Michael Mouawad 1. Punish landings 2. Take advantage of invincibility after losing a stock 3. Don’t roll out of corners. 4. Attack where your opponent WILL be, not where they are. You have to account for where your opponents will move 5. Be careful when attacking someone who is onstage while offstage; don’t use your double jump because of the risk. Sorry if I’m late lol.
One bad habit I would like to add is, if the opponent has something that you, yourself can interact with in some way, (Link’s bombs, Pac-Man’s hydrant, grenades, ect..) Try not to get too greedy with trying to catch them yourself and using them against your opponent. I’ve had several Banjo matches recently where because my opponent was getting so greedy with the grenades, I used that to my advantage to lure them into a punish. And while I only played him in Smash 4, I’m sure this still applies to Pac-Man’s hydrant. We all know you wanna go back there and knock the hydrant back at him but there is the strong possibility that if you try to go for that too many times, the Pac-Man player may decide to bait you into a punish. Just a few examples. Remember, if you don’t play these characters yourself there’s a high probability that they know these interactables better than you do and they can use that information to bait you if you present them the opportunity.
It's crazy how badly online players want to smack that hydrant. It can literally be on the opposite side of the stage from me, not really doing anything useful, and people will still run over there to whack it off-stage while I charge up a bell or something. I can just put a hydrant down, stand slightly in front of it, and 9/10 times my opponent will run up, forward smash it, and watch it sail over my head while I forward smash them right back.
yeah, have you checked out my improving movement video that explains exactly how to remedy that? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-L30sLmV3Dps.html
Jtails I am a joker main at around 130k gsp, I play neutral with him all the time. I mostly just punish mistakes. I combo normally. After some practice I started to kill much earlier. Most of the time I will start to get hit by combos or many hits and then I lose focus maybe? The point is, I take a lot of damage earlier despise the fact I play as safe while still being aggressive just enough. What do u think I am doing wrong or need to start doing? If u need more specifications just ask. I love that you are actually helping me. thnks
I will say the exception to number 2 is playing against characters with a meter like Joker or Cloud. (Particilarly Joker) Sometimes waiting it out with invincibility can be optimal.
Your best option would still be to attack him and put him at disadvantage at least as long as you are invincible. You can retreat once the invincibility is out. Worst case scenario for either of these characters is being controlled while their most valuable tool (meter/Arsene) is out
Nah, this is something top players did at the beginning against Leo. But I'm starting to see them not wait as long on the platform and get off and attack to try to put him at disadvantage
This is somewhat be compared to a coaching video but have you ever thought about viewing and critiquing user sent gameplay? I know it’s a lot of work trying to view every game and choose which one to critique but I think atleast a vast majority of viewers would appreciate it. Just my 2 cents.
I would say to learn the movement of your own character! You should be able to comfortably control them without even looking at them. Once you can, mainly watch the opposing player with your eyes and you’ll notice how much easier it is to react to their movement.
I'm a ness player who goes to a lot of locals and i do the double jump thing and let me tell u I never get punished. (almost never) Maybe its just my opponents are good enough so honestly thats gunna make the habit harder to break
@@JulesTrades I agree that it is super punishable but I feel like even at high levels people miss the punish.... I think I have seen best ness not get punished for doing it as well but I might be wrong I will see if I can find a clip
I actually run into a lot of issues where even though I try to punish the landing of an attack or just jumping or whatever, I can't seem to get a move out before they shield. I'll try pivot grabbing though, that seems like a good option.
genuinely your videos are so helpful man, thank you so much - it’s really cool to see someone put good tips out there that aren’t behind a paywall and still having the option for paid stuff!
Thanks for the content. You may not ever see this, but would you mind crediting the music artist in the description? I love Celeste and I think the music deserves it!
Tip #1 is kind of misleading, good players know how to space their landings with aerials (sometimes auto canceled for a smaller punish window) , or at least drift back far enough to be safe. Honestly, at the end of the day you have to get a feel for your opponents neutral to try and predict what they will do when landing in what situations, as they have more options than you even addressed, such as double jumping if they haven't burned that and possibly directional airdodging to avoid you - just because they are coming down doesn't mean they are going to land.
yes but 95% of players online DO NOT. do this. which is why I included it. Once you're playing at the level where players space aerials properly and safely, and you're beating these players. You probably don't need that tip yeah. but yeah you can bait players options and then you KNOW they are in fact going to land. I do this all the time. Unless your opponent is a top player, then you still know they're coming down but have to guess on the mix up.
@@JulesTrades Yeah I only bring it up because I'm like a middle level player and when I heard the tip my first thought was, maybe I don't punish landings enough, but when I thought about it I realized it's way more complicated. Either way its still something to be cognizant about
@@noahbluhm8804 I've found if you don't release the C-stick FULLY between taps in the same direction, it won't register. This drove me batty for weeks until I figured it out.
My only problem is only the first bad habit. It's not that I don't do it actually but more like I do it frequently online and my opponent has time to shield almost every time. I don't think I have bad reaction time but my main problem in my opinion is that I usually stay too far from my opponent. But I struggle to find the good distance because I play a defensive character who as to stay at mid-range. Maybe it's just because online. Moreover your opponent can still fast fall to land faster. I also struggle to activate my shield the fastest as possible right after I land. Too early I do a neutral air dodge, too late I get punished.
That grab on landing is very hard vs Palutena she has too much range even on parry i dont have enough time to punish this constant jumping. Also nair into up tilt when she lands counterpunish any idea to let go of shield to punish her.
You have more space to move around in, and you can apply better pressure if you trap your opponent in the corner. You would also have the advantage in neutral. Think about chess for example. Would a queen be more powerful in the centre of the board or locked away, trapped in a corner where it can't escape? It's obviously the former. If more of your pieces are in the centre, that makes it so that your opponent has less space to move around in, which in chess is a VERY BAD thing to happen.
Your opponent has no where to go when you have stage control, by simply staying at roll distance, you remove alot of their options. And even if you do get hit, you aint gonna die cuz you arent close to the blast zone. If they jump, then they have to land which you can punish. Its hard getting out of the corner when you dont have room to work with.
My parents dont allow me to play during the week (asian parents) thats why I cant practice enough I feel like I would start from the beginning every single week
@@Duck-re3tm I play every weekend as well. I can still practice and improve, you just need to understand the mindset so then you can practice it next weekend.
Online you'll learn the cheese and a lot of combinations of matchups not only that you'll see human error and a lot of different ways people use the same character
@@drac5990 ok get some sticky paper and put on there get a god damn switch already and put it on ya door ya fridge Anywhere you go the most it helped me
About the projecting: I do try projecting, but I attack a bit early. Late enough to still hit the opponent but just barely. I do that to forestall a possible defensive attack of the enemy. Is that a good strategy? I do not always hit but it I think it is safer. When it does not hit, it maybe at least preasures. Also, the video is definitivly worth a like. Those are some good tips.
Hey Julian c: so when you talk about being on the corner of the stage and Dodge Rolling away, I don't do that, but maybe if my opponent was still on the same spot and kept me pressured with nowhere to go instead, I would most likely do a Roll back on Stage if I was hanging from the ledge as a Get Up Option, which is probably just about as bad of a habit right??? I don't Dodge Roll hardly ever but I do tend to Roll as a Get Up Option from the Ledge quite often. I know we need to mix up Get Up Options too I know that and it's like a mental thing to have to actually practice and apply that, it's like training the mind. But when it comes to Dodge Rolling at the corner of the Stage I don't do that but I would Roll as a Get Up Option as an approach from Ledge and I was wondering if that's just as bad?
This is pretty much just as bad. Remember, you always have 5 options when you're on ledge. If you find yourself getting into the habit of doing the same one repeatedly then maybe assign each option a number (1=regular getup, 2=attack getup etc) and just kinda randomise it in your brain. It's easy to see the strengths of a single option and to get used to doing that one option, but varying it is always good, assuming your opponent knows how to adjust to your habits
@@instahswap That's good advice thank you so much and Year CatcherJ UL it is just as bad. I had a feeling it's pretty much the same Lag and position as using a Dodge Roll. I actually need to distill in my mind doing normal getups. Because I usually just Jump from Ledge Getup Attack from Ledge or Roll from Ledge and I never use normal get up as an option and even though they say don't normal getup too often I still need to do it
Extremely casual player here. (As in SSBU is my first Smash game and I bought it because Joker is in it, and Persona 5 Arena doesn't exist) So, for some reason, no matter what I do, Joker won't be able to double jump after falling off of ledge. I tried in Training mode to jump off of ledge, walk off ledge, and get hit off ledge. Every single time, as soon as I fall below the stage, I won't have a double jump. Is this a mechanic of the game? I'm just really confused, because I can double jump as long as I'm above the stage. I also don't know if this applies to anyone but Joker, cuz I haven't really played anyone but him.
Actually for me, # 2, I always play patient when I come back after losing a stock and 95% of the time I end up getting the opponent’s stock. From my personal experience of playing smash for a while now, 90% or more players will run from you until your invincibility is gone. Trust. I have tried to be aggressive or using my invincibility to my advantage but from my experience playing I end up actually losing yet another stock. I have noticed that the vast majority of players that play the game absolutely love to run away from you when you come back with invincibility. As soon as I come back, what do they do? Run and jump like crazy because they know you have invincibility. So I wait it out. I don’t attack at all. Because of that I get the stock off and I start playing the mind game of playing patient because most players will believe that I will try to be super aggressive
True, but you could also use your invincibility to take stage control [Instead of attacking them directly, approach with hitboxes that force them to retreat, putting you in advantage from the start]
For #5 what if you use a move that hits from under the map? Say your opponent it sitting at the ledge and you use ganons up air to hit him and recover is that bad as well?
Well it depends what level you're playing at. Most likely at low level everyone will stand there in bewilderment and get hit by the move. but at higher levels, players already know this is coming and will dodge it + spike you for it. or just shield it and then punish you for swinging. So key take away is, know your audience I suppose.
I see people down tilting or down smashing at the edge as someone else is recovering and it hits them before they are able to grab the side of the stage. How is this possible?
That's called a 2 frame. it means that you have a 2 frame window to punish people grabbing the ledge basically. that's 1/30th of a second. Most people are hoping to get lucky, but pro players do this fairly consistently. You have to know what moves make it possible to 2 frame though. you can test in training mode!
@Jtails thank you very much your tutorials are great. I have one question . I do not understand how the running works. Sometimes I trouble tap analog stick and its running and suddenly It starts walking . Any suggestions on that ? Thank you again and keep.up the good work
So you're the ringer that was at the lucrecia show?!?! ;) it's crazy as I've actually been watching your videos recently and then I meet you at a concert, how wild
Tobi Makkura you get your double jump back when you land back on the stage or grab the ledge. Jtails says a few ways to burn to burn double dumps in this vid
@@juicyvortex7204 yeah why do i lose it randomly though? Ive indentified when i try jumping out of an attack, and get hit before animation loses it, but there are times i edge guard, jump from a quarter on the stage, and lose my jump? Idk. That shits infuriating and the only thing that bugs me at this point so im missing something about it lol.
About #5... If my opponent gets me offstage, depending on who I'm facing, I usually wait until he or she gets off the stage to try to attack me. (Of course, I also try not to lose a stock.) If he or she does, I try to evade the attack and respond back with a reversal.
Instead of spot dodging, you could use a frame 2-4 attack to back it up, short hop backwards, roll away and run in to grab, double jump to read their option.... There's some stuff you can do.
Play for a while without spotdodging at all, just pretend that it's not an option, try staying in shield, running away, stuffing the opposing attack with one of your own, etc
You wanna train me? Im playing Smash for 5 months now and I already beat ppl in locals whove been playing for 10 years + lol. I also hit Elite Smash with honest characters such as Sheik and Fox. Ik that one doesnt mean a lot but Im actually a talent n I just need a little help by someone who knows errthang about this to become real big, u get me
Hey there. Im trying to get better at playing dk but im struggling. Do you mind going into detail about how to play dk? Should i be agressive, defensive, passive, or a mix? What combos should i use, when should i use them? Just things like that. Thank you so much, and sorry for bothering you
Hi fellow dk! Dk is like a heavy swordsman with his long, intangible arms. He is usually played defensively, but can burst out with some aggressive options. Hikaru, Konga, and DKWill are all awesome players to watch their matches. Good luck learning the KONG!!!
This really good DK player I know understands that as big body character, he's bound to get hit and thrown around. So he waits until someone makes a mistake and capitalizes on their mistake and turns the tide of the match in his favor since DK has lots of damage and is agile. As for combos, a standard combo to use in early to mid percents is cargo throw (forward throw), then throw the opponent up and up air. You can attempt to juggle them with more up airs or other aerials depending on how your opponent reacts. Idk much more about him, but I hope this helps.
DK is a heavy and this is a game where light characters with projectiles (like the Pikas) and fast swordies are REALLY good. Its the character, not you. All heavies are centered around ONE core thing: Making reads. Your moves are SLOWER than theirs so you need to anticipate what your opponent wants to do and make microadjustments on the fly depending on the situation. I play Ganon, I played my fair share of heavy hours.