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Gotem City Vigilante
So, I've been thinking about this for a while. An extremely common problem amongst melee players of ALL LEVELS is their inability to truly switch up their general strategy from matchup to matchup. Players often find success in 1-2 matchups, feel a well-deserved sense of accomplishment (perhaps after beating a number of skilled players in those matchups), and subconsciously use this same general strategy (mostly talking about neutral game and setups) or they don't adjust nearly as much as they should in other matchups and get rekt.
This is due to (but not limited to) the following 2 reasons.
1. Melee's depth. Most of the characters in this game differ quite a bit, in many ways. The sheer number of options in any given situation vary significantly from character to character, and the options themselves vary immensely regarding their general properties (what they accomplish, how safe they are, etc.). This variance is amplified by the changes to the game brought forth by the differences in the legal stages, and high variance of play styles between players that play your current opponent's character.
2. Limitations of the human mind. Although we realize all characters are different, and even new players understand that it isn't optimal to play the same way (or even similarly in many cases) against all of them, we often do it anyway. We often can't see why we lost to the mid-level Samus when we just beat a high level Ice Climbers, and reach for justification in our minds. This can be blaming our own character, blaming your opponent's character, blaming the matchup, blaming ourselves for the wrong reasons, or finding any other excuse that isn't 100% accurate. This can be due to denial, but it's most likely due to one's inability to thoroughly analyze the situation, one's inability to recognize his or her own habits, or one's inability to adjust/adapt in a timely manner.
As a result, numerous melee players get frustrated, they feel the need for a secondary or even a tertiary character (or the possibility of dual maining), or search for simple solutions to a complex problem, when this might not be the best course of action-- but it could be).
There exists an issue of any character's general effectiveness in relation to the current metagame. Take Amsa for example. He rarely gets 1st place in Japanese tournaments, but it's by far the highest nationally ranked player from Japan. This has a significant effect. On the polar opposite side, if one chooses to main fox, they know they must become an exemplary, well-rounded fox to make waves in today's meta.
There is also the point that some characters do much better as a solo-main character, strategy-wise. Take Ice Climbers for example. You have to respect each opponent differently, but at the end of the day you're playing patiently and fishing for a grab. In contrast, although sheik is often incorrectly viewed as a vastly simplistic character, she has to switch her style significantly between matchups (some are best fought through ground game, some more aerial based, and the punish game isn't always as easy as ftilt+fair lol). The characters that require the most adjustment between matchups augment the problem I've tried to address in this thread. The goal of this thread to provide discussion on this topic, which could be accomplished by answering questions similar to these:
1. Which characters require the most variation between matchups? Do they require secondaries at high level (opinion)?
2. Which characters can see the most success while relying on one general strategy?
3. What can be done to address this issue in-game (big one)?
4. Which players have best conquered this issue?
5. What characters are the most untapped?
Tell me what you think. I know this post isn't well organized, but hopefully you guys can see my general points.
This is due to (but not limited to) the following 2 reasons.
1. Melee's depth. Most of the characters in this game differ quite a bit, in many ways. The sheer number of options in any given situation vary significantly from character to character, and the options themselves vary immensely regarding their general properties (what they accomplish, how safe they are, etc.). This variance is amplified by the changes to the game brought forth by the differences in the legal stages, and high variance of play styles between players that play your current opponent's character.
2. Limitations of the human mind. Although we realize all characters are different, and even new players understand that it isn't optimal to play the same way (or even similarly in many cases) against all of them, we often do it anyway. We often can't see why we lost to the mid-level Samus when we just beat a high level Ice Climbers, and reach for justification in our minds. This can be blaming our own character, blaming your opponent's character, blaming the matchup, blaming ourselves for the wrong reasons, or finding any other excuse that isn't 100% accurate. This can be due to denial, but it's most likely due to one's inability to thoroughly analyze the situation, one's inability to recognize his or her own habits, or one's inability to adjust/adapt in a timely manner.
As a result, numerous melee players get frustrated, they feel the need for a secondary or even a tertiary character (or the possibility of dual maining), or search for simple solutions to a complex problem, when this might not be the best course of action-- but it could be).
There exists an issue of any character's general effectiveness in relation to the current metagame. Take Amsa for example. He rarely gets 1st place in Japanese tournaments, but it's by far the highest nationally ranked player from Japan. This has a significant effect. On the polar opposite side, if one chooses to main fox, they know they must become an exemplary, well-rounded fox to make waves in today's meta.
There is also the point that some characters do much better as a solo-main character, strategy-wise. Take Ice Climbers for example. You have to respect each opponent differently, but at the end of the day you're playing patiently and fishing for a grab. In contrast, although sheik is often incorrectly viewed as a vastly simplistic character, she has to switch her style significantly between matchups (some are best fought through ground game, some more aerial based, and the punish game isn't always as easy as ftilt+fair lol). The characters that require the most adjustment between matchups augment the problem I've tried to address in this thread. The goal of this thread to provide discussion on this topic, which could be accomplished by answering questions similar to these:
1. Which characters require the most variation between matchups? Do they require secondaries at high level (opinion)?
2. Which characters can see the most success while relying on one general strategy?
3. What can be done to address this issue in-game (big one)?
4. Which players have best conquered this issue?
5. What characters are the most untapped?
Tell me what you think. I know this post isn't well organized, but hopefully you guys can see my general points.