Koby_T
Smash Cadet
Hey all!
Welcome to the Link board’s Video Metagame Analysis thread! This thread will serve as a place for us to discuss metagame using an analysis of relevant gameplay. So this is how it works:
Video Nominations
Ideally the videos being discussed should be in the category of some of the highest level play we have recorded; however, minimum requirements are similar to our requirements to the video critique thread:
RULES
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Here's a sample of the kind of discussion we are looking for:
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SlayerZ (Peach) vs Scizor (Link)
Fire&Dice Monthly 2 - Jul 3, 2015
Relevant MU threads:
Link vs Peach
<No MU for Link on Peach boards>
*Note* Smash Version 1.0.9 in this video (See patch notes)
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Welcome to the Link board’s Video Metagame Analysis thread! This thread will serve as a place for us to discuss metagame using an analysis of relevant gameplay. So this is how it works:
· A video that is considered high level play is posted in the OP
· The video will be changed every 2 weeks (Subject to change depending on discussion activity).
o Personally message me your video nominations. I will discuss the nominations with members before queuing them for the next round.
· Old videos and analyses will be placed in the spoilers below when the OP is updated
Ideally the videos being discussed should be in the category of some of the highest level play we have recorded; however, minimum requirements are similar to our requirements to the video critique thread:
-1v1 with competitive rules
-2v2 with competitive rules may be considered with sufficient request
-Online games will rarely be considered for discussion and For Glory almost never
-I need to be able to ascertain from the video or nomination: the date of the match, player names, tournament or friendly, and offline or online
-2v2 with competitive rules may be considered with sufficient request
-Online games will rarely be considered for discussion and For Glory almost never
-I need to be able to ascertain from the video or nomination: the date of the match, player names, tournament or friendly, and offline or online
RULES
1) Discussion should range from breaking down the Link’s general strategy to more specific things, like how he won the neutral at whatever timestamp.
2) A key component of your analysis should include explicitly how the player executed whatever strategy (i.e. “He maintained great spacing through the match” is not a worthwhile contribution without an explanation of how he did it).
4) This is not a video critique. Discussion should only take a turn towards “What the player should have done” if a detailed explanation is given that provides a substantial learning moment for anyone involved in the discussion. (i.e. He could have utilted instead of jabbed because…blah blah….was more optimal there because…blah blah blah).
Hopefully this will bring a visual connection to all of our metagame discussions.2) A key component of your analysis should include explicitly how the player executed whatever strategy (i.e. “He maintained great spacing through the match” is not a worthwhile contribution without an explanation of how he did it).
a. Regardless of whether you’re analyzing the whole match or 10 seconds of round 2, be thorough.
3) For the sake of clarity, timestamps are very strongly recommended for your analysis. (Or do a narrated analysis!)
4) This is not a video critique. Discussion should only take a turn towards “What the player should have done” if a detailed explanation is given that provides a substantial learning moment for anyone involved in the discussion. (i.e. He could have utilted instead of jabbed because…blah blah….was more optimal there because…blah blah blah).
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Here's a sample of the kind of discussion we are looking for:
3:56 & 4:10:
-Kirin sets up zone over half of FD
-Consciously lets Charizard onto the stage. A couple reasons this is a good idea:
1) Link is a stock up and at potential kill percent. Charizard is moderately difficult to gimp and at low percent. Risk of being thrown off stage ≠ benefit of damage output while ledgeguarding
2) In my opinion, Link's damage output potential is higher when controlling center stage than when ledgeguarding. This is intensified by strings available to him at low to medium percent. (Disclaimer: This is also MU dependent. Against zone-breakers or characters with 'meh' recoveries I would likely attempt the ledge guard until high percent at least.)
3:56 & 4:10 Zone Breakdown
1) Bomb U-toss (~2.5s of hang time)
2a) Rang since opponent wasn't approaching
2b) Nair to hold opponent in bomb's descent
*opponent roll-away
3) Approaching Rang/Zair
*Watching this zone unfold makes me think that Zair would've been preferred to Rang at 4:10 to avoid lag but also control the same approximate zone. Alternatively, fadeaway Rang may have worked better for maintaining spacing. Or we could just bail all together and reset neutral since the bomb is covering our retreat. What are our options in this situation to keep up the pressure? Is there definitively a best option?
4:34:
Zone Breakdown
SH> U-toss> DJ Bomb pull > F-toss> Rang
I like this zone setup because it effectively walls out aerial options without using Rang and allows for a moderately safe landing. This zone forces a grounded approach option or a retreat. Not bad vs Charizard but would be even better against characters who have strong aerial approaches. Two crucial things to execute this zone:
1) The SH
2) Bomb pull prior to the SH
A FH in the beginning would have put Link too high at the time of his F-throw. This would have given the bomb too high of a trajectory to affect aerial approaches and also given up more ground to an approaching opponent before Link could land safely.
-Kirin sets up zone over half of FD
-Consciously lets Charizard onto the stage. A couple reasons this is a good idea:
1) Link is a stock up and at potential kill percent. Charizard is moderately difficult to gimp and at low percent. Risk of being thrown off stage ≠ benefit of damage output while ledgeguarding
2) In my opinion, Link's damage output potential is higher when controlling center stage than when ledgeguarding. This is intensified by strings available to him at low to medium percent. (Disclaimer: This is also MU dependent. Against zone-breakers or characters with 'meh' recoveries I would likely attempt the ledge guard until high percent at least.)
3:56 & 4:10 Zone Breakdown
1) Bomb U-toss (~2.5s of hang time)
2a) Rang since opponent wasn't approaching
2b) Nair to hold opponent in bomb's descent
*opponent roll-away
3) Approaching Rang/Zair
*Watching this zone unfold makes me think that Zair would've been preferred to Rang at 4:10 to avoid lag but also control the same approximate zone. Alternatively, fadeaway Rang may have worked better for maintaining spacing. Or we could just bail all together and reset neutral since the bomb is covering our retreat. What are our options in this situation to keep up the pressure? Is there definitively a best option?
4:34:
Zone Breakdown
SH> U-toss> DJ Bomb pull > F-toss> Rang
I like this zone setup because it effectively walls out aerial options without using Rang and allows for a moderately safe landing. This zone forces a grounded approach option or a retreat. Not bad vs Charizard but would be even better against characters who have strong aerial approaches. Two crucial things to execute this zone:
1) The SH
2) Bomb pull prior to the SH
A FH in the beginning would have put Link too high at the time of his F-throw. This would have given the bomb too high of a trajectory to affect aerial approaches and also given up more ground to an approaching opponent before Link could land safely.
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SlayerZ (Peach) vs Scizor (Link)
Fire&Dice Monthly 2 - Jul 3, 2015
Relevant MU threads:
Link vs Peach
<No MU for Link on Peach boards>
*Note* Smash Version 1.0.9 in this video (See patch notes)
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