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Uthrow > fair on Marth is like a free 35-40 damage at low percents (probably not more than 10%) (And if they don't DI, I guess)
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I thoroughly enjoyed that description.Kage's playstyle is exactly 50% extremely solid, well-spaced Ganon play. And 50% lackadaisical nonsense ft. copious amounts of purple.
LOLUthrow > fair on Marth is like a free 35-40 damage at low percents (probably not more than 10%) (And if they don't DI, I guess)
???The psychological difference makes perfect sense. Just like there would be a psychological difference between someone who works in a factory and someone who writes programs.
Say what? Both different people simply knows different things.. but they both do work doing what they know how to do... still don't understand.The psychological difference makes perfect sense. Just like there would be a psychological difference between someone who works in a factory and someone who writes programs.
Or maybe I'm just too used to it and don't see it anymore. For me getting owned makes no difference or whatever I have to deal with in a match. I don't know I mean each character has their tools and uses them how they like. For me the only reason why someone would get annoyed by something is because something in their mindset is not strong enough. When you learn to deal with basically every situation then it's just a matter of guesses.. So ya, I get your point but I still don't see it. lol.i just looked back and saw peeps already basically said this in that wall of text, so i'm not really sure how you didn't get it! =P
Maybe you're just underestimating the momentum/psychological affects that go on throughout a match.
Well Kage, from a solely character-based perspective, you can have different psychological effects. The people stay the same, but characters can put them in positions where they can feel more or less in control of a match just because of the way the characters work. For example, Ganon could feel quite overwhelmed if he has a Fox all over his shield due to the number of options he has to deal with Fox(not many as you know haha). Consider the Fox ditto though. If one Fox gets on the other Fox's shield, then the shielding Fox has a fair number of anti-pressure options(Shine OOS, upsmash OOS, in addition to regular defensive options like rolls and all combined with shield DI and a shorter character height so it's harder to shield stab him, giving him less to worry about). This is just one(somewhat extreme) example, but you can see here how characters can influence the people to feel differently just based on the number of available options one character can reduce another character to in a given situation.Something I don't really understand is how a psychological aspect of one character is different from another. I mean for me, it's either you destroy your opponent or you are the one getting killed, there's not really much more than that.. or maybe it's that I'm too simple to understand something like this, idk, someone explain please. lol.
Falco's dash attack is <3. I used to spam the mess outta that move(and got ***** half the time for it haha).I think falco's Dash attack is the worst. It's so tempting to use cos it can combo into Dair and fsmash sometimes, but I usually just do it right into the guys sheild blahhhhh.
I was thinking jab myself to be honest, but dash attack also seems up there. Fair.....I'll get back to you on that haha. I'm seeing if I can apply that move in other ways. =pI think fair/jab are probably his worst moves overall. I'm not saying that they're useless by any means, but they're the worst because they're the most situational overall; situational both matchup wise, as well as in a few general-match spacings/%s/combos etc. Jab is really really good in falco dittos, but pretty mediocre vs. sheik/marth (not to say it doesn't have its uses... but w/e).
Upair can be used for killing vs floaties on a fairly consistent basis, it can be used for comboing in a lot of instances that I've already outlined, and some other stuff /I'm lazy
Upsmash is *amazing* and underused, even if only because I'm fairly certain that it's the only move that consistently true combos out of laser at reasonable spacings. Laser-->fsmash doesn't true combo, laser-->shine only works at certain spacings, etc. Laser is very easy to hit confirm into upsmash, and you can not only do it in neutral, but also defensively, aggressively... however you want. I frequently do it from ledgehop lasers, among other things. I only call it amazing because of its utility. Moves that are specific aren't as good overall unless they're very good at doing that one thing. Laser is obviously a move that you'll be using all over the place, and a lot of people when fighting falco will occasionally take a stray laser, particularly if they're in the air. I know it's weird that I point out a specific situation (after lasers) and call it a general utility move, but as I said: lasers are used in so many situations that the followup move (upsmash) becomes a general utility imo.
I considered saying dtilt was also pretty situational overall, which it is... but I think the universal ability to shield poke should be exploited more, and it gives it an edge over fair/jab (an edge in the sense that, all three are good for matchup specific setups/kills/combos but fair/jab lack that utility aspect).
I'm still unsure of what I think about ftilt. It's ridiculously good for footsies/zoning in a good number of scenarios: neutral game (more matchup specific), keeping them from getting on stage from the edge (more general), pressure without committing (spacing around shields and such). The main issue with this move is that while it has general utility, I'm not sure if it's good enough at that general utility role to really consider it good.
Probably could have said more about fair/jab/upair... eh, maybe later.
PP, if I asked you to give me one line/idea that is essentially to each matchup, could you do it? I'm not sure if you'd agree, but for the fox matchup, for example, I'd say something like "Look for openings while fox is landing", "Look for/Force awkward landings", or "Hit him when he lands." Whenever I watch you play, or talk about the fox matchup, I've noticed that the concept of hitting fox as he lands is probably one of the most essential to the matchup; it's where you get your openings, it's where fox is weakest, it happens all the time because fox spends a lot of the time in the air so as not to get locked down. I've certainly gotten the impression that it's probably the aspect of the matchup you abuse the most (correct me if I'm wrong), so I've sort of taken it to be one of the biggest essentials.
That said, I feel like understanding that sort of essential aspect of a matchup is *incredibly* useful in improving; it has certainly helped me understand matchups and know exactly what to look for/abuse. If you disagree/aren't up for it it's all good, but I think you're really good at understanding that aspect of matchups so it would be cool to hear your opinions on what's essential in the various relevant matchups.
Do you think it's possible for these characters to be aggressive?I say trollish 'cause a lot of the time with puff and peach a big part of the MU involves being more patient than the other player and obviously the best way to do that is to provoke them into getting impatient.
It's a general kind of statement, but you get the idea.
naw man. It's decent. It has a couple of uses:upair is falco's worst move.
hahai nearly **** myself when people were saying fair and jab were bad because i opened the thread, left, came back, and thought i was in the marth boards LOOOOLLL
PP already covered this but I wanna elaborate on it moreSomething I don't really understand is how a psychological aspect of one character is different from another. I mean for me, it's either you destroy your opponent or you are the one getting killed, there's not really much more than that.. or maybe it's that I'm too simple to understand something like this, idk, someone explain please. lol.
yes definitely. if you play the character, you are essentially adhering to the rules of the game and choosing to use them as the basis for your decision-making. since these rules are absolute, the things you do are relatively stronger in that they are guaranteed; that is, the game cannot fundamentally change mid-match. it is the same it has been since 2001.Edit @ umbreon: do you feel it is always better to play the character than the opponent? if so, why?
i retract my original statement about upair.I think falco's Dash attack is the worst. It's so tempting to use cos it can combo into Dair and fsmash sometimes, but I usually just do it right into the guys sheild blahhhhh.
I have a hard time connecting laser to upsmash. =( I think I just forget though because I set it up plenty of times I think just a bit ago haha.@Tai... That was soooo great
@PP
I forgot dash attack, definitely up there. I know you like fair a lot, so I'm pretty interested in seeing what you can do with it, assuming that you really think there might be some good stuff with it.
Yeah, laser-->upsmash is ****. Ledgehop lasers to upsmash happens in sooo many of my matches, it *is* a really good kill on floaties, and a lot of the times when you're pushing positional advantages rather than comboing you can abuse a lot of the stray lasers more efficiently with a guaranteed punish.
Hmm I know you use dtilt a lot in combo from watching you, but I'm not always sure that it's the best choice or sometimes I'm not sure exactly why. Could you elaborate at all on it? On shield poking... Yeah it's inconsistent, but I'm still trying >_>
The one liners were pretty good, thanks I had most of those in mind, but definitely learned some new ones too (particularly against the floaties). While those tend to be obvious, I think they're *really* important to remember and I hope they spark discussion. If more people reminded themselves of those things (myself most definitely included) not only would they perform better, but I think they would improve faster as well due to a better fundamental understanding of what their goals should be.
The only other character I'd be particularly interested in is falcon. If anyone else is interested they can ask, but those were great! I'll probably spend the rest of the day thinking about them haha =P
Is there any reason you can't apply pressure through stage control from a player vs player perspective? For example, if I play Marth and do Fairs on the opposing Fox who is by the edge in such a way that he feels pressured and can only escape in a couple ways, then it may seem as though I am playing to the character. However, if my intent is to put pressure on the opposing player through efficient means then could I not also achieve the same effect? Could I not also select the option that I feel like a player is most likely to do(based on his personality or tendencies already observed...such as Fox FH'ing OOS vs holding shield until he falls to the edge or rolling) and punish quickly? If this is what you define as playing both the player and the character then it seems as though it could be worded to include approaches to the game such as this. The positioning game and the potential to maximize control are there, but focusing on how to contain a player in a secure area and fluster them seems to be roughly similar to forcing characters into bad situations and exploiting them.yes definitely. if you play the character, you are essentially adhering to the rules of the game and choosing to use them as the basis for your decision-making. since these rules are absolute, the things you do are relatively stronger in that they are guaranteed; that is, the game cannot fundamentally change mid-match. it is the same it has been since 2001.
when you choose to play the opponent, you open yourself up for no real utility. already you are choosing to adhere to the rules of your opponent. you are saying that you're okay in engaging respect/disrespect situations when you don't have to. if your opponent is bad or has bad habits, yes you can exploit them, but your punishments will only yield about the same amount of reward by playing to the rules of the game. example, if you edge guard a fox in the mirror with bairs correctly, it's a guaranteed kill. if you edge guard the opposing fox because he always ledge jumps into your upsmash or something, you'll still get the same reward, the free kill, but it's not guaranteed. you're still exploiting your opponent, but it's not absolute. the game has rules that allow your opponent to circumvent your strategy, making it weaker. ie they can do something about it. by choosing to fight the opponent rather than their character, you essentially give the opponent a chance to outplay you when you didn't have to, and in some cases they will. the ability for your opponent to adapt and defeat you is a hole you can easily cover with a top tier character. not so much with a low tier.
i think you should try to play against the charter and player both obviously, but if you have to go in blind to choose between the two, you should pick character first, which makes sense. if i was going to play you with fox and someone told you i sidestep with fox a lot, would you base your entire strategy around my sidestepping or that i'm playing fox? I hope this is easy for you to answer.
sometimes when you're behind and you need to catch up, it's a better strategy to play risky, so trying to play the opponent instead isn't a terrible idea. but if you're in a winning position, you should definitely just try to press your advantage as hard as possible, which can include just not losing it.
styles based around positioning and control are the best styles in the game, character dependent. it says that you are only interesting in doing things from an advantage that the opponent cannot do anything about. this is great in 2 ways. first, it secures your victory on multiple layers. they have to get around guaranteed strategies long enough to do something back to you, which is already hard. second though, they have to do more steps to do it. they must establish some kind of positional parity to dislodge your control, and must then set up their own, and THEN execute their strategy. this is simply not easy to do. it's very hard to steal momentum back from guaranteed strategies based on positional advantage.
f-tilt > rapid jab.Yeah nah no way. I think I'm changing it(my personal decision) to Ftilt unless something changes my mind.
Need to play with that move more though. I generally get along without it fine whenever people are on the ground, but that doesn't mean I shouldn't see how useful it is I suppose....