Rollout:
So basically rollout has two states after a charge, damaging and non-damaging.
after you press B, frames 1-15 are listed as animation 300. This is her little bounce before she starts charging on the ground.
frames 16-52 are listed as animation 302. This is her charging animation.
frames 60+ reads as animation 303. The fully charged sparkles don’t appear until frame 62, but rollout is considered fully charged from f60.
If you release B at any time between frames 1 and 35 then you will release into a non-damaging rollout. How long you held B will effect your velocity but the hitbox will have no effect.
HOWEVER, there is a tiny hitbox in puff’s center that appears in non-damaging rollout for 1 frame as soon as B is released (or on f16 if it was released prior to f16) and when puff completely changes direction (accompanied by a low whoosh sound effect). I can’t list on what frame the turning hitbox appears because how long it takes to turn around depends on your velocity. This hidden hitbox was probably a joke put in by the developers because it is so nonsensical and difficult to hit with. If it connects in the air the KB is very poor. If it connects on the ground then it has decent KB at an amusingly good angle and a fair amount of KB growth.
If you release B at any time between frames 35 and 59 then the normal rollout hitboxes will be active. You can tell if you’ve released during this range because you will sparkle as you roll. KB and velocity increases with the amount of time that you held B.
If you release B on frame 60+ then you will be fully charged.
On grassy surfaces (including the very edge of FoD and the grass transformation of PS) you will skip the skidding portion of turning around while in rollout. This allows you to reverse your direction an additional time.
35f charge only does 12 damage
KB = {{[(Total Damage * 0.1) + (Damage * Total Damage * 0.05)] *
VictimKBMultB * 1.4 * [200 / (Weight + 100)] + 18} * (KBG * 0.01)} + BKB
I personally don't think that rollout has any meaningful utility outside of mayyyybe some weird situations on FD or a few rare situations involving a read on missed tech.
Wednesday, February 10, 2016
Friday, February 5, 2016
Practice
Practice
(This document is likely to expand over time)
Before you read this, go ahead and do this exercise. http://alexspuffstuff.blogspot.com/2015/08/your-personal-smash-bible.html
If you can't hold yourself accountable to do a simple writing exercise in order to better identify your problems then you will probably continue to marginally suck forever.
Understand too that improvement is a direct result of focus. The more intense your focus the more profound your neural-plasticity i.e. the faster and better you learn.
- - -
For the purpose of this discussion, let’s assume that success in melee is based on two things:
1) the decisions that you make and
2) your ability to execute those decisions.
Both are critically important in that if one suffers then the other is useless. Now, because of melee’s incredible pace, many of the decisions that you make will be habitual and your execution must be automatic. You simply do not have the time to think double-check your thinking or to obsess over inputs. These assumptions make the following model perfect for us.
https://en.wikipedia.org/wiki/Four_stages_of_competence
When practicing, our goal is to identify a problem and systematically work from unconscious incompetence (wow, I didn’t know that my fastfalls are always later than they could be) through conscious incompetence (ah, I missed the fastfall timing again) and conscious competence (ok, this time I’m going to fast fall before hitlag) into unconscious competence (*unconsciously fastfalls at the correct time every time*).
So in order to correct a problem you have to
1) identify a problem (oh, my fastfalls are later than hbox’s are, why is that?)
2) understand the problem (you can shff at frame 19, additionally you cannot input a fastfall during hitlag.) Understanding the problem is usually the bulk of the problem.
3) pragmatically fix the problem (sit in frame counter and practice ff timings in common scenarios)
It is not overly complex or difficult, so there is no reason to treat it as such. It's once again just a simple matter of solving problems efficiently and effectively.
So
Practice is synonymous with teaching yourself good habits.
Individual practice is for teaching your hands effective execution habits.
Practice with opponents is for teaching your mind effective strategy habits.
Remember, as you play and practice you are literally carving paths into your brain in order that your brain can follow those paths with ease later. The more often you go over these paths the more profound they are and the longer they last (the brain is an organic material and frequently lets things fall away that aren't used regularly). This makes practicing extremely powerful and thus extremely important. However, practice should be explicitly designed to solve problems. Generally speaking, if you are not solving a problem then it is not good practice. In fact, practicing without a plan in mind is the best possible way to carve bad habits into your brain that will come back to haunt you later. Being mindful of what you’re focusing on when can help you keep tabs on your decision-making so that when you face a strong opponent you are well prepared. Most of your battle happens well before you sit down.
Faltering
Faltering techskill during tournament matches is more often than not unrelated to nerves or stress but instead because of a change in the in-game context. Freestyling around the stage by yourself has a completely different set of demands than having accurate inputs in any given moment in a tournament match. The small changes that come with a moving target or with acting out of hitstun etc can be significant. Maybe your thumb isn’t used to starting from the angle that you’re suddenly forced to start from. It’s unsurprising that you would drop that input. But you can easily minimize these instances with better practice and/or awareness.
Diminishing returns
I lost the literature that I had on this but you will learn a skill much faster practicing 30 minutes twice a day than you will practicing 1 hour once a day. Even 15 minutes twice a day is more than sufficient for rapid improvement in the kinds of simple tasks that techskill involves.
It is also good to note that a change in setting, etc contributes in the same way.
Routine
When you are practicing something, you want to design a methodology that is simple, challenging, effective, and gives you instant and accurate feedback.
At this moment this is usually writing down the set of corresponding numbers in Frame Counter and drilling it for a predetermined amount of time (6 minutes works well for me for simple things (shielddrops) and 10 minutes for complex things (like techchases))*.
You should constantly tweak your routine in order to best prepare for your gameplan (remember, individual practice is just to teach your hands the exact good habits that you need. As soon as you can perform up to your standard it is no longer necessary or effective). I recommend keeping a list (as I always do lol) of tasks with times attached, running through them, and reviewing according to your current need. The list probably won't be very long, but if it is consider splitting it into 15-20 minute sections and spreading it out through your day/week. Small investment, big impact.
- - -
So far I’ve written mostly about individual practice in order to prepare execution. It falls into the Preparation phase of Improved Drastic Improvement. The following information falls into the Analysis phase. Because it makes a nice dichotomy I'm going to put it here.
It is important to distinguish between two types of learning. The first, detailed above, is execution-focused. It is defined by Playing to Win and internalizing what you already know to the point of unconscious competence. It raises your floor.
The second type is expansion-focused. It is defined by Playing to Learn and investing in losses and experimentation in order to push the boundaries of your strengths. You try to construct a deeper, better gameplan while you organize and build on your knowledge of how to act in different MUs. It raises your ceiling.
These two models are both very important but they have different goals and different processes. This is why I separate them into different phases and time-periods. Confusing the two can get you into a hopeless conceptual mess.
Playing to Learn during Analysis is necessarily less clear-cut than Playing to Win during Preparation or Performance, but that does not mean that it has to be less deliberate. When analyzing strategy and pushing your ceiling, define the problem you mean to solve for. Dissect footage for patterns and check this against your knowledge of frame data and hitboxes. Stretch your creative muscles!
(This document is likely to expand over time)
Before you read this, go ahead and do this exercise. http://alexspuffstuff.blogspot.com/2015/08/your-personal-smash-bible.html
If you can't hold yourself accountable to do a simple writing exercise in order to better identify your problems then you will probably continue to marginally suck forever.
Understand too that improvement is a direct result of focus. The more intense your focus the more profound your neural-plasticity i.e. the faster and better you learn.
- - -
What is Practice For?
For the purpose of this discussion, let’s assume that success in melee is based on two things:
1) the decisions that you make and
2) your ability to execute those decisions.
Both are critically important in that if one suffers then the other is useless. Now, because of melee’s incredible pace, many of the decisions that you make will be habitual and your execution must be automatic. You simply do not have the time to think double-check your thinking or to obsess over inputs. These assumptions make the following model perfect for us.
https://en.wikipedia.org/wiki/Four_stages_of_competence
When practicing, our goal is to identify a problem and systematically work from unconscious incompetence (wow, I didn’t know that my fastfalls are always later than they could be) through conscious incompetence (ah, I missed the fastfall timing again) and conscious competence (ok, this time I’m going to fast fall before hitlag) into unconscious competence (*unconsciously fastfalls at the correct time every time*).
So in order to correct a problem you have to
1) identify a problem (oh, my fastfalls are later than hbox’s are, why is that?)
2) understand the problem (you can shff at frame 19, additionally you cannot input a fastfall during hitlag.) Understanding the problem is usually the bulk of the problem.
3) pragmatically fix the problem (sit in frame counter and practice ff timings in common scenarios)
It is not overly complex or difficult, so there is no reason to treat it as such. It's once again just a simple matter of solving problems efficiently and effectively.
So
Practice is synonymous with teaching yourself good habits.
Individual practice is for teaching your hands effective execution habits.
Practice with opponents is for teaching your mind effective strategy habits.
Remember, as you play and practice you are literally carving paths into your brain in order that your brain can follow those paths with ease later. The more often you go over these paths the more profound they are and the longer they last (the brain is an organic material and frequently lets things fall away that aren't used regularly). This makes practicing extremely powerful and thus extremely important. However, practice should be explicitly designed to solve problems. Generally speaking, if you are not solving a problem then it is not good practice. In fact, practicing without a plan in mind is the best possible way to carve bad habits into your brain that will come back to haunt you later. Being mindful of what you’re focusing on when can help you keep tabs on your decision-making so that when you face a strong opponent you are well prepared. Most of your battle happens well before you sit down.
Faltering
Faltering techskill during tournament matches is more often than not unrelated to nerves or stress but instead because of a change in the in-game context. Freestyling around the stage by yourself has a completely different set of demands than having accurate inputs in any given moment in a tournament match. The small changes that come with a moving target or with acting out of hitstun etc can be significant. Maybe your thumb isn’t used to starting from the angle that you’re suddenly forced to start from. It’s unsurprising that you would drop that input. But you can easily minimize these instances with better practice and/or awareness.
Diminishing returns
I lost the literature that I had on this but you will learn a skill much faster practicing 30 minutes twice a day than you will practicing 1 hour once a day. Even 15 minutes twice a day is more than sufficient for rapid improvement in the kinds of simple tasks that techskill involves.
It is also good to note that a change in setting, etc contributes in the same way.
Routine
When you are practicing something, you want to design a methodology that is simple, challenging, effective, and gives you instant and accurate feedback.
At this moment this is usually writing down the set of corresponding numbers in Frame Counter and drilling it for a predetermined amount of time (6 minutes works well for me for simple things (shielddrops) and 10 minutes for complex things (like techchases))*.
You should constantly tweak your routine in order to best prepare for your gameplan (remember, individual practice is just to teach your hands the exact good habits that you need. As soon as you can perform up to your standard it is no longer necessary or effective). I recommend keeping a list (as I always do lol) of tasks with times attached, running through them, and reviewing according to your current need. The list probably won't be very long, but if it is consider splitting it into 15-20 minute sections and spreading it out through your day/week. Small investment, big impact.
- - -
Improving Strategy/Playing to Learn
So far I’ve written mostly about individual practice in order to prepare execution. It falls into the Preparation phase of Improved Drastic Improvement. The following information falls into the Analysis phase. Because it makes a nice dichotomy I'm going to put it here.
It is important to distinguish between two types of learning. The first, detailed above, is execution-focused. It is defined by Playing to Win and internalizing what you already know to the point of unconscious competence. It raises your floor.
The second type is expansion-focused. It is defined by Playing to Learn and investing in losses and experimentation in order to push the boundaries of your strengths. You try to construct a deeper, better gameplan while you organize and build on your knowledge of how to act in different MUs. It raises your ceiling.
These two models are both very important but they have different goals and different processes. This is why I separate them into different phases and time-periods. Confusing the two can get you into a hopeless conceptual mess.
Playing to Learn during Analysis is necessarily less clear-cut than Playing to Win during Preparation or Performance, but that does not mean that it has to be less deliberate. When analyzing strategy and pushing your ceiling, define the problem you mean to solve for. Dissect footage for patterns and check this against your knowledge of frame data and hitboxes. Stretch your creative muscles!
Saturday, January 16, 2016
Frame Counter Exercises
Frame Counter Exercises
https://www.youtube.com/watch?v=HMUC9rH4NSQ
* Back jump is a distinct animation and thus won't appear as jump.
* Melee considers a number of animations to technically start on a frame 0 instead of frame 1 so if it says 0 then you were actually in the animation for 1 frame. If you weren't in the animation at all then the number won't change from what it was previously. Example: if you have 1f of jump before you do an aerial then the counter for jump will read 0. If you do your aerial on the first frame of jump then the jump will not register and the counter will remain at whatever it was.
* Animations are frozen during hitlag so it will not influence the counter. However it does influence the timing of the inputs so make sure to practice timings on hit.
* Reminder that it is not possible to be consistently frame perfect. Consistency within 2 frames is great.
* It is best to practice things one at a time and while visualizing a scenario and coming fluidly out of actions that would likely precede them. I.e. if I were to practice shffl upairs then I would practice nothing but shffl upair for ___ set amount of time. I would repeat shffl upairs from a dash, then from a wavedash, then out of another jump, from the left, from the right etc, all while visualizing my target as if it was a human opponent. This may seem convoluted but aims to make the brain-paths that you are forging as relevant to gameplay as possible, which should of course be the aim. Practice is only good in so far as it is related to what you're preparing for. Example: I can only moonwalk after a dash wavedash because that was my ritual when I learned it. I didn't practice from different scenarios so I can't perform a moonwalk from different scenarios. This is why a lot of players' techskill falters in tournament. It's not nerves, it's badly designed practice.
(set P1 to jump, P2 to the move)
FH Air time: 50
FH FF Airtime: 37
SH Air time: 32
SH FF Airtime: 22
low as possible
FHFFL Bair: 28, 9
FHFFL Upair: 28, 9
FHFFL Fair: 30, 7
FHFFL Dair: 32, 5
FHFFL Nair: 31, 6
SHFFL Bair: 13, 9
SHFFL Upair: 13, 9
SHFFL Fair: 15, 7
SHFFL Dair: 17, 5
SHFFL Nair: 16, 6
SH Bair DJ: 0, 30
WD dash WD: 0, 0, 1, 0
(jump, stand, dash, buffered full speed walk(will show up if you press dash too early))
perfect waveland: 0
(airdodge)
perfect ledgedash: 0,0,7,1
(cliffwait, fall, double jump, airdodge)
(note: this is really freakin hard and anything above these numbers is subtracted from 9 active invincible frames after the waveland)
https://www.youtube.com/watch?v=HMUC9rH4NSQ
* Back jump is a distinct animation and thus won't appear as jump.
* Melee considers a number of animations to technically start on a frame 0 instead of frame 1 so if it says 0 then you were actually in the animation for 1 frame. If you weren't in the animation at all then the number won't change from what it was previously. Example: if you have 1f of jump before you do an aerial then the counter for jump will read 0. If you do your aerial on the first frame of jump then the jump will not register and the counter will remain at whatever it was.
* Animations are frozen during hitlag so it will not influence the counter. However it does influence the timing of the inputs so make sure to practice timings on hit.
* Reminder that it is not possible to be consistently frame perfect. Consistency within 2 frames is great.
* It is best to practice things one at a time and while visualizing a scenario and coming fluidly out of actions that would likely precede them. I.e. if I were to practice shffl upairs then I would practice nothing but shffl upair for ___ set amount of time. I would repeat shffl upairs from a dash, then from a wavedash, then out of another jump, from the left, from the right etc, all while visualizing my target as if it was a human opponent. This may seem convoluted but aims to make the brain-paths that you are forging as relevant to gameplay as possible, which should of course be the aim. Practice is only good in so far as it is related to what you're preparing for. Example: I can only moonwalk after a dash wavedash because that was my ritual when I learned it. I didn't practice from different scenarios so I can't perform a moonwalk from different scenarios. This is why a lot of players' techskill falters in tournament. It's not nerves, it's badly designed practice.
(set P1 to jump, P2 to the move)
FH Air time: 50
FH FF Airtime: 37
SH Air time: 32
SH FF Airtime: 22
low as possible
FHFFL Bair: 28, 9
FHFFL Upair: 28, 9
FHFFL Fair: 30, 7
FHFFL Dair: 32, 5
FHFFL Nair: 31, 6
SHFFL Bair: 13, 9
SHFFL Upair: 13, 9
SHFFL Fair: 15, 7
SHFFL Dair: 17, 5
SHFFL Nair: 16, 6
SH Bair DJ: 0, 30
WD dash WD: 0, 0, 1, 0
(jump, stand, dash, buffered full speed walk(will show up if you press dash too early))
perfect waveland: 0
(airdodge)
perfect ledgedash: 0,0,7,1
(cliffwait, fall, double jump, airdodge)
(note: this is really freakin hard and anything above these numbers is subtracted from 9 active invincible frames after the waveland)
Monday, January 11, 2016
4% vs Silentswag
4% vs SilentSwag (sheik vs puff)
https://www.youtube.com/watch?v=qCtUqM-73N8
Game 1 BF
8:00 non-nuetral, out to side then in under
7:55 doesn’t space out far enough to avoid fair
good CC grab, backthrows for stage
7:50 shielddrop
7:49 pound whiff punish, doesn’t react to DJ
7:47 spaces for run off
7:45 preemptive aerial needs to be FHed
too high in % to CC
7:44 shield poke on hair curl
7:38 no jump sheik but misspaced, could upair
7:35 shieldgrab is late
good crouch, grabs instead of rest
ledgegrab is a little early but looks like he reads the recovery
7:25 stalls outside of range
ledge inv earns aerial
7:22 same preemptive sh bair. Sheik doesn’t have a DD vs puff but she can dash up and whiff punish via FH
7:17 tries to protect fall with nair but starts too high so reactable
7:12 another bthrow, oh sickkkk ledgegrab bair to avoid needles, amazing
7:05 double fakeout to avoid inv, lol
7:02 anticipates and intercepts fall
7:01 spaces too close
6:58 takes center
6:56 eh pound as poke
6:54 preemptive fair is good but out of endlag so slow
6:48 ooh baits the roll? Surprised that upair whiffed
whiff punish but low % so CCed
6:45 good spacing
6:42 a little slow but good recognition by sswag
6:40, forces sheik up, shields aerial, WD out ‘cause bair is not punishable with an aerial
a little slow on whiff punish, not good spacing because not ready for shield
no CC
6:37 ballsy pound, should techchase
6:34 good spacing around needle range
wow crouch avoids bair
6:30 CC swag grab vs dsmash lol
reads the empty DJ, grab edge, rest
6:20 good DI out of throw/fair
6:14 throws off but misspaces bair so trade
6:10 SH preemptive bair is FHed over again, good tech
6:06 lol look how slow puff is
recovers high
5:60 funny mixup by sswag
5:55 lol pretty poor choice of whiff punish
5:54 another preemptive poke too low vs sheik FH but that was close
5:46 pins sheik to ledge, uses inv to get uptilt, upair, should be techchase
waveland jump, was an easy shield
5:43 crouching behind sheik is weird, invites dsmash
sh nair, uptilt at that %
another swag walk up grab out of CC, so funny
too slow to get ledge and bair is not spaced
dash attack was good idea though
5:34 good reaction, techchase
takes fair combo
Stocks
backthrow edgeguard
backthrow edgeguard
backthrow edgeguard
bairs platform movement, WoP
Stocks Lost
spaces too close to fall, is faired
whiff upair at high %, jab fair
Looking like a much better player. Consistent early kills from bthrow. Consistent reads on sheik’s jumps. Consistently wrecking him in footsies.
Game 2 YS
8:00 cuts off center
stuffs the jump
too early to combo from that bair, loses stage
7:55 sheik prioritizes position
7:53 twice
7:52 from directly above tekk and hbox would nair
7:51 pound works vs grounded/rising sheik but in that instance sheik had already proved willing to run really far away
7:48 weird fsmash
grab is barely in time but short
7:46 4% gets baited into that fair
should recover to platform instead of ledge in this MU
sheik is strong vs ledge, weaker vs platform
this is all damage from not being patient vs low% sheik
7:33 yeah that’s a whole stock. Had to reestablish position then whiff punish. Puff can’t win from that spot.
7:28 puts sheik in corner and reads jump to plat, is wrong. Tries to cover mistake with pound across but that’s slow
7:25 that is like the 5th roll into stage, can be baited hard (probs with WD forward dash back)
dair shieldpokes. That was a fast jump but I think grab should combo at that %.
7:22 good CC, bad choice of punish
7:14 gets sheik to whiff, bairs shield. Ideally maybe land then Sh through rest because she’s going to roll lol
yeah see dave reads a roll but sswag does the other way, probably because of side puff was on
7:13 bad DJ
not sure what fsmash is for
7:08 having to bair for stage, could just be on platform
spacing works out really well, gets fsmash
7:02 upairs ‘cause it’s quick but could have killed sheik
forces dj, fsmashes fall
6:57 I think he reads a grab but doesn’t work out
quick mash
6:52 good jump fair
6:48 bairs because high %
6:45 boooooo
sloppy stock
6:35 stalls on side plat, sswag plays it well
all ledge play this game should be plat play
6:29 good FH fair but too low to followup
6:25 good spacing, nair hits early so doesn’t combo
6:24 good crossup
strays into the 45
6:21 pounds the jump
combos to upair, nice
looked like a techchase but wasn’t, probably what messed him up
6:14 forfeits too much stage
6:10 goes too close to jumping sheik
6:05 looks like walk forward CC jab was a bait or a dsmash
6:03 OH COOL, it looks like tilting the shield down makes puff tilt her head which hides her ears and hair
def going to have to look up if that’s true.
6:01 can’t reliably whiff punish sheik’s fair because it autocancels
kind of interesting scenario because that makes me want to just run up and grab it
but if I don’t jump then sheik wants to jab or dsmash which I don’t want to mess with
so I just want to force shield and go for low aerial/land and uptilt mixup
5:59 fairs the jump, nice
5:58 really good spacing
chooses to cut off the center which is also great
not good decision to fair over the ledge
5:50 good awareness to avoid the bair
takes ledge, gets bair
5:45 anticipates the jump and just kills him
5:40 puts himself on ledge which is worrying
gets a lucky fair and whiff punish
5:38 gets the read but is too close so pound will trade
5:35 takes center, chases the roll easy
fair hits high so doesn’t combo (ff then fair)
5:33 slow reaction gets baired
5:32 sswag jumps earlier than 4% can
getting hit means the jump was input too close to sheik
5:30 almost cool, doesn’t work because wavedash down commits immediate and noticeable downtime so sswag reacts to an empty land timing which ends up being similar enough. Should have just done the empty hop ff grab (like he did to abu a lot) because the ff threatens an aerial the entire fall.
5:28 dunno why waveland unless it was a read on WD back
5:25 sswag reads the jump but misspaces
puff’s crossup bair is high and puff’s dash speed is slow
5:21 bad spacing
5:17 there’s the fair jab
5:14 takes stage but jumps into the 45
too many needles to counter hit
5:09 reads a neutral jump, is wrong
can’t ever fall with upair on empty sheik it never ever works. Dair or nair.
5:07 uses threat ranges to force sheik back despite ambiguous tempo, awesome spacing
almost lands him a juicy uptilt
haha just when I said it never works (but that wasn’t empty sheik so it’s ok)
important rest.
4:56 that was too long to assume sheik would sit still
WD when sheik assumed fair
4:52 good reaction to plat movement the bair was spaced but sheik gets the CC punish because she sdied it in
really good spacing on way back
4:43 gotta be careful fishing for uptilt because it’s obvious here that that’s what you need
4:42 grabs after fair this time, backthrow
sheik jumps high, upair is too early to catch airdodge
shielddrop fair, needed to take center and not challenge. sswag has never sat in shield.
4:33 another opportunity but is late
another and gets it. Backthrow. Ledgegrab is too early. Waveland really slowed puff down.
forces shield, upairs, flubs the situation away,
4:26 what a fair
prayer of an upair. Needed to see DI and dair.
Stocks
extended edgeguard off of high % aerial
extended edgeguard off of high % aerial
whiff punish dsmash with upair, rest
Stocks Lost
CC dtilt fair vs bad fair
trades pound with fair at high %
jab strong baired trying to whiff punish fair
upairs into dsmash at high %
YS has less lateral space which is a struggle for 4% here. So you have to be more patient and make more use of what stage you have. Weak conversions off of weak setups.
Game 3 DL
is vs fox so I’m skipping it.
Game 4 PS
8:00 overextension
then spaces out for a bit
7:53 caught lingering in 45 should go over it
forced to shield after shallow approach
rolls away to reset
7:49 not good to challenge sheik’s bair directly, was too far away for preemptive poke so needed to wait for whiff
7:47 poor upair
good CC, good to react to the crossup with dair
but the dair isn’t followed through so it doesn’t combo
7:44 second upair was bad. Sheik wouldn’t jump there. Should fall through bair.
7:43 wow sick read to get pound, watch the DI
missed tech, reacts to tempo and follows, not quite enough
not spaced for grab after roll
7:36 avoids extended corner with high crossup
the descending bair was too high
7:33 I think it’s better to favor center over ledge.
7:32 looks like reads a jump that doesn’t happen, gets whiff punished for holding forward
7:28 ooh reads the CC , grab is too late
good shield but dsmash spacing makes it hard to avoid 3rd hit
7:25 should be careful going low there that’s so risky
slowly makes way back, invited by sheik
7:18 interesting dair, I guess assumes sheik stays grounded and close?
that should combo but I’m not sure, I think the grab was just late, good duck
shields the vertical, rolls out
7:14 weird decision to empty land grab so far, not sure what it anticipated
7:12 what happens if you roll away early? I don’t like spotdodge because sheik can just jab the end and you get faired
oh well there he rolls away way too early lol
7:10 the crouch then shield is not good, should have jumped away
7:06 low recovery could have been baired
7:03 fair was a little slow
grab is slow
6:58 cuts off center, forces shield
dunno why pound, puts in bad position
sheik jumps too high
upair would be better
6:56 sheik is forced up but that’s ok
6:53 could have rested
jumps around nair which is great, whiff punish is slow
sheik jumps OoS quickly
crouch vs nair was obv not good
grab whiffs because of pokemon
6:48 that FH is good because it cuts off so much space, puff gives up too much space after
6:44 sheik takes the bait but not good punish
now slowly inches sheik right
6:35 FHs to watch, then when sheik falls falls with her which is great
6:27 a little slow
stalls out of range
6:23 sheik does a delayed bair which wins in that situation
6:18 sheik finally allows the crossup
whiff punish phantoms but it’s ok because sheik went high
low %, forces shield
that bair was risky
6:12 too close
6:06 bad shieldgrab
5:57, I think sheik tried to jump OoS
5:55 puff stays under plat for the fall which is great
upair upair upair forever
fsmash was pretty not good lol
5:47 stalls outside of range
5:43 dair is a little late
jab was probably past reaction window for the roll
5:36 good spacing
actually really great to run forward then empty jump, so many options preserved
5:34 the needles force a delay. hbox SHs for that reason.
backing up so far gave up stage control
5:23 loses the mixup
the triangle jump from ledge works again which is interesting
grab is late again
lol same exact really nervous low recovery but airdodges through this time
5:16 need to dair
good sheiks are profiting off of puff’s falling on top of them with aerials that aren’t dair and getting dsmash/dtilt
5:11 bair comes out too late
5:04 reads the FH? that’s kinda crazy
the jump for the bair is too early so dj goes through but gets pound trade and conversion
4:55 goes too close to sheik
4:50 punishes land and spaces out far enough to avoid ftilt, nice
roll was bad
safe pokes from both until puff dies
4:34 dunno if was good to leave, not sure
needed to hold out after needles
4:23 oooh ok,
tempts sheik to keep running with the spacing then pounds
gets whole stage
recognizes no whiff punish gets the grab
4:11 was late, should have prioritized under sheik
this is getting repetitive so I’m going to write less
gets edgeguard with double fair
sheik uses stage given for needles but this lets puff jump with inv
good spacing after
3:50 letting sheik walk forward is ok because plat is there
great spacing around the bair
crouch, sheik bites, rest
Stocks
stage control to pair of fairs
bair off stage high%
another low double fair
crouch rest
Stocks Lost
jab fair high %
runs of of options recovering low
upair, high %
https://www.youtube.com/watch?v=qCtUqM-73N8
Game 1 BF
8:00 non-nuetral, out to side then in under
7:55 doesn’t space out far enough to avoid fair
good CC grab, backthrows for stage
7:50 shielddrop
7:49 pound whiff punish, doesn’t react to DJ
7:47 spaces for run off
7:45 preemptive aerial needs to be FHed
too high in % to CC
7:44 shield poke on hair curl
7:38 no jump sheik but misspaced, could upair
7:35 shieldgrab is late
good crouch, grabs instead of rest
ledgegrab is a little early but looks like he reads the recovery
7:25 stalls outside of range
ledge inv earns aerial
7:22 same preemptive sh bair. Sheik doesn’t have a DD vs puff but she can dash up and whiff punish via FH
7:17 tries to protect fall with nair but starts too high so reactable
7:12 another bthrow, oh sickkkk ledgegrab bair to avoid needles, amazing
7:05 double fakeout to avoid inv, lol
7:02 anticipates and intercepts fall
7:01 spaces too close
6:58 takes center
6:56 eh pound as poke
6:54 preemptive fair is good but out of endlag so slow
6:48 ooh baits the roll? Surprised that upair whiffed
whiff punish but low % so CCed
6:45 good spacing
6:42 a little slow but good recognition by sswag
6:40, forces sheik up, shields aerial, WD out ‘cause bair is not punishable with an aerial
a little slow on whiff punish, not good spacing because not ready for shield
no CC
6:37 ballsy pound, should techchase
6:34 good spacing around needle range
wow crouch avoids bair
6:30 CC swag grab vs dsmash lol
reads the empty DJ, grab edge, rest
6:20 good DI out of throw/fair
6:14 throws off but misspaces bair so trade
6:10 SH preemptive bair is FHed over again, good tech
6:06 lol look how slow puff is
recovers high
5:60 funny mixup by sswag
5:55 lol pretty poor choice of whiff punish
5:54 another preemptive poke too low vs sheik FH but that was close
5:46 pins sheik to ledge, uses inv to get uptilt, upair, should be techchase
waveland jump, was an easy shield
5:43 crouching behind sheik is weird, invites dsmash
sh nair, uptilt at that %
another swag walk up grab out of CC, so funny
too slow to get ledge and bair is not spaced
dash attack was good idea though
5:34 good reaction, techchase
takes fair combo
Stocks
backthrow edgeguard
backthrow edgeguard
backthrow edgeguard
bairs platform movement, WoP
Stocks Lost
spaces too close to fall, is faired
whiff upair at high %, jab fair
Looking like a much better player. Consistent early kills from bthrow. Consistent reads on sheik’s jumps. Consistently wrecking him in footsies.
Game 2 YS
8:00 cuts off center
stuffs the jump
too early to combo from that bair, loses stage
7:55 sheik prioritizes position
7:53 twice
7:52 from directly above tekk and hbox would nair
7:51 pound works vs grounded/rising sheik but in that instance sheik had already proved willing to run really far away
7:48 weird fsmash
grab is barely in time but short
7:46 4% gets baited into that fair
should recover to platform instead of ledge in this MU
sheik is strong vs ledge, weaker vs platform
this is all damage from not being patient vs low% sheik
7:33 yeah that’s a whole stock. Had to reestablish position then whiff punish. Puff can’t win from that spot.
7:28 puts sheik in corner and reads jump to plat, is wrong. Tries to cover mistake with pound across but that’s slow
7:25 that is like the 5th roll into stage, can be baited hard (probs with WD forward dash back)
dair shieldpokes. That was a fast jump but I think grab should combo at that %.
7:22 good CC, bad choice of punish
7:14 gets sheik to whiff, bairs shield. Ideally maybe land then Sh through rest because she’s going to roll lol
yeah see dave reads a roll but sswag does the other way, probably because of side puff was on
7:13 bad DJ
not sure what fsmash is for
7:08 having to bair for stage, could just be on platform
spacing works out really well, gets fsmash
7:02 upairs ‘cause it’s quick but could have killed sheik
forces dj, fsmashes fall
6:57 I think he reads a grab but doesn’t work out
quick mash
6:52 good jump fair
6:48 bairs because high %
6:45 boooooo
sloppy stock
6:35 stalls on side plat, sswag plays it well
all ledge play this game should be plat play
6:29 good FH fair but too low to followup
6:25 good spacing, nair hits early so doesn’t combo
6:24 good crossup
strays into the 45
6:21 pounds the jump
combos to upair, nice
looked like a techchase but wasn’t, probably what messed him up
6:14 forfeits too much stage
6:10 goes too close to jumping sheik
6:05 looks like walk forward CC jab was a bait or a dsmash
6:03 OH COOL, it looks like tilting the shield down makes puff tilt her head which hides her ears and hair
def going to have to look up if that’s true.
6:01 can’t reliably whiff punish sheik’s fair because it autocancels
kind of interesting scenario because that makes me want to just run up and grab it
but if I don’t jump then sheik wants to jab or dsmash which I don’t want to mess with
so I just want to force shield and go for low aerial/land and uptilt mixup
5:59 fairs the jump, nice
5:58 really good spacing
chooses to cut off the center which is also great
not good decision to fair over the ledge
5:50 good awareness to avoid the bair
takes ledge, gets bair
5:45 anticipates the jump and just kills him
5:40 puts himself on ledge which is worrying
gets a lucky fair and whiff punish
5:38 gets the read but is too close so pound will trade
5:35 takes center, chases the roll easy
fair hits high so doesn’t combo (ff then fair)
5:33 slow reaction gets baired
5:32 sswag jumps earlier than 4% can
getting hit means the jump was input too close to sheik
5:30 almost cool, doesn’t work because wavedash down commits immediate and noticeable downtime so sswag reacts to an empty land timing which ends up being similar enough. Should have just done the empty hop ff grab (like he did to abu a lot) because the ff threatens an aerial the entire fall.
5:28 dunno why waveland unless it was a read on WD back
5:25 sswag reads the jump but misspaces
puff’s crossup bair is high and puff’s dash speed is slow
5:21 bad spacing
5:17 there’s the fair jab
5:14 takes stage but jumps into the 45
too many needles to counter hit
5:09 reads a neutral jump, is wrong
can’t ever fall with upair on empty sheik it never ever works. Dair or nair.
5:07 uses threat ranges to force sheik back despite ambiguous tempo, awesome spacing
almost lands him a juicy uptilt
haha just when I said it never works (but that wasn’t empty sheik so it’s ok)
important rest.
4:56 that was too long to assume sheik would sit still
WD when sheik assumed fair
4:52 good reaction to plat movement the bair was spaced but sheik gets the CC punish because she sdied it in
really good spacing on way back
4:43 gotta be careful fishing for uptilt because it’s obvious here that that’s what you need
4:42 grabs after fair this time, backthrow
sheik jumps high, upair is too early to catch airdodge
shielddrop fair, needed to take center and not challenge. sswag has never sat in shield.
4:33 another opportunity but is late
another and gets it. Backthrow. Ledgegrab is too early. Waveland really slowed puff down.
forces shield, upairs, flubs the situation away,
4:26 what a fair
prayer of an upair. Needed to see DI and dair.
Stocks
extended edgeguard off of high % aerial
extended edgeguard off of high % aerial
whiff punish dsmash with upair, rest
Stocks Lost
CC dtilt fair vs bad fair
trades pound with fair at high %
jab strong baired trying to whiff punish fair
upairs into dsmash at high %
YS has less lateral space which is a struggle for 4% here. So you have to be more patient and make more use of what stage you have. Weak conversions off of weak setups.
Game 3 DL
is vs fox so I’m skipping it.
Game 4 PS
8:00 overextension
then spaces out for a bit
7:53 caught lingering in 45 should go over it
forced to shield after shallow approach
rolls away to reset
7:49 not good to challenge sheik’s bair directly, was too far away for preemptive poke so needed to wait for whiff
7:47 poor upair
good CC, good to react to the crossup with dair
but the dair isn’t followed through so it doesn’t combo
7:44 second upair was bad. Sheik wouldn’t jump there. Should fall through bair.
7:43 wow sick read to get pound, watch the DI
missed tech, reacts to tempo and follows, not quite enough
not spaced for grab after roll
7:36 avoids extended corner with high crossup
the descending bair was too high
7:33 I think it’s better to favor center over ledge.
7:32 looks like reads a jump that doesn’t happen, gets whiff punished for holding forward
7:28 ooh reads the CC , grab is too late
good shield but dsmash spacing makes it hard to avoid 3rd hit
7:25 should be careful going low there that’s so risky
slowly makes way back, invited by sheik
7:18 interesting dair, I guess assumes sheik stays grounded and close?
that should combo but I’m not sure, I think the grab was just late, good duck
shields the vertical, rolls out
7:14 weird decision to empty land grab so far, not sure what it anticipated
7:12 what happens if you roll away early? I don’t like spotdodge because sheik can just jab the end and you get faired
oh well there he rolls away way too early lol
7:10 the crouch then shield is not good, should have jumped away
7:06 low recovery could have been baired
7:03 fair was a little slow
grab is slow
6:58 cuts off center, forces shield
dunno why pound, puts in bad position
sheik jumps too high
upair would be better
6:56 sheik is forced up but that’s ok
6:53 could have rested
jumps around nair which is great, whiff punish is slow
sheik jumps OoS quickly
crouch vs nair was obv not good
grab whiffs because of pokemon
6:48 that FH is good because it cuts off so much space, puff gives up too much space after
6:44 sheik takes the bait but not good punish
now slowly inches sheik right
6:35 FHs to watch, then when sheik falls falls with her which is great
6:27 a little slow
stalls out of range
6:23 sheik does a delayed bair which wins in that situation
6:18 sheik finally allows the crossup
whiff punish phantoms but it’s ok because sheik went high
low %, forces shield
that bair was risky
6:12 too close
6:06 bad shieldgrab
5:57, I think sheik tried to jump OoS
5:55 puff stays under plat for the fall which is great
upair upair upair forever
fsmash was pretty not good lol
5:47 stalls outside of range
5:43 dair is a little late
jab was probably past reaction window for the roll
5:36 good spacing
actually really great to run forward then empty jump, so many options preserved
5:34 the needles force a delay. hbox SHs for that reason.
backing up so far gave up stage control
5:23 loses the mixup
the triangle jump from ledge works again which is interesting
grab is late again
lol same exact really nervous low recovery but airdodges through this time
5:16 need to dair
good sheiks are profiting off of puff’s falling on top of them with aerials that aren’t dair and getting dsmash/dtilt
5:11 bair comes out too late
5:04 reads the FH? that’s kinda crazy
the jump for the bair is too early so dj goes through but gets pound trade and conversion
4:55 goes too close to sheik
4:50 punishes land and spaces out far enough to avoid ftilt, nice
roll was bad
safe pokes from both until puff dies
4:34 dunno if was good to leave, not sure
needed to hold out after needles
4:23 oooh ok,
tempts sheik to keep running with the spacing then pounds
gets whole stage
recognizes no whiff punish gets the grab
4:11 was late, should have prioritized under sheik
this is getting repetitive so I’m going to write less
gets edgeguard with double fair
sheik uses stage given for needles but this lets puff jump with inv
good spacing after
3:50 letting sheik walk forward is ok because plat is there
great spacing around the bair
crouch, sheik bites, rest
Stocks
stage control to pair of fairs
bair off stage high%
another low double fair
crouch rest
Stocks Lost
jab fair high %
runs of of options recovering low
upair, high %
Methodology
Methodology Assumptions:
* Understanding concepts in melee is related to solving for situations effectively and hopefully efficiently
* Stands that this is easier when flowcharting with reduced number of options (like in edgeguards)
* Simplifying gameplay/n reduces variance
* Simplifying gameplay/n with a mind for effectiveness reveals meaningful patterns that when solved for are then foundational (note: there is no need for them to be sequential)
* In this way the best method for learning is to identify and solve for recurring scenarios in order of importance and absolutely nothing unrelated to those
At this point, provided good execution, the problems that appear are from something that is outside of the scope of your knowledge. But that just means that you were missing information, not that your system is bad. They can be in turn solved for (including avoided).
Wednesday, December 30, 2015
Tekk vs Amsah Analysis
Tekk vs Amsah
https://www.youtube.com/watch?v=1l3l4wld4tg
Game 1 BF
8:00 non-neutral/sheik start but they’re polite and tekk just takes center
7:57 FH nair keeps sheik in the corner, backward jump to watch for sheik’s reaction
7:56 why is he already there with a fair? How would he know that?
reads the needles after too
7:50 interesting choice to wait and nair the land instead of fair, late so gets naired
7:47 poor spacing
next section he spaces overtly out of range and horizontal
7:39 gets 2 bairs that way w/ stage
7:37 shield is too healthy for that uptilt, naired anyway. I would have low upaired WD back.
7:36 funny dash attack
7:34 sheik can’t grab so shield then choose OoS based on aerial
good reaction to the dair (also restable OoS)
looks like tekk looks for techchase rest opportunity
could have WDed to ledge
spaces outside of aerial range, bad reaction to airdodge
sheik gets center out of it
7:26 good to recognize tempo and wait outside of sheik’s FH,
tekk’s aerial placement so far makes it look like he tries to read jumps raw a lot
7:24 bad jump
7:23 flubbed ledgecancel
7:19 quick movement through plat
7:16 tries to stagespike sheik but misspaced
takes center, sheik rolls in and buffers spotdodge, grab
7:14 shield means expecting dsmash
WD away seeing crossup
jumps right into the 45, obv not good
7:09 bad nair
7:05 not good spacing
7:01 good bair but amsah rolls, that’s ok there’s stage
amsah jumps up, he’s demonstrated a want to do that
tekk with him but doesn’t expect DJ so gets needled
I think fair instead of bair would have solved that
6:57 why no bair?
6:55 reads the movement but poor reward
2 more empty jumps that say “I recognize that attempt is not going to work, I want to wait a moment”
but not good positioning with them.
6:52 amsah jumps into nair (looking for another vulnerable jump?) gets comboed
6:45 really good spacing around the aerial, slow punish, should have grabbed landing
6:41 where soft spaces out on the ground then jumps toward with fair, tekk jumps out then fades in with bair (worse results here)
6:39 reads the movement
6:35 hbox would have intercepted the fall
I think getup was too late
6:29 really good vertical spacing
shitty edgeguard
6:24 doesn’t poke, spaced too close for whiff punish
6:22 bad spacing
6:17 FH nair on recognition of sheik landing so far away
6:12 goes high to stall for time
6:08 good WD, bad instead of ok crossup because sheik shielded in time
6:03 FH nair from the corner works again
so much preemptive stuffing amsah’s jumps
6:00 amsah baits a jump so he can do that
5:55 sheik jumps into fair, then upair, sdi up makes followup hard
no jump sheik, another upair, rests fair startup
really really important stock to take
and off of jump reads
5:48 stalls outside of range
5:45 stays just above FH height again, gets nair pressure
5:43 kind of interesting, example where tekk leaves FH empty
most puffs would FH bair
he leaves it then dj bair to maintian height/orientation
that seems to be his focus. To stay at a height and to stay relatively open.
5:42 sheik challenges tekk to interrupt needle charge without getting hit, tekk flubs approach
staying horizontal, anticipating sheik’s movement, nair is fast but doesn’t combo
5:36 oh yeah the god-granted pound lol
late to rest because that was a surprise
5:32 goes to vertical nair pressure but slow
5:28 reads that movement again
upair forces no jump, bair
5:26 that turnaround nair is very tekk-specific
5:23 too slow
too slow to punish dsmash but threaten is enough for grab
5:19 no WD to ledge again
5:17 reads an aerial
5:15 does nair because he recognizes he’s late
5:13 grab
5:07 amsah wasn’t sure which way tekk would go from the edgecancel
WD away then fsmash the trigger movement
5:03 chooses to shield and stay close
4:57 good spacing but slow
4:55 vertical nair
ooh good shield
4:45 good empty land
slow reaction to airdodge, predictable at low%
4:39 vertical nair
4:32 booooooooo
just watches his spacing for a while
4:16 reads the aerial
gets the combo fair but hesitates
4:12 don’t like that spotdodge unless he thinks amsah will grab but amsah hasn’t ever treid
4:05 poor spacing
4:02 same situation as the rest combo this time sheik goes down after hit 1
tekk keeps landing next to sheik and spotdodging I don’t know what he’s looking for but it’s not happening
some bad spacing
3:49 tricky puff stuff
3:43 bad spacing
3:31 good fair
3:25 lets sheik back so that he can vertical nair crossup
3:00 wow godlike DI but bad positioning to get there lol
2:51 again lol
2:44 both choking
Stocks
fair at high%
upair combo to rest off of jump reads
delay then fsmash the OoS option
fair at high%
Stocks Lost
bad nair, bad spacing on vertical recovery
sheik falls on top of puff from top plat with strong bair
bad spacing from corner, gets faired
Game 2 YS
8:00 non-neutral, amsah with good option coverage
gets counter hit and stage, leads to additional aerial
7:56 maybe fh upair would have caught the land
7:55 slightly misspaced upair
7:53 threatens bair then amazing empty land uptilt but misses rest, analog jump
7:46 amsah lets him back to center looking to punish land but tekk spaces out
horizontal spacing
7:43 this is an interesting nair, it covers a lot of options
sheik gets a clutch dj so no combo to uptilt
7:42 poor DI
makes way back by threatening vertical spacing
7:37 slow to shield or drop
7:35 spaced too far out for upair
7:31 good situation reaction for grab
7:28 goes for stage spike, ehhh not good
7:23 reads the dsmash, close enough for grab
goes for same fair, sheik gets back again
7:15 rolls away from mixup
dair grab after dsmash, backthrow, no real attempt at edgeguard, prioritizes stage so gets punish on ledgejump
7:02 vertical evasion but stays too close, gets faired
6:55 sheik slow to evade
reads the shitttttt ouf of that jump
kind of awkward followup, jumps for vertical spacing instead of a maybe uptilt
6:52 flubs his spacing
6:49 reaction was too slow to avoid bair but good DI so gets nair punish, ideally dair grab?
takes center
6:47 really really good going under needles
anticipates techchase, rest. Sickkk.
6:38 slow to get out range so takes some hits
6:31 pound because he thinks that sheik will whiff? Seems good but amsah didn’t bit and just jumped again.
6:30 WD away from scuffle
6:26 poor crossup
takes vertical spacing again, nair
then takes center, then bairs the jump
6:23 anticipates bair but amsah spaces it
6:17 oh cool, pounds the landing on the wide whiff
reads the roll sooooo hard but whiffs (; ____ ; )
6:08 gets sheik to jump up then chases, WoP, note hitting close to body
6:00 keeps great horizontal spacing, slow to fair off of edgecancel
fairs the runoff option then nairs feet, should upair (maybe because he doesn’t claw)
5:54 rawww read on jump but not enough hitstun to combo
ummmm ok that was maybe the worst rest punish I’ve ever seen
5:49 they’re both a bit nervous to commit to grounded mixup
5:45 slow reaction to jump
vertical spacing
5:39 he’s done that dash attack before, not quite tech %
5:35 looks like he tried to bait a roll right
5:32 oh gosh that was risky
stays out of sheik range on return until bair at
5:22 takes stage, reacts to ledgejump
easy edgeguard
Stocks
bair on ledgejump, edgeguard
sneaks under needles, upairs land, techchase rest
forces sheik up with inv then wop
spaces outside of jump, wop, edgeguard
Stocks Lost
faired staying too close vs inv
missed rest, zelda kick
trades upair with sheik upsmash
Game 3 PS
8:00 takes center but slow to react to needles
jumps with jump
trying to fill air above sheik
7:52 whiff punish after fadeback, not followed through enough for combo
7:50 gives himself lots of room
7:48 dairs jump or land
7:46 avoiding ground game altogether
7:44 premature fall
7:41 not enough fadeback to fix nair
7:38 spacing far enough away it’s like marth
7:37 choice of whiff punish
7:35 wants him to roll so badly, fading back until whiff punish on run off fair is fine
easy dash attack (jab reset) on missed tech
both misjudge height, does not grab ledge
7:25 up and over but not up enough
sits outside of range waiting for overextension
7:19 that’ll work, dashes out to avoid counterhit, dtilt can hit under descending aerial so he’s waiting it out, spaces for crossup nair because amsah demonstrates no ftilt to stuff it
really good spacing after
7:12 too late
shielddrop upair, nice
no double jump, should be upairs to rest
7:02 oh I didn’t know that sweetspotted, ok
6:55 tekk waiting for aerial lets sheik run under
6:47 waiting over sheik’s jumps
6:44 gets the opportunity but is slow to whiff punish (not that it’s easy, sheik’s leg is long)
6:43 goes up with sheik, over the needles is prime, bairs shield
6:42 had already committed his action state to bair so couldn’t punish roll uptilt
6:39 too low % to follow up
6:35 sheik is a little early to antiair so nair connects (would have caught jump too), uptilt, rest
6:30 shield instead of crouch. Tekk seems to shield out of stun at close range either habitually or because he’s more afraid of dsmash than grab.
oh geeze if you could DI like that out of dthrow in ntcs I would shield too.
6:26 good spacing
6:24 tekk turnaround nair to stuff jump space after confirming timing
crossup roll
so that’s tekk’s return from the corner habit
6:23 upair was good if sheik did anything else
6:16 test for jump, hazards descent, amsah doesn’t react
good poke, goes to punish jump, just shy
6:14 WD out to avoid grounded followup, jump is slow so can pressure
crouch after low upair but doesn’t react for rest
6:10 amsah uses grounded puff as opportunity to crossup
ooh, good of tekk not to bite and get baired
slightly misspaced and gets dsmashed, not too bad though
6:05 recovering high enough to react to jumps
5:59 no jump, whiffs uptilt, not expecting fade away
5:58 tekk turnaround nair to get over the aerial, cool
not good to land on plat
recovers high, gets nair opportunity, pressures for stage
5:49 hard guess, is wrong
5:43 corners the shiek
5:41 spaces outside of fair but not in time to avoid needles
fills space in front of shiek with bair so that she has to stay in corner
5:37 a couple close judgements
jumps in as sheik WDes in, can’t react to aerial
forces jump with upair, doesn’t ff with sheik so gets baired instead of a nasty punish
5:34 fills the jump arc with tekk nair
is slow to jump away because of missed uptilt
5:31 amsah thinks another nair, tekk delays
5:25 tekk hasn’t lost from this position
5:21 recognizes is late, gets grab
5:14 amsah reacts to empty land probably because of spacing
5:10 wants to get under bair but slightly misspaced
5:05 catches sheik’s fall
5:04 easy jump from ledge bair
5:00 empty jump to threaten followup then fair to hit shield or evasion
4:57 misses bair on another ledgejump
4:50 sitting in bad position, just wants to end it
4:34 ok there’s something lol
Stocks
whiff punish, dash attack missed tech, flubbed recovery
shielddrop upair upair upair rest
vertical nair, uptilt rest
upsmash OoS, high %
Stocks Lost
upsmash rest punish, high%
misses randy fsmash read, faired at high%
This game looks way way better, he's using the space on PS so well that it looks like it favors puff.
- - -
It seems like Tekk’s primary strat is to stay spaced either directly above or horizontal to sheik’s jumps. His grounded game is not very present or successful.
He waits outside of sheik’s jumps and looks to whiff punish. If he uses enough to earn it, he will drift over sheik and then do a vertical nair to stuff her jump or crossup.
When out of position he jumps up. He’s not afraid to empty jump rather than commit too early or predictably.
He’s not afraid to look for hard reads, esp if it will land him an upair.
Amsah plays into this with lots of jumps and reluctance to walk forward, so it’s hard to say how much of this is anti-sheik and how much is anti-amsah.
https://www.youtube.com/watch?v=1l3l4wld4tg
Game 1 BF
8:00 non-neutral/sheik start but they’re polite and tekk just takes center
7:57 FH nair keeps sheik in the corner, backward jump to watch for sheik’s reaction
7:56 why is he already there with a fair? How would he know that?
reads the needles after too
7:50 interesting choice to wait and nair the land instead of fair, late so gets naired
7:47 poor spacing
next section he spaces overtly out of range and horizontal
7:39 gets 2 bairs that way w/ stage
7:37 shield is too healthy for that uptilt, naired anyway. I would have low upaired WD back.
7:36 funny dash attack
7:34 sheik can’t grab so shield then choose OoS based on aerial
good reaction to the dair (also restable OoS)
looks like tekk looks for techchase rest opportunity
could have WDed to ledge
spaces outside of aerial range, bad reaction to airdodge
sheik gets center out of it
7:26 good to recognize tempo and wait outside of sheik’s FH,
tekk’s aerial placement so far makes it look like he tries to read jumps raw a lot
7:24 bad jump
7:23 flubbed ledgecancel
7:19 quick movement through plat
7:16 tries to stagespike sheik but misspaced
takes center, sheik rolls in and buffers spotdodge, grab
7:14 shield means expecting dsmash
WD away seeing crossup
jumps right into the 45, obv not good
7:09 bad nair
7:05 not good spacing
7:01 good bair but amsah rolls, that’s ok there’s stage
amsah jumps up, he’s demonstrated a want to do that
tekk with him but doesn’t expect DJ so gets needled
I think fair instead of bair would have solved that
6:57 why no bair?
6:55 reads the movement but poor reward
2 more empty jumps that say “I recognize that attempt is not going to work, I want to wait a moment”
but not good positioning with them.
6:52 amsah jumps into nair (looking for another vulnerable jump?) gets comboed
6:45 really good spacing around the aerial, slow punish, should have grabbed landing
6:41 where soft spaces out on the ground then jumps toward with fair, tekk jumps out then fades in with bair (worse results here)
6:39 reads the movement
6:35 hbox would have intercepted the fall
I think getup was too late
6:29 really good vertical spacing
shitty edgeguard
6:24 doesn’t poke, spaced too close for whiff punish
6:22 bad spacing
6:17 FH nair on recognition of sheik landing so far away
6:12 goes high to stall for time
6:08 good WD, bad instead of ok crossup because sheik shielded in time
6:03 FH nair from the corner works again
so much preemptive stuffing amsah’s jumps
6:00 amsah baits a jump so he can do that
5:55 sheik jumps into fair, then upair, sdi up makes followup hard
no jump sheik, another upair, rests fair startup
really really important stock to take
and off of jump reads
5:48 stalls outside of range
5:45 stays just above FH height again, gets nair pressure
5:43 kind of interesting, example where tekk leaves FH empty
most puffs would FH bair
he leaves it then dj bair to maintian height/orientation
that seems to be his focus. To stay at a height and to stay relatively open.
5:42 sheik challenges tekk to interrupt needle charge without getting hit, tekk flubs approach
staying horizontal, anticipating sheik’s movement, nair is fast but doesn’t combo
5:36 oh yeah the god-granted pound lol
late to rest because that was a surprise
5:32 goes to vertical nair pressure but slow
5:28 reads that movement again
upair forces no jump, bair
5:26 that turnaround nair is very tekk-specific
5:23 too slow
too slow to punish dsmash but threaten is enough for grab
5:19 no WD to ledge again
5:17 reads an aerial
5:15 does nair because he recognizes he’s late
5:13 grab
5:07 amsah wasn’t sure which way tekk would go from the edgecancel
WD away then fsmash the trigger movement
5:03 chooses to shield and stay close
4:57 good spacing but slow
4:55 vertical nair
ooh good shield
4:45 good empty land
slow reaction to airdodge, predictable at low%
4:39 vertical nair
4:32 booooooooo
just watches his spacing for a while
4:16 reads the aerial
gets the combo fair but hesitates
4:12 don’t like that spotdodge unless he thinks amsah will grab but amsah hasn’t ever treid
4:05 poor spacing
4:02 same situation as the rest combo this time sheik goes down after hit 1
tekk keeps landing next to sheik and spotdodging I don’t know what he’s looking for but it’s not happening
some bad spacing
3:49 tricky puff stuff
3:43 bad spacing
3:31 good fair
3:25 lets sheik back so that he can vertical nair crossup
3:00 wow godlike DI but bad positioning to get there lol
2:51 again lol
2:44 both choking
Stocks
fair at high%
upair combo to rest off of jump reads
delay then fsmash the OoS option
fair at high%
Stocks Lost
bad nair, bad spacing on vertical recovery
sheik falls on top of puff from top plat with strong bair
bad spacing from corner, gets faired
Game 2 YS
8:00 non-neutral, amsah with good option coverage
gets counter hit and stage, leads to additional aerial
7:56 maybe fh upair would have caught the land
7:55 slightly misspaced upair
7:53 threatens bair then amazing empty land uptilt but misses rest, analog jump
7:46 amsah lets him back to center looking to punish land but tekk spaces out
horizontal spacing
7:43 this is an interesting nair, it covers a lot of options
sheik gets a clutch dj so no combo to uptilt
7:42 poor DI
makes way back by threatening vertical spacing
7:37 slow to shield or drop
7:35 spaced too far out for upair
7:31 good situation reaction for grab
7:28 goes for stage spike, ehhh not good
7:23 reads the dsmash, close enough for grab
goes for same fair, sheik gets back again
7:15 rolls away from mixup
dair grab after dsmash, backthrow, no real attempt at edgeguard, prioritizes stage so gets punish on ledgejump
7:02 vertical evasion but stays too close, gets faired
6:55 sheik slow to evade
reads the shitttttt ouf of that jump
kind of awkward followup, jumps for vertical spacing instead of a maybe uptilt
6:52 flubs his spacing
6:49 reaction was too slow to avoid bair but good DI so gets nair punish, ideally dair grab?
takes center
6:47 really really good going under needles
anticipates techchase, rest. Sickkk.
6:38 slow to get out range so takes some hits
6:31 pound because he thinks that sheik will whiff? Seems good but amsah didn’t bit and just jumped again.
6:30 WD away from scuffle
6:26 poor crossup
takes vertical spacing again, nair
then takes center, then bairs the jump
6:23 anticipates bair but amsah spaces it
6:17 oh cool, pounds the landing on the wide whiff
reads the roll sooooo hard but whiffs (; ____ ; )
6:08 gets sheik to jump up then chases, WoP, note hitting close to body
6:00 keeps great horizontal spacing, slow to fair off of edgecancel
fairs the runoff option then nairs feet, should upair (maybe because he doesn’t claw)
5:54 rawww read on jump but not enough hitstun to combo
ummmm ok that was maybe the worst rest punish I’ve ever seen
5:49 they’re both a bit nervous to commit to grounded mixup
5:45 slow reaction to jump
vertical spacing
5:39 he’s done that dash attack before, not quite tech %
5:35 looks like he tried to bait a roll right
5:32 oh gosh that was risky
stays out of sheik range on return until bair at
5:22 takes stage, reacts to ledgejump
easy edgeguard
Stocks
bair on ledgejump, edgeguard
sneaks under needles, upairs land, techchase rest
forces sheik up with inv then wop
spaces outside of jump, wop, edgeguard
Stocks Lost
faired staying too close vs inv
missed rest, zelda kick
trades upair with sheik upsmash
Game 3 PS
8:00 takes center but slow to react to needles
jumps with jump
trying to fill air above sheik
7:52 whiff punish after fadeback, not followed through enough for combo
7:50 gives himself lots of room
7:48 dairs jump or land
7:46 avoiding ground game altogether
7:44 premature fall
7:41 not enough fadeback to fix nair
7:38 spacing far enough away it’s like marth
7:37 choice of whiff punish
7:35 wants him to roll so badly, fading back until whiff punish on run off fair is fine
easy dash attack (jab reset) on missed tech
both misjudge height, does not grab ledge
7:25 up and over but not up enough
sits outside of range waiting for overextension
7:19 that’ll work, dashes out to avoid counterhit, dtilt can hit under descending aerial so he’s waiting it out, spaces for crossup nair because amsah demonstrates no ftilt to stuff it
really good spacing after
7:12 too late
shielddrop upair, nice
no double jump, should be upairs to rest
7:02 oh I didn’t know that sweetspotted, ok
6:55 tekk waiting for aerial lets sheik run under
6:47 waiting over sheik’s jumps
6:44 gets the opportunity but is slow to whiff punish (not that it’s easy, sheik’s leg is long)
6:43 goes up with sheik, over the needles is prime, bairs shield
6:42 had already committed his action state to bair so couldn’t punish roll uptilt
6:39 too low % to follow up
6:35 sheik is a little early to antiair so nair connects (would have caught jump too), uptilt, rest
6:30 shield instead of crouch. Tekk seems to shield out of stun at close range either habitually or because he’s more afraid of dsmash than grab.
oh geeze if you could DI like that out of dthrow in ntcs I would shield too.
6:26 good spacing
6:24 tekk turnaround nair to stuff jump space after confirming timing
crossup roll
so that’s tekk’s return from the corner habit
6:23 upair was good if sheik did anything else
6:16 test for jump, hazards descent, amsah doesn’t react
good poke, goes to punish jump, just shy
6:14 WD out to avoid grounded followup, jump is slow so can pressure
crouch after low upair but doesn’t react for rest
6:10 amsah uses grounded puff as opportunity to crossup
ooh, good of tekk not to bite and get baired
slightly misspaced and gets dsmashed, not too bad though
6:05 recovering high enough to react to jumps
5:59 no jump, whiffs uptilt, not expecting fade away
5:58 tekk turnaround nair to get over the aerial, cool
not good to land on plat
recovers high, gets nair opportunity, pressures for stage
5:49 hard guess, is wrong
5:43 corners the shiek
5:41 spaces outside of fair but not in time to avoid needles
fills space in front of shiek with bair so that she has to stay in corner
5:37 a couple close judgements
jumps in as sheik WDes in, can’t react to aerial
forces jump with upair, doesn’t ff with sheik so gets baired instead of a nasty punish
5:34 fills the jump arc with tekk nair
is slow to jump away because of missed uptilt
5:31 amsah thinks another nair, tekk delays
5:25 tekk hasn’t lost from this position
5:21 recognizes is late, gets grab
5:14 amsah reacts to empty land probably because of spacing
5:10 wants to get under bair but slightly misspaced
5:05 catches sheik’s fall
5:04 easy jump from ledge bair
5:00 empty jump to threaten followup then fair to hit shield or evasion
4:57 misses bair on another ledgejump
4:50 sitting in bad position, just wants to end it
4:34 ok there’s something lol
Stocks
whiff punish, dash attack missed tech, flubbed recovery
shielddrop upair upair upair rest
vertical nair, uptilt rest
upsmash OoS, high %
Stocks Lost
upsmash rest punish, high%
misses randy fsmash read, faired at high%
This game looks way way better, he's using the space on PS so well that it looks like it favors puff.
- - -
It seems like Tekk’s primary strat is to stay spaced either directly above or horizontal to sheik’s jumps. His grounded game is not very present or successful.
He waits outside of sheik’s jumps and looks to whiff punish. If he uses enough to earn it, he will drift over sheik and then do a vertical nair to stuff her jump or crossup.
When out of position he jumps up. He’s not afraid to empty jump rather than commit too early or predictably.
He’s not afraid to look for hard reads, esp if it will land him an upair.
Amsah plays into this with lots of jumps and reluctance to walk forward, so it’s hard to say how much of this is anti-sheik and how much is anti-amsah.
Soft vs Druggedfox Analysis
Soft vs Druggedfox (puff sheik)
https://www.youtube.com/watch?v=yy50DJ9MobQ
Game 1 FoD
8:00 nonneutral start puts puff in center, bairs to cover runoff fair
nairs in looking for nair(crouch) rest
sheik bounces before shield can shrink
7:55 sheik challenges vertical spacing, running under plat is good. Makes it harder on her and gives enough time for that bair.
7:54 upair prevents counterattack. Mixup. Good intro poke for information. Sheik jumps.
Vertical sheik is scary. Nair. Puff rolls.
7:52 nair would have caught startup of a grounded option maybe? Gets faired.
SDI out of the dsmash
7:50 more nair trades, soft is fishing.
resets to neutral
7:49 sheik shallow fakeout
7:47 punishes jump after needle landing, cool.
still too low for bair to combo but 2 hits is good.
7:45 really bad crossup, now reversed positions
7:42 crossup over shield gets naired
7:41 soft watching the spacing carefully
7:40 ooh reads the tilt? Probably actually a reaction to his own fall through the plat feeling slow.
does an extra DD so no punish.
7:38 gets caught with dash attack, sheik whiffs a grab, bad spacing so aerial but surprise so bad nair.
Sheik jumps OoS for vertical space. Soft fills it with fsmash.
7:32 second fsmash was even more cheesy, just grab
7:29 good DI off the throw that looked hard to catch.
7:26 soft punishes same descent pattern again
rest edgeguard
FoD plat gets the rest punish
7:14 sheik gets puff to jump then needles around the fall for damage and stage, needed to be patient and just shark for single hits, esp at this %.
7:11 FH nair, platform messes it up, FH for more mobility
7:09 good situation for empty land uptilt but doesn’t work. Was possible but hard to space.
pretty gross pound
now out of CC %
7:02 spaces outside of sheik’s aerials and kicks with her jump
the shield pressure is weird. Soft pauses so I think he thought drugged would look to avoid uptilt. Then they both saw nothing happening and decided to retreat to be safe.
Then soft jumps to corner drugged with FH nair again.
Unfortunately the nair isn’t ffed in time so it whiffs and instead of a probable nair rest sheik gets out.
6:59 tekk says to stay parallel but in this situation staying grounded and spaced like soft does seems better.
shields in reaction to jump, has to be needles or bair
spotdodges ftilt/grab
6:58 try to bait each other into committing to grab and soft ends up whiffing because drugged dtilts expecting a crouch lol
6:51 all of this is slightly misspaced
6:49 reverse uptilt won’t poke there, needed to turn uptilt
6:42 fakeout landing angle with nair gets a bit of space back
6:40 normally this fair is a jump read but it comes out after the jump
6:37 dj bair is to avoid possible tilt? Dunno, it is a nervous tempo step back.
fall through crouch, sees no grab, shields
gets grab, no platform on other side for dthrow so backthrow
spaces to punish aggression from ledge but doesn’t take the punish
empty land was from too high up so telegraphed.
in bad position again
6:30 pound is high risk low reward
high risk options from the corner are actually pretty predictable because people are more likely to go for broke from a bad position.
6:26 takes center
forces double jump then punishes fall, gets the sick inner hitbox on strong fair so combo
6:24 3rd hit was slightly too late for strong but he calls out the double jump like a boss
and reads the on stage recovery, from here edgeguard is easy
6:15 ideally sing fsmash
6:08 FH nair again vs sheik moving at low %
combos to uptilt
forces shield, land, uptilt catches roll startup, rest
5:58 cool nair from shiek covering jump
5:57 nair loses to offensive option
5:54 needles were obv gonna hit dunno what to do there maybe just use normal getup inv
5:53 dunno why sheik backs off at 0, maybe afraid of light hit
5:52 bairs into the jump, tight timing
falls onto jump w/ nair, doesn’t combo, forced to shield but spotdodges probable grounded followup
drugged pivot jabs. probs not flub because 2 hits but not good choice here.
Buffered crouch earns rest when drugged grabs after.
Stocks
grabs descent from plat, backthrow edgehog rest
forces double jump, combo with fair off stage then edgeguard
nair uptilt force shield uptilt roll startup rest v low %
crouch rests grab after CCing jab
Stocks Lost
rest punish
whiffs pound in from ledge
Clutch spacing when it counts. Esp situational spacing, moving small distances based on shiek’s momentary options.
Game 2 PS
8:00 AC bair rest right off the bat goodness gracious that worked out perfect.
7:55 damage after dthrow nair is for prioritizing hits over position
7:50 spaces far enough away that needles won’t hit then jumps over the potential arc as sheik falls. Very neat. I haven’t considered that before.
7:47 catches sheik overextending, both back away from scuffle, that gives soft stage, both challenge this and trade, soft’s high % pushes him back and a desperate pound to center is punished.
7:42 mashes grab after close whiff, backthrow, baits a reaction but spaces too close
drops stage with another bad pound
7:37 big overcommitment by sheik is dair grabbed
backthrow, fakeout, looks like drugged tried to option select with his angle is that even possible?
small scuffle after, ends with reading a grab and resting
7:23 fades way back to avoid bair, nice. Think drugged could safely go deep though.
7:18 another nair rest at low %, looks like drugged expected another fadeback
gets stage but djs aren’t good angle vs grounded sheik so has to back off
7:10 quick reaction by sheik from situation to get shield up
7:09 drugged pivot jabs again. I wonder why. Probably because he feels that the pivot introduces enough time for inconsistency for an evasive action so he tries to stuff it.
7:06 good spacing
and such a good WD away from sheild. Prioritizes position.
7:04 flub pushes soft back, ends up crouching a grab but another flub and no rest
6:59 spaces around aggression from ledge, bair, good patience to get second aerial
6:50 sheik can’t punish that angle. Would have to double jump and let puff get underneath her.
drugged reads the approach and charges upsmash
6:42 reads sheik’s jump and fairs under the fall
6:40 airdodge through ftilt followup? weird
drugged misspaces punish and gets baired
reactive spacing gets soft some bairs
feigns retreat then dairs getup
6:32 nice to use plat to quickly ff under falling sheik
6:28 recognizes he’s late and stalls over grounded counter
empty land grab fthrow
Misstimed fair, get’s hit out of it then jumps too close to shiek,
6:20 upair kills at top of mountain lol
Stocks
AC nair rest at 0
crouch rest after missed grab
spaces around aggression from ledge, edgeguard
upair missed tech at high%
Stocks lost
falls onto an upsmash callout
Some monsterrrr punishes, goodness. Some overextension.
Game 3 PS
8:00 same AC nair but drugged jumps out haha
soft CCs a jab shieldpoke after needles, waits and dairs the followup action, only gets damage.
7:54 they both reset but sheik wins at that distance so soft presses but is too hasty
sheik has been expressly vertical so far
sheik jumps into a falling nair, uptilt, whiffed rest
7:44 pound punish on missed needles, no punish. Could rest or at least dair grab.
tries to trade but puff is slow
7:40 super high falling dar is fsmashed
7:37 puff is spacing a bit close but it gets her a juicy double bair. Easy rest edgeguard
7:24 spacing outside of sheik’s needles but hesitates too long to get direct punish on needles of the preventative nair after
7:22 should CC grab here I think.
7:18 drugged baited the approach hard.
7:16 takes center, uptilts to catch a run through but drugged waits until after
needles bad upair then gets dash attack off of no asdi down crouch and upairs crossup attempt
7:08 pound hits ‘cause WD couldn’t take sheik back far enough
waits for roll in, reads getup, upairs but sheik CCs
another upair keeps sheik in shield, reverse uptilt will not poke, crouches grab attempt, gets upsmash, easy rest techchase
6:54 too close to run out of needle range so has to shield, spotdodges the followup then crouches, sheik is nervous and shields
6:52 upairs to hit shield or jump, second upair is too slow should have just watched sheik whiff
6:49 WD away bair looks so good vs sheik bair on sheild
6:46 crouch rest but obv going to live, optimal I guess crouch grab upair combo
6:41 ooh smart airdodge after seeing drugged wait for tech
sheik’s dair covers 3/4 getup options
6:32 takes 30% pressing way too hard
they trade hit for hit for a while. Lots of % to take just so that sheik can’t charge needles.
6:07 doesn’t hold down after AC nair?
6:05 good airdodge, phew
6:03 don’t know what sheik can do after that fadeaway bair. Not enough range. She whiffs a jab but soft isn’t ready for punish.
6:02 godlike spacing
backthrow, forces getup
5:56 wow slick option coverage, that series of aerials covered like everything there was to do. It was shield grabbable but I don’t think on reaction after the first nair.
5:42 that grab isn’t real yet
5:35 yeah hanging too close
5:30 gets stage pretty heavily
slow to fair the jump but gets falling upair after
combos to rest, nice
Stocks
WoP easy rest edgeguard
crouch upsmash rest techchase after uptilt on shiek’s shield
fair edgehog at high%
falling upairs behind sheik’s FH fall, rest
Stocks Lost
unsafe aerial approach from ledge is faired
really nasty rest punish against the tree
baired for recovering too low vs on ledge sheik
good conversions
more overextension
positioning is weird, getting milage off of odd things that I’m not sure I’m recognizing correctly. Nullifying a lot of sheik’s strengths with timely punishes and familiarity with what can happen next.
soft strats:
spam nair rest/uptilt at low % lol
spotdodge crouch after a hit on shield to avoid the jab/tilt, often converts to rest
spaces outside of fair range or if can’t punish jump directly goes over needle range
FH fair under her jump as she rises, catches sheik going up and starting to come down
https://www.youtube.com/watch?v=yy50DJ9MobQ
Game 1 FoD
8:00 nonneutral start puts puff in center, bairs to cover runoff fair
nairs in looking for nair(crouch) rest
sheik bounces before shield can shrink
7:55 sheik challenges vertical spacing, running under plat is good. Makes it harder on her and gives enough time for that bair.
7:54 upair prevents counterattack. Mixup. Good intro poke for information. Sheik jumps.
Vertical sheik is scary. Nair. Puff rolls.
7:52 nair would have caught startup of a grounded option maybe? Gets faired.
SDI out of the dsmash
7:50 more nair trades, soft is fishing.
resets to neutral
7:49 sheik shallow fakeout
7:47 punishes jump after needle landing, cool.
still too low for bair to combo but 2 hits is good.
7:45 really bad crossup, now reversed positions
7:42 crossup over shield gets naired
7:41 soft watching the spacing carefully
7:40 ooh reads the tilt? Probably actually a reaction to his own fall through the plat feeling slow.
does an extra DD so no punish.
7:38 gets caught with dash attack, sheik whiffs a grab, bad spacing so aerial but surprise so bad nair.
Sheik jumps OoS for vertical space. Soft fills it with fsmash.
7:32 second fsmash was even more cheesy, just grab
7:29 good DI off the throw that looked hard to catch.
7:26 soft punishes same descent pattern again
rest edgeguard
FoD plat gets the rest punish
7:14 sheik gets puff to jump then needles around the fall for damage and stage, needed to be patient and just shark for single hits, esp at this %.
7:11 FH nair, platform messes it up, FH for more mobility
7:09 good situation for empty land uptilt but doesn’t work. Was possible but hard to space.
pretty gross pound
now out of CC %
7:02 spaces outside of sheik’s aerials and kicks with her jump
the shield pressure is weird. Soft pauses so I think he thought drugged would look to avoid uptilt. Then they both saw nothing happening and decided to retreat to be safe.
Then soft jumps to corner drugged with FH nair again.
Unfortunately the nair isn’t ffed in time so it whiffs and instead of a probable nair rest sheik gets out.
6:59 tekk says to stay parallel but in this situation staying grounded and spaced like soft does seems better.
shields in reaction to jump, has to be needles or bair
spotdodges ftilt/grab
6:58 try to bait each other into committing to grab and soft ends up whiffing because drugged dtilts expecting a crouch lol
6:51 all of this is slightly misspaced
6:49 reverse uptilt won’t poke there, needed to turn uptilt
6:42 fakeout landing angle with nair gets a bit of space back
6:40 normally this fair is a jump read but it comes out after the jump
6:37 dj bair is to avoid possible tilt? Dunno, it is a nervous tempo step back.
fall through crouch, sees no grab, shields
gets grab, no platform on other side for dthrow so backthrow
spaces to punish aggression from ledge but doesn’t take the punish
empty land was from too high up so telegraphed.
in bad position again
6:30 pound is high risk low reward
high risk options from the corner are actually pretty predictable because people are more likely to go for broke from a bad position.
6:26 takes center
forces double jump then punishes fall, gets the sick inner hitbox on strong fair so combo
6:24 3rd hit was slightly too late for strong but he calls out the double jump like a boss
and reads the on stage recovery, from here edgeguard is easy
6:15 ideally sing fsmash
6:08 FH nair again vs sheik moving at low %
combos to uptilt
forces shield, land, uptilt catches roll startup, rest
5:58 cool nair from shiek covering jump
5:57 nair loses to offensive option
5:54 needles were obv gonna hit dunno what to do there maybe just use normal getup inv
5:53 dunno why sheik backs off at 0, maybe afraid of light hit
5:52 bairs into the jump, tight timing
falls onto jump w/ nair, doesn’t combo, forced to shield but spotdodges probable grounded followup
drugged pivot jabs. probs not flub because 2 hits but not good choice here.
Buffered crouch earns rest when drugged grabs after.
Stocks
grabs descent from plat, backthrow edgehog rest
forces double jump, combo with fair off stage then edgeguard
nair uptilt force shield uptilt roll startup rest v low %
crouch rests grab after CCing jab
Stocks Lost
rest punish
whiffs pound in from ledge
Clutch spacing when it counts. Esp situational spacing, moving small distances based on shiek’s momentary options.
Game 2 PS
8:00 AC bair rest right off the bat goodness gracious that worked out perfect.
7:55 damage after dthrow nair is for prioritizing hits over position
7:50 spaces far enough away that needles won’t hit then jumps over the potential arc as sheik falls. Very neat. I haven’t considered that before.
7:47 catches sheik overextending, both back away from scuffle, that gives soft stage, both challenge this and trade, soft’s high % pushes him back and a desperate pound to center is punished.
7:42 mashes grab after close whiff, backthrow, baits a reaction but spaces too close
drops stage with another bad pound
7:37 big overcommitment by sheik is dair grabbed
backthrow, fakeout, looks like drugged tried to option select with his angle is that even possible?
small scuffle after, ends with reading a grab and resting
7:23 fades way back to avoid bair, nice. Think drugged could safely go deep though.
7:18 another nair rest at low %, looks like drugged expected another fadeback
gets stage but djs aren’t good angle vs grounded sheik so has to back off
7:10 quick reaction by sheik from situation to get shield up
7:09 drugged pivot jabs again. I wonder why. Probably because he feels that the pivot introduces enough time for inconsistency for an evasive action so he tries to stuff it.
7:06 good spacing
and such a good WD away from sheild. Prioritizes position.
7:04 flub pushes soft back, ends up crouching a grab but another flub and no rest
6:59 spaces around aggression from ledge, bair, good patience to get second aerial
6:50 sheik can’t punish that angle. Would have to double jump and let puff get underneath her.
drugged reads the approach and charges upsmash
6:42 reads sheik’s jump and fairs under the fall
6:40 airdodge through ftilt followup? weird
drugged misspaces punish and gets baired
reactive spacing gets soft some bairs
feigns retreat then dairs getup
6:32 nice to use plat to quickly ff under falling sheik
6:28 recognizes he’s late and stalls over grounded counter
empty land grab fthrow
Misstimed fair, get’s hit out of it then jumps too close to shiek,
6:20 upair kills at top of mountain lol
Stocks
AC nair rest at 0
crouch rest after missed grab
spaces around aggression from ledge, edgeguard
upair missed tech at high%
Stocks lost
falls onto an upsmash callout
Some monsterrrr punishes, goodness. Some overextension.
Game 3 PS
8:00 same AC nair but drugged jumps out haha
soft CCs a jab shieldpoke after needles, waits and dairs the followup action, only gets damage.
7:54 they both reset but sheik wins at that distance so soft presses but is too hasty
sheik has been expressly vertical so far
sheik jumps into a falling nair, uptilt, whiffed rest
7:44 pound punish on missed needles, no punish. Could rest or at least dair grab.
tries to trade but puff is slow
7:40 super high falling dar is fsmashed
7:37 puff is spacing a bit close but it gets her a juicy double bair. Easy rest edgeguard
7:24 spacing outside of sheik’s needles but hesitates too long to get direct punish on needles of the preventative nair after
7:22 should CC grab here I think.
7:18 drugged baited the approach hard.
7:16 takes center, uptilts to catch a run through but drugged waits until after
needles bad upair then gets dash attack off of no asdi down crouch and upairs crossup attempt
7:08 pound hits ‘cause WD couldn’t take sheik back far enough
waits for roll in, reads getup, upairs but sheik CCs
another upair keeps sheik in shield, reverse uptilt will not poke, crouches grab attempt, gets upsmash, easy rest techchase
6:54 too close to run out of needle range so has to shield, spotdodges the followup then crouches, sheik is nervous and shields
6:52 upairs to hit shield or jump, second upair is too slow should have just watched sheik whiff
6:49 WD away bair looks so good vs sheik bair on sheild
6:46 crouch rest but obv going to live, optimal I guess crouch grab upair combo
6:41 ooh smart airdodge after seeing drugged wait for tech
sheik’s dair covers 3/4 getup options
6:32 takes 30% pressing way too hard
they trade hit for hit for a while. Lots of % to take just so that sheik can’t charge needles.
6:07 doesn’t hold down after AC nair?
6:05 good airdodge, phew
6:03 don’t know what sheik can do after that fadeaway bair. Not enough range. She whiffs a jab but soft isn’t ready for punish.
6:02 godlike spacing
backthrow, forces getup
5:56 wow slick option coverage, that series of aerials covered like everything there was to do. It was shield grabbable but I don’t think on reaction after the first nair.
5:42 that grab isn’t real yet
5:35 yeah hanging too close
5:30 gets stage pretty heavily
slow to fair the jump but gets falling upair after
combos to rest, nice
Stocks
WoP easy rest edgeguard
crouch upsmash rest techchase after uptilt on shiek’s shield
fair edgehog at high%
falling upairs behind sheik’s FH fall, rest
Stocks Lost
unsafe aerial approach from ledge is faired
really nasty rest punish against the tree
baired for recovering too low vs on ledge sheik
good conversions
more overextension
positioning is weird, getting milage off of odd things that I’m not sure I’m recognizing correctly. Nullifying a lot of sheik’s strengths with timely punishes and familiarity with what can happen next.
soft strats:
spam nair rest/uptilt at low % lol
spotdodge crouch after a hit on shield to avoid the jab/tilt, often converts to rest
spaces outside of fair range or if can’t punish jump directly goes over needle range
FH fair under her jump as she rises, catches sheik going up and starting to come down
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