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Smasher's Digest for Youtube Vids- Match 1 Rough Draft Finished!

joeplicate

Smash Master
Joined
Nov 30, 2008
Messages
4,842
Location
alameda, ca
Match 1, Dreamland
(Rough Draft)


http://www.youtube.com/watch?v=BarU4eVipb0

Beware: it's long!


The match starts, neither player is as on-point as they will be later. They both shoot some lasers. Jman uses his double jump to get on the platform, sees Lucky running underneath him, and comes down with a bair. It connects, he shines Lucky, and chases him to the edge when he techs away. Jesus upsmashes, but the distance is wrong. After the first shine connected, he wavedashed OOS to the right instead of following him to the left. Jman sees him tech to the left side of the stage, runs up to the other fox, and wavedashes in place at a safe distance, presumably so he could cover the most options. But he’s given Joey too much time to get away. Joey fullhops away from the stage, and before Jesus realizes this, he’s already put in the command to a dash forward, JC upsmash. Joey lands next to him, shines Jman’s shield, and Jman rolls out to the left.

Here’s an example of how talented these players are, and the level of play they’re at. Immediately after shining, Lucky reads Jman’s roll out of shield. In the matter of time it takes to come down from the double jump, Joey realizes that he’s got control of the match by reading his opponent. Lucky wavedashes back twice, right after shining Jman’s shield, to punish the roll. He upsmashes. The upsmash connects, but Jman crouch cancels, perhaps realizing that he’s made a mistake while rolling, and downtilts. Jman is able to react and come up with a plan fast enough to take back control of the match. This is something you’ll see a lot of; both these guys are insanely good! The downtilt comes out, but Lucky is actually still in the air from doing the flip from the upsmash, so it misses LOL. Jman still has time to grab after, and he forward throws (fthrow was probably an accident). Jman goes for another grab, hoping that he’ll catch Joey in his shield, unable to react to the fthrow, and grab him again. This is an alright trick with Fox; it works almost like a worse version of Marth’s fthrow regrab. It doesn’t work, though.

Joey fullhops out. Whether or not fullhopping is Fox’s BEST option to get out of a bad defensive position, it’s what most Fox players tend to do reflexively. And it is still a very good option; it gives enough time to react, and you can come down with any aerial, or land if you’re going for an empty-hop grab (I guess). Joey fullhops out and punishes Jman’s whiffed grab with a drill to grab of his own. He upthrows. Joey turns around, maybe thinking that he’ll catch Jman teching behind. He techs left, though, and gets away. Joey wavedashes backwards to close the space, but realizes that he’s missed his opportunity, and wavedashes back out. Jman escapes to the platform. Lucky still has control of the match, though; he sees his opponent going to the platform and gets an extra hit in with a nice double-jump nair trick. Joey DIs back after the nair, maybe hoping that it would hit Jman to the left of the stage and he could get back to center stage, keeping both his safety and his stage control. Right before the nair hit, though Jman dashed to the right, causing the nair to hit him backwards.

Both Foxes are still at low percent. Jman lands back in center stage, with no stun, and behind Lucky. He dash attacks to take advantage of the lag on Lucky’s nair, and tries to uptilt afterwards. Nothing comes of it, since they’re at low %. In my experience, a dash attack instead of a nair is a pretty common technical error for Fox, so this could be the case. Sometimes things just happen in Smash, and you need to make the best of your mistakes and roll with them. In my opinion, this is what happened. But honestly, the game moves so fast, and there’s so much variance that it’s absolutely staggering; there’s really no way to settle on one absolute, 100% correct determinate meaning for any scenario.

Joey crouch-cancels, shields, and spot dodges. Jman tries uptilting again, hoping for some extra shield pressure or a combo-starter if it hits. Joey escapes to the platform, and Jman rolls back into the stage. Rolling back towards center stage is one of Jman’s biggest habits, and you’ll see Joey punishing it later on in the set. Joey comes down and bairs Jesus’ shield after the roll. He tries to uptilt, but Jman wavedashes OOS out, and gets away.

They reset to neutral for a bit. Joey still has the positional advantage. Maybe thinking that Joey would chase him (or maybe he just made a mistake), Jman drops off the edge and double-jumps back to the stage. Joey comes in with a SH nair, hits his shield, lands behind him, shines, and shield pokes Jman’s head with a nice bair, crossing him up (maybe unintentionally) and knocking him off the stage.

This is one thing that’s very important about shield pressure, especially (IMO) in Fox dittos. When it comes down to it, your main objective is to get the first hit. While practicing in friendlies, it might be a good idea to try to nail down a particular kind of shield pressure by doing it repeatedly, like nair-shines over and over, to get your tech skill down. In this set though, you’ll see a lot of creative shield pressure, mostly designed just to get the first hit and follow up. It’s usually a more powerful option to switch up your shield pressure to trick your opponent out of their shield instead of going completely by-the-book—for example, not shining between aerials to bait the jump out of shield, and then doing a nair to catch their jump (or something like that). The best part about this set is that both players have blistering tech skill and are amazingly smart.

Back to the match. Jman jumps early, and firefoxes. Lucky reads his recovery, predicting that he’ll go straight forward, and charges a forward smash. He misses the timing, though, and gets hit. (It’s possible that Jman saw the fsmash and tried to angle back into the stage, and made a mistake, or whatever. It’s impossible to tell, since all that’s before me is the video.) If you pause, you’ll notice that Jman’s firefox went a little bit too high to get hit by that timing on the fsmash—he hit his head, and Joey’s fox brought his foot down too early to hit with the high part of the move.

Jman tech chases, misses an upsmash, and Joey grabs out of the lag, and upthrows. He reads Jman rolling to the right of the platform, and bairs to cover that option, but misses since Jman rolls left. They end up facing each other, Jman in his shield, by the edge. Joey fsmashes, maybe to try and push him off the edge, and gets shieldgrabbed. Jman back throws, and drops down to stall in his shine, maybe to bair Joey’s illusion back, but Joey does a high firefox. Jman drops his plan and gets back on the stage, since if he stayed in his shine, he would only be able to cover the firefox straight forward with his bair. By coming back up to the level, he gets more options. He bairs his 30 degree angle, but it sends him back to the level.

Jman is extremely fast, so he runs back up to him and gets Lucky’s tech in place with a nair. Joey’s back off stage. Jman drops off to bait a low angle. Joey recovers with a low angle, and Jman tries to fsmash it, but he’s too close and the wind blows him to the edge. He gets hit. Joey follows his tech, gets the grab, and upthrows. He follows the tech away on the platform away, and jabs to put Jman down on the stage, then drops off with a bair. Jman gets his shield up, the weak part hits, and Jman bairs back out of his shield. He hits towards the level.

The next part is pretty interesting. All through the set, Joey has moments where he catches Jman in his shield, and tries to grab. He misses, though. Jman tries to follow the bair oos, but by double jumping, he’s wasted time. He whiffs a grab trying to follow up, then shields afterwards, right as Joey wavedashes back in. Joey realizes that Jman will keep shielding, and tries to grab. But he’s turned around, so he grabs the air! Either he didn’t realize he was turned around, or missed the turnaround before the grab. Either way, it was a cool idea.

Jman fullhops out, and lands. Lucky does a nice ftilt, and knocks him away. Ftilt is a really nice move; if you want to punish something which you’re unsure about, there’s almost no way to punish a spaced ftilt. The only downside is that it’s a half-*****, safe option, with a high opportunity cost. Sometimes there’s a better option. I agree with this ftilt, though. It connects, but Joey’s not fully ready to follow up. Jman comes in with a nair, which connects, follows it with a dash attack, and upsmashes to take the first stock. WHEW


Jman takes tech skill inventory with dashes and nairs. You know he’s on point ;). Joey gets the grab, but misses his follow up. He tried to fullhop and tomahawk, but gets shined. Grabbing a tech in place is really hard in Fox dittos; the timing is super strict, and you’re liable to get shined out. And Lucky pays for it. Jman does a shine, wavedashes out into thunders’ combo, and upsmashes. Joey DIs out, so Jman shines and firefoxes to grab the edge. He pops up with a back air to cover the low option, sees that Joey went up, and upairs him at JUICY PERCENT. Big follow-ups happen; he upsmashes afterwards, then drops down off the platform, and uses his double jump to get another upair. Massive percent; and in one combo Jman has done as much damage as it’s taken me an hour and a half to write up till this point. :3

Jman goes up for a safe bair afterwards, but there’s no harm in missing. Jman reads Lucky’s nair down from the platform, and does a sh nair of his own to counter it. Joey shields, and bairs out to send Jman off the edge. He does a fancy shine, uses his jump, and illusions straight forward to recover. This is a really risky option on paper, but after such a massive combo, Joey’s confidence is still shattered, and he misses the follow-up. From a psychological perspective, this way a smart idea. The illusion hits. Jman misses an upsmash (going for the tech in place), and Lucky runs forward and forward smashes. Jman reads his approach, though, and runs forward to shield the fsmash. Jman bairs out, and even though it misses, he’s still got Lucky flustered. Lucky shields the first bair, and Jman does a fantastic mix-up. He runs through Lucky, who has dropped his shield. Jman uses his own shield to stop his momentum, while simultaneously giving Lucky a defensive signal, and then bairs out of shield. The strong hit connects. Beautiful.

Jman goes out, shines, and turns around to bait the high firefox. Jesus is a master baiter, because he gets the firefox where he wants it, reacts, and then does an amazing trick. He uses his jump to keep his invincibility fresh, DIs slightly towards the stage to make the opponent think that the edge is free, then goes back down to the edge. At this point, Joey’s still thinking that the edge is the best option, and he goes for it, and dies. Stylish way to end the stock. Master baiter LMAO

Big lead. Joey tries poking with bairs to get the edgeguard, but none of them connect. After Lucky bairs Jman’s shield, Jman short hops OVER Lucky, and shines him, getting him off the edge. He’s already wavelanded up to the platform though (maybe he thought the shine would send him towards the stage). Jman drops down, goes for the edge (and the shinespike), but he’s too late, and Joey firefoxes past. He jumps back up to the stage, back into his safe space. Joey can’t attack him yet because he’s locked into a certain space at this time, from the firefox.

Lucky realizes that he’s got Jman on the ropes from this mistake; he takes advantage of his good position and the disparity in percentages. He starts up some nice shield pressure.

Here, we think about the role of shield pressure and what it accomplishes. It’s basically a series of super fast pokes, with a good chance of trading, used to either get an opportunity to follow up (fast reflexes can tech chase after a shine or knockdown), or knock the opponent off the edge, depending on perfect. Joey takes this opportunity to beat the hell out of Jesus’ shield. A shine connects, sending Jman off the stage, but he recovers barely. Joey fullhops into Jman’s attack range on the edge, stalls in his shine, then jumps back out. A really nice bait; by barely dancing into his space, he gives Jman the signal to attack. Jman drills from the edge, but it whiffs. Joey wants to keep shield pressuring, and he comes back from his doublejump out of shine with a bair onto Jman’s shield, but Jman uses a smart roll to get back to center stage. (At this point, he might as well, since if a bair or nair hits, he’ll get edgeguarded and probably lose the stock.) Joey does a shine to bair in the same spot—his tech skill took over for a little bit—and Jman uses this extra time to run away and hold his stock. They both try for an upsmash, and Jman makes a really smart defensive decision to run away instead of challenging it. It pays off. Joey’s probably kind of pissed about the lead, and he gets greedy for the stock with another upsmash. Jman runs away with a turnaround laser, thinking to chip in some damage, but sees the second whiffed upsmash, and grabs. Bad news.

Joey dodges the first grab, but gets grabbed again out of the lag from spot dodge. Upthrow, upsmash. Follows his tech, upsmashes again. That’s a lot of percent, a lot of momentum at this point, and a big positional advantage. Joey’s off the edge. Jman stalls in his shield and tries to trade with a bair, anticipating Joey’s jump. Joey drills, which sends Jman down below the edge, but it was still a nice idea. Jman adapts his play to the stock position really, really well, and even though he gets shine spiked, it was a good idea. Risk vs. reward—if he got it, the lead would’ve been 4 stocks to 1, and if he failed, then he’s already put in enough damage to where normal play with pokes can probably net him the game. Well played. Joey gets the shinespike.

Jman is letting it rock, though. As soon as he comes down, he nairs (after all, there’s no downside since he’s invincible). He sees Joey shielding, reads his wavedash out/through, and runs out, then pivot grabs. That’s impressive stuff. Upthrow, nair, grabs his tech in place, upthrow nairs again, reads his tech back, upthrow, nair, nair. Wow.

Goes for an fsmash—maybe he was predicting a weak hit of the nair, or a super DI in (since Joey DI’d in on the ones before). Jman lets go in time to bair Joey’s recovery onto the stage. He follows him to the other side of the stage and wavedashes down, waiting. As soon as he sees his shield, Jman goes in for the grab, gets it, upthrow upair, and kills. It looks like just about the perfect percent, too. Ouch.

Jesus did not miss a beat. Super smart stock-specific play has him in a prime position to take this game.

Now is where we start to see the difference between the two styles of play. Lucky excels in the super fast-paced pressure game, in catching rolls, taking unorthodox reads, and playing creatively. Jman’s got the more by-the-book east coast style; he takes after mew2king in never missing upsmash tech chases, he plays campy when it counts to extend his leads, and is usually cut-and-dry (but super fast) with his shield pressure.

After coming down from the platform, Joey nairs into Jman’s space on the edge. The weak hit of the nair connects, and Jman goes into his shield. Lucky takes the cue to shield pressure. After hitting his shield with another nair shine, he wavedashes back to catch the roll back to center stage. He misses the grab or upsmash, which is what you’d typically expect. Maybe he wanted to upsmash, but realized he would crouch it at such low percent. Lucky wavedashes back and drills Jman’s shield again. Jman manages to roll out, and drills onto the platform. (This is a safe option, since if they try to chase you up to the platform, they’ll get hit by drill and go back down. In this case, though, it was kind of superfluous.) Joey dashes around, content to take center stage, and catches Jman when he tries to approach from the platform with a drill. Grab, upthrow, upsmash. He misses the follow-up, though, so they reset to neutral and shoot a few lasers.

Joey sees Jman starting his famous SHL, and takes a little risk in predicting that it’s a safe time to approach. Jman shoots two lasers, wavedashes back, and shoots two more. This could be a habit Lucky’s picked up on from playing Jman in the past. Lucky nairs in; the weak hit connects, but Jman gets knocked onto the edge. Maybe not expecting this, he does the full jump from the edge. This is pretty easy to punish—the first half or so of the jump you’re stuck in lag, so Joey bairs him back off the edge.

There are a few possible ways that come to my mind as how Lucky read the jump. The first is that Lucky knew Jesus was feeling pressured; he was unprepared to get pushed off the edge, could’ve jumped up on accident, and could have panicked a little bit, which is why he double jumped so early. Also, the fulljump Joey does off the platform is wonderful. At this point in the match, I’m thinking that Joey realized he’d have to play a little more risky or go for shinespikes to bring it back and get the win. Jman could have thought that Lucky would drop back down through the platform. But Joey takes the brave course of action, goes out there (leaving himself extra room, with the fullhop), and shines him out of his double jump. 2 stocks to 1.

They dance around each other until invincibility runs out. Joey drills down from the platform and barely catches him with the drill and shines. He reads the roll (Jman’s favorite roll; and a lot of other players, for that matter), but messes up and dash attacks. Both players are probably kind of nervous at this point; Lucky rolls away, and Jman runs away to shoot some lasers. After some platform play, Jman approaches with a nair from the platform, and shines afterwards. Lucky thinks he’s got him so he starts a fullhop drill (a tad too late, from the fullhop laser), but Jman wavedashes back OOS, dashdances, and grabs him. He follows him, but upsmashes for the tech in place. Nerves are kind of getting to both players, I suppose. Joey techs to the left, Jman runs away right, and they shoot more lasers.

Lucky stays on the ground, approaching once he sees Jman going onto the platform. Lucky nairs, Jman back airs coming down from the platform, and they trade. Jman gets the best of it, and without missing a SINGLE beat, runs and nairs again to take the space by the edge as his (he also jabs afterwards, to cover the option; there’s really no reason not to. Jman uses his tech skill in very efficient ways, covering multiple options at once). The shine actually carries Joey over the edge without him touching the ground, so he uses his jump and illusions early. Meanwhile, Jman does a shine upB to grab the edge, but hits Joey with the fire, which he DIs back onto the edge. Joey nairs Jman’s get-up attack, but it sends him backwards. Jman misses the tech, but rolls behind. He shields. Joey still has control of the match. He wavedashes back, shines to cover the run-up approach, then jumps, ready to bair if Jman gets stubborn about approaching. He realizes that he won’t, so he runs into his space with a nair and shield-pokes Jman. This sends him onto the platform, but Joey makes a mistake, and illusions back onto the stage.

Jman comes down, using the lag from the illusion, and grabs, upsmashes. Lucky falls back down to the middle platform, then jumps down to the left. Jman, wanting to take advantage of the bad position, nairs up to the platform. Joey’s already up in the after after a fullhop, and he comes down onto Jman’s shield. He back airs late for the extra shield pressure.

Here, Lucky thinks up a pretty creative strategy. He drops the opportunity of hitting his shield or grabbing, and drops off the platform, using his double jump to bair back onto the platform. The way he spaces it makes me think he was trying to cover two options; if Jman jumped out of shield, he would run into Lucky’s kick, but if he did nothing, Lucky could adjust it to hit his shield and keep him locked down. Jman rolls back into the stage, though, and goes underneath the bair. Joey falls back down to the bottom level, keeping Jman trapped up in his shield. Patience is a virtue! Jman double jumps out, which is a kind of get-out-of-jail-free card. Lucky runs underneath him, bairs from left to right (to cover the run-off option: again, no reason not to), and grabs Jman when he tries to come back down with a bair.

Upthrow, dash attack. Jman misses the dash attack. Joey comes back in from the right side (his dash attack carried him over) and wavedashes in place. He sees himself in get-up attack range, predicts the getup attack, and fullhops over, crossing him up and getting the bair. This is a really cool trick; if you ever look at old Fox dittos (like KoreanDJ vs PC Chris), they do this a lot, and it’s really effective, plus it almost always gets the strong hit. So Jman’s off the edge. Joey goes for the shinespike, since he’s in a shine-spike mood after getting the last stock with the last one, but it misses. Jman gets the edge, and comes up with a bair, but Lucky waits a little bit to grab the edge. He shine wavelands up onto the edge, sees Jman already up in a nair, and rolls away back to the middle. Lucky gets the next nair. He jumps up to cover the illusion with a bair, but misses it. At this point, both players are mainly trying to hold on.

They reset to neutral Joey does a forward smash, giving Jman time to run away. Jman runs in with a nair, shields afterward out of fear and gets grabbed. It looks like Lucky psyches him out with tricky wavedashes; he was waiting for the nair. Jman likes to approach with a nair after lasering sometimes, but he got punished for it here. (My guess about this whole thing is that opponents get tricked into thinking they have some extra space, since not as many foxes are as technical as Jman, and usually keep running away after lasering, but then eat a nair after he comes back in after the lasers. Joey doesn’t fall for it.) Grab, upthrow onto the platform.

Flying by the seat of his pants, Joey goes up with a forward air (again, probably a technical mistake, but he’s rolling with it). Lucky shines, which connects on his shield long enough to buy him a little extra time, and then he crosses up Jman’s shield with a bair, and shines again. He does another bair, which catches Jman’s jump out of shield. Lucky jumps up high to catch the firefox, but realizes he won’t make it. He jumps way forward, anticipating the safe recovery, and gets the strong bair on Jman’s high firefox.

The next angle is really nice. Mango even says it, LOL. Jman firefoxes parallel to (or a little above) the platform. Joey does a high bair from the ledge, which would have covered the straight recovery onto the platform. Jesus flies right down in between Lucky and the edge, and the distance works out perfectly, so he lands on the stage with no lag. Jman shields, but drops it when he realizes he tricked Lucky, and shines after he gets jabbed.

After Jman short hops out, Joey illusions underneath his double-jump. (There were a lot of times where they could have punished these illusions better, with bair or something, but in the interest of not being too critical, I’ll just say that I absolutely would not have thought of it, and I’d like to point out that they’re both in the grand finals of an extremely large and tiring tournament, at the end of a close match. They end up letting each other back on a lot of the times because it’s safer, and they’re both kind of scared.) Jman nairs over Lucky and gets dash attacked for his troubles. He’s off the edge, and more illusion shenanigans happen. Jman goes straight for the stage, while Lucky runs off and illusions to cover the edge. Reading his approach, Joey does a shine-wavedash back onto the stage, and upsmashes Jman for the kill. Because of tournament pressure, strength of will, shinespikes, or whatever, the pace of the match is a little bit faster. Joey, who is a bit better at improvising (or Jman was more nervous), keeps it up and claws his way back to last stock.

As he comes down, Jman approaches with an invincible nair (this is a really nice idea, by the way), and jabs to cover the run-through. The jab hits, Jman connects it to a grab and bairs. Lucky shines, uses his jump, and misses the sweetspot angle for a slightly disappointing finish to game 1.
 

joeplicate

Smash Master
Joined
Nov 30, 2008
Messages
4,842
Location
alameda, ca
ALRIGHT
(btw I reserve the right to triple post in my own thread haha)

So that's all done for now.

In the meantime, give me your thoughts on the rough draft/full(er) transcript.

What could you do without, should I look for different things, etc etc.



ALSO
Does anybody know how to make like a spoiler thing, to where you can click on the link and have it show up in a little black box or something? I tried code, but you need to have a hard return for every single enter, or else each paragraph is just one line, and I don't wanna go back and reformat it. I swear I saw a mod show someone how to do something like this, that would be cool.

So cool! I'm done with this for the day, cause it took me a really long time.

Anyway, gimme your thoughts. :)

Later
 

TheCrimsonBlur

Smash Master
Joined
Jan 2, 2005
Messages
3,406
Location
LA, CA near Santa Monica
Very good! Really refreshing to see analysis like this for Fox dittos. Since I am a Marth main, I can't really see Fox matches at the same depth that a Fox main can, so this really helped my understanding of the matchup.

+rep for mr. replicate!
 

joeplicate

Smash Master
Joined
Nov 30, 2008
Messages
4,842
Location
alameda, ca
it definitely is a ****load of text



that being said, i wonder what's the most useful way for people to read this information

what are the good parts, what's bad, what could you do without, etc.

is it useful to have such a thorough analysis, or should i focus on only the big trades/edgeguards, combos, or runs for percent?

i feel like the best parts were when i was talking about trading stocks, and making decisions based on %, and shield pressure

i HOPE i got most of the reasons behind the reads right, but if not then some player could look at that part and give their reasoning behind what happened


the main question:
what should i edit out?

(and thanks for the props, too)
 

Violence

Smash Lord
Joined
May 31, 2010
Messages
1,249
Location
Vancouver, BC
This is **** incarnate.

I'm going to enjoy reading the rest of this tonight.

Personally, I think it would be really awesome if you could somehow make it into a video by playing it in slow motion as you vocally describe what's going on, but that's a ton of work on top of what you're already done, so I dunno if you wanna do that.

It just makes things easier to follow, I feel.

All the same, this *****.
 

bolt.

Smash Ace
Joined
Nov 10, 2008
Messages
715
Location
Geonnecticut
Sooooooooo good!!!!!!!!!!!!!!!!!!!!!!!!!!!! Wow great job! How much time did you put into that? 0_0
 

Signia

Smash Lord
Joined
Feb 5, 2009
Messages
1,157
This may be beyond your capabilities, but it would be great if someone could put the text in with the video, so that we can find and watch the scenes that are discussed easier. It would also be quite a bit more entertaining.
 

joeplicate

Smash Master
Joined
Nov 30, 2008
Messages
4,842
Location
alameda, ca
thanks bolt, it took me a really long time (like a whole morning, 4 or 5 hours lol)


signia, that definitely is a little too much, since i don't have a video editing program or whatever and this is still in rough-rough-rough draft form, and i'm not even sure people like it yet or if i'm willing to put in the rest of the work to do full sets lol

what i COULD realistically do is put in the times where everything happens in the video as timestamps, or something like that.

other than that, for the videos, maybe i could do a commentary-like thing explaining all my thoughts, but i think it'd be hard to edit together. if anyone had some advice on how to do this (pretty sure it's what the majority of people want), i'd love to hear it :)
 

Lovage

Smash Hero
Joined
Apr 15, 2007
Messages
6,746
Location
STANKONIA CA
sometimes it's fun if your video starts to buffer, to analyze the situation for the 5 seconds until it loads or whatever, i like to think of the options both players have at that moment, and then once the video starts to load i think about what the option they chose says about their playstyle

yea but i dont have the patience to really analyze whole vids like that lol
 

UltimateHaxor123

Smash Apprentice
Joined
Nov 1, 2009
Messages
114
Location
Irving, TX
This is really useful and awesome!

Not only did this help me w/ the fox ditto matchup, it also gave me insight to the game itself

please do one w/ marth next :D
 

FortGar

Smash Rookie
Joined
Jan 22, 2011
Messages
13
That's really cool, it's really helpful for noobies like me who just watch a video and copy the moves without too much thought behind why such a move was used.
 

joeplicate

Smash Master
Joined
Nov 30, 2008
Messages
4,842
Location
alameda, ca
i was doing this with my own set vs hugs that just got put up


i really think it's a valuable thing to do
the only problem is that it absolutely fries your mind and it's hard as ****

another possible thing i could do with this in the future is like
pick out a few things from a match that are really important, or that played a big factor in the match
and then write about the category they belong to

like "shielding and its many uses," then point out examples where i should've moved out of shield faster, chosen a different move oos, how momentum gets affected by shield play, etc

or another one i was thinking about doing, "the value of 'seeing' fast"
which would be about using reactions, keeping a calm head, and processing the game on a faster level, and why it's useful

at this point, i'm thinking i could either:
1. go through sets/individual matches with my own commentary, and if i did it would probably be in video form (i'll edit it somehow haha)

2. pick out the important moments in a match in an essay-type thing, and use it to make generalizations about the players/what happened each match, and the skills that won the match IMO

3. what i just talked about, taking specific examples (and doing the most detailed analysis on them), but only pertaining to a certain theme, like using your shield or hitting tech skill based on a certain matchup

i mean, a "smash digest" can be whatever you want it to be, but the main goal of it would definitely be to analyze videos and make some comment on them, "digesting" information in some way, so to speak =P

really i'm just posting cause this was in my post history, but anyways, i thought i'd keep everybody updated with my thoughts on the project :)
 

Brookman

Smash Hero
Joined
Oct 20, 2005
Messages
6,202
Location
pikachu
I do want to help out with this but I'm soooo busy. I haven't even gotten started editing those Mass Madness vids ft. KDJ yet. Hell, I haven't hardly looked at them.


as a note: you can only process the game at the same speed of the game. i.e. 60 frames a second. You can strategize about the game at a faster level but if you try to play/view the game faster you're screwed.

Once you can see every frame in the game it becomes amazing.
 

joeplicate

Smash Master
Joined
Nov 30, 2008
Messages
4,842
Location
alameda, ca
hahaha

I'm not entirely sure that humans can "see" the game at a full 60 frames per second.


If I were to hazard a guess, I'd say that the fastest person can see the game every 5-10 frames or so? The average human reaction time is something like .2 seconds for an anticipated, yes-or-no response. (Simple reaction time- responding to one stimulus which you're expecting)

People are also really hyped up in tournament, so I'd imagine that they're reaction times are a good deal faster than normal. I think that, even though smash technically involves multi-stimulus reaction scenarios, anticipating your opponent (reading) can boil it down to a lot of single-stimulus, simple reaction scenarios.

So.... 10 frames? 5 frames?

But I agree wholeheartedly; analyzing the game at a fast pace is super important.




Anyways, that's not really what I wanted to say. I made a decision that I'm gonna finish this, and stick with it. I have a tendency to start a lot of things, and go through with them halfway, but never really see them through to completion.

So this will be one of the things! I'm gonna work on it tomorrow, hopefully get the rough drafts of matches 2 and 3 done (maybe 4 even? depending on time), and have a good, edited version up sometime closer to the end of the week.


:) :) :) :)

For this one, I'll stick with the text-based approach. More deliberation after I finish the rough drafts, since basically from that point I can edit them down to whichever form would be the best.

Get hype!!
 

Mokumo

Smash Ace
Joined
May 6, 2007
Messages
885
Location
Boston, Massachusetts
yeah kage.

this digest thing is amazing though, if we have a lot of these of a lot of games that are at the highest level of play, i'm sure we can all improve.
 
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