Lol pretty good. Look into "burst range" and "the scramble situation" also shield dash doesn't feel like advance tech but technically is so you gotta explain it if you're using the term in fundamental videos. You're doing great. Keep it up.
Massive improvement on video quality. Good job. Big thing about disadvantage. Remember not to burn your resources IE shield, jump, or intangibility frames. Shields break, jumps can be burned, rolls stale. But even after all that your opponent will start learning your preferred options. So, mix up is your best tool. Especially at ledge. Get up. Get up attack, roll in jump or your traditional options but they all come with disadvantages and advantages. Your opponent will try to cover as many options as you have. Your goal is to select one that they're not covering or not thinking about and they'll usually be thinking about the one you just did. So mix up. Mix up mix up. I look forward to your next video.
Close. Advantage is pretty much any time your opponent has to react to you where the reward for them reacting right is resetting neutral while the reward for you reacting right is real estate, damage, or stock. The advantage state is volatile as you want to extend it for as long as possible which usually means keeping your opponent in tumble, in the air, or off stage but mistiming, or overreaching your advantage state, can lead to counter plays. During your advantage state, you should be gathering information about your opponent's preferred options for resetting neutral. Do they roll in or out, double jump or air dodge, get up attack, ect. Information that should help your mental stack in decision making to extend advantage state or close out stocks. Be careful though as part of the game is bait and punish and looking like they're in disadvantage could fall into the opponent's plan, as every character has different win conditions. An example would be a Link with rage dangling at the edge to drop down turn around upB for the scoop which can kill around 80 percent, or a Mario at the corner fishing for a shield grab to back throw at 30 to get a spike... But overall the video is very good and I applaud you posting. Keep up the good work I look forward to seeing you grow in the community.
Forgot a few big mechanics: -Invincibility means the attack will hit but not affect the victim. -Intangibility means the attack will go straight through the victim. -When dashing, to avoid having turn around lag, let go of the joystick and quickly run the other way.
I noticed I didn't emphasize it enough, but any character can be used pretty well, the tierlist was just a recommendation and directed for 1v1 competitive play.
Pretty much all characters are balanced, minus some of the top tier and bottom tier, so DDD is still a good option, plus the official tierlist is based on 1v1 competitive play mostly. Big characters are often put low, because they're just easier to hit, especially floaty ones like ddd. Chrom is mostly put low because of his recovery being very predictable. So, chrom is way better than ike, but falls short of Roy who has stronger attacks (with sour spots) and a less punishable recovery. But overrall, the tier list is very marginal, the only reason I recommend aiming for the higher tier is because it will be slightly easier in the competitive scheme. The characters seen below are still very viable, and are often just slightly worse.
@@ExistentialCrisis1984 Idk, when I try to escape combos, my inputs mean nothing. So when I look at this, I just don't think he had enough time between attacks to do anything.