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Legendlegend50210

02/11/2016 9:59 PM ·Spoilers

Open Closed

How To Smash With Mindgames!

Mindgames are essentially the basic thinking process of your foe(s). Learning how to read your opponents will help you lock them into punishes, True Combos, and the mother of all: Spiking/Meteor Smashing (more in comments)

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  • Smash isn't all about reading. I'll say that's only 5% of the purpose for competitive levels. Reading is used to cover up options or obvious rolls. You can force people to roll by pressuring their shield by the ledge and that is where you can get a free hit. A lot of people that doesn't have a very fast move would try to roll away from the stage hoping they don't get knocked off, when that's...

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  • Disrespect your opponent by finishing them off with any other KO move after they cannot make it back on stage, like if they've wasted their recovery trying but not making it, or if they just lazily lean in if their recovery won't make it no matter what.

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  • the position you want to put your foe. If I were shield pressuring my opponent by the edge, I could hit a hard punish, for example, sheik's vanish well spaced, and they will get launched flying.

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  • NO NO NO, there are more options when trying to recover and SD'ing doesn't count as an option. Really good people would save their second jump and use there momentum to get closer to the stage as they get launched. Options like an aerial, wall jump, using up b early for the attack, etc are great options. If you want to edge guard, I suggest ledge trumping.

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  • You are correct about Sandbagging, but the pro of it is that it can put your opponent into a false sense of security, whereas if you play out immediately, all your opponent has to do is just learn all your possible options.

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  • The idea of keeping them away is to use consistent aerial attacks (or attacks to prevent your opponent from landing). If they don't land, they'll have to use that second jump to get back, and kicking them back again means their options are limited to whichever recovery tactic they have left

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  • That is true, but it's better to cover options than taking a risk. Sure high risk=High rewards, but with those risk, it can involve loss of stage control, SD'ing, or punish. I'll only disrespect if my opponent is like REALLY bad. Well I wouldn't say they're bad, it's just that I'm extremely good. I even played ZeRo at GGA before, and yes I did got bopped, but I did really well despite the MU.

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  • 2nd part I agree entirely about.

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  • True Combos are a beautiful thing, throwing the right one that can push your opponent far enough for Edge Guarding is truly rewarding. What would you say were your most memorable moments in smash?

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  • For me, it would have to be the time where I was fighting a Bayonetta as Falco, Bayonetta trying to side B to the stage as I was 45 degrees up to the left of her on the Pokemon stage, only for her to bounce off into me as I did Side B with no intention to Spike. I have a recent replay of it on my recent posts.

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  • My most memorable moments? Hmmm I have so many. If you look at my profile and my videos, you could find some. Also, I'm pretty well known on YouTube so you will see 100s, sometimes thousands of views.

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  • Oh yeah, if you look up Mario's greatest spike, that's one of my most memorable moments.

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  • In a 6-7 player smash, I got a Quad KO with one Custom Shulk Counter... I can't watch it any more... CURSE YOU HELPFUL GAMEPLAY BALANCING PATCH UPDATES!

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  • You seem to know your smash pretty well, perhaps you'd like to be interested in a smash?

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  • Sure, just add me.

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  • I'll just have to get some practice in. How about next week? (I'm on a mobile device and it's sleepy sleepy time where I am)

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  • Ok I understand.

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  • It was nice meeting you, I'll just play Splatoon than.

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