• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Ways to Improve

joejoe22802

Smash Ace
Joined
Jun 28, 2005
Messages
873
So take what you will from this, this is just a very personal perspective on somethings.

Heres a little quote to start things off.

Culture patterns which, after having reached what would seem to be a definitive form, nonetheless fail either to stabilize or transform themselve into a new pattern but rather continue to develop by becoming internally more complicated.
^_ This game is not unilinear and if you play it that way, you will lose.

In order to get good at this game, one must play this game, watch this game played, and think about this game.

Playing

The most important part of getting better, especially when you start is to simply play. This will help you gain confidence in how your character works. (O yeah choose a character and stick to it because characters are very specific and mixing them together when you aren’t already really good will muddy up your approach)

While playing the game, one must be aware of why they are playing. Huge differences exist in between playing computers, friendlies, and competitive matches.

Computers are great for practicing technical skill and pretty much useless for other things. Understand this and just use them to run drills.

Friendlies are your time to experiment. I say experiment because you are able to change one variable (how your play) and see how your opponent responds. This teaches one what doesn’t ever work and also what works when. It is important to note that the goal of these matches in not to win. If you are so prideful that you gotta win every match, you’re slowing yourself down. Try out different things playing offensive or defensive, pressure or bait, whatever you want.

In competitive matches you are in this interaction similar to a conversation. You do something and your opponent gives you feedback in the form of reaction. Using this observation and your past experience from playing friendlies, choose the appropriate option (unless you only play in a linear way all the time and don’t have answers because of it…….)

Another key concept about playing is having a plan. It is very hard to freestyle a whole match, especially in unfamiliar matchups. (If you only get to play with fast fallers at home, you might go to a tournament just to end up getting spanked by a marth, samus, peach blah blah blah) A good way to do this is to read match ups online. Another reason we need to have a plan is because it will teach you what is wrong. If you isolate concepts and perform them, you can learn what didn’t work. When you just go into with a general goal of winning, it becomes much harder to keep tract of what didn’t work.

Watching

Next up we observe how to watch the game

It is important to understand the difference in what you’re watching similar to how I explained approaching playing the game.

I don’t really watch combo videos anymore but it mainly gets your creative juices going. It also shows you what combos work in specific situations. It must be noted that DI can be wrong and that people might give their lives for certain combos. But I believe it’s equally as important to know that these things can still happen in tournament matches.

Next we have Tournament videos.

When we watch high level games with all the familiar faces, we can see a clear distinction in playing. There is much less slop and players general play very efficiently, only doing what they need to do (at least in today’s metagame). These players are also generally resolute in how they approach things. This will give you a very good example to learn from

When watching semi pro/ lower level matches, you can develop a catalog of commonly made mistakes. I believe some good check points to look for when watching and also when playing includes recovery, recovery from ledge, and actions after throws. Of course this is just a start.

Thinking about the game

It is very important to think about the game outside of the time actually spent playing.

There is a huge amount of information on smashboards. Some good ones to hit up include the DI thread, of course match up stuff, and lunin’s spacing thing.

Recently I’ve been using the search function to cross reference information. I search character (A) in character (B) melee section and then character (B) in character (A) section. In this case I am character A. What this does is gives me a insight on what I’m trying to do and what the other character is trying to do to me.

So I’ve been playing this game for a while and I’d like to explain some ways I tend to break down the game.

When you’re in a position to punish someone you should position yourself in the position that will eliminate the most options. This is throw around a lot but I’d like to break down an example. Say you down throw a falco as sheik. If you position your self a good character space away from the falco. You can turn around grab to get the tech inward. Run forward to grab the get up, get up attack or tech, and run straight with a dash attack to get the tech away. It is really good to break down situations like this.

Later I plan on breaking down more theoretical aspects of how I think the game is played and explain some mental aspects.
 

Qzzy

Smash Journeyman
Joined
Apr 27, 2008
Messages
208
Location
Hawthorne, CA
Good post. Weirdly, it kind of mirrors how I've been thinking and approaching the game as of late. I have no idea how you came to all those beautiful observations, but personally, I know I've been influenced by all the recent discussions on the melee boards. I've been browsing these boards for a couple years, since 2005, and I have to say, the way this community currently talks about the game has improved so much since then. I remember days when general discussion was filled with "tech vs. minds games, etc." Ugh. What ugly words, "mind games." Just as awful as "Hipster."

You make a good point about how much information is on Smashboards. There is so much. I'm surprised we don't have a competitive melee wiki. Or do we? Wait, never mind. I see one. The wave dash article isn't bad. I guess another way to click the night away. Can anyone comment on the rest of the content on this wiki? Up to date? Accurate? Useful?

Either way, these boards are awesome. I've learned so much from here. I'm not necessarily a better player for it, b/c I am impressively lazy and talent-less, but I do appreciate the game and the competition a lot more since I first played the game ten years ago.

Again, great post. And really really weird how closely that mirrors how I've been thinking as of late. I'm saving your post.
 

Shadow Huan

Smash Champion
Joined
Oct 31, 2008
Messages
2,224
Location
Springfield, MA
to put it shortly, after you learn the advanced techs, play lots of people better than you and loose a lot.

Pretty much sums it up

:phone:
 

:Tally Hoes

Banned via Administration
Joined
Oct 11, 2011
Messages
62
I think mindset is the most important thing if you aren't humble but confident and let your emotions in the way you will always fall short in the long run. The players who get emotional are to easy to beat just pick puff or sheik and be gay and they do the rest of the work for you many times.

:phone:
 

joejoe22802

Smash Ace
Joined
Jun 28, 2005
Messages
873
Shadow that is a very surface level explanation of my post. Say I told you to beat nairs with more nairs. That is a literal interpretation but what if I told you how are why. Say I told you to DD camp and then nair yourself or to upsmash because the person has horrible spacing. The point of a lot of the original post is to explain the reasoning behind actions not the actions themselves.
 

Shadow Huan

Smash Champion
Joined
Oct 31, 2008
Messages
2,224
Location
Springfield, MA
well i was posting under the assumption that the people playing you would be giving advice lol

sorta like isai said don't get hit. It's much deeper than that but the surface level explanation still works

:phone:
 

Qzzy

Smash Journeyman
Joined
Apr 27, 2008
Messages
208
Location
Hawthorne, CA
well i was posting under the assumption that the people playing you would be giving advice lol

sorta like isai said don't get hit. It's much deeper than that but the surface level explanation still works

:phone:
Not everyone is good at giving advice. And not everyone knows how to understand and use the advice given.

Saying things like "Don't get hit" might have sufficed back then, but now that's not so helpful, and assuming people know what you're talking about really doesn't help. It's good to start specifically thinking and talking about how not to get hit, why I'm getting hit, why I'm not hitting my opponent as much as he's hitting me, and so on. I've only recently started to understand and really think in terms like spacing, positioning, good/neutral/bad states, options available at any given time to me and my opponent, etc.

"Don't get hit" is kind of useless compared to "If I'm peach, and fox is on the top platform camping, don't try to approach him. It will turn out badly." Maybe that's not even close to accurate, but I like to think it's a better starting point than before.

And omg, Computers are incredibly useful for running drills and practicing. Time spent better knowing and handling your character is so important.
 

ShroudedOne

Smash Hero
Premium
Joined
Mar 14, 2011
Messages
5,493
And omg, Computers are incredibly useful for running drills and practicing. Time spent better knowing and handling your character is so important.
Can you explain what you mean here? How are the computers helping you?
 

Qzzy

Smash Journeyman
Joined
Apr 27, 2008
Messages
208
Location
Hawthorne, CA
Can you explain what you mean here? How are the computers helping you?
Just running super basic drills. "Simple things" like chain grabs. I was practicing the other day shiek vs level one link practicing the chain grab, wondering why i suck at it, and noticed i could get the computer to go varying distances depending how far i was from the ledge, since it never would go pass it. Same with fox, down throwing and just getting used to their DI, exactly when they fall, simply getting used to the animations.

I've only recently started playing this game again after like a three year break, and before then i still sucked hard. So right now I'm just trying to get as familiar and comfortable as possible with the game, it's engine, the animations. For intermediate to better players, the computer is probably less useful.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
lol. I used to practice chaingrabs against computers, but it got me in bad habits. Whenever people chose not to DI it always messed me up.
 

Qzzy

Smash Journeyman
Joined
Apr 27, 2008
Messages
208
Location
Hawthorne, CA
lol. I used to practice chaingrabs against computers, but it got me in bad habits. Whenever people chose not to DI it always messed me up.
But I bet if they DI at all, you can grab them. I suck at re-grabbing if they DI or don't as of now. (yes. I suck a lot.)

You can make the computer not DI much when you're by the edge. Or for no DI you could just plug in another controller. Granted, you still absolutely need to practice this stuff against people. Computers aren't the end all be all, far from it, but for very small and particular things they're sufficient. And every little bit helps.
 

Mr Wizzrobe

Smash Journeyman
Joined
Aug 3, 2011
Messages
438
Location
Moncton, New Brunswick
Thinking is a really important point that isn't brought up all that much. You need to be constantly playing matchups in your head and theorycrafting to develop new stuff.
 

ShroudedOne

Smash Hero
Premium
Joined
Mar 14, 2011
Messages
5,493
Just running super basic drills. "Simple things" like chain grabs. I was practicing the other day shiek vs level one link practicing the chain grab, wondering why i suck at it, and noticed i could get the computer to go varying distances depending how far i was from the ledge, since it never would go pass it. Same with fox, down throwing and just getting used to their DI, exactly when they fall, simply getting used to the animations.

I've only recently started playing this game again after like a three year break, and before then i still sucked hard. So right now I'm just trying to get as familiar and comfortable as possible with the game, it's engine, the animations. For intermediate to better players, the computer is probably less useful.
LOL, I thought you meant actual computers, like PCs. I'm used to people saying CPUs. Sorry. But yeah, computers are quite important for drilling tech basics.
 

KirbyKaze

Smash Legend
Joined
Nov 18, 2007
Messages
17,679
Location
Spiral Mountain
I would say the latter has to do with general issues of character moveset familiarity, and is probably the cause for the former. I think that people try to streamline their characters nowadays more than they used to. Consequently, they don't understand some of the niche tools their characters have. This has an adverse affect on most avenues of gameplay, but I think it hits comboing particularly hard because controlling KB, percentage, and trajectory takes a lot of familiarity to do it effectively. It's not really a skill you can pick up immediately as a new player... there's an art to it.

Too many times have I seen Foxes up smash one another at like 40% during a chain grab. Like, what is the point of that? I honestly think a lot of lower level players combo based off which moves are good in a vacuum, and fail situational appraisals.

In general I think people aren't familiar enough with their character as a whole.
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
yea so stick to one character

also i see a lot of lower level players constantly doing something
like, l canceling aerials, wavelanding/dashing
just stay mobile, don't give urself vulnerability frames (wavedashing/landing is vulnerable and punishable)
 
Top Bottom