Closet Training

Now that I’ve been back from teaching at summer camp, I’ve thrown myself back into my local competitive Smash scene at EXP Gaming (link to their Facebook page at the bottom of this post). They hold a weekly tournament for Super Smash Bros. Melee and Super Smash Bros. Project M called “Wavedash Wednesdays”, and while I haven’t been there in months, I’ve been able to keep up with Chicagoland’s better players by playing CPU’s every day. But what, some players might ask, do I practice?

Execution, or as I call it: “Closet Training”!

I’ll admit it – my neutral game isn’t always on-point because I don’t play with people a lot. Sometimes I revert to bad habits and spacing in neutral, but I make up for it in combo and edge guard execution, meaning my punishes are hard and I generally convert a hit confirm into really big damage or a KO. Playing CPU’s is notoriously bad for neutral and habit-forming because you become accustomed to fighting an opponent that generally reacts the same way to different stimulus. You can even manipulate a CPU with movement to KO itself.

What you can do with a CPU is practice DI follow-ups on combos, bad recovery edge-guarding, and tech-chasing.

A CPU Marth and a human-controlled Marth both only have 3 options out of a tech: tech in place, tech roll right, or tech roll left. This ends up being really useful. You can practice reacting to different rolls and techs in place on the whole cast as CPU’s, and when it actually happens in a tournament, you’ll be ready for any of the 3 options available to that human-controlled Marth player.

A CPU will DI horribly , but sometimes they’ll DI incredibly well and do techs you wouldn’t dream your opponents could perform. But if they ever do, you’ll know if you can follow up such good DI and if you can, how to follow it up the most effectively depending on the character. You get to try out a ton of different combo scenarios and test your reactions on DI mix-ups because even CPU opponents will change their DI.

You’ll be able to test your reactions on hit confirms when both of you are attacking each other. You can see match-up specific interactions for moves. Can your character’s move beat a certain character’s move at this range? Can you edge guard against a move effectively?

The point I’m trying to make here is that, while you can’t really practice your neutral game solo, you can practice your execution game, which is just as important as neutral. You can practice your edge game so that you don’t suicide during a tournament match because you tried wave landing from ledge to get an invincible tilt or grab in to punish an opponent’s attempt at edge guarding you. You can practice your combo and punish game to make sure you get the most out of every hit you make. High-level Smash involves being able to capitalize on every situation that favors you – you can practice all of those situations solo.

Even if you play with others and work on neutral, I recommend players who really want to start placing high to play for a half hour every day and focus on execution and combo game. You’ll be surprised how much more mileage you get once your punish game is refined. No one wins games in Melee or Project M simply be winning in neutral for 5 minutes. That’s only half the battle, and sometimes makes the difference between a win or a loss in tournament.

Closet Training helped me finally achieve one of my goals in Smash, which was reaching top 5 at a tournament. Think of how much it can help you, too!

Just Sayin’.

Coins in Mario Kart 8

After 1 month, I’m finally done with summer camp! And while it was an awesome month, I’m glad to be back home, sitting at my computer and typing this blog post up. I was originally going to just do a little update, but I’ve been wanting to write about this since I left for camp: coins in Mario Kart 8.

I’ve enjoyed almost every game in the Mario Kart series since its inception, and Mario Kart 8 is the first one that I don’t really enjoy playing. I’ve only really played it once. There are a number of reasons why I don’t like this game (all gameplay related – the visuals and music are phenomenal, I think the biggest reason is the re-inclusion of coins from Super Mario Kart.

For those of you who don’t know, in Mario Kart 8 you can have up to 10 coins. These coins increase your maximum top speed as well as your boost speed. If you are hit or you fall off the map, you lose 3 coins. This opens up a couple problems right off the bat:

Speedier Karts/Bikes/Characters are better:

I love Toad. He’s one of my favorite Mario characters. However, he’s a light character, so he’s pretty slow. Normally, this is offset by having better acceleration and off road speed. With coins in play, having less coins than a speedier character/kart almost always results in me trailing farther and farther behind. Without coins at least I can try and get some items or do some skillful drifting to catch up, but that’s more difficult when you have 4 coins and they have 7 and are cruising on ahead considerably faster than you.

Rubber Banding (or same place syndrome):

Because of how significant the speed boost is from coins, the rubber banding from items is diminished in its effectiveness. Given two characters of same character and vehicle, one with 10 coins can go about the same speed as one with 0 coins and a Star/Mushroom. That’s absolutely ridiculous, and can sometimes lead to what I call Same Place Syndrome. Let’s say you’re in 2nd place, and you get hit with a red shell and a green shell at 10 coins. You now have 4, and people speed on by you with more coins. If this happens, you may find yourself in 6th/7th/8th place for the rest of the race. This has happened to me and a bunch of people I’ve observed playing a lot, and it’s incredibly frustrating when you feel like the items can’t help propel you forward just because you’ve got less coins.

Conversely, if you’re in first with 10 coins, sometimes you can rocket so far ahead of the pack (assuming they’re not collecting coins like you are) that being hit with two blue shells won’t even come close to putting you in 2nd, especially since one of the items you get commonly in first place are a coin item that gives you two coins.

The first lap becomes a coin collecting contest:

The first lap, I think, is pretty crucial. The players that collect more coins will stay at the top (unless combo’d hard by items), and those that don’t will find themselves struggling until they collect more for the whole race.

It’s disappointing that a game I was really looking forward to has, in my opinion, an awful mechanic for what the series stands for. It looks great, plays great (controls are amazing), and has a memorable soundtrack, but coins really take a lot of fun out of the game for me. I will say that I think coins are an amazing addition to Time Trials, as I think strategic collection of coins leads to increased depth in that area, but otherwise, coins need to go.

Just Sayin’.

My Super Smash Bros Wii U/3DS demo consensus

E3 has come and gone, the Super Smash Bros. Invitational has passed, and I got to play both the 3DS and Wii U versions of  the new Super Smash Bros. game (which I will be labeling as “Smash 4“). Here’s my take:

NOTE: This game is not in its final stage. It is still in development! Mechanics can (and probably will) change.

What is it like?

It’s like Super Smash Bros. Brawl (Brawl). It felt less floaty and faster, but it definitely retained the Brawl feel. The music and the overall look is great. The move streaks are an awesome touch, and I’m loving some of the new characters. I only got to play as Kirby (my old Brawl main) and Villager, but I had fun playing both!

Also Smash Run is going to be the best mode of all time.

Game Mechanics:

The Good:

– A lot of people were complaining about aerial landing lag, but I didn’t see a lot of it. With both Villager and Kirby, landing on the ground with an aerial felt exactly like it did in Brawl. I was still able to link Kirby’s Back Air -> Forward Tilt, which requires little landing lag on the Back Air. Some characters have a lot of landing lag (See: Marth), but overall the game didn’t look like a total lag fest when landing with aerials. I have no idea why everyone’s complaining when it seems to be only a few characters.

– The hit lag, while more than Brawl, feels really satisfying when you hit. Grabbing someone also feels satisfying.

– Air dodging into the ground produces significant lag. This is great because it used to be an incredibly safe option in Brawl, and now it can be punished. Also they appear to be much shorter, which is great.

– The jab finishers are really cool. I hated all the rapid-jabs, so I’m glad they’re gone.

– Hit Stun can’t be canceled with an air dodge. Combos do exist!

– The new ledge mechanics to prevent sharking are cool. I’m actually on board with the whole “kick-off” mechanic, too.

The Bad: 

– No dash dancing. I think this is something Smash 4 needs so that the primary movement isn’t air-based.

– Throws are really odd. It’s very hard to follow up with them and it doesn’t really put the thrown opponent in a bad spot so it feels like they’re always the less superior choice. A few characters, however (MegaMan and Villager are the two that come to mind) have some follow ups out of throws.

– KO’ing takes a very long time. I saw people live up to 150% from Smash attacks.

– Auto sweet spot ledges with Up B.

And that’s really all I have to say about it. Overall, I’m really hopefully for Smash 4. I was worried I wasn’t going to like it, but after watching the Invitational and playing both versions myself, I can confidently say that I’m very excited for this game!

Just Sayin’

Salt (and why it can be good for you)

Salty (Adjective) – To be (usually to a somewhat high degree) angry when losing. Generally used in competitive gaming.

I get angry when I lose in competitions.

Like, really angry.

I just want to punch whomever beat me in the face for outplaying me and taking advantage of things I did wrong. Why couldn’t I have done that instead? I should be the one advancing to the next round, I know I’m better than this. I want to rematch them right then and there to prove it. I want to beat whomever just beat me so badly.

And yet, here I am, writing about how it feels like my opponent chained me to a 300lb weight when I lose, and I’m unable to lift it. It’s incredibly frustrating.

How do people take losses so cleanly? I really don’t understand it. I can’t smile after I lose.

I’ve literally spent hours of my time looking up how to take losses better. I thought it was a problem that I couldn’t take my losses cleanly – that I wasn’t learning from them like the best players do.

Then it hit me earlier today while thinking of something to write about for today’s blog post; being angry about a loss is fine. I can be angry that I lost a match, as long as that anger can force me to look at the match and learn from it in a healthy way. Basically, channeling your anger into something useful so you don’t just sit there yelling at yourself on the inside.

Being angry can actually be an incredible motivator for improvement, but there’s a lot of stigma to being angry which prevents it from being used. “Going on Tilt” is to get angry and start playing at a sub par level, but that doesn’t have to be the case. If you’re just getting angry and that’s it, of course you’re going to start playing worse. I think the problem is that people have a really negative impression about anger in competition, when I think it might be a great way to psyche yourself up and continue to play at your best. When I lose a stock in Super Smash Bros., I get angry. Did I really just let myself lose a stock? It’s not happening again. I’ll nod that my opponent made a good play, even tell him it was a good play, but I’m still angry that I’m one step closer to losing. That doesn’t make me play worse – I play better, harder. I don’t want to lose, because I loathe losing.

I think the reason people go “on Tilt” when they’re angry is because they realize they’re angry and don’t want to be, which affects them more than they may realize. I say be furious, but be in control of what you’re doing and feeling (mainly because if I were actually furious all the time I’d probably have a heart attack or something). Don’t just be angry – channel that emotion to have a purpose. You don’t want to just sit there and be angry and then play your next match. While it seems weird, it’s entirely possible to feel angry and motivated at the same time, and that’s the good kind of anger.

You can say good games at the end, admit your opponent played better than you, and be a good sport. But that doesn’t mean you’re not seething inside and are itching to beat them next time so you can pop off and say you’ve gotten better.

Just Sayin’

Shameless Twitter plugs!

I apologize for the lack of a substantial post – I’ve had quite a busy couple weeks since I’m trying to finish all my homework so I’m not cramming after The Big House 3, a national Super Smash Bros. Melee tournament I’m attending. So, today, I’m going to direct all of you to my two parody Twitter accounts!

Last Monday, while playing Smash with some friends, one of them came up with the idea to make a parody account of me as a super ignorant Smash player. Another friend made a version of it where I’m British.

DISCLAIMER: 300 Pound Kappy is extremely vulgar. I find it hilarious, but for those who don’t enjoy such language, you’ve been warned.

300 Pound Kappy: https://twitter.com/300PoundKappy

136.08 kg Kappy: https://twitter.com/136kgKappy

Enjoy! Expect a special post about my experience at The Big House 3 after next weekend and a review of the MMORPG Neverwinter in two weeks!

Just sayin’.

OPINION: Smash – the Items, the Stages, the Random

Recently, thanks to the good graces of Smashboards on Facebook, I came upon a Super Smash Bros. for WiiU stage discussion thread. For those who don’t know what I’m talking about, in competitive Smash certain stages are banned from competitive play, making stage lists an element when it comes to tournaments.

Generally, legal stages are “flat/plat” (flat or flat with platforms only) stages, such as Battlefield or Final Destination, and this causes a rift between more liberal and conservative (in terms of stages and even items) competitive players. The thread I was reading was basically an amalgamation of these two kinds of players arguing with each other about what stages should be legal (and some even saying items should be included).

I thought I’d chime in with my own opinion.

I don’t like stages with hazards (and when I mean hazards, I mean the F-Zero racers in Mute City/Port Town Aero Dive, the lava on Brinstar, the cannon and bombs on Halberd, the bullet bill on Peach’s Castle (in Super Smash Bros. Melee) and random stage changes (Pictochat, Brinstar Depths, WarioWare, to name a few). To me, I think these introduce a certain amount of randomness that not even the best players can avoid at times, and it leads to unfair advantages at no cost to the player given the advantage.

Some people will argue that these new elements introduce a new layer of depth to the competitive game. A player should not only know his character and match-ups, but also the hazards and timers for each stage (while random, many stages have a “timer” that tells the stage when to spawn a hazard or change the stage). The same case can be made for items.

The other argument for a more liberal stage list and items are that “there’s an equal chance that it will happen to everybody”.

I could have agreed with these two statements…but I also play Pokemon competitively.

Pokemon is a game that, no matter what, randomness is an inherent part of the game. In Smash, you have the option of turning off items and stages. You do not have that option in Pokemon. In Pokemon, there is no choice to learn risk management and randomizer mitigation – you have to to be a successful player. The best players in Pokemon are consistent because of this. Yet, yet, there is always that time that something goes horribly wrong. “Hax” is a term thrown around in Pokemon, namely because of the randomness in the game. While consistent, some of the best players will lose games because of an unlucky critical hit, freeze, extra turn of sleep, full paralysis, miss, flinch, or confusion hit. All of these (except for critical hit) result in a wasted turn.

Despite all the training one can do, when it comes down to it that one critical hit or full paralysis can be completely game-changing, yet it stays at 25% chance for paralysis no matter what. There’s always a 10% chance Ice Beam will freeze, but sometimes it freezes two turns in a row, sometimes it never freezes. Sometimes a pokemon will hit itself 4 times in a row in confusion. It’s an equal 50% chance for every pokemon that is confused, but it’s still random. Sometimes, despite all efforts to mitigate risk and “hax”, it still happens, and you end up losing because of it, despite being the better player.

This is something that competitive Pokemon players have come to terms with, but in a game where you have the ability to test who is better with raw skill only by turning off random elements, I don’t see why you wouldn’t. Pokemon, while popular, can be scoffed at because of its inherent randomness. No one wants to lose a game they should have won because their opponent got the critical hit they needed to win the game (in fact, I lost a game of Pokemon I played this morning because of a critical hit). You’re playing the odds sometimes, and that takes no thought – all you’re thinking at that point is, “If I get a critical hit this turn, I’ll win.” Notice the ‘if’, there. You have no control over whether or not you get a critical hit the next turn. There’s no depth there. There’s a ton of depth in trying to mitigate odds and maximizing your risk/reward safely (which Pokemon has and is what makes it satisfying to play for me), but you can’t ‘mitigate’ odds in Smash. There’s no move that prevents the lava from rising or to make Pictochat have the spikes come and not the trampolines. All you can do is hope that that capsule you just grabbed is an explosive. Hopefully that Pokeball you just got isn’t Goldeen.

There’s something to be said about how Pokemon can deal with risk, despite the inherent randomness involved in playing it competitively. You can make plays to protect yourself from “hax”. There are moves in the game that stop status effects (Safeguard and Taunt, namely). You can’t do that in Smash, but what you can do in Smash is turn off items and stages that have random effects. Turning off items and hazardous stages is the Safegaurd in competitive Smash. It doesn’t matter that there’s an equal chance you’ll both get an item or hit by the stage hazards. There’s a 20% chance for every pokemon that’s frozen to thaw out but some thaw out the next turn, some never thaw out the rest of the match, and some thaw out the turn they’re frozen.

There’s clearly no skill involved in a pokemon being frozen. There’s no depth there. So, I ask you, where’s the depth in that % chance that your capsule’s an explosive one or that once the timer activates, Pictochat spawns the man’s head that blows wind instead of the piranha plant?

I love items in Smash. I love crazy stages that screw people over. I enjoy playing on them them. I do NOT enjoy playing on them when I want to prove that I’m better than someone else. I want to know that I won because I made the better plays; not because a bomb dropped on you while attacking my shield, and not because the Pictochat spikes appeared right as you were jumping to avoid an attack I made.

Just Sayin’.