ChivalRuse
Smash Hero
WD away -> AC bair is definitely faster than dashing away and bairing.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
whats AC mean?WD away -> AC bair is definitely faster than dashing away and bairing.
just dont stop doing something until it stops working. If your opponent always shields when you sh, go ahead and empty sh grab. if you get wavesmashed next time, dont do it again.Yeah, it's just a short hop Bair with no fast-fall.
The move's animation ends, and you just land normally.
I'm in that stage of my game where I essentially have to start playing more defensively to improve my own "mid-game analysis." I've started to move past "pre-school mindgames," stuff like noticing that an opponent tends to roll in when pressured at the ledge, and am trying to move into a higher level of thinking. Trying to analyze my opponent's entire mindset rather than memorizing a couple of situations. One thing that's almost completely over my head is conditioning. Here's an example.
Player A makes a point to shield everytime Player B short hops at him. Player B notices this habit, and attempts an empty short hop to grab. Player A saw that Player B would catch on, waveshields, and Fsmashes Player B.
Am I making this too complicated, or does this skill just come with more competitive play?
well but pay attention here, that's nto what you were asking. you were stating:I was speaking more from the point of Player A; working on conditioning your opponent to believe that every time he does X, I do Y, and then finding out when he will catch on so I can do Z. I guess I was just trying to get some discussion going about finding out how your opponent learns, but once again, I might be trying to go too far.
That's largely player-dependent in terms of when they find out, but your base strategy should be tricky/flexible enough for you to keep them from finding out what you're doing or not being able to shut you down if they can figure it out anyway(for a variety of reasons that are long-winded and complicated).I was speaking more from the point of Player A; working on conditioning your opponent to believe that every time he does X, I do Y, and then finding out when he will catch on so I can do Z. I guess I was just trying to get some discussion going about finding out how your opponent learns, but once again, I might be trying to go too far.
I figured if I critiqued myself and had others help out I'd get better results for getting help rather than just posting a ton of matches and asking for some people to critique a few of them.I'm going to critique myself probably one at a time when i have free time. If I could get some more people to discuss through it with me that'd be awesome. I'll try to leave my critiques as open ended as possible.
Anyways match 1: Spawn (Fox) vs PC (Falco)
:12 When Fox is closing in that tight of a space don't do djffdl, it leaves you getting hit a lot or in a bad position
:15 The retreating laser was good but don't combo with nair at low percents
:17 shine oos/get out of there
:23 how do I continue this combo, what should I have done after the shine?
1:01-1:15 Idk how i got ***** so bad, what I could've changed...
Rest of the match: Idk what I did wrong...
General tips: Don't double jump around so much with Falco
okay so i may be misinterpreting Dr. PP's response but the takeaway I got was:That's largely player-dependent in terms of when they find out, but your base strategy should be tricky/flexible enough for you to keep them from finding out what you're doing or not being able to shut you down if they can figure it out anyway(for a variety of reasons that are long-winded and complicated).
Finding as many ways to be tricky as possible is always a great start. The more ways you can be effective/hard to read the better you are. Once you get that down it's all a matter of reading your opponent and applying these concepts you have as the situation/player/point of the match calls for it.
Ideally, you'd want to learn both of these things at the same time but it may help you to focus on each one individually.
This part really stuck out to me. I hadn't previously thought about this strategy. I normally punish a mistake using the same thing, but using this method it makes it harder for them to catch on. This also brings to my attention mistakes that I myself have been making that smarter opponents chose not to punish the same way, and thus left me clueless as to what I'm doing wrong. Thanks.Pay attention to your opponent's reactions, and then think of as many ways to punish as you can, and mix those up so your opponent finds it hard to realize you're punishing the same thing.
I've found out that if I play to learn instead of playing to win, I do far worse. If you play to win, as soon as you lose, all sorts of negative thoughts creep into your brain, which then cause you to lose more, and then more negative. . . .you see where this is going. Just play to learn, slow down, and get a feel for your opponent's habits.
Didnt you do that to me at mafias house?just dont stop doing something until it stops working. If your opponent always shields when you sh, go ahead and empty sh grab. if you get wavesmashed next time, dont do it again.
This advice also applies quite literally with women.Tell yourself you're a boss, go **** people a lot, then think about how awesome you are... I'm being pretty serious![]()
That's pretty much what I said to him in his own thread but he disregarded it. I'm like fine, be that way.Tell yourself you're a boss, go **** people a lot, then think about how awesome you are... I'm being pretty serious![]()
I find this to be inherently flawed since everybody has weaknesses regardless of what they do.There's no reason to watch your own strength or the opponent's strength because the greatest strength is a lack of weakness. When you hit somebody, it means your opponent must have failed a spacing or guessed incorrectly in a certain situation. When you have no weakness, then there's nothing the opponent can exploit.. you can stay unpredictable and do your own stuff to them. Melee at high level is a big guessing game. You only need one knockdown and then from there you attempt to **** your opponent.
I find this to be inherently flawed since everybody has weaknesses regardless of what they do.
![]()
No johns, I learn really slow too. But I also have now 5 years of Ganon tournament practice. It definitely means something, it means I was able to recognize what most players do and why they do it. Of course it also means, that my style against them will not necessarily work. Like me vs M2k again at Zenith, I got destroyed because I simply didn't know what to do to outsmart him. M2k is simply better than me because his reaction time is greater than mine and he uses his tools with absolute precision. His punishment game is soooo good. On a side note, it was a treat to see him try his hardest through out the whole tournament. =)That and I have come to terms that I am.an extremely slow learner. I feel that I should be one of the best in the world now.considering how much experience I have, how hard I work, and how often I play but instead I'm still lacking heavily in many departments, especially the mental game. :/
![]()