Ok, to start this off, I'm glad the fighting calmed down. We should keep this thread focused on the topic.
Here is what I have to say about each little topic that is in the OP. Basically, the format is my overall comments first, and then any specific suggestions based on your In-Game/Out-Of-Game sections.
Emotion:
I pretty much agree with everything you have to say here. This is all pretty solid information.
In game
Taunting after a kill
Out of game
Not losing control of yourself.
Control:
Like I said before, this is my favorite of the sections, I think because it feels the most tangible and is the most rewarding. I could write a long explanation, but to sum it up, making an opponent go somewhere/do something is a fantastic feeling.
Pace:
Once again this section is pretty much right on the money.
In game
Utilizing things such as frame traps.
Bluffing:
Good section, no overall comments.
In game
Goes along with pace. Set a pattern, make your opponent think you will follow it, do something different, punish.
Utilizing moves such as canceling Fox’s Illusion/Falco’s Phantasm.
Out of game
Talking trash.
Making friendly banter in general, commenting about how you’re ok/just started playing.
Confidence:
I find this one really tough to even conceptualize beyond what you have already written, meaning you have covered everything I can think of. This really is so similar to emotion that I think you might want to consider moving it into a sub-class under emotion… possibly being in several other emotions like anger or joy to round it out.
Exploration:
I have a big problem with this category, mainly because if I am playing to win, then I do not want to be trying things unless I know they will work. This is a tricky subject, because while I agree that exploration is necessary to discover your opponent, I don’t feel that “using moves that leave you open” or “being willing to make sacrifices” are good pieces of advice in a competitive environment. Casually/training environments yes, I completely agree with you. You might want to think about this aspect, but then again it's your thread not mine.
Adaptability:
I think you did a good job with this one. Having more then one play style and the ability to switch between them could be life or death in a match. If style “A” hits a brick wall, then maybe style “2” or “D” can get around it/break through it. This category has a lot in common with pacing if you think about it.
Maybe you could give us some examples of the right and wrong way to handle each category as well. For example under confidence discuss the pros to being confident, but the cons to being
OVERconfident. Other then that, keep up the good work Bebop.
Also, you might want to check out
this thread as well. It's kinda similar and has some good information.