Improvement in Smash 4 BONUS XVI – Reference Page

Hello everyone! It’s been a long, long time since I’ve written anything. Normally, I wouldn’t include an update post in my improvement series, but it’s basically about it so I thought I’d put it here. Around the summer, I got an offer to make money off of my YouTube videos of Paper Mario 64 and Paper Mario: The Thousand-Year Door. I post videos of me completing various challenge runs and the boss battles I had during those runs. Because this is something I’ve always dreamed of doing, I accepted the offer, and I very quickly became engrossed in that and stopped writing.

Now, don’t get me wrong, I still love to write, but I’m still trying to get a production flow for my videos going so I’ve been really busy with all of that, despite it being a few months now.

So, my improvement series is officially ending. I think I’ve covered almost everything I wanted to cover, and I think what I’ve written will be useful for anyone old or new to the series. The final list of the entire series’ entries will be posted at the bottom here.

As for this blog in general, I’ll start writing again once I get a good production flow going, so it’ll go on a short hiatus.

Thanks to everyone who still reads my stuff, and to everyone who supported me creating this improvement series in the first place 🙂

Also! I’m still available for coaching/analysis. You can check out that stuff here.

FULL IMPROVEMENT SERIES ENTRY LIST

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
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

Just Sayin’

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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

Choosing a Main in Super Smash Bros.

Thanksgiving is around the corner. That means you’ll be joining together with family and friends, and you know the relatives around your age are gonna want to play some Super Smash Bros.! So get ready to bust out your main and lay down some heat!

A “main” is something that anyone in a competitive fighting game can toss around – it’s the character you use the most; the character that you’re trying to win with; the character you have the most fun with. It doesn’t just encompass competitive play – even casual players have a “main” character that they’ll use amongst friends and challengers.

Picking your main is an important part of Super Smash Bros. This is the character you’ll be putting in most of your time practicing and playing with. It’s the character you’ll do research on, learn match-ups for, and try to win with.

So, how do you pick one? There are a lot of characters and a lot of different styles of play. I’m going to break this down, because finding a main happens even in casual play, and I’d like to address those players in this post as well.

The first thing I want to cover applies to every level, but especially competitive players, and that’s style.

I won’t go over this in too much detail (but I highly recommend you go look some of this stuff up or ask me personally to break it down further), but when I say “style” I’m referring to the style the character brings out. I’m sure you’ve heard the terms, “Aggressive Falco”, or “Defensive Mario”. Aggressive and Defensive are both styles of play. Let me give you a list of the common ones and a small definition of them:

Aggressive/Offensive: Focuses on applying pressure to win. Often will throw out many attacks.

Defensive/Campy: Focuses on defense and punishing. Tends to attack much less and throws out projectiles if able instead of running at the opponent.

Bait and Punish: Utilizes pressure and defense to fool opponent and punish them hard. Also likes to use frame traps to force 50/50 situations (you guess wrong you get punished, you guess right you’re safe).

Now, a player is not strictly one of these styles. I would say a player combines a blend of these styles but leans towards one more than the others.

So what does this have to do with picking a character?

Well, characters have certain styles that fit them better. Take the character I use: Kirby. Kirby doesn’t excel very well in the offensive department – he has slow ground and air speed and so doesn’t have the luxury of moving in and out quickly and just throwing out attacks. Kirby’s best played with a Bait and Punish style. He lures characters in and then punishes hard. If you lean more towards an Offensive style, Kirby might not feel right for you.

When you’re picking a character, you want to find one that fits ‘you’, the player. If you don’t feel comfortable playing a certain way, but that character begs to be played that way, I suggest you look for another character, or learn to play that style better. I actually lean heavily towards Offensive, but due to my experience I’m able to turn Kirby into a character that can be played my way. That takes a very long time – long after you’ve improved.

Okay, let’s dive a little deeper into the levels of play and how they should think about main selection.

Casual

If you’re playing at a more casual level, I highly recommend that your main be who you have the most fun with. Or, if you’ve got character loyalty, go ahead and continue being loyal. At this level of play, characters are pretty balanced. No one really understands the ways to abuse a character’s strong points and exploit their weak points.

Why would someone casual have a main? C’mon, Smash is still a competition, and people like to win. Even if you’re casual, there’s gonna be kids who want to challenge you. You gotta have a character to lay the smack down with. It’s definitely not as important, but identifying yourself with a character definitely helps you bond with other players (“Oh, you play Fox? Cool! I play Ike.”). That conversation happens a lot in any level of play.

Style is important, but really, your style isn’t as refined here, so you can get away with playing basically everyone.

Casual-Competitive

This is for the players who are casual but might be interested in joining the competitive scene or are just naturally competitive and play much more than their casual counterpart, or are players who are part of the competitive scene but don’t have a burning desire to improve (AKA ME).

At this point your style has been refined. You probably can recognize how you play and are able to pinpoint which characters suit your style. If you’re not worried about how you place or if you want to develop a character that’s not top tier, go ahead. If they suit your style, go for it!

The bottom line for this level and the other level is that you shouldn’t sweat who your main is. Pick who you like and who you have fun with! Try and further a character’s meta along. Who knows? That character might become the next top tier fad.

If you want to win and really improve results-wise, however…

Competitive

Pick a current high – top tier character. You want to win and to improve. You want results. If you don’t, you’re Casual-Competitive, and that’s okay. But for those that want glory, pick a character that’s high on the tier list and that fits your style. Don’t try to mold a character – pick one that flows with the style you lean towards naturally – you’ll improve much faster when you’re not battling your main’s preferred style. And don’t try to change your own style yet – wait until you’ve got some experience. You want a character that lets you lean towards your own style, which means you can utilize their tools effectively.

Characters like Mario and Sheik are all great characters to pick because they mesh well with basically all three styles of play and allow you to lean towards any style and not feel like you’re battling the character.

If your character falls out of favor and is deemed less than high tier? Stick with it for at least a year (as I mentioned in my improvement post about character loyalty) and then consider changing. At that point you’ve got enough experience to make a solid decision yourself, provided you’ve been improving often and not hitting a plateau.

———

Your main is a part of you. Don’t take picking one lightly, but also don’t put too much thought into it. It is just a character in a game after all. I suggest, for every skill level, you play around with the characters available to you and feel each one out. Then you can make an informed decision about which one you want to pick.

And if you’re competitive: stick to the main you’ve chosen. That means put in the appropriate time to pick one and not regret it.

Happy Thanksgiving, everyone – have fun Smashing with family and friends! 🙂

Just Sayin’

GUEST ARTICLE – 3 Steps to Training an Offensive Amiibo

Wow, what a week last week was! I was so busy I didn’t get to put up anything I wanted to. This week, you’ll get two posts – tonight’s guest article and my review of Steins;Gate tomorrow!

Now, I’ve always been a fan of Amiibos and the concept of “training” them. Hell, I’ve won a few money matches with my Kirby Amiibo, HUPBOYZ. This guy, Glenn Cravens, is a tournament Amiibo trainer, which I think is pretty cool. Unlike my style of keeping an Amiibo itemless, he attends events where utilizing different combinations of items and skills is the way to win. If you’re interested in something like this (I know I’ll definitely be doing it with at least one Amiibo!), you should check out his stuff! There’ll be some links at the end of the article.

This is an article he wrote about training an offensive Amiibo. Enjoy!

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There are so many ways an Amiibo can be built and trained to dominate the competition. Some people like a balanced attack, while others prefer a defensive style or offensive style. I have tried several different Amiibo builds, including ones that are completely focused on offense. I use these Amiibos as sparring partners to get my main Amiibos ready for tournaments.

Recently, I had one of these offensive Amiibos play a few friendlies against other trainers’ Amiibos, and they dominated the competition. Perhaps this offensive Amiibo could be just as good if put in a tournament. Today, I want to share with you the five-step process I used to create one of these offensive juggernauts so you can build a similar Amiibo and take down fellow friends’ Amiibos.

First, I want to present to you my Charizard Amiibo. He is perhaps the most offensive-focused Amiibo I have and the greatest sparring partner for my main tournament Amiibos. Here are his stats:

  • 200 points Attack
  • 120 points Defense
  • -200 points Speed
  • Critical Hit
  • Double Improved Trade-Off Ability (60%)

I’m sharing with you how Charizard is built so you can get a quick idea of how I set him up to be heavily offensive. I’ll reference him a few times in this post. With that, let’s get to building your Amiibo.

It doesn’t matter whether your Amiibo is already at Level 50. Because Amiibos continue to learn even after Level 50, it should be able to take the lessons you are teaching it and apply it to future matches. For this lesson, I’m going to be teaching as if your Amiibo is already at Level 50.

Step 1: Visualization

The first thing I tell every trainer is to envision how their Amiibo will act under the build they are creating. So before we start, envision how your Amiibo will play in games as a heavily offensive character. It is going to do a lot of smash attacks and go for big damage early and often. It’s all about taking its power and using it to destroy everyone in its path. Spend a couple of moments envisioning your Amiibo in action destroying the competition.

Step 2: Creation

Now that you have an idea of how it will play, the next thing is to get to building said Amiibo. You’re going to enter into the Amiibo settings, where you can customize it with equipment upgrades and bonuses.

Since we’re going for power, I’ve saved you some time in trying to figure out what is best. First off, let’s start with the point distribution. You can feed your Amiibo equipment upgrades and bonuses to buff its Attack, Defense and Speed concentrations. For power purposes, there are three combinations you can go with. I’ll explain the reasoning behind all three.

  • 120 Attack, 0 Defense, 0 Speed: This is a typical offensive build. Since you’re allowed a maximum of 120 cumulative points without going into the negative on any concentration, it makes sense to slam it all toward Attack.
  • 200 Attack, 0 Defense, -80 Speed: You can go into the negative on one concentration in order to overload another concentration. That’s what this combination is all about. You’re giving the Attack concentration the most points possible to make its moves as strong as it can be. However, we’re taking away from the Speed concentration, which is OK because your Amiibo will still have some mobility. It should be able to recover if knocked off of the stage.
  • 200 Attack, 120 Defense, -200 Speed: With this combination, we’re maxing out the stats. Your Amiibo will be all power and will have a chance to withstand some attacks, but it will have no mobility, and if it is knocked off of the stage, there’s little chance it returns.

If your Amiibo has multiple jumps, I recommend 200/120/-200 because of the built-in advantage of returning to the stage should it get knocked off from there. That’s why I went with that combination for Charizard, given he has multiple recovery options in addition to his jumps.

Next, let’s focus on the bonuses we want to give our Amiibo. There are plenty that are geared toward offense, some better than others. I’ve come up with three specific combinations you should give your Amiibo if you’re focused on offense.

  • Critical Hit, Double Improved Trade-Off Attack (30%): Since Critical Hit is going to be in every combination I mention, let me break it down for a moment. With Critical Hit, any attack your Amiibo does has a 1-in-5 chance of doing extra damage. A single-digit percentage hit suddenly becomes 35 to 40 percent. A regular smash attack can turn into a one-hit KO. That’s how lethal Critical Hit can be. If you’re thinking offense, this is why you must have Critical Hit equipped as one of the three bonuses. With Improved Trade-Off Attack, your Amiibo starts off at 30 percent damage, but every hit does 1.15 times the damage. You can stack this bonus, which means starting off at a higher percentage but doing more damage. With this combination, your Amiibo is doing stronger attacks than normal, and there’s a chance it will get an additional attack boost.
  • Critical Hit, Double Improved Trade-Off Ability (60%): With Improved Trade-Off Ability, your Amiibo starts at 60 percent damage. However, the Amiibo slowly gains strength, defense and speed the longer it stays alive in the current stock. With two of these added, the Amiibo starts at 90 percent damage, but it gains twice as much strength, defense and speed. That’s why I have this equipped on my Charizard. Although Charizard is at minus-200 speed, it is regaining his mobility, and if he stays alive for a long time, the negative effect is gone. Oh, by the way, it’s also gaining attack power as well to go along with his already boosted attack.
  • Critical Hit, Double Improved Attack/Speed at 0 Percent: With the 0 percent bonus, an Amiibo gains a boost as long as it stays at 0 percent. Equipping two of these bonuses is huge, because one or two hits can result in a KO. However, the downside of the bonus is that even being at 1 percent means the bonus is gone. You can swap out one of the Improved Attack/Speed at 0 Percent bonuses for Auto-Heal, but you’re better off taking the risk of going for the early KO. If you can’t go with one of the previous two bonus combinations because you don’t have the bonuses available, consider this one.

Step 3: Training

Now that you’ve equipped your Amiibo, it’s time to train it to be the offensive juggernaut it should be. The training comes down to two lessons – grabbing and smash attacks.

If you went with one of the first two bonus combinations, your Amiibo will be at a percentage disadvantage as mentioned. Its mentality, even before you train it, will be to catch up in percentage to its opponent, which is probably starting off at 0 percent. The quickest way for your Amiibo to get there is by performing smash attacks, which your Amiibo will do constantly because it will feel it needs to pull even as soon as it can.

With this first game, we’re going to teach it to harness the power of its smash attack instead of just going for it randomly. Enter into a game against your Amiibo and play in a timed match, preferably five minutes. You can choose any character, although I prefer to use the Amiibo’s character. You’re going to play on an Omega-style stage or Final Destination.

When the game begins, walk up to your Amiibo and try to forward smash it. Even if you miss in this one attempt, make sure you do it. If you hit it, follow up with another forward smash. At some point, your Amiibo will predict it and attack you in some form.

When your Amiibo gets you, that’s when it’s time to change up. After recovering from whatever hit your Amiibo did, you’re going to wait for the Amiibo to attack again. When it does, roll dodge or spot dodge to get out of the way. If you get the dodge, then follow up with a smash attack. If your Amiibo dodges, then it will likely follow up with an attack of its own, which you’ll try to dodge, etc. This is the process you’re going to do for the full five minutes.

If you’re wondering about the outcome of the game, don’t. Winning and losing should not matter when you’re training your Amiibo. The ultimate goal is to teach it what you want it to learn, and in this game, we’re teaching it to rely on its forward smash.

After you’re done with the five-minute game, you’re going to play another five-minute game. In this game, our goal is to grab and throw the Amiibo. This is a tougher task because your Amiibo will attack you with the smash attacks you tried to teach it in the previous game. Like you did in the previous game, you can wait until the Amiibo attacks, spot dodge or roll dodge out of the way and then get the grab. You can also stand several body lengths away from the Amiibo and then do a dash grab.

Again, you’re not going to worry about the outcome of the game. Your goal in the second game should be to grab and throw the Amiibo as much as you can.

When you’re done with the two games, you have the option of going through the two games again or moving to the next step. It doesn’t hurt to give your Amiibos as much practice as you can, so feel free to go back and do the lessons a couple more times.

In the final step, we’re going to have our Amiibo go up against another opponent. It is preferred that the other opponent is an Amiibo. If you use a CPU character, be aware that it will take some of the lessons learned from what the CPU does. You can also have a friend or family member go up against it.

You’re going to have your Amiibo play under tournament settings: 2 out of 3 games, 2 stock, 6 minutes, Omega-style stage or Final Destination. You’re going to watch to see how your Amiibo does in action against its opponent. It should be going for power in some situations and grabs in other situations.

When the match is done, you’ve completed the guide! However, Amiibo training is nonstop, and to keep your Amiibo in top shape, you need to train it consistently. I suggest going back into training against your Amiibo and then putting it in more matches against other Amiibos. The more your Amiibo plays, the more experience it will have, which will make it stronger.

Happy training, and I hope to see your heavy hitter at a future tournament!

Glenn Cravens is the host of the Amiibo Trainer Podcast, which runs Monday through Friday on iTunes, Stitcher and Soundcloud. For a free training guide, head to amiibotrainer.com/amiibo15.

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Just Sayin’

Improvement in Smash 4 VIII – Character Loyalty

**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.

This will be my last official post on improving in Smash 4. It’s been quite the journey, but I’ve had fun writing these for you guys, and I hope you’ve taken something from them and improved because of it. While this will be my last official post, fret not! I still have plenty of content aimed at improving in Super Smash Bros.: there are a few collaborative posts in the works, I’ve got some topics I received from the Chicago Smash 4 community after asking about topics they’d like me to cover that aren’t necessarily improvement-focused, and I’ll be starting a video series aimed at improvement to supplement this series. This will all be coming in the following months, so stay tuned for that!

And now, without further adieu, let’s talk about character loyalty!

Character Loyalty is a term generally used for a player that will stick with their character, no matter what. Maybe they love the character’s franchise, the character themselves, or the style of play the character provides. Either way, the player has their reasons for sticking with them. I’m going to go over another kind of character loyalty: the kind that will improve your play.

Your Main

The character that you eventually choose as your main is the character you’ll be spending the most time playing, watching, studying, and experimenting with. After all, you’re trying to win tournaments with this character. Now, while Smash 4 is a game that benefits from playing at least one other character (having a secondary), it’s a good idea to master your main before you even think about picking up a secondary. While a veteran can adapt to new character MU’s and player MU’s on the fly, it’s hard to stay consistent if you keep switching characters. Even veterans can become inconsistent if they keep switching for months because they’re struggling.

Let me lay this out for you plainly: you have not mastered your character until you’ve been playing for at least a year.

If you’re playing as many different people as possible, traveling out of state, and attending whenever out of state competition comes, it takes about a year to accumulate all the knowledge you’ve gained as a player to master your main, and that’s assuming you’ve only been using your main in tournament.

All the research, techniques, and intricacies of your character that you need to learn for every single character MU and to adapt well to players takes a long time. Add onto that the general techniques you need to learn to execute if they help your character, and you’ve got quite a lot on your plate to practice. And then, you need to be able to utilize all of those techniques and information in a tournament settings. Being able to do it in Training Mode alone isn’t enough. And that’s why it can take so long to master your character.

If you switch your characters, you’ve effectively barred your progress. And no, playing another character isn’t going to transfer over to your main. Smash 4 is in a stage where learning new things is still very possible and currently happening. When you return, you’re not suddenly going to be performing better because you don’t know every nook and cranny of the character to begin with: how can you possibly transfer skills from another character over when it might not even be effective?

You could transfer over play style knowledge, but be wary that you might start playing the character in a way that’s really not efficient. For all the efficient ways to play character X, there’s also very inefficient ways.

Now, most of these rules apply to new players who have picked up Super Smash Bros. when Smash 4 came out. Veterans, generally, have the fundamental know-how to switch a character and still perform decently, although they, too, will have to put some practice in before they achieve mastery, although it will take them a significantly less time to do so.

My bottom line is this: if you’re new to the scene, stick to character loyalty before making the switch. At least master your character. You’ll gain valuable knowledge that will help you when you finally decide it’s time to pick up a secondary or change your main entirely. If you really can’t stand using your main now and want to switch, then you switch and you don’t look back. Do NOT use your old main in tournament. You’ll run into the same problems.

Be loyal to your character, and you’ll succeed far more than juggling characters.

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

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

Improvement in Smash 4 VII – Training Regimens

**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.

Let’s talk about how you train. Back in my post about fundamentals, I said that you had to play for at least 30 minutes every day if you wanted to improve. However, just playing for 30 minutes isn’t going to help you. You want to narrow down what you’re practicing on any given day, much like how an athlete trains different skills and works out different parts of their body on different days. You need a Training Regimen.

Now, what your regimen should be is a fairly loose subject. It can range from practicing a certain technique with a character to match up knowledge. Whatever you choose, there’s a certain way to practice those techniques. Now, I’m not going to say that the way I practice is superior; everyone learns differently. You need to find what works best for you when it comes to training. If you’re lost, follow my guidelines to at least set up a base. These are if you’re practicing alone against CPU’s. Obviously, you can practice with other players, but make sure that when practicing a MU you play someone who uses the character you want to practice against in tournament.

Match-Ups

Play the MU you want to practice 10 times in a row. Pick the stages you want to practice on (if you don’t care, choose the stages you know you’ll be playing the MU on and pick randomly).

Fundamentals

Play against any character, any (legal) stage, and practice only a couple fundamental skills at a time. Don’t just beat up on the CPU – really think as you try to apply those fundamental concepts. This includes pausing to

Techniques

Techniques are tricky. A lot of players will practice a technique and then go into a match and try to use it and fail horribly. Why? Because they’ve only been practicing in training mode. They haven’t applied the technique to an actual match where they’re not in complete control of the situation. The way I practice a technique is to practice execution, and then try and use it while fighting CPU’s in the same training session. I keep doing this and reserve using it in friendlies until I’m comfortable using it against CPU’s, and then I’ll start using it in friendlies. Once I become comfortable in friendlies, I’ll use it in tournament.

The key here is to practice execution, then application. Rinse and repeat that for techniques.

Creating Your Training Regimen

Okay, let’s get down to creating your training regimen. The one guideline you should follow is at least half your time should be dedicated to fundamentals. You should plan out your regimen each week based on the previous week and try and improve on what you think you need to improve on. For example, recently I went to Mashfest, and I lost very decisively to Luigi twice, and struggled to win against another. I would definitely include MU practice against Luigi in the next couple of weeks to try and see what I can do to improve my knowledge of the match up. If new tech has been discovered, start dedicating some time the following week to implement it.

Here’s a sample from when I was playing Project M heavily. I only played for 30 minutes every day I trained, 5 days a week.

THURSDAY
30 mins Fundamentals

FRIDAY
15 mins Fundamentals
15 mins IDC stuff

SATURDAY
15 mins Fundamentals
15 mins Fox MU Practice

SUNDAY
15 mins Fundamentals
15 mins Wolf MU Practice

MONDAY
30 mins Fundamentals

TUESDAY
15 mins IDC stuff
15 mins Falco MU Practice

WENESDAY
Wave Dash Wednesday – no training

You can probably tell which MU’s I struggled with since I was practicing them. If you notice, my week starts with Thursday and ends with Wednesday. That’s because the local tournament, Wave Dash Wednesday (WDW), was on Wednesdays, so there was no need to practice on that day. It’s also the day that I would re-evaluate what MU’s or other techniques I wanted to work on and update my regimen. Again, this is just a base to help you get started. The most important thing to do is stick to it and keep updating it as you improve.

If you’ve got locals you go to, make sure you factor those in. There’s absolutely no need to practice on the day of a local. You don’t want to burn yourself out by training too much. Also, if you’re serious about doubles, make sure to try and include that in your regimen as well. As you can see, doubles wasn’t a big priority for me back then.

With a training regimen, you can start taking charge of how you’ll be improving instead of just playing and not having any focus. If you’re serious about winning, I highly suggest you implement one.

Just Sayin’

I – Fundamentals
II – A Different Way to Look at Match Ups
III – Attitude
IV – Friendlies
V – Stages
VI – Preparing for a Tournament
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