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So I have no idea on how to play Project M

darkflameknight

Smash Rookie
Joined
Aug 11, 2013
Messages
4
Recently my friends have picked up on this mod and I've gotten my ass kicked to hell and back. I have a tendency to blindly charge in, use up all my air jumps, get juggled, get caught in a combo game, get edge controlled, and very much fall prey to getting caught in the middle of an attack. I've been playing super smash bros since the N64 days.

Can anyone help me to get better? I have no idea on any of the fighting terminology that people use.
 

Paradoxium

Smash Master
Joined
Sep 7, 2012
Messages
3,019
Location
New Sand Fall
One thing you can try is wave dashing backwards every time someone tries to attack you, it opens them up when they commit to an attack. It's gimmicky but it can throw off a lot of people who aren't that good.


But really the most important thing is probably shffling.
 

Nguz95

Smash Lord
Joined
Apr 20, 2013
Messages
1,419
Location
Washington, DC
Just get shffling, then focus on strategy. Watch your opponent at all times, choose what strategy you want to take. You can either wait until your opponent makes a mistake, or be real aggressive and force the issue. Your playstyle depends on your personality. Once you have discovered a playstyle, focus on simple combos and punishes, things you can hit every time. From there slowly add the more difficult technical stuff until you have move combo options.

Don't make the same mistake I did. Focus on strategy first, then add the technique. Pick a character, then watch other people play him to pick up basic combos. Good luck!
 

Kati

Smash Lord
Joined
Mar 22, 2010
Messages
1,471
One thing you can try is wave dashing backwards every time someone tries to attack you, it opens them up when they commit to an attack. It's gimmicky but it can throw off a lot of people who aren't that good.


But really the most important thing is probably shffling.
nah that ain't gimmicky. It's good spacing and the equivalent of any other fighting sport where one backs up to punish the opponent. Just don't make it predictable, or else they will start punishing you in time.
 

Paradoxium

Smash Master
Joined
Sep 7, 2012
Messages
3,019
Location
New Sand Fall
Well I meant its gimmicky when you do it over and over again with no mix ups, then your opponent starts to realize whats going on
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
Can anyone help me to get better? I have no idea on any of the fighting terminology that people use.
One of the most fundamental aspects of any fighting game is spacing: the use of moves through their optimal range and the combination of moves and movement to safely use an attack without leaving yourself open. Jigglypuff's "Wall of Pain" (Using her Backward Aerial A attack while weaving in and out to create a virtual "wall" that the opponent can't safely get past) is an example of a strong spacing option.

The other aspect that is of the utmost importance is understanding zoning: Your position on stage compared to your opponent's, and knowing what options both players have at any given time based on those positions.

These two principles go hand in hand and often overlap. For example, knowing the range at which Fox can dash, do a short hop ("small jump"), then land a nair (neutral aerial a), involves a knowledge of zoning (Where can Fox use Nair?), and an eye for spacing (Has Fox moved into nair range already?). This particular example is explored in Lucien's popular spacing tutorial.

"Instead of trying to think 'when is he going to nair?' think of it as 'in case he nairs.'"

"Stay as close to the fire without being burned."
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
Four places to focus (in order of maybe importance):
1. SHFFling (mastering each part of the short hop (using x or y), using the cstick or a button for aerials (cstick preferred on many characters), the fast fall and the elusive l cancel (you can use r, l, or z to do it).

2. Teching: Miss a tech and the combos will continue. But don't spam "l" or "r" because you wont be able to tech for 20 frames after a failed tech. Maybe hit up a cpu and focus on it.

3. DI: Directional influence. There's a whole lot to be said on the topic but the basics is when you are hit by any attack, you have the ability to control your trajectory by using the analog stick. If you are being thrown or combo'd, try holding the analog stick towards or away from the opponent to make the next links of the combo harder to connect with. If you are being hit by a kill move, you want to hold the analog stick perpendicular to the kill move's trajectory, as that will bend the trajectory in the most favorable way for your survival.

For example, a move that kills you straight up like fox's usmash should be DI'd left or right (perpendicular). Most kill moves in the game send you up and away from the stage, so the best way to DI a kill move is generally up and towards the stage.

4. Wavedashing. Learn how to do it and of some of its uses on mobility. Its good to dash in a direction and wavedash in the opposite direction (feign a commitment), or to wait for an incoming attack and wavedash back into doing whatever punish you want.

Finally, remember the basics. Shielding is VERY good, doing quick aerials Out of shield is very good, shield grabbing will destroy most amateur approaches (this is where you hold shield and hit a), crouch canceling is good (holding down reduces knockback of attacks by 1/3, allowing you to counter attack).
 
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