Exceladon City
Smash Hero
Alright, so I'm totally stealing this idea from the ICs.
http://www.smashboards.com/showthread.php?t=297005
It's a thread about mental notes that you take whenever you're practicing and jotting them down. So, I think this will be a pretty good thing to utilize. Especially, if you're a scatterbrained mess like me. So compile a bunch of your personal notes that you refer to when you're practicing and I'll archive them here.
With that being said, let's get this underway!
NOTES
K.I.D Goggles
Kuraudo
InCom
Sonic Storm/Joshua
Excel
Kojin
B.A.M
http://www.smashboards.com/showthread.php?t=297005
It's a thread about mental notes that you take whenever you're practicing and jotting them down. So, I think this will be a pretty good thing to utilize. Especially, if you're a scatterbrained mess like me. So compile a bunch of your personal notes that you refer to when you're practicing and I'll archive them here.
With that being said, let's get this underway!
NOTES
K.I.D Goggles
-If your opponent gets your first stock off first, and they are at kill percent, dont get antsy for the kill. calm down, stay safe and remember their low% set ups and avoid those. if you can do that, youll usually be able to punish naturally with something that kills.
-I know it gets annoying when you pull that good bait and hit with the ASC at 190 and it didnt kill, but your first priority should be not dying/getting hit, and hitting/killing second.
-I know it gets annoying when you pull that good bait and hit with the ASC at 190 and it didnt kill, but your first priority should be not dying/getting hit, and hitting/killing second.
Kuraudo
-Should you get the first stock, don't be antsy to build up damage or go aggro. It's most advised to play an extremely passive-aggressive game when you're in the lead, punishing mistakes and then resetting the situation. The clock works in your favor as the fastest character in the game. Make them play your game to reduce the chances of losing your stock and otherwise forcing more aggression out of you.
That being said, do not spend the entire game running away. Unfortunately, there are plenty of characters who can capitalize on predictable habits if you constantly try running away.
In conclusion, when you have the lead as Sonic, the #1 thing to keep in mind is to be very selective in the fights you pick with your opponent.
That being said, do not spend the entire game running away. Unfortunately, there are plenty of characters who can capitalize on predictable habits if you constantly try running away.
In conclusion, when you have the lead as Sonic, the #1 thing to keep in mind is to be very selective in the fights you pick with your opponent.
InCom
-NEW PLAYERS (and maybe a few old ones): You will suck. You'll screw up, you'll SD, you'll get outplayed, you'll get read. I'm in that stage myself. Work through it. When you lose in Brawl, it's because you made mistakes. When you make mistakes, it's an error in knowledge (of opponents, of characters, of stages), focus, or technical skill.
-ALWAYS be thinking. If you go on autopilot in tournament, you will lose. If you go on autopilot in practice, anything you learn will not stick. Finally, do not let ANYONE or ANYTHING keep you down. Yes, you suck now, but you won't suck forever IF you keep your head up and keep moving forward.
tl;dr Knowledge, focus, technique, thought, optimism. The best have 'em.
-ALWAYS be thinking. If you go on autopilot in tournament, you will lose. If you go on autopilot in practice, anything you learn will not stick. Finally, do not let ANYONE or ANYTHING keep you down. Yes, you suck now, but you won't suck forever IF you keep your head up and keep moving forward.
tl;dr Knowledge, focus, technique, thought, optimism. The best have 'em.
Sonic Storm/Joshua
-Once the opponent gets to 145-150%, don't start thinking that now's the time to nail the Fsmash, Bair, or the Dsmash. Becoming single-minded to get the kill will just lead you to making predictable movements, taking damage, and possibly getting KOed yourself. Just continue to tack on small bits of damage while still maintaining a safe position and a safe game; the wider percent gap, the better, and it's not like those three moves are going to suddenly stop KOing at higher percents. And remember that 3 moves - Uptilt, Nair, and Uthrow - become KO options 30-40% later, and those moves are below reaction time, making them somewhat easier to connect with.
Long and short of it, don't suddenly change your style as soon as the opponent is in KO percentages. Continue the hit-and-run style Sonic excels at, and wait for the opportunity to present itself to hit with one of your better KO moves (laggy move, rolling, land-camping, etc.), and if that opportunity never comes, the other three moves can do the job nicely.
Long and short of it, don't suddenly change your style as soon as the opponent is in KO percentages. Continue the hit-and-run style Sonic excels at, and wait for the opportunity to present itself to hit with one of your better KO moves (laggy move, rolling, land-camping, etc.), and if that opportunity never comes, the other three moves can do the job nicely.
Excel
-Learn your problem areas and conquer them. If you can't identify them, have someone critique you; they may see more than you.
-It's annoyingly easy to fall into patterns with Sonic. Whether it's approaching, defending, getting kills or something as simple as running away, you need to know how to mix-up everything you do or it's curtains.
-Learn the percentages, spacing and decay for all attacks; Bair and Dash Attack, especially. It's very important to know when and where the move -is- punishable and when it -becomes- unpunishable and how often you should use them.
-It's annoyingly easy to fall into patterns with Sonic. Whether it's approaching, defending, getting kills or something as simple as running away, you need to know how to mix-up everything you do or it's curtains.
-Learn the percentages, spacing and decay for all attacks; Bair and Dash Attack, especially. It's very important to know when and where the move -is- punishable and when it -becomes- unpunishable and how often you should use them.
Kojin
-Be able to identify from a basic matchup standpoint the opposing characters main zoning/footsies tools before the match even starts. Then adjust depending on their dependencies of certain moves.
-Know the matchups that require more emphasis on spacing with moves like bair, and which ones allow more usage of your spindashes. I simplify most matchups like this and if helps give me a clear goal headed into a match.
-Use the clock. Sonic racks up damage very quickly off mistakes so you can afford to not to rush at them simply because they have a life lead. take your time when searching for that opening, but do it in a fashion the keeps sonic moving or keeps sonic unpredictable, outside of their maximum smash/ tilt range.
-Against good players, most gimmicks only work once in a set, if at all. I try to limit myself to one trick a match.
-If getting the kill is too risky, then go for the time out to force the opponent to approach. This also applies to if you get an early kill/gimp in the game. make them work for their kill if they are behind, even if that means they have to chase you for extended periods of time.
-Get a general idea of the out of shield options of the characters you play against the most in your region, then for most matchups. This will play a factor into how often you will get a chance to bait spot dodges and attacks and punish. For example, Sonics should be more prepared to bait and punish spotdodge> jab attempts from yoshi more than others, know why and exploit these flaws to simplify sonic's strategy.
-Know the matchups that require more emphasis on spacing with moves like bair, and which ones allow more usage of your spindashes. I simplify most matchups like this and if helps give me a clear goal headed into a match.
-Use the clock. Sonic racks up damage very quickly off mistakes so you can afford to not to rush at them simply because they have a life lead. take your time when searching for that opening, but do it in a fashion the keeps sonic moving or keeps sonic unpredictable, outside of their maximum smash/ tilt range.
-Against good players, most gimmicks only work once in a set, if at all. I try to limit myself to one trick a match.
-If getting the kill is too risky, then go for the time out to force the opponent to approach. This also applies to if you get an early kill/gimp in the game. make them work for their kill if they are behind, even if that means they have to chase you for extended periods of time.
-Get a general idea of the out of shield options of the characters you play against the most in your region, then for most matchups. This will play a factor into how often you will get a chance to bait spot dodges and attacks and punish. For example, Sonics should be more prepared to bait and punish spotdodge> jab attempts from yoshi more than others, know why and exploit these flaws to simplify sonic's strategy.
B.A.M
- Always know what typical DI for main punishing option at certain percents so that you can get at least one easy follow up
- know your frame traps vs certain characters
- capitalize on the angle of your opponents weakest aerial; thats where aerial frame traps are most potent
- remember that dash attack awesome for punishing ppl who are trying to space you due to its long reach and easy follow ups when you hit with the very last hitbox.
- SPACE UAIR ALWAYS. it makes juggling so easy. its sh ff variant is a really nice approach again medium to large characters and is even valid vs small characters who are aerial heavy. it is one of the safest approaches provided ur buffering is on point
- cool down. dont be too eager to buffer otherwise miss the buffer window. its a big window, so just relax and wait for it. ish aint like some other fighters
- remember to always your conditioned punishes to full effect. dont waste time conditioning just for one hit (unless it kills) wait for the perfect opportunity for max output.
- at mid high percents relax on the bair usage unless a definitive read is there ( or if your grab game is workin out) our easy juggling usually refreshes it in time for an offstage kill with a bair.
- If the kill is coming to you, revert to safe damage and our strong dash shield game. Combined with pummels, uthrow and fthrow do a ton of damage allowing us to open up other kill options like uair, utlit, and gimps.
- always be aware of 80 -95% for characters. if you can punish a mistake with ftilt, tipper dtilt, or jab combo you have a jab lock ( least likely) or a tech chase. this could end up with an opponent offstage allowing for a potentially 'early' kill via edgeguard.
- always watch recoveries in three advantageous positions: on the ledge with invincibility, on the edge, or at the tip of fsmash's range from the edge. running off and being aggressive is good when they are pressured, however watching their recovery from those areas give a ton of options that you can punish with provided ur reaction speed is there. It also gives a ton of information of an opponents goto which may prove useful in for an early stock gimp
-when you are ahead a stock, remember you can reset every bad situation by running away. use our strong dash shield and spacing options. you can maneuver around them while doing these things to appear that you are the aggressor. After they are in the air, then you can be aggro and create a bigger lead. Also if spindashing, delay it at times to see what theyd try to punish it with. Knowing what theyre going for is invaluable.
- MOST IMPORTANT: understand what spacing makes them tick. use your speed to figure out where they get uncomfortable and their response. All you need is that one hit to start the damage racking. This makes it safer to get it in.
- know your frame traps vs certain characters
- capitalize on the angle of your opponents weakest aerial; thats where aerial frame traps are most potent
- remember that dash attack awesome for punishing ppl who are trying to space you due to its long reach and easy follow ups when you hit with the very last hitbox.
- SPACE UAIR ALWAYS. it makes juggling so easy. its sh ff variant is a really nice approach again medium to large characters and is even valid vs small characters who are aerial heavy. it is one of the safest approaches provided ur buffering is on point
- cool down. dont be too eager to buffer otherwise miss the buffer window. its a big window, so just relax and wait for it. ish aint like some other fighters
- remember to always your conditioned punishes to full effect. dont waste time conditioning just for one hit (unless it kills) wait for the perfect opportunity for max output.
- at mid high percents relax on the bair usage unless a definitive read is there ( or if your grab game is workin out) our easy juggling usually refreshes it in time for an offstage kill with a bair.
- If the kill is coming to you, revert to safe damage and our strong dash shield game. Combined with pummels, uthrow and fthrow do a ton of damage allowing us to open up other kill options like uair, utlit, and gimps.
- always be aware of 80 -95% for characters. if you can punish a mistake with ftilt, tipper dtilt, or jab combo you have a jab lock ( least likely) or a tech chase. this could end up with an opponent offstage allowing for a potentially 'early' kill via edgeguard.
- always watch recoveries in three advantageous positions: on the ledge with invincibility, on the edge, or at the tip of fsmash's range from the edge. running off and being aggressive is good when they are pressured, however watching their recovery from those areas give a ton of options that you can punish with provided ur reaction speed is there. It also gives a ton of information of an opponents goto which may prove useful in for an early stock gimp
-when you are ahead a stock, remember you can reset every bad situation by running away. use our strong dash shield and spacing options. you can maneuver around them while doing these things to appear that you are the aggressor. After they are in the air, then you can be aggro and create a bigger lead. Also if spindashing, delay it at times to see what theyd try to punish it with. Knowing what theyre going for is invaluable.
- MOST IMPORTANT: understand what spacing makes them tick. use your speed to figure out where they get uncomfortable and their response. All you need is that one hit to start the damage racking. This makes it safer to get it in.