Improvement in Smash 4 BONUS IX – The Plateau

**If you’re unfamiliar with Smash, this probably isn’t the post for you unless you’re curious. In order to get a full understanding of this, you should be familiar with Smash’s game mechanics and lingo (EX: Forward Air = Fair), specifically the mechanics for Super Smash Bros. Wii U.

If you’ve read my improvement series, then hopefully you’ve been, well, improving! Unfortunately, you might be hitting something that every level of player hits while improving – The Plateau.

The Plateau is a place where you start winning and losing against the same players. You don’t ever feel anything involving your level of play changing, and more often than not others around you can look like they’re leaping forward and suddenly beating a ton of players, including you. You can’t seem to find any answers to getting better, and it can be an incredibly frustrating experience, especially if it drags on for a long period of time.

Now, I’ve been seeing a lot of players talking about this lately in Chicago’s scene, and that’s good. Unfortunately, most of it (to me) looks like some players getting frustrated and not knowing what to do next. They’re sick of playing all the time and not seeing any visible improvement.

So, it’s time to dive deeper into the art of improvement and talk about ways you can plateau, and how to get back on track!

——

So, how does one plateau? There are a lot of ways that one can start to slip, and many of these can be combined. In fact, most of them do. Here are the most common I see and how to deal with them:

You’re not practicing every day

Whether you’ve become busier due to outside factors (work, school, kids, significant other, etc…) or playing is starting to feel like a chore, you’re not practicing every day. Someone will tell you that doing something every day will make you better at it, and Smash is no exception. If you start slipping on practice, you’ll be as good as you are right now with no visible room for improvement.

I’m a perfect example of this. When I went to the first Mashfest, I took out a few notable players and my only losses were to top 10 players since I had started playing. Granted, I’ve only been to 4 or 5 tournaments, but the top players have generally remained the same. Fast forward to now, and I recently went to a weekly at Ignite Gaming Lounge, where I lost to two players I had never played before. Many of Chicago’s players that I probably could’ve handle 6 months ago have now accelerated to my level because I haven’t been practicing every day.

Now, practicing doesn’t necessarily mean playing – watching videos and theory-crafting can also be practice, especially if they’re videos of your own play. As a rule of thumb, actively play the game 4 days out of the week.

If you’re practicing for a long period of time and can’t fit that in your schedule anymore, try slimming the time you play down. I think 30 minutes is perfect – it’s enough to get something out of practicing, and it’s more time-efficient. You can squeeze in a quick 30 minutes in the morning before work/school, as a break to doing homework, or right before you go to bed.

You’re autopiloting

Autopiloting is a term that’s used to refer to the state of mind where you’re not cognitively thinking about what you’re doing while playing – you’re just playing. This leads to easily read habits that can be swiftly dealt with, and suddenly you’re down a stock without really knowing what adjustments you need to make mid-match.

There are a million reasons why you could be autopiloting, so there’s no easy fix for this. You need to work on being more cognitive of what you’re doing while playing. If the audience distracts you, try music. If you just suddenly feel drained, see what’s causing that and work to fix it. If you’re getting bored or frustrated, try and reset to neutral or take those whole 4-5 seconds of invincibility after losing a stock to recompose yourself.

You’re comfortable

This is a really big one. You go from top 25 to top 10. You’ve finally broken that barrier, and now you’re happy with how good you’ve gotten. You still want to get to top 5 and eventually be the best, but after all that work you’ve put in, you’re thinking, “I probably don’t need to practice today,” or, “tonight I just want to relax at the weekly. I’m gonna make top 10 anyway.”

These are not good thoughts. Being happy with where you are is great, but don’t let it stop you from improving. If you’re truly happy with top 10 and don’t have a burning desire to go all the way to #1, then great – you’ve accomplished your goal. But if you still want to get better, don’t slack off once you hit major milestones.

You’re cocky

Now that you’re a big hotshot player, you walk around like you own the place. You give advice that’s (probably) unwarranted, you talk smack to all the players you used to respect but are now better than, and you get really, really frustrated when people below your rank beat you. You belittle those wins as much as possible, and belittle wins of those that are ranked higher than you. You get angry when a new PR is released and you’re not where you thought you should be – why is Player X above me again? You play off your losses like it couldn’t’ve been your fault you lost. Well, it is – go humble yourself and show some respect. I’m all for a little edge and smack talk, but let’s not think we’re all that, okay? I suffered from this myself back in the Brawl days, when I finally hit the PR for the first time I got pretty angry when I lost, thinking that I should’ve been better and should be winning. I never bothered to reflect on why I was losing, I was just blinded by my own pride.

Clear your head and realize that you’re not some special celebrity. You’re good, sure, but you’ll never be great with that attitude.

You’re losing motivation

You had a reason why you wanted to be the best, but maybe that reason has changed or is invalid now. You don’t really know why you’re putting so much time into this game, so you put in less and less time.

There’s no easy fix for this one, either. This is all on you. Find a reason to reignite that fire, or just accept that this is where you’re going to be until you get that time back.

You’re just playing

Whether you don’t really know where to start or you’re not really focusing when practicing, you can play as much as you want, but at some point you’re going to fall flat when it comes to improvement. Yes, doing something every day will help you be better at it, but consciously thinking about what you’re doing and trying to understand all the finer details will help you even more.

When practicing, take the time to pause and think. Analyze different situations, try and visualize different options, and then execute on them when practicing. Don’t just play.

Also, don’t think you can substitute thoughtful play for playing every day. Do both.

You’re burnt out

A lot of players in Chicago play for many hours a day or binge on Super Smash Bros. a couple times a week. This can cause them to grow tired of the game, especially if they don’t see immediate results after playing for so long. Or, after playing so much they become bored and want to take a break. This can kill all motivation and your training regimen/habits. Don’t let burning out stop you.

If you feel like you’re growing tired of the game but still want to get better, take a small 1-2 week break. No tournaments, no playing (not even casually). All you should do is watch videos and streams to practice every day. If you do go to tournaments, don’t play friendlies – just socialize and watch. Actively play and enter tournaments once your break is over.

Practice can feel like a chore sometimes, and this is just one way to reignite the passion to play every day again. If you don’t want to watch videos or streams too, then so be it. Just. Don’t. Play. Do not touch the game for the time you’ve allotted yourself for a break.

And don’t let it be longer than a month. You want to be relatively fresh when you jump back in, and in my opinion, a month is too long for a break.

Your mentality is holding you back

I’ve written very briefly about some of the aspects of the mental game of Super Smash Bros., but in any competition, having a strong grip on your mental composure is crucial to your improvement and success as a player. I’m not going to get too into it here, but if you’re getting too frustrated from losing, too cocky from winning, or feeling hopeless mid-match after being combo’d, killed, etc… then you’re not going to improve. If you can’t calm your nerves when you need to perform something easy and mess it up, then you’re probably going to lose. If you raise top players onto a pedestal, you’re never going to beat them.

The hardest part for this specific example is that you might be in denial because your attitude is how you think and feel, and that doesn’t change easily. If people are talking about how you act during certain situations, how you complain/rant all the time, or about your negative attitude, it’s time to humble yourself and ask if your mentality is holding you back from being truly great.

——

There are many, many more reasons as to why a player plateaus – these are just some common ones. I’ve gone through a couple of these myself, and I guarantee you will too.

Take a breath, work to fix the problem, and get yourself back out there. Just don’t be discouraged if it takes a while. Sometimes, it’s a slow ride back to improving. Other times, you’ll be back on track and improving after one small session.

Just Sayin’

Check out the rest of the series!

I – Fundamentals
II – A Different Way to Look at Match Ups
III – Attitude
IV – Friendlies
V – Stages
VI – Preparing for a Tournament
VII – Training Regimens
VIII – Character Loyalty

Check out the BONUS series!

X – Practice Methods I
XI – Practice Methods II
XII – Practice Methods III
XIII – At a Tournament
XIV – Practice Methods BONUS IV
XV – Game Flow

 

Improvement in Smash 4 III – Attitude

**If you’re unfamiliar with Smash, this probably isn’t the post for you unless you’re curious. In order to get a full understanding of this, you should be familiar with Smash’s game mechanics and lingo (EX: Forward Air = Fair), specifically the mechanics for Super Smash Bros. Wii U.

You’ve got your tech down. Your movement is crisp. Your spacing? Immaculate. You walk into the tournament venue, ready to take on the world…

and then you find out your first round is against a Mario player.

And you HATE Mario. You just can’t seem to win, no matter who’s using him. The second Mario enters the battlefield, you lose. He Does that stupid grab, Up Tilt combos, Uair combos, Up Smash is ridiculous, he’s such a brain dead character sakjdhenmfdenfrmewtrcnmrcewtUAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Sound familiar? I’m sure it does for a lot of you. And to be frank, most players encounter a character like this. But hold up for a second. You’re not losing because Mario’s an incredible character. No, you’re losing because of the limits you’re mentally imposing on yourself.

While I’m of the opinion that you can never be perfect in your fundamentals and tech, once you’ve got a good grasp of those it’s time to move onto the next stage – your mental game. Having mental endurance is absolutely crucial to winning. If you lose your composure, you’ll fall apart, no matter how good you are.

There are a few things I want to address in this post, and they’re all related in one aspect of your mental game – Attitude.

Here’s a definition of attitude I pulled from Google: “a settled way of thinking or feeling about someone or something, typically one that is reflected in a person’s behavior”.

Now, let’s translate this into Smash terms. Attitude is, basically, how you’re thinking and feeling about a)your level of play in comparison to others, and b)characters in the game. There’s more to it (likes how you think/feel about rules), but these two are the ones most important to improvement.

Let’s start with characters. I want to preface this by saying that your opinion of a character can change very quickly. And it really depends on your opponent’s style. You may beat down campy Luigi’s like it’s just a Tuesday for you, but the second an aggressive Luigi comes along, you’re toast. And suddenly, you’re thinking about Luigi differently. Now those campy Luigi players are suddenly doing better because you know what Luigi can really do to you, and it scares you. You start playing differently, but it’s not to adapt. You’re playing afraid, giving too much respect – that kind of stuff.

You start crying out that your character just can’t beat Luigi. It’s time to pick up someone else, but you start doing worse even if at first you felt better about it. You complain that Luigi is stupid. Why does he have all these tools? It’s unfair!

There are three big problems with this progression – the first one, as I mentioned in my post about MU’s, is that character is taking over the player. You’re placing too much emphasis on the character you’re playing, and not the player. That needs to stop. You may lose to an aggressive player playing Luigi, but those guys you were beating before? There’s no reason they should be beating you overnight just because you got floored by the aggressive one. Recognize who you’re playing, not their avatar.

The second problem here is your emotions. One of the reasons why players get so frustrated with characters like Sheik, Mario, and Luigi are that they have good ways to deal with a lot of different options. And when a Sheik hits you 5 times in a row and you feel like you can’t do anything, it can be hard to shake that feeling away. Being more conscientious of how you’re feeling is something you’ll need to work on.

I want you to think about this the next time you fight a character you despise (especially in friendlies). Why do they frustrate you? Is it a move, a combo, their movement? Do you just hate the character as a character? Is there a possibility it’s the player behind the character that’s frustrating you?

The third thing is that a lot of people have really awful, simple-minded perceptions of characters, and project these onto players. I can’t tell you how many times I’ve seen people complain about the throw combos from Sheik/Luigi/Mario/Ness, and how “anyone” can play these characters. Anyone can play Link, too.

But that’s not what they mean. This happens the most with Mario in Chicago, so I’ll use him. Mario, at least in the Chicago Smash 4 Scene, is considered “brain dead”, and “boring”. Anyone can pick him up and do well in a tournament.

I have never, in my 6 years of playing competitive Smash, seen this happen to an extreme degree. A guy picks up Mario and beats his friends, maybe moves from 17th to 13th? Cool. A guy picks up Mario and suddenly goes from 9th -> Top 3? NEVER.

Here’s the thing… there are exceptions, but look at the highest level of talent: world caliber players. When they pick up a new character, they have to put in the work before they see any substantial results, and if they don’t need to put in work then I can only see them as gifted players. These exceptions only happen with mid and low leveled players. I find those exceptions irrelevant because of that. No one’s aiming to be mid level when they want to win tournaments.

However, this was pretty prevalent in Brawl. Top-level players would switch to MK after losing game 1, and sometimes they’d win. Now, being that MK was actually a dominant character in Brawl and had incredible tools on paper that actually translated in-game, sometimes those pockets (as it was called) would win. It was rare, but I’ve seen it. Never, though, did a pocket MK win a tournament. It just didn’t. The better player usually won anyway, especially as you went farther into a bracket; that’s very much the case in every Smash Bros. iteration, including Wii U.

So back to Mario. He’s brain-dead and boring, and anyone can pick him up and do well. Here’s the thing…that’s wrong. Yup, wrong. Look, I understand – Mario has a straight-forward game plan, but why is it that he’s brain dead and boring and Luigi isn’t? Why isn’t Sheik? What about Sonic? Or Falcon? Falcon is literally Dthrow -> Uair/Nair -> Uair/Nair. Dthrow -> Knee or something along those lines for the KO. They’re try to stomp offstage or knee. I dunno…seems pretty brain-dead to me. I know I could pick him up pretty easily. Same with Luigi. Dthrow combos, Dthrow -> Up B, fireball to control space. Bam. Done. Luigi’s brain-dead and boring, too.

I hope you see where I’m going with this. Every character has an optimal game plan depending on the player and character they’re facing. They have good moves and bad moves. They can all be broken down easily, and they can all be seen as boring and brain-dead in my eyes. But I don’t see it that way. I see a character with tools that a player can uniquely utilize. Will two players use the same tools? Sure, it’s how games like this work, and sometimes they’ll be exactly the same, but more often than not, the utilization is different, and that’s what makes every character interesting. Only when every single player would use the same tool in every situation because it is clearly the best option every. Single. Time…will I find a character to be truly “brain-dead” and “boring”.

And this is how you should see this, too. A character may be simple, but not that simple.

——

Let’s talk about how good you think you are.

You’re undefeated amongst your friends, you’re callin’ kids in the top 10 of your local scene trash. You think your opinions are so insightful. You never think you should be losing.

That’s a bad way to approach your scene, buddy.

Listen, everyone likes a few hot heads, but you best believe it’s not helping you improve. Look, thinking you’re better than everyone is semi-good. You’ve got a lot of confidence in yourself and expect a lot. Buuuut, that’s where the problem starts. When you lose, it hurts. You should NEVER lose to Player X! But you did, and now you’re lookin’ bad because you were talkin’ trash earlier. Ouch.

You start getting mad quickly, and when you don’t live up to these expectations of being better than everyone, you can start disliking the game altogether. You’re only having fun if you’re beating everyone else, and don’t get me wrong – losing isn’t fun in a serious competition. But to get so angry that you want to stop? C’mon, now.

There’s a better way to look at this. Instead of thinking you’re better than someone, just have the confidence that you have the potential to be the best. Yes, you have the potential to be better than even ZeRo, but it takes time to get there. But as long as you believe in that potential, you can use that as a motivator.

Obviously, you have to put in the work, otherwise it’s a false belief, but you can use this confidence to motivate yourself. I go into every set, no matter who I’m playing, thinking I can win. I’ll even acknowledge that it’s gonna be hard, and if you came and talked to me beforehand I’d tell you I have a good shot at losing, but once I sit down to play I’m 100% convinced that I can win. Not that I will, mind you, but that I can.

It seems silly, but thinking you’re going to win really puts pressure on yourself. Just play the best you can and think you can win. if you don’t? You’ll get ’em next time. It sounds silly to utilize the whole “try, try again” mentality, but if you’re actively putting in the work, I think this is the best mindset you can have. Eventually, you’ll get those results. I have twice achieved status as a top 10 player in Chicago, once in Brawl and once in Project M. Twice I have used this mentality to help myself.

Believe me, I was an arrogant kid back when I first started getting good at Brawl. Then I got really angry when I lost and it frustrated me. I had to take a step back and re-evaluate how I was approaching the game, and it all came together after months of hard work after realizing I had to change how I thought about the game.

———————-

So what usually happens with these bad attitudes? Well, the most obvious one is that these players tend to make excuses. Here are some common ones:

– I wasn’t trying
– I was tired/sick/hungry/too hot/too cold, etc…
– Character X is so stupid
– My C-Stick wasn’t working
– Crowd was too distracting
– Couldn’t hear the sound
– Too cramped of a venue
– My hands were cold
– It’s impossible for Character X to beat Character Y
– Move Z is broken
– I SD’d twice

These are all barriers that hold them back. These are the biggest barriers that hold a player from being consistent. These are the biggest barriers that hold a player back from being truly great.

Notice, for just a moment…that these are complaints to hide behind to take away from a player’s victory, and to bolster your bruised ego. You’re using a mid-tier and lose to Sheik. “Sheik’s so busted”. Okay. You knew what you were getting into. “I SD’d”. Okay. Maybe if you were more aware of your positioning you wouldn’t have put yourself in a situation to SD. “Physiological excuses”. Bruh. Really? Part of being good is taking care of yourself. It’s on you that you lost, still.

This mentality that players…I dunno, aren’t important? It’s ridiculous. You’re fighting another person. They’re sitting right next to you. Why doesn’t anyone ever complain about a player when it comes tournament time? Why don’t they just admit that another player is puttin’ in work and it’s paying off when they get beaten by said player? I don’t understand.

These are all things you can work on, but what I really want to stress before this ends is that there’s an intrinsic belief that character > player. I’ve been talking about this since my first blog post, and for good reason. Once you realize that it’s the player, not the character, that’s truly important, I guarantee your mindset will only improve.

Well, except for being arrogant. But we’ll let that slide.

Just Sayin’

Link to the Chicago Smash 4 Facebook group: Clicky

Check out my other posts on improving in Super Smash Bros. Wii U!

I – Fundamentals
II – A Different Way to Look at Match Ups
IV – Friendlies
V -Stages
VI – Preparing for a Tournament
VII – Training Regimens
VIII – Character Loyalty

Check out the BONUS series!

IX – The Plateau
X – Practice Methods I
XI – Practice Methods II
XII – Practice Methods III
XIII – At a Tournament
XIV – Practice Methods BONUS IV
XV – Game Flow

Tales of Xillia: 4-man Co-op (first impressions)

So, for anyone who doesn’t know, I stream myself playing games pretty much every Saturday night. Usually, I do single-player games with a commentator or two. This time, after talking to a friend, I decided that I would tackle a game from the Tales series of games. These games are known for supporting 4-player combat, although most people just play by themselves or with one other person. Now, each Tales game generally has a gimmick that they can use to enhance combat.

However, Tales of Xillia’s is a little odd. It actually “hampers” 4-man combat. When you link with another character, the one being linked to is automatically taken over by an AI, and only unlinking will restore the ability to control that character. It’s basically a way to make playing by yourself easier and more fun because it makes the AI much smarter.

Now, at first, I didn’t like it. I didn’t think my group would need it. But then I started doing some research after a very painful 1st boss, and after doing some research and really thinking about it, 4-man combat with linking is starting to grow on me.

Let me explain linking really quick. Linking allows characters to beef themselves up, share skills, and use “Link Artes”, more powerful versions of normal Artes. With 4 players, linking isn’t really an option if everyone wants to participate in 100% of the combat. So, you’re basically gimping yourself for bosses, which is the problem (normal battles are completely fine with no linking). How can my group utilize linking effectively while not feeling like we can’t play during boss battles?

The easy way is to have two people allow themselves to be linked from time-to-time. I played a lot of Tales of Symphonia – it was my first ever Tales game! I played it so much I’d go through the whole game just having the CPU’s fight during boss battles and managing them through items. So, really, I’m okay with being linked and just sitting there sometimes, but even I’ll want to play sometimes, so I’m set on finding a way to utilize linking differently than the game intends you to (which is have it up basically all the time).

My strategies going in are not to try and fill the Link Gauge, which is filled through normal attacks while linked and using Artes while linked.

We could link for different things quickly. For example, if one of us is knocked down, we link with Jude, get picked up, and then unlink. We could link to position someone from behind quickly since the AI is programmed to take the best route to the back of an enemy. These are the kinds of small optimizations I think we could use with linking to utilize it while still basically playing the whole time.

We could also link just to spam more powerful artes if the boss is knocked down/stunned, and then unlink. It’d be a quick link to unleash a couple powerful attacks.

Those are all I’ve got right now though. If we wanted to fill the Link Gauge effectively we could go in waves of 2 players being linked and switching off every “tier” (I think there’s 4) of the Link Gauge. Again, I personally am okay with letting myself be linked, but this is a final resort kind of option if the boss is really hard and we need over limit.

I’m actually pretty excited to try and master linking with 4 people. Sure, it’s not the standard Tales 4-player experience, but to be honest it’s kind of refreshing and I think it can be a lot of fun. It’s obviously poorly designed (it feels like the multiplayer for Xillia was shoe’d in), but I’m the kind of guy who tries to make something work, and I think linking could be a really cool way to play this game with 4 people, even if it’s generally seen as bad. I think there’s a lot of strategy to be had with this sort of linking; unfortunately, no one’s really experimented with it and just bash it, so I think there’s a lot of untapped potential here.

There’s got to be a way to make this work. I think people just focus on filling the Link Gauge too much and not on the little optimizations you can make regardless of the Link Gauge.

Just Sayin’.

REVIEW: Super Smash Bros. 3DS

Wow, it’s been a long time since I’ve posted! I’ve been meaning to write this review but I was having so much fun with the game that I forgot to write it!

So, the new Super Smash Bros. game is out. While most of my friends in the competitive area of Smash aren’t exactly enjoying it, I am enjoying it a lot. Now that I have the full game let’s go into what I’m excited about and what I’m looking forward to with the Wii U version.
The Good:
 
Smash Run
 
I have to start here. Smash Run is probably my favorite mode of Super Smash Bros. I’ve ever played. Collecting power ups and duking it out in quite a few different varieties of mini games (including racing, climbing, and various versions of Smash) is awesome. I loved Kirby Air Ride’s City Trial (which is basically what Smash Run is), and so I instantly took a shine to this mode. I think the only problem is you can’t interact with the other players besides a bomb you can throw into their screen.
All-Star Mode
 
The new All-Star mode is really cool. Instead of grouping characters together by game, they’re grouped by time period. This makes some really interesting variety of characters and stages while fighting. The mode is a little on the easy side for me, but I really enjoy it nonetheless.
Music + Graphics
 
Super Smash Bros. 3DS (and the Wii U version) has the best music in a Smash game to-date. Really digging the remixes, and the game looks fantastic. I think the only problem here is you can’t change the music like you could in Super Smash Bros. Brawl, but that’s a minor detail I can look over.
Teams
 
So you can now be whatever color you want in team battles. That’s the best. Now you have team outlines, which is way cooler and way better. Seriously, forced colors was never something I enjoyed about teams. I’m glad they changed that.
Stages + Items
 
These are, hands down, my favorite stages in the franchise. The Paper Mario stage is definitely my favorite. All the new stages offer something really cool, and I LOVE the new old-school Mute City stage! To add to the craziness of the stages, the new items are a blast. The Galalga Boss that sucks you up, Cuckoos, and the new Pokemon and assist trophies really make for a hectic item experience. It’s fun!
Characters
 
The new characters rock. I love them all. In fact, Villager is my main! I actually don’t mind Dr. Mario, Lucina, and Dark Pit, either. While I will never play Dark Pit, I really enjoy Lucina and would rather pick her over Marth, so I’m glad she’s in the game. Also Dr. Mario is a boss and actually has different moves so I wouldn’t consider him a straight-up clone.
Custom Moves
 
Are probably the best part of this game. I am loving some of the custom moves the characters have! They give the characters some much-needed flavor or just help their kit in general. For example, Luigi has an ice ball – how cool is that?!
The Bad:
 
Controls
 
I’m actually very used to the controls, but as a competitive player (who doesn’t really play Super Smash Bros.), I really miss the c-stick. Being able to do a falling Up Air is something I have taken for granted, and while I can still do it, it takes a lot of precise manipulation of the joystick, and to be frank, the 3DS’s joystick isn’t incredible. I wouldn’t say the controls are awful, but there’s definitely something left to be desired here.
Classic Mode
 
Is still kind of boring.
Online + For Glory
 
Okay, so every For Glory mode stage is basically Final Destination with the stages usual blast zones. Some of the have walls that go down to the blast zone. This is fine, but I really wish some of the stages (I’m looking at you, Paper Mario stage and Rainbow Road) had their original design in For Glory mode, just minus the hazards. It’d make some of the levels way more varied and interesting without it just being flat. This ties into online.
You see, Final Destination is a horribly balanced stage. It gives characters with projectiles a clear-cut advantage (unless you’re Little Mac), and that’s hardly fair to slow characters. I think Battlefield is the most balanced stage, but I’m digressing. It seems that the cast is balanced around Final Destination, and that’s…not great. Granted, I think the game is incredibly varied right now and a lot of characters have untapped potential, but it sucks that online every stage is basically Final Destination,  giving some characters inherent advantages. That’s not too bad if you’re really good, but I think a lot of players who want to become competitive aren’t going to enjoy their character suffering as they try to practice their character.
Also the lag can be dreadful sometimes. At least the game has decided to dish out “No Contest” where neither player receives a detriment or plus to their record if the game lags for too long. It can detect intentional DC’s though, which is awesome. Other than those few complaints, though, online is incredibly fun. I’ve played just about 100 1v1 games and a few 2v2 (both For Glory) and they’ve been really fun. I have yet to play the “For Fun” mode or 4 player For Glory, and I probably won’t for a long time. I enjoy 1v1 the most.
Equipment
 
I’m not really a big fan of equipment, and that’s because they only give out stat boosts. I’m okay with the changing stats of characters. It’s a cool concept and it’ll make your Amiibo CPU’s way more fun to watch. However, it’d be nice if there were some pieces of equipment that only gave effects, no stats. I’m a big supporter of custom moves for official tournaments with this game, and I would’ve loved to include equipment in there, but alas. Equipment will be no more than a side tournament option.
And that’s about it. I could rate this game on my usual criteria but there’s so much content in the game I won’t do that. With that said, my rating for this game is a solid 8/10. If you’re a fan of the Super Smash Bros. franchise, you will love this game, even if it’s on the 3DS. I wouldn’t wait for the Wii U. Having Smash on the go is incredible.
Just Sayin’

Thoughts on Smash 4 (3DS Demo version)

Last Friday, the Nintendo 3DS demo of Super Smash Bros. 3DS was released to the public. Luckily, I was able to obtain it earlier thanks to a special giveaway for Platinum members. Now that it’s been about a week since I’ve played it, I thought I’d write about my first impressions.

The Ledge System is GREAT

As someone who hates every ledge mechanic in the previous iterations of the series, I love how the ledges work in this game. You can’t grab the edge to stop someone else from grabbing it, and you can’t regain invincibility unless you touch the ground and then re-grab the ledge (I actually don’t know if you regain it after being attacked). I really like this system. It forces more off-stage play if you want early KO’s, otherwise you’re stuck fishing for KO’s on-stage.

Pivot Canceling

If you push the other direction while dashing, you do a little slide animation before starting to dash in the other direction. During that slide animation, you can cancel that into an Forward Smash, Up Smash, or Forward Tilt. Forward Tilt and Forward Smash are the most useful applications of this mechanic, and it’s a great way to space your opponent while ground. It gives characters like Mario and Pikachu some neat ways to keep space, especially with how fast their Forward Tilts are.

Combos are (kind of) real

Some characters have good combos (coughMariocough), others have a couple strings. However, combos do exist due to hit stun being longer and unable to be canceled like in Super Smash Bros. Brawl, despite how small they may be.

Air Dodging sucks (YES!!)

Air Dodging produces some serious landing lag when you hit the ground with it. +1 for offense.

It’s fast

Since Super Smash Bros. Brawl was quite slow, this game feels much faster. You feel like you have greater control over your character and you feel more rewarded for performing high-execution techniques quickly (not that there are many…). I think the speed is perfect. It felt much better than the Best Buy demo.

It looks good

This is, without a doubt, the best-looking Smash game I’ve ever played, even on the 3DS. It looks fluid, feels fluid, and the effects are awesome. The animations are also great.

Villager can pocket everything

And it’s godlike!

If you haven’t yet, download this demo and start playing! The game comes out in less than two weeks – better practice up!!

Just Sayin’.

Fundamentals

Before I get into the meat of this post, I just want to do a quick little update. I hopped on the Yo craze a few weeks ago (if you don’t know what Yo is, go look it up!) and just saw made an account for this blog. No longer will you have to wait via email or social media updates to know when the next post is out – if you have Yo and add this name to your list of Yo contacts, a Yo will be sent out (with the url to the blog) from the account! The name is JUSTSAYINBLOG!

Okay, time to get to the real post!

Time to turn on the heels of my last post about execution. I want to talk about something that I see a lot of new players in any competitive game I’ve watched struggle with. Because Super Smash Bros. is the primary game series I compete in, I’m going to use that as an example.

Imagine that you’re a new player for Super Smash Bros. Melee. You’ve been watching the pros for a while, and dream of doing all the crazy technical stuff that they can do. You start to practice wave dashing, dash dancing, L-canceling, ledge hops, jump cancels, ledge cancels. You go to a tournament, ready to show off your skills, and some guy who doesn’t do any of that tech stomps you.

What happened? You’ve become proficient in all the technical skills required of the game, and this guy didn’t even L-cancel his aerials! I’ll tell you what happened – that guy who doesn’t L-cancel has a greater understanding of the fundamentals of Super Smash Bros..

I think a big problem with getting into some competitive games is that there’s so much tech to learn that you become overwhelmed and focus on learning the tech instead of learning the fundamentals of that game. Instead of learning how to properly space aerials, zone, and maintain an advantageous stage position, new players are doing tech that even I can’t do, but they have no idea when to use it correctly – they just kinda flash around the stage and get beaten.

Every game is different in their specific physics and tech, but one thing remains constant: the need for good spacing, zoning, and stage position control. Every Super Smash Bros. game requires these skills to be a good player. Once you learn the fundamentals, you can transition between games because you have the option to play smart. You have the ability to take new techniques learned and apply them in a way that helps you instead of hinders you. As a kid, I learned how to wavedash in Melee and lost a lot because I had no idea when to use it. I just thought using it and knowing how to execute it would make me better. Then I came from Brawl to Melee and Project M once I had been playing Brawl competitively for a few years, and while I struggled with execution at first, I immediately realized the effectiveness dash dancing and wavedashing had on maintaining stage control and zoning and simply thought about when the application of those techniques would achieve those goals best.

Fundamentals are the most important thing to learn when approaching any activity, whether it be writing, competitive gaming, sports, programming…you name it! Once you’ve mastered the fundamentals, all the techniques you’ve been practicing will fall into place.

And you’ll find yourself succeeding.

Just Sayin’.