Bones0
Smash Legend
A recent discussion on Twitter got me thinking about punish game. How hard you punish seems very heavily influenced by how you start your combo. If your opponent isn't very good at the matchup or is just bad in general, it's pretty straightforward for Falco to get an opening and start a combo from a grounded dair or waveshine. Perhaps a shine read near a plat so that you can waveland is a tier below, but also still good. As I reflect upon my games vs. the good players that I got to play last weekend at Smash Con, I get the sense that they are better at avoiding these types of punishes. It isn't how I initially would have envisioned it though. It's not just that better players lose neutral less often, but the entire way they play neutral often serves to limit or mitigate the punishes they get hit by. The resulting experience on my end was "damn, I keep beating this guy in neutral, but he's only losing in ways that give me minimal combo opportunities."
Does anyone have any thoughts on this aspect of the game? Is it better to focus on expanding the different ways you can start hard punishes? You could work on converting grabs/stray hits into harder punishes, or alternatively, you could focus on hitting grounded dairs/shines by approaching from different angles, with different timings, or different setups from laser pressure. I assume both aspects are important, but my gut tells me the grabs/stray hits route is unreliable just due to the nature of those options. It feels like no matter how good I get at getting hits off of throws, it will never be an efficient way of winning games compared to finding those key dairs/shines that yield huge punishes much more consistently. Perhaps you only need to be good enough with those options to make them play around them, which opens them up to more dair/shine opportunities. I can't say I've ever seen a specific example or had anyone describe a situation in which this dynamic was very clear, unfortunately.
Does anyone have any thoughts on this aspect of the game? Is it better to focus on expanding the different ways you can start hard punishes? You could work on converting grabs/stray hits into harder punishes, or alternatively, you could focus on hitting grounded dairs/shines by approaching from different angles, with different timings, or different setups from laser pressure. I assume both aspects are important, but my gut tells me the grabs/stray hits route is unreliable just due to the nature of those options. It feels like no matter how good I get at getting hits off of throws, it will never be an efficient way of winning games compared to finding those key dairs/shines that yield huge punishes much more consistently. Perhaps you only need to be good enough with those options to make them play around them, which opens them up to more dair/shine opportunities. I can't say I've ever seen a specific example or had anyone describe a situation in which this dynamic was very clear, unfortunately.