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’

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 VI – Preparing for 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.

In a stroke of a luck, I actually have a tournament I’ll be attending this weekend! All of you who read this series and find it insightful can now meet me in person (if you haven’t already). Don’t worry, I’ll have a pen ready to sign autographs!

But blissful dreams aside, preparing for a tournament is a crucial part to how you’re going to play the day of. You need to be prepared if you want to maximize your chances of succeeding. With that in mind, let’s jump right in!

Research

The first thing you want to do is research. It doesn’t matter if it’s a local*/monthly/regional/national – you need to do your research. Are Miis allowed? Customs on or off? What about stage list?

*Obviously, if this is a local that you’re a regular at, you should know the rules

Next, research the players. Who’s attending? Any top names? Also try and find prominent local members of that area’s community. Are other players from different areas in the stage going? Who’s in the top 15 of the state/region/area?

What characters do all of those players use? What’s the area/state’s most popular character? Chicago, for example, is heavy on Mario and Sheik.

If you’re traveling, make sure you’ve got stuff planned. The more stress you can reduce before the tournament, the more you can focus on training and health.

Where are you going to eat? See the food options available at the venue.

Training

Here’s where you take your research and apply it to your training. When it comes to a monthly/regional/national, you need to change your regiment. Play a little more and narrow down your training. If you’re from State Y and you’re coming to a Chicago monthly, you’re going to want to practice a little more against Sheik and Mario. Obviously, don’t neglect any characters, but your focus should be more on the popular characters and top players in the region and those characters. Is someone Out of State coming that’s a top player? Prepare for them too.

When you’re watching videos, study the top players to get a feel for how they play.

For stages, make sure you practice all the stages legal for that tournament. Give special attention to stages that aren’t legal in your local scene.

Remember when I said play for 30 minutes a day? Bump that up to 45 minutes to an hour. Try and attend as many locals as you can. If you want to win, you need to put in the time and effort, and you wanna ramp up before a tournament to maximize how well you’re playing.

A Few Other Things

SLEEP – You may want to play into the night before a tournament, but believe me you want to be alert, and coffee ain’t gonna do it for you. Get proper rest. If you’re staying up hella late you’re cutting your chances of winning.

SHOWER – And let me be clear, this doesn’t just benefit everyone. Cleaning yourself gives you a better chance of warding off being sick. You play worse when you’re sick.

EAT WELL – Don’t get a goddamn McGriddle before you play. You want sustainable energy that’ll help keep you alert and not exhausted. So, seriously, try and eat better the day of. Get chicken instead of a burger. Get a salad instead of fries. Eat a meal bar or a protein bar.

WATER – Drink it. Love it. Be it. Don’t drink poison *coughsodaenergydrinksanythingnotwatercough* Stay hydrated.

At the Tournament

Play friendlies!!! I can’t stress this enough. Play as many friendlies with as many different people as possible, preferably with either your main or a very comfortable secondary. The goal here is to attain as much knowledge as possible about your prospective opponents. Even if it means throwing down a little cash, get in those games with top players and talk to them. Most top players are actually pretty nice, and should be more than happy to offer you some tips.

Also, friendlies are a very good way to learn without going through the stress of a tournament match, which helps you conserve energy. You’ll want to make sure you don’t burn out over the course of the day, so make sure you do whatever it takes to stay in tip top form all day.

Most Importantly

When you’re at a tournament, have fun. Your mood is crucial to how well you’re going to be playing that day, so make sure you’re not focused solely on winning and stressing yourself out. Enjoy yourself! Plenty of times you’ll read articles from top players where they play insanely well because they were just enjoying themselves and somehow ended up winning the biggest tournament of their life.

——

Seriously, come say hi to me if you’ll be at Mashfest this Saturday, September 5th, if you haven’t already met me in person. I’ll be there, available for questions, chatting, friendlies, etc… you’ll know it’s me because I’m super loud and I’ll be wearing a gray Fedora with a Paper Mario pin on it.

Also, one more blog post before I wrap up the improvement series!

Just Sayin’

The tournament I’m going to is called Mashfest. Check out the FB page for it! Go to it! Y’know…to get my autograph 🙂 https://www.facebook.com/events/724406491038862/

I – Fundamentals
II – A Different Way to Look at Match Ups
III – Attitude
IV – Friendlies
V – Stages
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

Improvement in Smash 4 V – Stages

**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 stages.

Stages are tricky. They change how you play, how a match-up can work. Suddenly that low ceiling makes character X more adept at KO’ing from the top, and you panic more when above them. Maybe you get drained as you fire off another Smash attack and your opponent is living to 200%+ thanks to bigger blast zones. Whatever it may be, stages are the most dynamic part of Smash Bros, and one of the most important things to consider while practicing.

When it comes to stages, you’re at the mercy of the TO. They decide to use Halberd? You can’t say no. Delfino? Castle Siege? Tough luck, buddy. They’re gonna be there, and you may have to play on it.

But because of the unique way stage banning works, there are things you can do to practice efficiently (I’m assuming that you know how the stage banning process works. If you don’t, feel free to reach out to me personally or to someone else in the Chicago community. We can all help you with that).

Look at the Counter Pick list. Then look at your MU’s – is there a stage that doesn’t benefit you in any of your MU’s that you just don’t like? You don’t need to practice on it. If you’re going to be banning this stage almost every time and never take anyone there, there is zero reason to practice on it. Don’t waste your time. Likewise, if there’s a character you know you’ll never take a certain character to and always ban a certain stage for, don’t bother practicing that MU on that stage. If you happen to not have a stage that you’ll never play on – you practice every. Single. Stage. (that’s on the legal list of your tournament’s stages, of course).

Move around the stage. Execute a couple moves and look at your positioning. Make sure you practice every MU you think you’ll be playing on the stage, too. Look for spots on the stage where you see a positional advantage and make a note of it. See where your opponent will have the best advantage of your character.

Becoming comfortable with the stages you’ll be playing on will allow you to play better: you’re more comfortable with your character’s spacing there, you know the in’s and out’s of the stage, and you just feel better while playing on it. That can be the difference between a win and a loss sometimes, and it’s something you shouldn’t brush aside.

The bottom line about stages is this: Don’t let it be the stage that’s winning/losing when you’re counter picking/being counter picked.

Just Sayin’.

I – Fundamentals
II – A Different Way to Look at Match Ups
III – Attitude
IV – Friendlies
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’