try Cactuar Stamina Pancake.Back when items were legal early on in the days of Melee, were all items legal or just certain items. If the latter is true, what were the items lists like? Also, what stages used to commonly be legal (like Mute City)? I want to add some variety to my play aside from just the modern tournament legal rulesets, but I still want to do something that at least used to be considered fair.
EDIT: To avoid a double post, I'll just post this unrelated topic here.
How do you SHFFL u-airs? Whenever I try, I end up either doing a full-hop or a double jump. Is there any easy way to do this?
More active frames (6 vs. 4 frames)why do people sometimes use shield breaker as an edgeguard instead of f smash?
Well I know items are banned now, as are many stages, but I saw in the Smash Documentary that several items used to be legal, as well as stages like Mute City and PokéFloats. I was just wondering what some of those old item and stage lists used to look like.There's no items, but if you want some more variety for some laid back fun matches, try Cactuar Stamina Pancake.
More active frames (6 vs. 4 frames)
Quicker from release (5 vs. 8 frames)
Less lag after release (33 vs. 45 frames)
Can be charged longer, thus covers some recovery stalling
Grows stronger than fsmash
Hitbubbles reach further behind him, so quick recoveries like Illusion / Phantasm are less likely to warp through.
Only downsides imho:
1. More startup until charge (11 vs. 3 frames)(usually not a problem)
2. Slightly less downward reach
3. Weaker when in low charging levels
I don't remember the full list of items banned, but I know bob-ombs and stars were. I know pokeballs and food were legal. Items were already banned when I started playing competitively.Back when items were legal early on in the days of Melee, were all items legal or just certain items. If the latter is true, what were the items lists like? Also, what stages used to commonly be legal (like Mute City)? I want to add some variety to my play aside from just the modern tournament legal rulesets, but I still want to do something that at least used to be considered fair.
I was saying CSP doesn't have items on in the ruleset. As far as what items used to be legal, you probably won't be able to find much, and there certainly wasn't a standard ruleset back when items were legal. You'd play with whatever items the TO said you should. lol I think the types that were banned most often were Bob-ombs, Heart Containers, Starman, mushrooms, and pretty much anything that made it really unfair. It was more stuff like beam swords and star rods that people tried to keep legal.Well I know items are banned now, as are many stages, but I saw in the Smash Documentary that several items used to be legal, as well as stages like Mute City and PokéFloats. I was just wondering what some of those old item and stage lists used to look like.
And btw, I tried that Cactuar Stamina Pancake thing out with my brother, it was pretty fun. I'd heard of it, but I never knew what it was.
In PAL, it’s sometimes useful in a combo after a fair (our dair sucks, remember?). I also view it mainly as an edgeguarding tool. Because of the sluggish startup lag, it’s too risky to try breaking weak shields with it.awesome, thank you. I pretty much only see it used as an occasional edgeguard. Do you think it has other practical uses?
I hear some people say try not to roll in competitive. do they mean shield roll or tech roll?
I hear you can use your double jump as youre about to get meteor smashed. Supposedly that helps you not get meteor smashed as far. is this true?
Usually people are referring to regular rolls, especially when someone is trapped in their shield near the ledge. Prime example of what happens to people who roll in predictably (3:54:22):I hear some people say try not to roll in competitive. do they mean shield roll or tech roll?
I hear you can use your double jump as youre about to get meteor smashed. Supposedly that helps you not get meteor smashed as far. is this true?