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Would you support per-player input buffering?

DrinkingFood

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Can we just close this thread I think it is the most mentally challenged thread to have appeared on this board in awhile.
It's also the most ******** thread but I'm pretty sure that censors out.

EDIT: Oh okay it doesn't censor out.

This is the most ******** thread.
 
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Pickledpotatoes

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The idea behind the buffer is that it wouldn't take a button, it would just work that way automatically. You'd still have to perform the wavedash motion, the timing of the shield button just wouldn't be tight anymore.



Like I said before, controlling your character should be intuitive and natural. Knowing what to do in each situation is the part that should take practice and skill.



I can tell you're not particularly good at Mario Kart. It was snaking that allowed the casual players to have a chance, because it rendered more nebulous concepts like item strategy and race positioning less important. To casual players who don't understand these concepts, the outcome seems random, but if you have a high level player in a room full of moderate level players they'll win almost every time, hence the game is actually not very random at all.

If you want to learn a bit about how the strategy in high level Mario Kart works, you can check out the video below. It's got some pretty good commentary that explains some of the strategies that are in place.
http://www.youtube.com/watch?v=WReLnCEnow4



Except it's not really. Most of the most popular games are those where execution barriers are low. There's a reason Mario Kart is much more popular than, say, F-Zero or Wipeout. Similarly, there's a reason Street Fighter 4 was much more popular than Street Fighter 3.

I suppose you could consider something like Starcraft a subversion, but the entire RTS genre is pretty niche because it's so hard for new players to get into.

It's also worth noting that execution and competitiveness aren't necessarily related. A pretty strong case can be made that Mario Kart is actually more competitive than F-Zero. The mainstream fighting crowd also used to believe (some still do) that Smash is not competitive because it is not execution-heavy, but anyone who plays Smash knows that is not the case.
Oh, sorry for the mistake then.
 

Sixth-Sense

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God this is a stupid thread, this will never happen and stop voicing your opinion as fact. Wavedashing is Not. That. Hard

i can understand wanting to lower a technical barrier, but this is just dumb man, i would elaborate on why it will never happen and why it wouldn't work in a game like this but everyone has already said everything there is to say and more, yet you continue to argue as if this actually appeals to anybody other than you and anybody else that doesn't like the idea of practicing to get better. This is stupid, not just the idea but you continually defending something instead of letting it die
 
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Terotrous

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Simple execution is for p*ssies, im just gonna be honest. Seeing people pull off difficult things is exciting, pulling off difficult things is exciting. Like when you see a quarterback throw a hell mary, like god damn is that difficult. your strategy doesn't mean **** if you cant execute that pass.
And seeing people screw up difficult things is the exact opposite of exciting. You want to talk football? How long did you stick it out with this year's superbowl? Denver played one of the sloppiest games ever, and the end result was one of the most boring Superbowl's in history. It's far more interesting to see a game where both teams play well and keep it close.


Dance Dance revolution, that was my ****. Its very impressive when your feet are moving like lightning
I will permit some degree of execution difficulty in games where the control scheme in intended to mimic a real life activity, such as DDR or Motion Control games like Skate It. Smash Bros is not one of those things, however.


God this is a stupid thread, this will never happen and stop voicing your opinion as fact. Wavedashing is Not. That. Hard
Then explain why it would hurt the game if some degree of buffering was implemented.

Apparently it's simultaneously super easy to do but we definitely can't make it trivial to perform because then the game wouldn't be exciting anymore. Make up your minds.


Oh, and there's a massive segment of the Smash community who doesn't like Wavedashing. Obviously you weren't around during Melee's heyday where tons of people considered it a form of cheating. There's also loads of people who won't install PM because they don't like the fact that it brings the executional barriers back that Brawl dealt away with.
 
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DrinkingFood

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Auto-SHFFL buttons would be better anyways. It could even adjust for hitlag timing vs missed timing. All you have to do is press the SHFFL button then the aerials and the game does the rest. SCIENCE!
In fact there are quite a few things that could be automated and would deserve automation way before wavedashing gets such a thing.
 
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Paradoxium

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And seeing people screw up difficult things is the exact opposite of exciting. You want to talk football? How long did you stick it out with this year's superbowl? Denver played one of the sloppiest games ever, and the end result was one of the most boring Superbowl's in history. It's far more interesting to see a game where both teams play well and keep it close.
Yea its really unfair when one person doesn't practice and there execution is terrible and they lose because of it. Rather than making them practice lets just make it easier for them, i think everyone should have a better chance at winning. We should make everything easier so newer players can jump right in with little to no practice.

EVERYONE DESERVES TO BE A WINNER
 
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DrinkingFood

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This thread will be funny when you are a lot better one day and look back on it
just kidding it will be embarrassing and just know that, yes, we will in fact still be laughing at you for it
 

Terotrous

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Yea its really unfair when one person doesn't practice and there execution is terrible. Rather than making them practice lets just make it easier for them, i think everyone should have a better chance at winning. We should make everything easier so newer players can jump right in with little to no practice.

EVERYONE DESERVES TO BE A WINNER
That right there is the core of why people are against this idea. If everyone could do these techniques consistently, you might have to work harder to win. If you were really confident in your fundamentals, you would realize that giving everyone the tools to do well doesn't reduce the competitiveness of the game.
 

Terotrous

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This thread will be funny when you are a lot better one day and look back on it
I think it will be the reverse, eventually you'll get older and have less time to spend playing games and you'll start to see why executional barriers are a bad thing.


When you're young and you have loads of time and few games to play maybe spending 100 hours practicing a fighting game to reach basic competence is not a big deal. Later in life this becomes a lot to ask.
 
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DrinkingFood

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Players who can't wavedash consistently probably haven't been playing for more than a couple months anyways so their fundamentals will be pretty garbage
So no I don't think players who can already wavedash will be in any kind of dire straits
 

Thor

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Just remove airdoding already - then you don't have to worry about SDing offstage because you missed a tech. Lower technical barrier too because people won't be wavedashing and therefore people don't have to wavedash to keep up. Auto-L-cancelling and we're good to go. BOOM!

[note the sarcasm please]

Some actual thoughts: this idea is silly and would also be hard to implement.

Paradoxium said:
Yea its really unfair when one person doesn't practice and there execution is terrible. Rather than making them practice lets just make it easier for them, i think everyone should have a better chance at winning. We should make everything easier so newer players can jump right in with little to no practice.
EVERYONE DESERVES TO BE A WINNER
Ya know, there's a reason M2K, Ally, and other skilled players beat people who still have good tech skill. It's because they're better at reads than their opponents are. Lowering tech skill barriers doesn't automatically make it so anyone can win - Brawl has had the theoretically lowest tech skill barrier of all (ICs and item control shenanigans excluded, though item stuff isn't that hard and ICs can still be learned), but it became much more about how well you can read someone's moves and punish. I think that's what the OP is getting at, and you fundamentally disagree that games should be decided at the mental level (that is, execution of what you want to achieve should matter - if you SD a wavedash you deserve to lose, is probably your argument). As a result, I don't think this thread will ultimately change anyone's minds and therefore is mostly a fruitless effort to hash out a divide that won't move anywhere.

DrinkingFood said:
Players who can't wavedash consistently probably haven't been playing for more than a couple months anyways so their fundamentals will be pretty garbage
So no I don't think players who can already wavedash will be in any kind of dire straits
Aniki. You're incorrect on this point.

But you'd have my hands tied if I had to name another player with good fundamentals who didn't really wavedash at all. [And he was early on anyway, so he might not count for much.]
 
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DrinkingFood

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"Players who put no time into the game to deserve to win"
If you think wavedashing is taking up too much time for you to learn then boy do I have some bad news for you for how much time you'll have to put in beyond a technical level to do well
 

Terotrous

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Ya know, there's a reason M2K, Ally, and other skilled players beat people who still have good tech skill. It's because they're better at reads than their opponents are. Lowering tech skill barriers doesn't automatically make it so anyone can win - Brawl has had the theoretically lowest tech skill barrier of all (ICs and item control shenanigans excluded, though item stuff isn't that hard and ICs can still be learned), but it became much more about how well you can read someone's moves and punish. I think that's what the OP is getting at, and you fundamentally disagree that games should be decided at the mental level
Yes, this is exactly it. At very high levels of play, tech skill becomes irrelevant and skills like reads, matchup knowledge, and smart split-section decision making are what decide the game. These are the matches that are exciting to play and to watch. However, this level is not accessible to most because it takes a massive amount of technical grinding before you can achieve this level of control over the game. Allowing more people to play the game at this level would be good for the scene because more people could experience what makes Smash such a fun game.


But you'd have my hands tied if I had to name another player with good fundamentals who didn't really wavedash at all. [And he was early on anyway, so he might not count for much.]
There's quite a few strong Brawl players who don't use wavedash extensively in PM and yet still do well.
 

Paradoxium

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Games should be won mostly with a superior mind, but i also think that technical requirements should be a contributing factor as well
 

Mansta

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The controller should just scan your mind and decide who wins before even choosing a character.
 
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Rᴏb

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Yes, this is exactly it. At very high levels of play, tech skill becomes irrelevant and skills like reads, matchup knowledge, and smart split-section decision making are what decide the game. These are the matches that are exciting to play and to watch. However, this level is not accessible to most because it takes a massive amount of technical grinding before you can achieve this level of control over the game. Allowing more people to play the game at this level would be good for the scene because more people could experience what makes Smash such a fun game.
Simplifying wavedashing would not accomplish this though?
 

Prince Longstrok

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Ive been playing competitively for about.. mm.. 3 months-ish now.

Know what I think when I mess up a wavedash every so often?

"Damn, I need to get the timing down more so I dont do that again!"

NOT "Damn, better go make a thread about it and attempt to incite a movement for a auto wavedash button"

But then again, maybe im just crazy.
 

Terotrous

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Simplifying wavedashing would not accomplish this though?
It'd certainly help. There may be other issues as well, like DACUS, which also requires very good timing. If you were to enable the input buffering it would help with virtually all of the mechanics that require precisely timed inputs.


Know what I think when I mess up a wavedash every so often?

"Damn, I need to get the timing down more so I dont do that again!"
And do you know what you're not doing while you're working on your timing? Playing good matches and having fun with the game.


Wouldn't you rather be saying "damn, I need to learn that matchup better, I need to play against more good players"?
 
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Vashimus

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Except it's not really. Most of the most popular games are those where execution barriers are low. There's a reason Mario Kart is much more popular than, say, F-Zero or Wipeout. Similarly, there's a reason Street Fighter 4 was much more popular than Street Fighter 3.
No duh Mario Kart is more popular because it actually comes out with games nowadays, and thus keeps getting new fans.

SF3 wasn't as popular because they replaced SF2's entire cast (save for Ryu and Ken, and later Chun and Akuma) with characters NOBODY was familiar with. It makes no sense for the sequel of a fighting game not include the cast from the previous game, and a lot of people were just turned off by it, until many years past and people realized how good the game actually was.

It really has nothing to do with execution. If people really enjoy a game, they work through it.
 
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Pickledpotatoes

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Yo @ Terotrous Terotrous what's your opinion on the majority of people here [EDIT: who voiced there opinion on the difficulty of wavedashing] saying that wavedashing really isn't that hard?

'Cause it seems you've been ignoring that a little lot.
 
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PillsBuryDopeBoy

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It'd certainly help. There may be other issues as well, like DACUS, which also requires very good timing. If you were to enable the input buffering it would help with virtually all of the mechanics that require precisely timed inputs.



And do you know what you're not doing while you're working on your timing? Playing good matches and having fun with the game.


Wouldn't you rather be saying "damn, I need to learn that matchup better, I need to play against more good players"?
So people can't have fun while trying to improve?
 

Prince Longstrok

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It'd certainly help. There may be other issues as well, like DACUS, which also requires very good timing. If you were to enable the input buffering it would help with virtually all of the mechanics that require precisely timed inputs.



And do you know what you're not doing while you're working on your timing? Playing good matches and having fun with the game.
Those matches are called "friendlies", my friend. Those are the matches when I invite my friends over to play my "mash up" build (Every character has 5+ textures from brawlvault that are completely random characters from games and anime and such). Those are the matches when we put all items on high and play and stages like shadow moses. If you really only cared about having fun, then you wouldnt give a damn about how hard or easy Wavedashing is.

This may be obsessive, but I try to spend 2-3 hours a day practicing my tech skill and such. I made a vow to myself to become the best, or atleast a very notable Ganon player >:3. Do I have fun? Kind of- more like I am satisfied at the end of the night that my goal is that much closer.


JUST YOU WATCH- ALL OF YOU! THE DAY WILL COME. ..eventually..
 

Terotrous

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No duh Mario Kart is more popular because it actually comes out with games nowadays, and thus keeps getting new fans.
It was still more popular when those games were active.


SF3 wasn't as popular because they replaced SF2's entire cast (save for Ryu, Ken, Chun and Akuma) with characters NOBODY was familiar with. It makes no sense for the sequel of a fighting game not include the cast from the previous game, and a lot of people were just turned off by it, until many years past and people realized how good the game actually was.
Then how do you explain SF2 being popular, which had a grand total of 3 characters carried over from SF1?

The characters weren't the problem, it was obviously the game mechanics, even Capcom acknowledges this.


Yo @ Terotrous Terotrous what's your opinion on the majority of people here saying that wavedashing really isn't that hard?

'Cause it seems you've been ignoring that a little lot.
I've answered it a ton of times. If it's not that hard, then why does it matter if we make it a little easier?


So people can't have fun while trying to improve?
When improving involves grinding out combos or motions by yourself in training mode, typically not.

When improving involves playing matches against other good players to learn new strategies, then absolutely! This is the potential benefit of removing the technical barriers.
 

Sixth-Sense

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Oh, and there's a massive segment of the Smash community who doesn't like Wavedashing. Obviously you weren't around during Melee's heyday where tons of people considered it a form of cheating. There's also loads of people who won't install PM because they don't like the fact that it brings the executional barriers back that Brawl dealt away with.
Oh, you mean the countless brawl players that still whine about the melee community being big meanies to them when they actually stopped doing that a long time ago, not to mention that the majority just said what they had to say and then went back to Maylay? You mean the countless brawl players that still think wavedashing is a glitch and it's unfair bc your breaking the game? You mean maylays heyday when they thought falcon was too cRAzzY to use and doing any aerial attack while recovering would give you some kind of boost?

Also, those people that don't try something new and "challenging" bc "0HnO2spOOKy4mii" are simply missing out and being some serious ******* just bc they have to *GASP* practice and *GASP* try something new that doesn't hold your hand.

eh, i'm done with this thread, do w/e but just know that your making yourself look like a fool with this argument, this is the equivalent of Kim Jung il going to the US and continually trying to argue about how great being in a dictatorship is to Obama.
 

Terotrous

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This may be obsessive, but I try to spend 2-3 hours a day practicing my tech skill and such. I made a vow to myself to become the best, or atleast a very notable Ganon player >:3. Do I have fun? Kind of- more like I am satisfied at the end of the night that my goal is that much closer.
And you've been playing for 3 months, so that's about what, 200-300 hours of lab time? That seems like a lot considering how easy these techs apparently are to perform.


eh, i'm done with this thread, do w/e but just know that your making yourself look like a fool with this argument, this is the equivalent of Kim Jung il going to the US and continually trying to argue about how great being in a dictatorship is to Obama.
Lol, you're the one going all Godwin's law here. Everyone who disagrees with me is a nazi!

I hate to burst your bubble but there are tons of perfectly reasonable smash fans, including some who are quite good at the game, who don't enjoy massive technical barriers being in the game. It's cute how you pretend their opinions are totally irrelevant, but they're not.
 
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PillsBuryDopeBoy

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Oh, you mean the countless brawl players that still whine about the melee community being big meanies to them when they actually stopped doing that a long time ago, not to mention that the majority just said what they had to say and then went back to Maylay? You mean the countless brawl players that still think wavedashing is a glitch and it's unfair bc your breaking the game? You mean maylays heyday when they thought falcon was too cRAzzY to use and doing any aerial attack while recovering would give you some kind of boost?

Also, those people that don't try something new and "challenging" bc "0HnO2spOOKy4mii" are simply missing out and being some serious ****ies just bc they have to *GASP* practice and *GASP* try something new that doesn't hold your hand.

eh, i'm done with this thread, do w/e but just know that your making yourself look like a fool with this argument, this is the equivalent of Kim Jung il going to the US and continually trying to argue about how great being in a dictatorship is to Obama.
Hop on bro.
 

Rᴏb

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It'd certainly help. There may be other issues as well, like DACUS, which also requires very good timing. If you were to enable the input buffering it would help with virtually all of the mechanics that require precisely timed inputs.
It would be so insignificant of a change it wouldn't be worth implementing, why fix what isn't broken? It seems to me that you just don't like the idea of this game requiring tech skill, which is fine, but your desires will never be realized. Having tech skill is an aspect of this game that people practice and take advantage of in order to get better at the game and its been like this for over a decade, it makes no sense to change it now. It's part of the game.

And who are you to decide what others find fun?
 
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Terotrous

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It would be so insignificant of a change it wouldn't be worth implementing, why fix what isn't broken? It seems to me that you just don't like the idea of this game requiring tech skill, which is fine, but your desires will never be realized. Having tech skill is an aspect of this game that people practice and take advantage of in order to get better at the game and its been like this for over a decade, it makes no sense to change it. It's part of the game.

And who are you to decide what others find fun?
Fun fact: The change I'm talking about is actually already in the game. Go into the "more rules" in the options menu, then turn on input assistance. You now how buffered inputs. Put character select on random and observe how consistently you can wavedash, even if you don't play that character.

The problem is that you can't turn this on on a per-player basis.
 

Prince Longstrok

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And you've been playing for 3 months, so that's about what, 200-300 hours of lab time? That seems like a lot considering how easy these techs apparently are to perform.
Mhm, and you know what? I still have hundreds of more hours to go c: What fun is a goal when the road to it is easy?

Also, its not as if I ONLY practice Wavedashing xD Wavelanding, Tech chasing, DACUS, Ledge guarding tactics, SHFFLing, recovery options, and even some Ganon specific tech such as the Arty Vortex and Flame Choke chasing. c:
 

Terotrous

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What fun is a goal when the road to it is easy?
It's a pretty general consensus that the most fun you can have with any fighting game is playing at a high level vs other high level players. That's why people put in the time to reach that level. However, not everyone has 500 hours to put into a game in order to reach the fun part.


Can a fighting game be fun if you don't have to grind combos and techniques to play the game well? You're welcome to try Divekick and find out.
 
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Rᴏb

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Fun fact: The change I'm talking about is actually already in the game. Go into the "more rules" in the options menu, then turn on input assistance. You now how buffered inputs. Put character select on random and observe how consistently you can wavedash, even if you don't play that character.

The problem is that you can't turn this on on a per-player basis.
Wavedashing getting mapped to a button is the change I was referring to.

I'm aware of the buffer option. Allowing some people to be able to play with buffer on would obviously be unfair... The only fair ways to go about things would be to have no buffer at all, or buffer for everyone. Buffer for everyone doesn't make sense because it basically removes the whole technical aspect that has been with us since melee and that PM aspired to add back.

Can you empathize why the PMBR wouldn't want to essentially go backwards?
 
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Terotrous

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Wavedashing getting mapped to a button is the change I was referring to.
I will accept that that's probably impractical. It's a workaround to a fundamental issue that the PM team can't really fix. However, the buffering already exists and also achieves largely the same goal.


I'm aware of the buffer option. Allowing some people to be able to play with buffer on would obviously be unfair... The only fair ways to go about things would be to have no buffer at all, or buffer for everyone. Buffer for everyone doesn't make sense because it basically removes the whole technical aspect that has been with us since melee and that PM aspired to add back.
If the buffer option was available to every player, do you think everyone would use it? I think that's a legitimate question. There are some definite drawbacks, like potentially unintended inputs, and certain option selects would not work properly using buffering because the whole trick is that depending on the situation your move might not come out (though, there might be other, different option selects that would only be possible with buffering on).

Also, just making the game harder to play certainly wasn't the only goal of PM. They also wanted to make the game more balanced and diverse, provide more viable stages to use, and shift the flow of the game to a more offensive style. All of these things can be accomplished without the execution barrier.
 

Pickledpotatoes

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I think people underestimate the difficulty of wavedashing. I mean, you try and magically shift your momentum and direction mid-air into the ground. You should be able to tap your feet together to make it happen auto-magically.

...I should get some sleep.
 

Rᴏb

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I'll take that as a no.

Until you can learn to empathize with the people who enjoy the game with the technical aspect to it, there is no point trying to spell it out to you.
 
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