GimR
GimR, Co-Founder of VGBootCamp
WARNING! This is a Huge Project and a Long Read!(It's worth it though)
If you're in the smash community you probably know what VGBootCamp is. Those guys who do live streams/run tournaments/are the sponsors Apex.
But look at our name, VGBootCamp and our slogan, learn, play, win. These both imply some sort of training . Well, that's what I'm current;y working on, the website. Our site is going to have a lot of guides, where if you know nothing about smash you can learn everything important about it competitively(besides things like experience, that's learned) with out going to a single smash tournament and if you know a lot about smash you can still come to learn a lot more.
Our focus is to make very visual guides that show players techs/strategies but also teach them how to do them in a very easy to learn way. That's the key difference between a good and bad teacher. They both have the same information but the good teacher makes it fun and easier to learn
I need your help though. I can't make all of these guides/collect frame data all by myself unless you want our site up late 2011, lol.
Let me explain to you how the smash part of our website is going be laid out. When you
select smash it will let you choose one of the following sections:
1. Basic Training(Basically Complete)
2. Advanced Training(Planning Stage)
3. Character Specific training(Planning Stage)
4. Stages(Planning Stage)
5. Tournament Play(Planning Stage)
6. Glossary(Planning Stage)
Key:
Note: Unless something has gotten to the capture stage then the exact order or number of guides it will contain is still up in the air.
1. Basic Training - This Section consists of 3 videos outlining all of the very basic aspects of the game with button inputs on the screen to help the player understand fully what's going on. This is for someone who came into the scene and knows absolutely nothing about it. It introduces the new player to the vocabulary of the smash community with abbreviations.( For example it will show Mario doing his F-air. on the screen it says "input the following to do a Forward Air(F-air)", and then shows the button input) It also has a section for Key terms
[collapse=Basic Training]
2. Advanced Training - This section will consist of video tutorials that will explain everything advanced about brawl that isn't character specific. This includes, DI, Spacing, Universal techniques, grab releasing, stale moves, foot stooling and ground locks, priority, etc.
[collapse=Advanced Training]
3. Character Specific Training (0% Complete) - This Section will include character specific guides, frame data, move set analysis , and Advanced Techniques. It will also include character match up charts, etc. The site will not launch with match up guides but we still need to collect as much data as possible on match ups. Each character's section will include the following Sub Sections:
[Collapse=Character Specific Training]
4. Stages (0% Complete) - The Stages Section Will just show short Video walk through guides explaining everything important about that stage. If you were to Work on one of the stage guides you'd ask the following questions:
[collapse=Stages]
5. Tournament Play (0% Complete) - This section will contain different rule sets from different regions. It will also include the official VGBootCamp, and MLG rule sets. There will be guides on how to prepare for a tourney and how to best use your time at a tournament.
6. Glossary (0% Complete) - This Section will help player's who are looking for specific techniques or guides. They will be listed in alphabetical order and will link directly to the source page of the specific guide or AT
If you have any suggestions or think we've left anything out please do tell
If you're in the smash community you probably know what VGBootCamp is. Those guys who do live streams/run tournaments/are the sponsors Apex.
But look at our name, VGBootCamp and our slogan, learn, play, win. These both imply some sort of training . Well, that's what I'm current;y working on, the website. Our site is going to have a lot of guides, where if you know nothing about smash you can learn everything important about it competitively(besides things like experience, that's learned) with out going to a single smash tournament and if you know a lot about smash you can still come to learn a lot more.
Our focus is to make very visual guides that show players techs/strategies but also teach them how to do them in a very easy to learn way. That's the key difference between a good and bad teacher. They both have the same information but the good teacher makes it fun and easier to learn
I need your help though. I can't make all of these guides/collect frame data all by myself unless you want our site up late 2011, lol.
Let me explain to you how the smash part of our website is going be laid out. When you
select smash it will let you choose one of the following sections:
1. Basic Training(Basically Complete)
2. Advanced Training(Planning Stage)
3. Character Specific training(Planning Stage)
4. Stages(Planning Stage)
5. Tournament Play(Planning Stage)
6. Glossary(Planning Stage)
Key:
- 1st Draft Stage - This means that The 1st Draft of the Guide Still needs to be written on paper
- 2nd Draft Stage- Now that the first draft is written it needs to be transfered onto the computer in outline form with a few touch ups
- Final Draft Stage - The 2nd Draft now needs to be edited so it shows exactly how the video needs to be laid out, and what footage needs to be captured
- Capture Stage- All of the footage outlined in the Final Draft Stage needs to be captured
- Edit Footage Stage - Now that the footage is captured it needs to be Edited into the final tutorial video
- Final Touch ups Stage - Make sure Everything runs smooth, looks right, and is easy to understand
- Complete- The Tutorial vid is done
Note: Unless something has gotten to the capture stage then the exact order or number of guides it will contain is still up in the air.
1. Basic Training - This Section consists of 3 videos outlining all of the very basic aspects of the game with button inputs on the screen to help the player understand fully what's going on. This is for someone who came into the scene and knows absolutely nothing about it. It introduces the new player to the vocabulary of the smash community with abbreviations.( For example it will show Mario doing his F-air. on the screen it says "input the following to do a Forward Air(F-air)", and then shows the button input) It also has a section for Key terms
[collapse=Basic Training]
- Key Terms (0% Complete, 1st Draft Stage) - Any terms that aren't mentioned in basic training and advanced training will be taught here in this sub-section first to give a base for the player's learning. This will include small tutorial videos explaining the terms. This includes what a frame, knock back, and buffering is.
- Game mechanics and Movement: (Complete, it may be split into two separate videos) This video starts by explaining how percent works and that the basic idea of the game is to kill someone off the sides or top once their percent gets higher. It explains how to dash, jump, fast fall, crawl, wall jump, AKA basically every movement you can do in the game. It also briefly explains, foot stooling, stale moves, and other game mechanics.
- Offensive Basics (Complete, it may have a few spelling errors + dash grab needs to be added) This video explains and shows all offensive attacks including all aerials, B, moves, grounded moves, etc.
- Defensive Basics(Complete, it may have a few spelling errors) This video explains and shows all defensive moves including rolling, spot dodging, air dodging, get up attack, etc. It also briefly explains recovering from off of the stage
2. Advanced Training - This section will consist of video tutorials that will explain everything advanced about brawl that isn't character specific. This includes, DI, Spacing, Universal techniques, grab releasing, stale moves, foot stooling and ground locks, priority, etc.
[collapse=Advanced Training]
- Universal Techniques (40% Complete,) This sub section will include vids of Universal techniques that will help the intermediate player catch up on his tech skill. Each tutorial will show the technique, how to do it with a video of hands on a Game cube controller doing the tech, and application of the tech.
- B-Sticking(Capture stage)
- Boost Grab(Capture stage)
- BPDT [Buffered Platform Drop Through](Final Draft stage)
- DACUS/BDACUS(Capture stage)
- Edge Hugging(Capture stage)
- Fast Fall Canceling(Capture stage)
- Glide Tossing(Capture stage)
- Insta-Throwing(Capture stage)
- JCT [Jump Canceled Throw](Final Draft stage)
- JCUS/JCUB [Jump Canceled U-Smash/Up-B](Final Draft stage)
- OOS [Out of Shield](Capture stage)
- RAR [Reverse Aerial Rush](Capture stage)
- Reverse Grab and Other Variations(Final Draft stage)
- Stutter Stepped F-Smash(Capture stage)
- Grabbing/Grab Releasing (50% Complete,) - This Section will teach you everything you would ever need to know about grabs and grab releasing
- Grab Armor(Capture stage)
- Port Priority(Capture stage)
- Grab Releasing(Capture stage)
- The 4 Rules of Grab Releasing(Capture stage)
- Grab Releasing Frame Advantages(Capture stage)
- Exceptions[Bowser, Ness/Lucas, DK, Squirtle, Jiggz](Capture stage)
- Grab Releasing in Teams Play(Capture stage)
- Breaking Out of Grabs(Capture stage)
- Shielding/PowerShielding (Final Draft Stage) - This guide will consist of 1 video that will explain what happens when you shield, what you can and cannot do after shielding an attack, and what you can and cannot do after Power shielding an attack
- Tripping(20% Complete,) - This guide will explain tripping, the different states you're in when you trip, and the different ways to trip
- What Happens When You Trip (2nd Draft Stage)
- The Different Ways to Trip (2nd Draft Stage)
- Stale Moves (Final Draft Stage) - This guide will contain 1 video explaining everything that needs to be known about Stale Moves
- DI[Directional Influence](40% Complete,) - This Section will teach you everything you would ever need to know about DI
- The Concept of DI (Final Draft Stage)
- Smash DI (Final Draft Stage)
- Trajectory DI (Final Draft Stage)
- C-Stick DI (Final Draft Stage)
- Aerial DI (Final Draft Stage)
- B-Move DI (Final Draft Stage)
- DIing Throws (Final Draft Stage)
- Foot Stools and Ground Locks](40% Complete,) - This Section will teach you everything you would ever need to know about Foot Stooling and Ground Locking
- General Rules of Foot Stooling (Final Draft Stage)
- Grounded Foot Stooling (Final Draft Stage)
- Aerial Foot Stooling (Final Draft Stage)
- Ground Locking (Final Draft Stage)
- Priority and Collision Bubbles](10% Complete,) - This Section will teach you what's wrong about the myth of priority and what's really going on; How different Hit Bubbles(Not Moves/Animations) have different types of priority and no Move blatantly out prioritizes another move. It's all really about what type of priority of hit bubble your move has, how big it is, and if you're spacing it correctly.
Hit Bubbles and Hurt Bubbles (First Draft Stage)
Clank Interrupt Priority (First Draft Stage)
Clank Ignore Priority (First Draft Stage)
Transcended Priority (First Draft Stage)
- Spacing, Timing, and Controlling the Stage(First Draft Stage) - This is one of the most important sub-sections of advanced training. In this section the player will learn correct spacing, timing, frame traps, and controlling the stage
- Platforms (First Draft Stage)] - This Guide will explain everything about platforms in Brawl.
- Air Dodging, Rolling, and Spot Dodging Correctly (First Draft Stage)Stage)] - This guide will correctly explain how when to roll, spot dodge, and air dodge.
3. Character Specific Training (0% Complete) - This Section will include character specific guides, frame data, move set analysis , and Advanced Techniques. It will also include character match up charts, etc. The site will not launch with match up guides but we still need to collect as much data as possible on match ups. Each character's section will include the following Sub Sections:
[Collapse=Character Specific Training]
- How to Play - This section will explain the character and if he or she has any special properties(For example, Olimar plays with pikmen and Popo has a computer helper. It will also include a Basic how to play guide on that character which will explain how to approach, recover, combo, and kill with that character
- Frame Data - This section will be a flash based program where you can view your character's moves frame by frame with the transparent red hit boxes on and hopefully yellow hurt bubbles. It will indicate the following data for each move(Taken From Veril):
- The hit-frames and first actionable frame.
- Cancelable frames(IASA, Auto Cancel)
- Part Qualitiative hitbox data: ex. strong hitbubble, weak, etc
- Damage by hitbubble
- The frame advantage "on-hit" and "on-block" for all moves
- The % at which moves induce tumble, by character weight class (there is overlap so testing of all is unnecessary).
[*]Invincible frames for rolls, stand up, get up attack, air dodge, tech rolls, tech get up, Trip rolls, trip get up attack, trip stand up
- Move Set Analysis - This section will take each move and break it down in video guide form. IT's similar to the frame data section but not entirely. If you help collect footage or data for a character's moves you will answer the following questions for each move(not including things like rolls which obviously can't answer some of the questions):
- What Frame Does it Come Out On?
- Is it Disjointed?
- Does it have Multiple Hits or More then One Hit Bubble?
- How Much Damage Does it Give Fresh? How Much does it Give for each iteration of being Stale?
- What Kind of Priority Does Each of it's Hit Bubbles Have?
- Does the move or it's hit bubbles have any Special Attributes?
- Invincibility?
- Super Armor?
- Does it Freeze, Electrocute, or Burn an opponent?
- Does it Trip? and if so at What Percentages and What's The Probability at thosePercentages?
- Does it have a Wind Box?
- Where are it's Weak Spots?
- How Long is It's Cool Down?
- When Does it Auto Cancel/ When is it IASA?
- What is it's Shield Advantage?
- What is it's Advantage on Hit?
- What is it Useful for?
- Putting on Presure?
- Poking?
- To Rack Up Damage?
- To Set Up Another Attack?
- *Insert Your Own Question Here, These Questions are just guide Lines*
- When Does it kill at the center of FD(No DI)?
- Light Characters
- Medium Weight Characters
- Heavy Characters
- Advance Techniques - This section will detail a character's advanced techniques and abilities. It will also show any grab release combos he or she has on another character. Each Advanced technique will shown and taught in the following way:
- What Happens? - Show the AT and explain what's happening
- How do you Do it? - Show a Step by Step on how to do the AT. This part will also show how a gamecube controller showing the finger movements.
- Uses/Application - This Section of the video will give various uses and tell the viewer when to apply the AT.
- What Happens? - Show the AT and explain what's happening
4. Stages (0% Complete) - The Stages Section Will just show short Video walk through guides explaining everything important about that stage. If you were to Work on one of the stage guides you'd ask the following questions:
[collapse=Stages]
- What ledges can be grabbed onto?
- Are there any platforms on the stage?
- Are there any stage Hazards? If so how do they work and how much damage do they give?
- Are there any Walls on the Stage?
- Can You be Stage Spiked anywhere on the Level?
- Does the Stage have any special attributes or glitches?
- Where are the boundaries in relation to the stage?
- Our there any walk offs?
5. Tournament Play (0% Complete) - This section will contain different rule sets from different regions. It will also include the official VGBootCamp, and MLG rule sets. There will be guides on how to prepare for a tourney and how to best use your time at a tournament.
6. Glossary (0% Complete) - This Section will help player's who are looking for specific techniques or guides. They will be listed in alphabetical order and will link directly to the source page of the specific guide or AT
If you have any suggestions or think we've left anything out please do tell