technomancer
Smash Champion
- Joined
- May 17, 2006
- Messages
- 2,053
Signups are always open! Lesson 2 is posted.
We're Looking for a Second Instructor - PM me if you're interested
Teacher's Note: Technomancer is busy moving to Vegas, and will not be available to update this thread for a few days, starting Wednesday.
Assignment 3 and Homework 3 are now Posted, this weeks topic is Lasers! Instructor's Note: I assigned all the laser techniques that I can think of that are commonly useful, but that doesn't mean they apply to all situations and should be spammed relentlessly with your new mixups. Remember, top players like Bombsoldier, Lambchops, Forward, and Shiz hit with a HUGE percentage of their lasers, usually almost all of them are either right on target, hitting a shield, or narrowing down a valid option. Lasers should always be aimed at something in match play.
*School Goals*
- Improve Quality of Play in SSBM. Playing to win, as opposed to playing flashy and risky, and improving the well-roundedness of intermediate level Falco players, enabling them to better adapt to many situations and allowing them to enjoy the competitive scene in a frustration-free way that comes with learning and making friends.
- Improve Technical Consistency. Falco is a technical character, and learning to combo to the full extent of his potential, laser effectively in varied environments (being able to build damage and camp on stages like Brinstar, Rainbow Cruise, and Poke Floats, and using platforms), and shield pressure.
- Improve Mental Fitness. As a game where the choices you make during a match, during a set and even attitude outside of the game affect your ability to compete, SSBM requires a high level of understanding and decision making before you even sit down to play. Knowing the ins and the outs of the mental game makes players more confident and more successful, because having a plan is always better.
- Provide Personal Help. Most posts on smashboards and gamefaqs are answered generically, the same advice handed out in every thread, often times with multiple people chiming in just to agree, repeat someone, or tell you to play more like the pros. However, your friend's Link probably plays nothing like my friend's Mario, and the school prides itself on developing personal solutions that guide individuals to an advanced level of thought and play.
Instructors
Technomancer - Head Instructor/Organizer
Other Instructors please PM me, link me to some of your good posts. All I require is a good knowledge of the game w/ tourney experience, some relevant posts on smashboards, and a history of improvement, and being named DaShizWhiz... lol just kidding.
Smashboards.com - You guys are welcome to chime in when you have something to say :D
Student Application
Post it up or PM me, either is fine.
- Name/Handle
- Your region
- A short description of what you know, why you play the game, and what you'd like to learn. Let us know if you can SHL, Wavedash, Dash-dance, etc.
Lesson Plans See Old Lessons Here!
Assignment 3
Laser (omg hax) practice
Variety Drills
Spamming standing SHLs is an ok strategy, but if that's all you do then people will just jump over it. Here's some variety drills to teach you about different tricks to do with your best (but never your only) weapon
Perform each of the following types of lasers 3 times in a row.
SHL - Standing
SHL stands for Short Hop Laser
SHL - Approaching
Smash Forward to dash, center the stick, jump, press B to fire a laser then quickly tap down to fastfall. Try to dash and jump again immediately. 3 times both directions.
SHL - Turn-around Left
Fire an SHL facing left, then short hop again, quickly tap away on the stick and center it, and fire again. You should perform a second laser facing the opposite way that you started. Repeat this to turn around and face the first direction, and then repeat the whole thing 3 times total.
SHL - Turn-around Right
Same as above, just start by firing right.
SHL - Retreating
Combine the approaching laser with the turn-around lasers to perform retreating turn-around lasers. Dash in a direction, jump, tap in the opposite direction, quickly center the stick, press B, and fastfall. 3 times each direction.
Hova is exempt from this exercise.
Retreat Approach Retreat
Do a retreating laser, an advancing laser, then another retreating laser, and repeat the whole thing 3 times.
Pivot Reverse Laser
Dash, and then press the opposite direction and jump in the same moment, then just do a standard SHL to do a pivot lasers. Your jump won't have any momentum behind it, and this is very good for keeping tight on someone.
Slowzer
Short hop, and hold off a second before firing the laser, and don't fastfall. Try to make the laser come out as low as possible. This is just a timing mixup, and can be good if people are power shielding your lasers.
FH3L - Full-Hop, triple Laser
Full hop and tap B immediately and repeatedly to fire three lasers in one jump. The first two should come out at approximately the same height, and you should get in the habit of fastfalling after the third laser comes out.
DJFF (doublejump fastfall) Double Laser
Jump, and double jump IMMEDIATELY, and press B to fire the first laser, which should come out at the height of your jump, where you can quickly fastfall and fire a second laser as you hit the ground. You should be able to get the second laser at ground level.
DJ Platform Double Laser w/ Platform Drop Laser
Double Jump under a low platform, and press B twice to perform a double jump platform laser, so you can shoot two nicely placed lasers and then cancel the lag on the platform. Try to fastfall after the second laser comes out to improve your speed even more. Then drop (or Isai Drop if you know how) through the platform and fire another laser before you land.
EHDL - Edgehop Double Laser
Grab the edge, press down, then X to jump, then center the stick and press B twice, while pressing forward on the stick so you land on the stage. If your lasers are unreasonably high, practice dropping a little lower until you get the applicable height, and if you are missing the second laser, just practice pressing B as fast as you can after you jump.
Bonus: Combinations -
If you like, you can work on combining the different laser/jump types, in ways that make sense to you, that you would use in a match.
Technical
LPM Drill: 1 minute
Set a match timed to 1 minute, or just time yourself in training mode, with an empty second player, and SHL in place until the timer expires. Try to make sure each laser comes out at a low height (pay attention to the laser and fastfall timing).
Laser-Shine-JC Grab
Grab a lvl1 Bowser, set the handicap to 9 and yours to 1, and practice SHL Approaching into a quick shine, then quickly Jump-Cancel-grabbing out of the shine.
To JC Grab, simply press Up and Z at the same time. The jump will cancel the shine, but the grab will cancel the jump at the same time.
EHRDL
Edgehop reverse double laser combines EHDL with reverse lasers. Drop from the stage, double jump up, and tap away from the stage, then quickly center the stick and fire two lasers out into space. Good for building a little damage and setting up for a low edgeguard or game-ending spike.
N-air to laser catch to ?
Catching someone as they are falling can be advantageous to catch them off-guard. In training mode, set a DK to around 60%, and SHFFL an N-air at him, then run forward and do an approach laser to catch him as he falls, but try to be in range of a jab when you're finished, so you can follow up with a jab, up-tilt, f-tilt, grab, or f-smash, or another aerial if you like.
Homework 3: Some Light Reading
LuninSpectra's Seven Habits of a Professional Smasher
http://smashboards.com/showthread.php?t=73021
Lunin is a highly respected smasher, and a year ago was one of the most exceptional up-and-coming players in the game, winning a number of major CA tournaments (beating great players like Silent Spectre, and almost taking down Forward). Perfectly technical as well as creative, this article is a great read on how to take your game to the next level, no matter what your current skills are.
Questions 1-7:
Briefly describe all seven of the habits. Easy enough, right?
8. Pick one of the habits that you feel to be important but don't implement well into your game. Describe in short how you could change your style to better implement that habit, and give a basic drill that you could do, either alone, or with a partner, that would focus on improving that habit.
Bonus - read the discussion thread for more insight if you like, though it may be old, lengthy and full of flames.
Bonus: 9. Take the time to run through four stocks of imaginary play in your head, and try to think of four different ways to spend a stock building damage, four different ways to set traps and land a powerful attack or setup using those damage building methods, and four different ways to KO or edge guard the same character once you have them off.
Grading
Assignments will be graded Complete/Incomplete and you can rate yourself if you like and I'll include that in your grade. Assignments count as 50% of your total grade. Even if you already perform a tech well, you'll be expected to complete the required assignment for that tech.
Homework will be five questions per lesson, questions assigned count for 40% of your total grade (8 points each).
Activity will be 10% of your grade. If you turn in an assignment late, then you'll just lose a letter grade off the top.
As far as grading goes, that's just meant to record your level of skill comparative to other players. This is a school of self-improvement, not a school where competitive standings matter, so there will be no rankings, nor will anyone be disqualified from the school for any reason, least of all bad grades.
Not Spamming Up The Thread is also important, and you will lose points for it, even if you're not in school. Use the edit button.
We're Looking for a Second Instructor - PM me if you're interested
Teacher's Note: Technomancer is busy moving to Vegas, and will not be available to update this thread for a few days, starting Wednesday.
Assignment 3 and Homework 3 are now Posted, this weeks topic is Lasers! Instructor's Note: I assigned all the laser techniques that I can think of that are commonly useful, but that doesn't mean they apply to all situations and should be spammed relentlessly with your new mixups. Remember, top players like Bombsoldier, Lambchops, Forward, and Shiz hit with a HUGE percentage of their lasers, usually almost all of them are either right on target, hitting a shield, or narrowing down a valid option. Lasers should always be aimed at something in match play.
*School Goals*
- Improve Quality of Play in SSBM. Playing to win, as opposed to playing flashy and risky, and improving the well-roundedness of intermediate level Falco players, enabling them to better adapt to many situations and allowing them to enjoy the competitive scene in a frustration-free way that comes with learning and making friends.
- Improve Technical Consistency. Falco is a technical character, and learning to combo to the full extent of his potential, laser effectively in varied environments (being able to build damage and camp on stages like Brinstar, Rainbow Cruise, and Poke Floats, and using platforms), and shield pressure.
- Improve Mental Fitness. As a game where the choices you make during a match, during a set and even attitude outside of the game affect your ability to compete, SSBM requires a high level of understanding and decision making before you even sit down to play. Knowing the ins and the outs of the mental game makes players more confident and more successful, because having a plan is always better.
- Provide Personal Help. Most posts on smashboards and gamefaqs are answered generically, the same advice handed out in every thread, often times with multiple people chiming in just to agree, repeat someone, or tell you to play more like the pros. However, your friend's Link probably plays nothing like my friend's Mario, and the school prides itself on developing personal solutions that guide individuals to an advanced level of thought and play.
Instructors
Technomancer - Head Instructor/Organizer
Other Instructors please PM me, link me to some of your good posts. All I require is a good knowledge of the game w/ tourney experience, some relevant posts on smashboards, and a history of improvement, and being named DaShizWhiz... lol just kidding.
Smashboards.com - You guys are welcome to chime in when you have something to say :D
Student Application
Post it up or PM me, either is fine.
- Name/Handle
- Your region
- A short description of what you know, why you play the game, and what you'd like to learn. Let us know if you can SHL, Wavedash, Dash-dance, etc.
Lesson Plans See Old Lessons Here!
Assignment 3
Laser (omg hax) practice
Variety Drills
Spamming standing SHLs is an ok strategy, but if that's all you do then people will just jump over it. Here's some variety drills to teach you about different tricks to do with your best (but never your only) weapon
Perform each of the following types of lasers 3 times in a row.
SHL - Standing
SHL stands for Short Hop Laser
SHL - Approaching
Smash Forward to dash, center the stick, jump, press B to fire a laser then quickly tap down to fastfall. Try to dash and jump again immediately. 3 times both directions.
SHL - Turn-around Left
Fire an SHL facing left, then short hop again, quickly tap away on the stick and center it, and fire again. You should perform a second laser facing the opposite way that you started. Repeat this to turn around and face the first direction, and then repeat the whole thing 3 times total.
SHL - Turn-around Right
Same as above, just start by firing right.
SHL - Retreating
Combine the approaching laser with the turn-around lasers to perform retreating turn-around lasers. Dash in a direction, jump, tap in the opposite direction, quickly center the stick, press B, and fastfall. 3 times each direction.
Hova is exempt from this exercise.
Retreat Approach Retreat
Do a retreating laser, an advancing laser, then another retreating laser, and repeat the whole thing 3 times.
Pivot Reverse Laser
Dash, and then press the opposite direction and jump in the same moment, then just do a standard SHL to do a pivot lasers. Your jump won't have any momentum behind it, and this is very good for keeping tight on someone.
Slowzer
Short hop, and hold off a second before firing the laser, and don't fastfall. Try to make the laser come out as low as possible. This is just a timing mixup, and can be good if people are power shielding your lasers.
FH3L - Full-Hop, triple Laser
Full hop and tap B immediately and repeatedly to fire three lasers in one jump. The first two should come out at approximately the same height, and you should get in the habit of fastfalling after the third laser comes out.
DJFF (doublejump fastfall) Double Laser
Jump, and double jump IMMEDIATELY, and press B to fire the first laser, which should come out at the height of your jump, where you can quickly fastfall and fire a second laser as you hit the ground. You should be able to get the second laser at ground level.
DJ Platform Double Laser w/ Platform Drop Laser
Double Jump under a low platform, and press B twice to perform a double jump platform laser, so you can shoot two nicely placed lasers and then cancel the lag on the platform. Try to fastfall after the second laser comes out to improve your speed even more. Then drop (or Isai Drop if you know how) through the platform and fire another laser before you land.
EHDL - Edgehop Double Laser
Grab the edge, press down, then X to jump, then center the stick and press B twice, while pressing forward on the stick so you land on the stage. If your lasers are unreasonably high, practice dropping a little lower until you get the applicable height, and if you are missing the second laser, just practice pressing B as fast as you can after you jump.
Bonus: Combinations -
If you like, you can work on combining the different laser/jump types, in ways that make sense to you, that you would use in a match.
Technical
LPM Drill: 1 minute
Set a match timed to 1 minute, or just time yourself in training mode, with an empty second player, and SHL in place until the timer expires. Try to make sure each laser comes out at a low height (pay attention to the laser and fastfall timing).
Laser-Shine-JC Grab
Grab a lvl1 Bowser, set the handicap to 9 and yours to 1, and practice SHL Approaching into a quick shine, then quickly Jump-Cancel-grabbing out of the shine.
To JC Grab, simply press Up and Z at the same time. The jump will cancel the shine, but the grab will cancel the jump at the same time.
EHRDL
Edgehop reverse double laser combines EHDL with reverse lasers. Drop from the stage, double jump up, and tap away from the stage, then quickly center the stick and fire two lasers out into space. Good for building a little damage and setting up for a low edgeguard or game-ending spike.
N-air to laser catch to ?
Catching someone as they are falling can be advantageous to catch them off-guard. In training mode, set a DK to around 60%, and SHFFL an N-air at him, then run forward and do an approach laser to catch him as he falls, but try to be in range of a jab when you're finished, so you can follow up with a jab, up-tilt, f-tilt, grab, or f-smash, or another aerial if you like.
Homework 3: Some Light Reading
LuninSpectra's Seven Habits of a Professional Smasher
http://smashboards.com/showthread.php?t=73021
Lunin is a highly respected smasher, and a year ago was one of the most exceptional up-and-coming players in the game, winning a number of major CA tournaments (beating great players like Silent Spectre, and almost taking down Forward). Perfectly technical as well as creative, this article is a great read on how to take your game to the next level, no matter what your current skills are.
Questions 1-7:
Briefly describe all seven of the habits. Easy enough, right?
8. Pick one of the habits that you feel to be important but don't implement well into your game. Describe in short how you could change your style to better implement that habit, and give a basic drill that you could do, either alone, or with a partner, that would focus on improving that habit.
Bonus - read the discussion thread for more insight if you like, though it may be old, lengthy and full of flames.
Bonus: 9. Take the time to run through four stocks of imaginary play in your head, and try to think of four different ways to spend a stock building damage, four different ways to set traps and land a powerful attack or setup using those damage building methods, and four different ways to KO or edge guard the same character once you have them off.
Grading
Assignments will be graded Complete/Incomplete and you can rate yourself if you like and I'll include that in your grade. Assignments count as 50% of your total grade. Even if you already perform a tech well, you'll be expected to complete the required assignment for that tech.
Homework will be five questions per lesson, questions assigned count for 40% of your total grade (8 points each).
Activity will be 10% of your grade. If you turn in an assignment late, then you'll just lose a letter grade off the top.
As far as grading goes, that's just meant to record your level of skill comparative to other players. This is a school of self-improvement, not a school where competitive standings matter, so there will be no rankings, nor will anyone be disqualified from the school for any reason, least of all bad grades.
Not Spamming Up The Thread is also important, and you will lose points for it, even if you're not in school. Use the edit button.