Paper Mario Talks — How To Break Combat (64): Status

In Paper Mario, there are six kinds of status that the player can inflict on an enemy (Dizzy, Stop, Paralyze, Sleep, Shrink, Attack Down). Let’s take a look at them and how to inflict them!

Attack Down – Reduces an enemy’s attack by 3 for 4 turns. [Chill Out]
Dizzy – Opponent cannot move for x turns (varies by enemy). [Dizzy Dial, Dizzy Shell, Dizzy Stomp]
Paralyze – Opponent cannot move for x turns (varies by enemy). [Power Shock, Mega Shock]
Shrink – Opponent’s damage is halved for x turns. [Shrink Stomp]
Sleep – Opponent cannot move for x turns (varies by enemy). [Sleepy Sheep, Sleep Stomp, Lullaby]
Stop – Opponent cannot move for x turns (varies by enemy). [Stop Watch, Time Out]

For your information, the range of status where it lasts for x turns can vary from 1 – 4 turns.

Of these six, four of them do the exact same thing – hinder an enemy from moving. Without any differences (attacking a sleeping opponent does not wake them up, for instance), these statuses all cripple opponents in the same way, making combat in 64 very simple – find an enemy’s weakness to an immobilizing status and exploit it.

While I enjoy using status, and I consider knowing when and where to utilize status as a key element in strategy in Paper Mario and Paper Mario: The Thousand-Year Door, the monotony of what status do in 64 makes combat really easy. Furthermore, because so many status do the same thing, you can effectively lock an enemy into status and prevent them from ever attacking if they’re weak to two different kinds or very weak to one. Compare this to TTYD, where Dizzy no longer immobilizes enemies, Paralyze doesn’t exist, and enemies can wake from Sleep after being attacked; there’s much more variety, and you can’t really prevent enemies from attacking.

Now, while status is pretty broken in 64, the ability to inflict the same condition with so many different status does have its few benefits, but that mostly applies to challenge running. If you’re trying to inflict status to start setting up with, say, Super Jump Charge, you can cycle between an item/badge and Dizzy Shell or Power Shock to try and get a status inflicted sooner. It’s a cool concept, but that’s really all I find cool about the monotony of status in 64. This specific brand of status monotony is also why really hardcore challenges can be beaten in 64.

Let’s take a small turn and focus on the other two status, Shrink and Attack Down, which both reduce damage Mario takes. As you saw in my previous post, Chill Out’s Attack Down status is ridiculous. For 4 turns, an enemy has -3 ATK. That’s a big deal for the Tank Mario build and for just longevity in general. It cripples enemies in a different way. Sure, they can attack, but doing no damage is the same as not attacking at all (except for the ones that inflict status on Mario, but let’s not talk about those…). To supplement Tank Mario even more is Shrink, which halves an enemy’s damage. Halves. That’s Last Stand without having Last Stand active! With Last Stand and Shrink active, you’d be hard-pressed to find something that can damage Mario besides Final Bowser.

Speaking of… I find Bowser really interesting. Up until Bowser, every enemy in the game is stuck with their fate when inflicted with status. Bowser can remove status from himself (including Attack Down!!) with the Star Rod buff, and is the only enemy capable of removing status on Mario and his Partners. The entire game, you’re used to being able to do pretty much whatever you want, and then Bowser turns that on its head. It’s probably why I find him such a fun and interesting boss, and also why he really ramps up the difficulty curve when it comes to challenge running. But, we can talk about Bowser another time.

Anyway, the bottom line is…status is broken in 64. Even superbosses in Paper Mario: Pro Mode can’t prevent you from status-locking them. And while it’s cool to do that and be rewarded for using different status, I wish there had been more variety because just selecting a different item to do the same thing to an enemy can get a little stale.

Just Sayin’

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Paper Mario Talks — An Examination of Danger Mario

When Mario is at 5 HP or less, he’s in what’s known as Danger. If he has 1 HP, he’s in Peril. In Paper Mario and Paper Mario: The Thousand-Year Door, there are badges that only activate when you’re in Danger or Peril. These badges are as follows:

— Close Call (and partner variant) [Increases chance of enemies missing]
— Last Stand (and partner variant) [Halves damage Mario takes]
— Power Rush (and partner variant) [Increases damage Mario deals by 2]
— Mega Rush (and partner variant) [Increases damage Mario deals by 4 (64) / 5 (TTYD)]

These 4 badges are quite powerful and represent a “last chance” kind of effort for the player. It allows them to win by the skin of their teeth in normal gameplay, especially if you have Mega Rush equipped, which only activates when Mario’s in Peril. However, if a player is upgrading HP often, these badges become less useful because you can go entire battles without it activating. On the flip side… there is a badge setup known as Danger Mario. A character in both games called Chet Rippo allows Mario to swap stats around. This makes it possible to make Mario’s HP 5 instead of 10, effectively putting him in permanent Danger. This is the basis of Danger Mario, and it enhances these 4 badges beyond their normal usefulness.

Now, Danger Mario is quite notorious. Many players frown upon it, saying it’s powerful, but not fun. I’m inclined to agree, but I’ll save my opinions for later. For now, let’s jump into what makes Danger Mario so good. Let’s break down TTYD’s first, as it’s the one most well-known as the “Danger Mario” build.

There are quite a few builds of Danger Mario in TTYD. The first one is the most common: hyper offense.

Here’s the setup:

Hyper Offense Danger Mario

– FP Plus
– Spike Shield
– Ice Power
– Multibounce
– Power Bounce
– Quake Hammer
– Power Rush x20+

Now, you’re thinking “20+ Power Rushes? What??” Well, in the Pianta Parlor, you’re able to buy badges for tokens you win while at the parlor. One of them happens to be Power Rush. Buy enough, and you can make Mario a monster, dealing up to 99 damage per Jump if you buy and equip enough. With Spike Shield and Ice Power, Mario can jump on any enemy barring those on the ceiling, but that’s what Quake Hammer is for. Multibounce allows you to OHKO basically every enemy, and Power Bounce lets you destroy bosses in one turn. Truly, this is Mario’s most powerful form offensively.

This specific setup is the one everyone knows about. There are plenty of videos of it online. The reason it’s so powerful is that you can stack badges in TTYD, and there’s an infinite supply of Power Rush badges for Mario to equip. The other three badges can be stacked, but you need to grind badge drops from enemies, making builds focused around stacking them more tedious to implement. The other one I’ve seen used often is one with a bunch of Close Calls, which makes Mario an evasion tank that will never be hit.

Now let’s look at 64’s Danger Mario. Unlike in TTYD, you’re only able to get one of each badge. But, Last Stand functions differently in 64. Instead of being last in the damage calculation and rounding the damage taken up, Last Stand comes before Guarding & Damage Dodges, and rounds down. This is a significant difference and makes Danger Mario in 64 much more potent defensively than TTYD’s. It’s the only Danger Mario setup that can successfully use a Peril Mario setup.

Now, an offensive build in 64 is actually not incredibly potent. While you have Jump Charge/Hammer Charge, Mega Rush and Power Rush don’t stack with each other like they do in TTYD. Furthermore, Mega Rush only increases your ATK by 4. Without any other badges, you’re sitting at only 7 damage with Ultra Boots. Couple in the lack of partners using items AND lack of ATK-increasing items, and your only real way of powering up is Watt’s Turbo Charge, which makes your ATK 8. No, offense isn’t what makes Danger Mario in 64 so potent. It’s Mario’s defensive setup. Let’s look at Tank Mario.

Here’s the build skeleton:

Tank Danger Mario

– Last Stand
– Damage Dodge x2
– Defend Plus
– P-Down, D-Up
– Fire Shield

Without Last Stand active, Mario’s current DEF is 2. With a Guard and two Damage Dodges, Mario can reduce his total damage taken by 5. If you add in Sushie’s Water Block, that total is now 6. With Chill Out, it’s 9. If the move is a Fire move, Fire Shield blocks that for an extra 1 point of damage. Now, since Last Stand comes before guarding, a move reduced by Last Stand can have its damage output effectively reduced by 6 (7 for a fire move) before Last Stand takes effect.

Let’s see what Mario’s taking before he guards with Last Stand active!

  • Final Bowser’s Flame Breath (10) -> 3 / 2 -> 1
    • No Chill Out = 6 / 2 -> 3
      • No Water Block = 7 / 2 -> 3
  • Final Bowser’s Lightning Blast (10) -> 4 / 2 -> 2
    • No Chill Out = 7 / 2 -> 3
      • No Water Block = 8 / 2 -> 4
  • Star Rod Powered Final Bowser Flame Breath** (20) -> 16 / 2 -> 8
  • Huff N. Puff’s Full Power Ground Slam (15) -> 9 / 2 -> 4
  • Huff N. Puff’s Ground Lightning* (12) -> 7 / 2 -> 3
  • Anti Guy’s Flashy Attack (12) -> 6 / 2 -> 3
    • No Chill Out = 9 / 2 -> 4
      • No Water Block = 10 / 2 -> 5
    • No Water Block = 7 / 2 -> 3

*Huff N’ Puff’s Lightning Attacks go through Water Block’s 1 DEF increase.
**When Bowser has the Star Rod active, Chill Out will not work on him.

Look at that damage! Because no attacks pierce in 64, everything is affected by all DEF boosts Mario has. Now, let’s factor in Guarding and Damage Dodges!

  • Final Bowser’s Flame Breath = 0 damage
    • No Chill Out = 0 damage
      • No Water Block = 0 damage
  • Final Bowser’s Lightning Blast = 0 damage
    • No Chill Out = 0 damage
      • No Water Block = 1 damage
  • Star Rod Powered Final Bowser Flame Breath = 5 damage
  • Huff N. Puff’s Full Power Ground Slam = 1 damage
  • Huff N. Puff’s Ground Lightning = 0 damage
  • Anti Guy’s Flashy Attack = 0 damage
    • No Chill Out = 1 damage
      • No Water Block = 2 damage
    • No Water Block = 0 damage

So, with 6 badges equipped, Mario has successfully negated damage from all but a few attacks, and some don’t even need Water Block or Chill Out! The only move that truly defeats him is Final Bowser’s Flame Breath while being boosted with the Star Rod. That’s an insanely tanky Mario. Even without the extra badges increasing DEF, Last Stand rounding down coupled with Chill Out or Water Block can cripple most enemies and bosses for practically the whole game. And, unlike TTYD where you have to wait until after Chapter 5 to access permanent Danger Mario, you can access permanent Danger as early as pre-Chapter 2 in 64. You also don’t need to stack any badges to achieve this level of defensive prowess.

With only 6 badges equipped, you have more than enough BP to equip some badges that boost ATK, D-Down Jump, Flower Saver, HP Drain, and more! You can also equip Dodge Master for easier guarding. With this setup, Mario can basically emulate superguarding from TTYD by equipping Zap Tap and tanking his way through enemies.

So, now that we’ve broken down common builds of Danger Mario and how they function, what do I think of Danger Mario? I think 64 definitely has the more broken Danger Mario. It requires no grinding for stackable badges and only requires a few badges to be truly terrifying. Even Last Stand alone is ridiculous, and because Chill Out exists, it just cripples enemies.

And yet, for how broken 64 Danger Mario is, I find it fun to use when it’s needed. Using only 1 of each badge forces more strategic thinking and planning in both games. And with the exclusion of items like Point Swap and Trial Stew in 64, it becomes even more pronounced. And, because most damage is moderately high from more deadly enemies if you miss a guard, there’s still a feeling of tension. You can’t mindlessly run through the game Multibouncing everything in sight with +40 ATK. If you miss a couple guards, you’ll probably game over. I feel the same way about TTYD, but like I said earlier, that only applies with 1 of each badge equipped. Stacking a ton of them can be fun once just to see Mario run a train through every enemy and boss left, but being a challenge runner, I prefer being challenged and not mindlessly playing. Although, I will say I think the evasion tank build is quite hilarious and cool, and am a fan of it over the hyper offense setup.

All that being said, I do tend to stay away from Danger badges – especially Mega Rush in TTYD and Last Stand in 64 – if I can help it, but I’ll use them if I need to. Sometimes, the most elegant or most creative strategies require them.

Also, Close Call is incredible. Seriously.

Just Sayin’

Paper Mario Talks — Skills of a Paper Mario Challenge Runner

Coffee…Check.
Fingers and hand stretched…Check.
Paper Mario information…Check.

I think I’m ready.

Welcome to Paper Mario Talks! In this new series, I’ll be exploring various areas of the Paper Mario series as it relates to gameplay, game design, and challenge running! I have a lot of opinions on this series that I haven’t really expressed to, well…anyone! So, what better way to talk about the series I love the most than through blog posts and videos!

Oh, yeah, there’ll be videos, too! They’ll be available on my YouTube channel. Here’s how it’s going to break down: these posts will be more in-depth into various topics of the series that I want to write about, and the videos will be more focused on my favorite/least favorite badges/partners/etc…

Paper Mario Talks will be more focused on Paper Mario and Paper Mario: The Thousand-Year Door; the reason will be a topic all of its own!

To begin this series, I want to bring to light what challenge running is so that you know what angles I’m coming from. Unlike speedrunning, where the goal is to beat the game as fast as possible, challenge running aims to beat the game under certain conditions or with restrictions. This is to force a new style of gameplay or make the game harder. RPG’s are usually pretty great for these, as you can easily restrict certain items/attacks/level ups and change the way the game is played.

There’s a wiki detailing a lot of different challenges in the Paper Mario series to get you more familiarized with what I’m talking about. Check it out if you’re interested!

Anyway, today’s topic is about the core skills of a challenge runner in the Paper Mario series. There are four distinct skills I believe most great Paper Mario players are proficient in – execution, planning, game knowledge, and reactionary theory. Let’s define those:

Game Knowledge: How well you know enemies, their health, their stats, Mario’s abilities, partners’ abilities, boss AI, etc… This is an ever-growing skill until you’ve memorized everything. If you don’t know enough about the game, you can’t really improve the rest of your skills. However, it’s easy to improve this one – ask someone or look it up online. Besides Color Splash, the series is pretty old and has a lot of FAQs/guides dedicated to the other games in the series.

Planning: How well you can plan out a strategy for a given fight. If you know enough about a certain boss, you can plan turn-by-turn strategies around them. You can account for RNG and have a plan of attack no matter what the boss does. You can be adequately prepared for any kind of encounter. Theoretically, you can win fights before you even get to them! Everyone can plan to an extent, but truly remarkable players can optimize their strategies further.

Execution: This is Planning’s cousin. You can win fights before you even play them, but can you execute on your strategies and actually win the fight? Can you guard or superguard every attack you’re planning to? Can you hit all the necessary Action Commands? Planning & Execution go hand-in-hand with each other.

Reactionary Theory: Probably the trickiest of the skills challenge runners need. If your plan goes awry, how can you get back on track? Can you save the fight? If you encounter a certain enemy loadout that you weren’t expecting, can you formulate a plan for success? This kind of on-the-fly thinking is crucial to certain challenges and is great for when you messed up an Action Command or RNG truly shot down your strategy. This is the hardest skill to become proficient in.

These four together form the core of a great Paper Mario challenge runner. How I define these skills helps shape how I view challenge running – and by extension certain facets of the series – so I hope this helps shed some light on how I’ll be approaching the rest of the topics in Paper Mario Talks.

Just Sayin’

Improvement in Smash 4 BONUS XV – Game Flow

**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.

I’m sorry for taking so long to post this. It’s been over a month, so let me explain: I was recently offered a partnership for my YouTube channel, so I’ve spent the better part of the past two weeks working very hard to get my channel to be more presentable and get an upload schedule going and all that good stuff. I just didn’t have time to finish this post. Now that I’ve got everything set up, I will be writing more posts again!

Okay, now that that’s out of the way, let’s get to the actual post 🙂

——

So! Game Flow. Game Flow is something I like to use when I think about the current state of myself and my opponent during a game. You see, the second the game starts you and your opponent have a state assigned to them. What state that is depends on the character, stage, time left, and percentage, but it’s there right when the match begins and constantly changes throughout. Today’s post will be going over those states individually and how I define them. I’ll also be going over how quickly it can change.

So, game flow is definitely a subjective topic with an objective core. There’s definitely some sort of flow (it’s how you can see momentum rise and fall), but to a lot of players it can mean something different. I see it in 4 distinctive states – advantaged, disadvantaged, neutral, and true neutral.

Let’s go over those.

Advantaged state is a state where you have the advantage. Your opponent is feeling pressured and unsafe, while you feel safe to mount an offense. Sometimes this state flickers by after being hit or during an opponent’s whiffed smash attack or grab. Your goal is to maintain this state for as long as possible and reclaim this state whenever you don’t have it.

Disadvantaged state is the opposite of Advantaged. You’re feeling unsafe, pressured, scared, ans basically don’t feel like you can approach or mount a good offense. You may throw moves out in a panic or in defense, or feel like you need to air dodge or spot dodge to escape a situation. If you’re in this state, get out of it as quickly as possible.

Neutral state is a state where neither you nor your opponent have the advantage or disadvantage. However, in this state, you’re not completely safe. You could easily transition to the Advantaged or Disadvantaged state depending on the decisions you and your opponent make. You could also transition to True Neutral. In this state you’ll feel safe and pressured at the same time, and you’ll be aiming to move from this state to Advantaged or Disadvantaged. Like Advantaged and Disadvantaged, this state can come and go extremely quickly.

True Neutral is a state where neither you nor your opponent have the advantage or disadvantage, and there is no way for either of you to immediately change that. In that specific moment, you feel completely safe, but you don’t feel like you can do anything to create pressure either. This state is incredibly rare. It generally happens at the very beginning of a game and when someone loses a stock. It can happen mid-match in other situations, but generally requires some players to be extremely defensive/campy. Strangely enough, when this state is achieved it generally lasts longer than the others, but not by too much.

Those are the four states of the game as I see it. It’s important to consider when your character and style is in one of these four states, and how it transitions based on the decisions you and your opponent make.

To give you a couple examples:

When Toon Link has the percent lead and the timer is low, he is an in Advantaged state while fighting against non-projectile characters like Donkey Kong/Bowser or against slow characters like King DeDeDe/Luigi, even if they aren’t close to him, because his projectiles generate pressure and the opponent needs to make that up before time runs out.

When crossing up someone with a slow Bair/Forward Tilt, Kirby goes from Neutral to Advantaged due to the pressure he’s generating being behind the opponent instead of in front because they lack access to their jab and grab immediately to prevent him from pushing his Advantage forward.

The ways you can see these transitions are endless. Being aware of them can not only help you make better decisions, but it will help you identify how your opponent might be feeling. Some players may not feel pressure when you think they should and vice-versa, and that can really throw you off. Obviously, this may not be how you see the game, but if you’re looking for a place to start, I hope this helps you.

Just Sayin’

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!

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

Improvement in Smash 4 BONUS XIV – Practice Methods BONUS IV

**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.

Last week I read an article from Freakonomicks website. It was a podcast they had put up titled: “How to Become Great at Just About Anything.” I highly suggest you give it a read.

So, how does this apply to Super Smash Bros.? And why is it so important that I had to add a BONUS section to the Practice Methods mini-series? Well, that article talks about a concept called “deliberate” practice, a concept that explains how practicing specific parts of a skill until you’ve mastered it will not only help you improve faster, but would enable someone who maybe doesn’t have a lot of natural talent in Smash to become great at it.

What I want to go over is how to utilize this.

So how do we do that? Let’s break it down.

In a lot of the posts I make on here, the one thing I bring up as much as possible are the fundamentals of Super Smash Bros. (check my first post if you want a refresher on how I define them, as I will be referencing them here). And in my post about creating a Training Regimen and my mini series on Practice Methods I went over how to train those up, sometimes at the same time.

Now, don’t get me wrong – training multiple fundamental aspects at once is completely fine and sometimes natural to the game. Fundamental aspects of the game, I think, should bleed into each other. So, when you’re playing Super Smash Bros., you’re constantly making decisions and executing on them, either as a preemptive action or a reaction, and making those decisions and performing those actions requires small bits of certain fundamentals, and will generally lean towards one overall. A quick example – you throw out a back air to cover the neutral getup or jump option from ledge. Your opponent rolls, and you react to that with a grab since your Bair missed. Or, on a deeper level, your opponent is expecting a quick punish/cover option like a grab and spot dodges, giving you a free punish if you made the right guess or reacted fast enough. This can go different ways depending on character and player style – it gets a little complicated after that and this isn’t about the fundamentals themselves – this is about training them up.

Anyway, I wanted to write that little paragraph so I could follow up with this: if you do not have a solid grasp of the fundamentals of Smash, practice one. At. A. Time. You heard me right: while practicing, only focus on one fundamental aspect until you’ve become proficient in it. Do NOT move on until you’ve become proficient.

When you sit down to play a friendly, you’re exercising the Neutral fundamental aspect according to my definition of the fundamentals. Neutral, to me, is a combination of the rest of the fundamental aspects. So you play a ton of friendlies but find out that you, well, don’t really go anywhere because you’re just playing. This is one of the easiest ways to hit The Plateau. Focusing in on one fundamental aspect allows you to see things differently, and like just playing friendlies, progress will be slow. But as you start mastering each fundamental aspect, you’ll find yourself hitting big breakthrough moments – those moments while playing friendlies or in bracket where you suddenly find yourself being able to think on the fly much more fluidly and with more clarity than before. You start reacting better and choose better options. Really, the difference is incredible.

Once you master the rest, then you can focus on the Neutral fundamental aspect.

So how do you do that? Which one should you start with?

Well, it can be difficult because, as I said before, a lot of these aspects bleed together in some way, even if it’s a very small amount. You need to make sure you don’t drop your focus while practicing and really push to practice that one fundamental aspect. Play some games, review them, then go at it again. As I said in previous posts, 30 minutes is enough time to get meaningful practice.

What should you start with? Well, that’s also tricky. Ultimately, I think it’s up to you, and here’s why:

I’ve said this before on a couple streams while commentating, but I think even the worst players have an innate understanding of the fundamentals in Super Smash Bros. It’s very unconscious, but it’s there. The difference between those players and good players is that good players understand these concepts and are working to refine them. They are consciously aware of the fundamentals. Great players like ZeRo have refined their fundamentals to a point where you could call it “mastery”.

So, you, the reader, are probably aware of these fundamentals, even if unconsciously. Go back and watch a few sets of yours or talk to other players – what do they think you’re strong and weak in right now? Whatever you’re weak in, pick one and that’s what you’ll start with.

If you’re still unsure, I suggest Reactions and Punishes or Positional Awareness to start with.

Seriously, if you haven’t, read that article. It’s really great, and my translation to Smash Bros here doesn’t do it justice. If you take this concept and apply it to your own training regimen (which you should have by this point if you’ve been reading my improvement series!!), you’ll find yourself excelling soon enough. Honestly, the slow start is worth it in the long run.

Just Sayin’

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!

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

Improvement in Smash 4 BONUS XIII – At a Tournament

**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.

Last time I went to a monthly, I wrote about how to prepare for a tournament. Well, once again, I’ll be attending another monthly. This time, it’s Mashfest 3, the 3rd installment in Unrivaled Tournament’s series that features the best of Chicago and the Chicago-land area. You should come out and say hi to me! Come ask me anything about improvement if you see me just standing around or chatting casually – I don’t bite 🙂

It’s this Saturday, April 23rd. I’ll link up the Facebook event page below this post.

So, you’ve made it to the tournament. Whether it be a weekly, monthly, regional, major, what-have-you, your play in bracket is what’s going to count. Here are some helpful tips that will help you stay on your A game throughout the day and make the most of your tournament experience.

PLAY FRIENDLIES!

I really can’t stress this enough. Now, I already have an entire post dedicated to making the most of friendlies. Go and read it, then come back here. And seriously, go walk up to people, say hi, introduce yourself, and ask for friendlies! Most people, unless otherwise busy, will say yes.

Besides everything that I cover in that post, you’re making new friends. I don’t do this nearly enough at locals, but you should attempt to hold a conversation and get to know these people. Some of my closest friends I’ve met through Super Smash Bros. Even making one new friend can significantly enhance your tournament experience.

HYDRATE

While you’re in bracket, don’t go drinking soda/shakes/etc… stick to vitamin waters, Gatorade, and straight-up water. Last time I brought two half gallons of water and used all of it. I’ll be bringing more this weekend for sure.

If you’re feeling drowsy the day of, I’d recommend coffee, but DO NOT put in too much sugar. You’ll start to crash and play sub optimally.

Speaking of sugar…

EAT WELL

At some point, you’re gonna need to eat. If you’re going to eat while still in bracket, don’t eat greasy, sugary foods. Get something small but packs a lot of protein – turkey sandwiches, yogurt, granola bars, etc… those will energize you and minimize your chances of crashing from sugar or playing slower while digesting.

You can also wait until you’re knocked out of bracket, but believe me that can be hard to do. For me, I don’t get hungry during bracket very often because I get so focused and stress gets rid of my hunger. I generally just drink a ton of water and that gets me by. I usually get a big meal after I’m knocked out since I haven’t eaten all day.

WATCH MATCHES

Another great way to scout players is to watch their bracket matches. Grab a friend and watch with them. Talk about it as it’s happening. I do this all. The. Time. If you’re sitting in Winner’s/Loser’s waiting for the winner/loser of a match, it’s a good idea to watch that match and prepare yourself for either opponent. Players styles can change rapidly, even during the day. By watching you can gauge how they’re playing and see what adjustments you need to make before your match with them even starts! This is especially useful for opponents you’ve played before.

SOCIALIZE

Besides making more friends and enhancing your experience, socializing is the gateway to improvement. Talking about this game in a deep and thoughtful manner is a really enriching and fun experience. And sometimes you can learn something really valuable, even if you’re just chatting. You may learn something really insightful while talking. Sometimes the way a person thinks about the game can be a giveaway to their style of play. I’m not saying go strike up a conversation just to try and get information like this, but it can come out sometimes.

HAVE FUN

At the end of the day, we’re all here to play Super Smash Bros. It’s a passion. You play better when you’re enjoying yourself and having a good time. If you’re not having a good time, I would argue that the wins aren’t even worth it.

——

Remember to come say hi to me if you’re attending Mashfest 3 this weekend! 🙂

Just Sayin’.

Link to the event page for Mashfest 3: https://www.facebook.com/events/1566491593667206/

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!

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