HermitHelmet
Smash Journeyman
Yeah, discuss.
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Pretty much the equivalent to a "20XX Puff", but realistic (not TAS) at the same time. It's kind of hard to word it.What do you mean by optimizing Puff?
I feel like HBox pretty much has the ideal Puff. His play is fairly "optimal." He consistently gets rest setups, lands most of his edgegaurds, etc.
I'd say this is the optimal defensive play, which isn't necessarily optimal in general.completely walling opponents
This just doesn't sound realistic.perfectly punishing anything with a rest
You make a good point, but the way I define optimization is being able to bring your character to the peak of it's playability, and to react to every thing, every attack, movement, shield, recovery in the best way possible, such as a chess computer is able to find the best moves in chess positions, I would akin optimization to this. I think that this "best way possible" is at most times a frame 1 Rest. This is how I would define the term "optimization."This just doesn't sound realistic.
I think 20XX jokes and TAS videos have misconstrued what optimization is. Moreover, to speak of optimization in a broad sense doesn't make sense unless you're writing a long article about it or something. Discussing optimal tech chases or optimal up throw punishes on spacies if they DI properly or something makes sense, but not optimization in general. I say this not because I don't think this thread should be here, but because I'm very interested in optimizing certain aspects of my Puff and I want this thread to have something concrete to discuss rather than the abstract idea of optimization.
Allow me to draw an analogy back to Chess again. I'm sorry but I love chess, and I think it fits perfectly with the idea of optimization of characters and tactics. Say you play a bad move, it looks like a reasonable move, but ultimately it was a bad move because you lose your queen five turns later because of it. You might ask "well what would be optimal play after I played this bad move that made me lose my queen? How would I not lose my queen in this position?" Assuming the opponent also played optimally to take your queen, then nothing. If you played the best possible moves in those following positions, then your queen is 100% gone. If you screw up your optimal play and play a move that results in a blunder later on then the move you played was simply bad, or rather, not optimal. Likewise, if you are stuck with only a king and the other opponent has only a king and rook, it doesn't matter how optimal and perfect your play is. If your opponent knows what they are doing, you'll lose.Just as something to get this conversation started, what is the optimal follow-up after you down throw floatier characters like Marth or Ganon and they DI in? Is up air the best you can get? Or am I just slow and the rest is possible? Or maybe they're only partially DI'ing in when I try to rest them and they need to hard DI in. Anyways, just something to discuss.
I don't know if that definition works for Melee, though, because the game is so amazingly suspended between read-reaction play. If you take a game and look at it frame-by-frame, different people will have different opinions of what options appear optimal at each frame because some people will say a hard read is worth trying, others will want a less committal read, and others will want to wait and try to react. There is no universal agreement on what proportion of reading vs reacting is optimal, but it's clear that it's possible to get huge punishes off reads that aren't possible off reaction.You make a good point, but the way I define optimization is being able to bring your character to the peak of it's playability, and to react to every thing, every attack, movement, shield, recovery in the best way possible, such as a chess computer is able to find the best moves in chess positions, I would akin optimization to this. I think that this "best way possible" is at most times a frame 1 Rest. This is how I would define the term "optimization."
This seems pretty suboptimal. Why rest and potentially open yourself up to a punish when he comes back instead of just edgeguarding if we're imagining TAS-level perfection anyways?While he's falling, as difficult as the timing may be, a rest on a midair free falling Fox I would consider optimal play, rather than the safer Bair or Fair.
Which is why I doubt we will ever reach the general consensus to what "optimal play" actually means. Meaning perfect in all scenarios. This is because Smash is an unsolvable game, not even partially solvable. The nature of Smash doesn't allow to play perfectly, because to do so would mean to know what you're opponent is thinking. It would be akin to two omniscient beings playing a game against each other. It seems rather far-fetched and far away that we could even think about playing perfectly in this hypothetical year 20XX. Look at the game of Chess. Arguably more time has been put in to Chess by its community than any other modern game, and while different openings are better than others, if you play that opening vs them it doesn't necessarily mean that you will win that game. Smash just has so many variables that makes the game seem so impossible to play perfectly. But I suppose I'm preaching to a choir.I don't know if that definition works for Melee, though, because the game is so amazingly suspended between read-reaction play. If you take a game and look at it frame-by-frame, different people will have different opinions of what options appear optimal at each frame because some people will say a hard read is worth trying, others will want a less committal read, and others will want to wait and try to react. There is no universal agreement on what proportion of reading vs reacting is optimal, but it's clear that it's possible to get huge punishes off reads that aren't possible off reaction.
You were right in your rebuttal. Why rest when you have perfect edgeguarding? Which furthers my statement of just optimal edgeguarding and punishes with Rests is fine enough with Jigglypuff. It just so happens that the situation I used affirmed the other one instead of the one that I said it did. I suppose Resting would only be used at a last stock situation, but then again, maybe optimal play means to just Rest and accept the fact you'll get a few percentage done on you out of the punish, but know that you'll be able to secure a kill. But can we really say that because you're playing optimally and shouldn't drop the edgeguard anyway. It confuses me.While he's falling, as difficult as the timing may be, a rest on a midair free falling Fox I would consider optimal play, rather than the safer Bair or Fair.
This was a mistake on my part. I had assumed that this situation would be played on Final Destination with no platforms. But yes, down throw on to a platform and going into a tech chase is good because it has the possibility to result in a Rest if played well enough. And honestly tech chase opportunities on platforms IMO should be ended with Rest, or . If you can't be killed out of a Rest punish, then try to Rest in a tech chase on platforms. You might end up taking a few percents but that is obviously a trade worth taking.Anyways, down throwing is a decent option near the ledge even on floaties since you force them to either DI off stage or get put in a platform tech chase situation.
Cool, good to know. What about IC? Is it safe on them or are you likely to miss one of them with some of the hits and then get shield grabbed?Against characters without a shine, dair is remarkably safe OoS and on shield. It doesn't have a huge amount of utility, but it's not a bad escape option.
Alright, as long as you're willing to admit that, I'm more okay with your definition. I'm not sure it's the definition I'd use, but it's internally consistent.Which is why I doubt we will ever reach the general consensus to what "optimal play" actually means.
Exactly. Since it isn't necessarily possible to cover 100% of the options it's hard to say whether "optimal" play will necessarily get the edgeguard or not. Especially with characters like Fox who have so many different options when recovering. So at some point, if we built a computer to play optimally, it would have to calculate how confident it was in its edgeguard and if it was confident enough it would do that, if it wasn't confident enough it would have to go for the rest and take the punish.But can we really say that because you're playing optimally and shouldn't drop the edgeguard anyway. It confuses me.
Well, Mango never does it because he never uses dair at all. He's said he can't consistently get the l-cancel. But regarding Hungrybox, I agree that he doesn't really use it, but I don't think we should literally be emulating him 100%. Learning from him, yes. Trying to be able to do the things he does, yes. But not direct emulation. Hungrybox isn't the perfect Puff, he just looks like it because there aren't any other Puffs at his level to challenge him. He has his own idiosyncrasies and his own not-always-optimal style. Short hop dair definitely can put them in the flippy animation you're referring to. Puff's short hop is pretty low, the animation definitely doesn't end before she hits the ground. Even if you don't fast fall the attack doesn't finish before she hits the ground. Anyways, the point is I'm pretty sure it has applications of some sort.In reference to Dair OoS, I don't think it's a very good option. I've never seen from what I remember Hungrybox or Mango perform a Dair OoS, they normally jump away, wavedash to grab, or nair. I just haven't seen Dair OoS. Mainly because the benefits of Dair comes whenever you hit the ground while the move is still in use, so that the character who is receiving the Dair does that weird standing flip. I don't think that Dair lasts long enough immediately OoS to put it into the ground to get that weird flip or the appropriate hitstun to actually get a follow up. Like falling Dair you can get a good follow up, but Dair OoS, I'm not too sure.
It's best to not get caught in shield vs. ICs or if you are, just to get away as fast as possible. You don't want to risk one of them CCing and punishing your attack.Cool, good to know. What about IC? Is it safe on them or are you likely to miss one of them with some of the hits and then get shield grabbed?
Yeah I took the time to finally test that. It definitely works without a doubt. From what I've noticed, the flippy animation occurs when the character is at a high enough percent, which depends on the character itself. So I think that if you try to do it before that percent it would be a bad option because I think they can act before you can. I also can't confirm this but I think they can unless their in that animation. It's hard to test this because I by myself at the moment.Even if you don't fast fall the attack doesn't finish before she hits the ground. Anyways, the point is I'm pretty sure it has applications of some sort.
I talked to someone today who said you have a seven frame window if you get them in the flippy animation. That didn't sound right, though, because that would mean you'd need to do a frame perfect up smash or else they could shield or buffer a roll.I don't think the flip is necessary for the drillgrab or drill usmash combo. At least I get these all the time even when it rarely flips. I think the flip is necessary for a drillrest though. Does anyone have the framedata on the advantage when the flip occurs? There might be even better followups like Fsmash available.
As far as I know the actual frame data for this has never been examined.Does anyone have the framedata on the advantage when the flip occurs? There might be even better followups like Fsmash available.
Guaranteed to work at 0% on Fox? Is this info trustworthy? I have tons of respect for Phanna, but that just sounds so wrong.As far as I know the actual frame data for this has never been examined.
However, there is some ancient knowledge I can transfer to you, knowledge penned by the legendary Phanna.