Saturday, 26 July 2014

Goals in SSBM -- An Intro to the Player vs Player Elements of the Game (pt. 2 of 2)

Part 1 can be found here.

Small article I wrote on a goal-oriented approach to decision-making in SSBM. This section deals with some of the benefits to goal-oriented play that weren't explicitly addressed in part 1 and also goes into a bit more detail when we observe the interactions that occur within a combat sequence. Part 2 of 2.

So to pick up where we left off with Frog last time, we watched a short clip of M2K vs Dr. PP from APEX 2013 where PP predominantly used Falco's laser, safe aerial approaches, empty jumps, and dash dance --> grab / laser to control & condition M2K's options near the edge until M2K eventually gave up on winning from that position and rolled for the middle, resulting in PP gaining a huge combo.

Once we'd discussed that clip sufficiently, I wanted to go over one more clip in order to complete the lesson on goals. This deals with some of the benefits of goal-oriented play that weren't addressed in the first half, and the match analysis focuses a bit more on minute combat interactions rather than playing against a base gameplan (i.e. how to play against Marth's grab as Falco). So there's a bit more of a focus on situational factors (percent, which way a character is facing, etc).

I only hope you find this as helpful as Frog did. Enjoy!!

---- Cue Conversation ----

Frog:
i put on an old game of me vs keasta
where i just kind of aimlessly throw out moves
and thinking about it, i should get punished for stuff like that

KK: 
TBH the issue isn't always you get "punished" for it in the traditional sense of the word
Rather, the greater risk is that you don't get the advantage you could have gotten by doing something that addressed your opponent

Frog: 
im definitely limiting myself if im spending time in lag

Frog:
in times where im throwing out senseless aerials
i could be like
repositioning myself
or just straight up using the gun

KK: 
Indeed

Frog:
not like a dmg punish but kind of punishing myself
by limiting what i can do
raaaa this game is so complicated

KK: 
Not effectively using your opportunities so you lose potential advantage is a form of self-inflicted punishment, yes.
This is probably a big shift from how you're used to playing.

Frog:
you could say that again xD

KK:  
I warn you. Once you begin down this path there's no real turning back.

Frog:
i HAVE to try, im not afraid of failing, just afraid that one day im gonna look back at this whole smash thing and say to myself, maybe i could taken it further

KK: 
On the bright side, something nice I can say about this kind of play...
When I realized you *could* play this way...
Is that I realized this is definitely the funnest way to play SSBM. 
Well, at least for me it is haha.
This is one of the first big steps on your journey to being good at this game.
Welcome :)

Frog:
haha thank you
tomorrow im going to try and find that spark you were talking about
i feel like i could REALLY use that right now. Also i gotta stop with all the caffeine
i feel like thats having a huge influance on how i play as well...
hopefully tomorrow when im totally sober ill be able to just sit down play and apply some of this
but yeah i should really get some sleep, got a long subway ride tomorrow morning  
see ya there?

KK:  
One more small exercise
You mentioned Peach

Frog: 
yessir

KK: 
Watch for about 16 seconds

KK:
So, Peach
We're gonna get into a bit more detail with her because Peach is a bit more complicated than Marth
And because it helps build the context of what's happening in the clip
To start, PP is at 102%
What do you think Peach's goals are right now
In terms of what attacks she wants to hit

Frog:
hmm
grab forward throw is one

KK: 
Armada would u-throw combo but that's just splitting hairs
Grab, yes
That's 1

Frog:
nair bair or fair would do the trick, fair i think is the best at this point tho cause its so fast
i mean
nair*

KK: 
You're smart
And as always...

Frog:
downsmash?

KK: 
We must factor in d-smash
Yes
Absolutely

KK:  
So PP lands next to Armada
Armada and PP have their backs to each other
Look what Armada does
Oh, look, it’s that nair we figured he'd be fishing for

Frog:
peepee holds this shield, in anticipation of the nair

KK:  
Indeedy

Frog: 
in that situation, 10/10 times i would go for the backair
peepee has no fear

KK:  
Because blocking there protects him from all of the scary Peach aerials and on occasion the d-smash Armada can do to kill him

KK:  
He is over 100% near the edge as Falco
Armada is mercifully shielding with his back to him
So he doesn't have to worry about grab
Armada's choice to protect himself from PP immediately attacking him has eliminated grab
And the shield also reduces the likelihood of d-smash so
All that's left are aerials
PP's shield there effectively addresses all of Peach's options
Neat, huh?
And because Armada swings first, PP gets to lock him down with some lasers
Because floating above Falco's laser height is one of Peach's goals in the matchup for position

Frog:
hes protected himself against all of peach's goals by being patient in shield, knowing armada is probably hungry

KK: 
Indeed
So he keeps Armada from being able to jump OOS into float by aiming the laser high to catch his jump OOS
And he gets a nair for his troubles

Frog: 
lol

KK: 
Armada then blocks so PP pokes his shield
And gets out of the way ASAP
In doing that motion he is covering his roll in

Frog:
because of that other goal peach has
the grab

KK: 
Indeed
He's baiting for a grab
Covering a roll
And when Armada does neither, he jumps in with an aerial and lands behind Armada and blocks again
Armada bairs OOS into PP's shield

Frog: 
and after armada bairs his shield he punishes

KK:  
Right. PP then acquires a free bair
PP then lasers Armada out of his high float to force him down
Fails to hit a dash dance grab on Armada's landing
Then blocks again
Armada swings with a SH back nair
PP punishes this with WD back > dash JC grab
It's insane how much mileage he gets out of that stock by simply knowing that Armada wants to put him away and playing to that

Frog: 
that grab puts peach in an awkward spot, pp missed those high lasers after tho

KK: 
Indeed
Falco vs Peach is a very interesting matchup because it's such a control-heavy game
Peach is resistant to a lot of Falco's naturally strong suppression tools
In that matchup you maintain advantage by playing around your opponent's goal in a situation
Peach's ability to nair to break certain combos gives her a way out of combos, yes
Her ability to float over lasers give her a way to work around his ground control
These little extra tools she has that she can actively go for
You have the opportunity to play against
And you will be rewarded for countering those successfully

Frog: 
so even tho i cant rack up a 200% combo
if i just start to look for these oppertunities
i can rack up my dmg elsewhere

KK: 
You can just abuse her by controlling her combo break options

Frog: 
by just trying to understand what the peach's goals are
based on whats happened

KK: 
It's a combination of what her best moves are in a situation
Which you'll know if you understand the matchup
Or at least know the basics of the matchup
It's also partially habits, which you've noted too
Because the pilot matters

KK:
Question
Why isn't Armada going for dash attacks?

Frog:
uhm
because it won't combo or kill?

KK:
You're learning :)
I think that is enough for tonight
When you're more comfortable with this stuff tell me
Then I'll give you the next lesson
Night Trevor


Friday, 25 July 2014

Goals in SSBM -- An Intro to the Player vs Player Elements of the Game (pt. 1 of 2)

Part 2 can be found here.

This article's goal is to teach you how to make better plays in SSBM by using a conversation & match analysis to illustrate a goal-based approach to strategy in SSBM. It's mostly aimed at beginners / intermediate players who have achieved a solid level of character control but still feel they're struggling with decision-making in matches. Part 1 of 2.

The story behind this article is simple enough -- I was talking to one of my friends a while ago (a Falco player from my region whose tag is, 'Frog') about improvement in SSBM. He said that he was kind of stumped about how to actually get better at the game.

Some background about the above: Frog is a very technically-sound Falco, at least as far as I can tell. He lands his shine-grabs, JC shines, sticks his l-cancels on landing, has solid movement around the stage, and overall has very good character control. Despite all these positives, though, he managed to get eliminated by a pair of Peaches at the Arcadian tournament we had in Toronto (for those who are unfamiliar with SSBM slang, an "Arcadian" is an amateurs-only tournament where the ranked players in that region are barred from entry) and finished much lower than many people expected of him (a lot of people projected him for top 3).

Since Frog is a friend of mine, I offered to talk to him about how he could improve his decision-making in matches. And eventually, over FBchat, we started talking about how to improve in SSBM. This is how our conversation went. 

Note: The conversation has been trimmed in parts and edited to flow together a bit better, but I decided to leave our typing styles alone (i.e. not fix his capitalization on FBchat) to make it easier to distinguish between who's talking.

---- Cue Conversation ----

Frog:
my mental game is so weak
things happen in front of me and i just have a hard time slowing down and just trying to spot things that could help me
i think it has a lot to do with me trying to be overly technical when i actually cant execute what i want to do
its like i know i need to slow down but my hands just take over when the panic sets in and i go into frog vs lvl 4 cpu mode
almost like an autopilot, if that makes any sense

KK: 
It is time you begin learning the PVP element of this game

Frog:
i totally agree
i just dont even know where to start

KK:
I generally like to begin at the beginning. Let's start there.

Frog:
xD
so what exactly is the beginning xD

KK: 
1) Your opponent has goals
2) You have goals

Frog:
is that character dependent or player dependent O.O

KK:
It's a combination, actually. It also sometimes can be influenced by the stage.

Frog:
the plot thickens o.o

KK:
But if I explained the nuances of all that, this gets very complicated. And I don't want to confuse you. So let's simplify this: Marth vs Falco.

Frog:
along with peach its my worst mu

KK:
Marth's goal, offensively, is very obviously to grab you. Sound about right?

Frog:
yup. cause the grab will lead into big damage. or an off stage situation.
getting grabbed is one of those panic things for me where ill start to go into auto pilot

KK: 
Your issues with nerves is likely in part derived from the lack of balance in your play; you are a much stronger player on offense.

Frog:
thats where im most comfortable

KK: 
By not really understanding the PVP aspects of the game, it makes it difficult for you to understand situations where you're out of control. Which generally leads to poor defense and, as you so eloquently put it, "panic mode". This is likely why you find Peach hard. Because even when you have her 'under your thumb' she's got more ways to slip past the offending digit and find safety or counterattack.

Frog:
deox was nairing out of a ton of things that joey didn’t. that threw me off a lot. put me into that panic mindset, i felt like i had to change everything. which kinda put me into that panic.
its like i would combo him and then all of a sudden the situation turns against me

KK: 
Okay so first and foremost this game is a game about options
The way you win this game is by eliminating the opponent's options until they can't do anything except accept the bad situation & its subsequent penalty.
Perhaps the most obvious example of this is the chain grab. It's a bit of an extreme but you can see what I'm getting at: you have been grabbed, which means you have nothing you can do about the next however many throws it goes and then I can finish the combo or extend it depending on the character-match combination.
But the chain grab is the byproduct of being grabbed, meaning there was a step that occurred before chain grabbing occurred

KK:
Most fighting games can be split into 2 phases:
(1) The first hit game (or push & pull)
(2) The punishment game (combos, edgeguarding, knockdowns, etc)

Obviously it is much easier to manipulate or deny someone options during the punishment phase.
I've played you -- for the most part I assume you know how to combo and can intuitively plan around some combo escapes. So we're gonna talk about the more voluminous topic. First hits.
Remember how we began with Marth has goals?
Marth's goal is to grab Falco.
Falco's goal is generally to shine, grab, or aerial Marth.

Frog:
yup

KK:
So it's probably safe to assume that anything Falco does that helps him create opportunities for those three options while eliminating ways Marth can grab him…those are probably good plays, yes?

Frog:
haha yup id say so

KK:
Ok

Frog:
its actually kind of crazy
how simple you are breaking this down
not nearly as itimidating as i thought

KK: 
We're starting at the basics. My goal is to teach in a manner where you actually learn things.

KK:
Alright so now we know our opponent's goal and we know our goals. The next step is identifying what tools Marth has for making his goal happen and what tools Falco has for making his goals happen.
So Marth has his speed on the ground with his fast rushing movements (especially his dash), he has the ability to combo off aerials into grab, and he can create a knockdown with dash attack / f-smash / counter and tech chase the grab.
He also has the range of his grab, which can often be a threat all by itself.
Does all this still make sense?

Frog:
yup yup

KK:
Ok then. You're the Falco player.
Tell me what Falco has to procure a shine, grab, or aerial on his opponent.
What tools does he have to help him land those hits?

Frog:
lasers for sure
stuff his movement
uhm
dair?
i really dont know other than laser tbh

KK:
Let's educate you then
Watch until 7:56 m

Note: A gif of the sequence above has been generously provided by Alexander DuPrey -- http://fat.gfycat.com/EarlySimpleGyrfalcon.webm

Frog:
yessir!
watching the game now

KK:
Now I'm not gonna lie to you; there is a lot of stuff happening in that 16 seconds. Like, a hell of a lot.
That said, you should be able to notice a few things going on.
What do you notice about how PP is moving?

Frog:
i see him getting into this zone
where marth is out of range
for a fair
and he just waits to m2k
to put a move out
and then goes in with a nair
hes got marth
constrained to the right side

KK:
Indeed

Frog:
sorry it was a grab
not a nair
watched it again

KK: 
He does both, but yeah
Mew2King is in a lot of trouble in that position
Because PP has set up a position where M2K basically cannot really effectively challenge PP for better position without making an insane read on PP's timing
This is because PP is using his lasers to discourage M2K from dashing in with grab on him, among other things.
Remember how both characters have goals?

Frog:
so Peepee is denying M2K's goals by keeping him constrained with lasers and good spacing

KK: 
Yes.
PP is therefore controlling M2K's options.

Frog:
he isnt running in there for dmg
its like he knows the dmg will just come
if he keeps this control

KK:
Yes
And he's going in with safe low aerials / dash dance grabs / empty SH feints / dash dance feints --> laser to reinforce his control over M2K's dash to keep Marth from just trying to muscle his way through with a disrespect strat. 

This is because if M2K runs in with grab at the same time PP rushes him with an aerial, then M2K is liable to take a huge Falco combo near the edge and die.

Similarly, he's policing M2K's defense because if M2K defensively grabs in anticipation of PP coming in and whiffs, then PP can attack him from a lot of the actions he's moving with and either get a huge Falco combo or even kill him outright if the percent is right (or if M2K either flubs DI or has his DI read).

And all of that also applies to yolo counter… and a whole lot of options actually.

Frog:
he makes it look so easy lol, watched the rest of the game and hes just so patient

KK: 
He's controlled and patient, yes. But he is putting the foe under crazy amounts of pressure still.
So what can Falco do to create his openings?
He's got a lot of tools, actually.

Frog:
dash dance and laser for sure

KK: 
He's got his SH and numerous forms of it -- empty SH, empty SH to WL forward/back, SH aerials, lasers, u-tilt, dash dance, etc.

Frog:
so just by empty short hopping
hes threatening with an aerial
and waiting to see what m2k does?

KK: 
Yup

Frog:
with the wavelands, is it possible to sneak in with a grab?
waveland forward->grab?
or is that too risky?
nvm dont answer that, its like, only if he chooses to shield
right?

KK:
Right. And I'm not sure why you'd do that over empty land (in front of their shield) --> shine --> grab

Frog:
oooo i like that
so if he doesnt shield he gets shined
and if he does he gets grabbed
that whole covering options thingy

KK: 
If he tries to shield grab your empty jump's landing he's liable to be shined (because empty land --> shine hits on frame 5 whereas a shield grab hits frame 7)
If he holds shield, you grab him
Waveland is primarily a way to reposition at the cost of some inaction
So let's talk about your earlier suggestion of WL forward into grab; there's an issue there.
WL puts you into a state of inaction for about 10 frames, during which time you slide directly into the opponent's range.
If Marth's goal is to grab you, why is this a bad idea?

Frog:
because im helping him accomplish his goal
by just giving him the grab

KK:
Right.
You're putting yourself in front of Marth
In waveland lag, with no protection.
This might feel similar to empty landing into shine
I mean, empty jump doesn't have an aerial
But here's the difference:
Your empty jump has the threat of an aerial attached to it because you could feasibly do an aerial somewhere in your SH and then grabbing becomes bad

Frog:
so as im doing my empty jump, i should just be starring at marth, and if he goes in, put out a late aerial

KK: 
Not only that, but most shield grabs are done AFTER an opponent lands from an aerial and NOT before (for the reasons stated above)
Yeah that's one way to do it
You could also simply watch for whether it looks like Marth is gonna move in or not
What PP does to coax M2K away from the edge is really smart
With his sparing use of SH aerial approaches, how he moves in with grabs, his lasers into dash dance, and his empty jump in > WL back
The second M2K tries to roll to the middle, PP is all over him
Why do you think M2K rolled?

Frog:
out of panic? or desperation?

KK: 
That's part of it, sure. But let's look at the tactical aspect of it: goals.
Everything in relation to goals.

Frog:
i see peepee dash dance, right before the grab happens
i mean roll, not grab

KK:
By being at the edge, M2K is clearly incapable of protecting himself from PPMD's control tools
PPMD is basically getting free openings and damage every second and M2K's options are being constantly shut down
It is clear M2K cannot protect himself in this position
So what is he trying to do with that roll?

Frog:
get himself out of the situation where his options are shut down
and eat a punish?

KK: 
I don't think M2K intended to get hit
I do think he wanted to change his position onstage though

Frog:
after being stuck there for so long i can see why he wanted out

KK: 
Indeed
There's a lot of things going on in those 16 seconds

Frog:
ive watched that clip 15 or 20 times now
catching something new everytime

Monday, 16 June 2014

A Beginner's Guide to SSBM Teams (part 1)

A Beginner's Guide to SSBM Teams (part 1)

---------------------------------


Introduction:


Hello, this is EMG | KirbyKaze. I wanted to take a moment to talk about teams because I feel it's a misunderstood part of the game. More specifically, it is my opinion that there are a lot of misconceptions surrounding it that have become accepted as facts and it is my intention to undo the ones I can. This is also in response to the recent criticisms aimed at teams as of late. In the last few months, Wife and other members of the community have expressed some controversial opinions of teams. Namely that it's difficult to commentate, basically a cash grab for top players, and possibly a hindrance to SSBM's development as an E-sport. 


My argument to these criticisms is that teams has never been given a fair chance, despite how long it's been around. At almost every tournament I attend, I unfailingly find new players who want to learn this mode of SSBM but lack direction. And as I return home from SUPER SWEET, I have never been more confident in this. I firmly believe there is an untapped market for teams. Enough to write about it.


So, how do we go about tapping this untapped well? And why is it so hard to learn teams? In truth, a better question would be, "When has anything ever been done to make teams accessible?" Because that's all that needs to be said -- in fact, nobody should be surprised that teams is such a daunting thing to learn because despite being part of SSBM's competitive canon since its beginning, SSBM teams also boasts the least amount of learning materials available for it. There are more Kirby guides than teams guides. There are more materials for learning how to swallowcide than there are for teaching basic teams strategy. And this is despite Isai being one of the most prominent figures in SSBM's early history. Virtually everything we have focuses on technique execution or character matchups in singles. No wonder so many people give up -- they all have to learn from scratch!!


In the last year, some progress was made on this front. In particular, PPU and MacD spoke up for teams and attempted to educate by relating their own experiences into strategies. This was a good start, but the weakness of these materials is that they are written in a manner that primarily highlights and emphasizes the micro-game interactions -- which they've developed from long term partnerships and huge pool of experience.


My goal here is simple enough. I want to teach beginners the basics of SSBM teams as of now with the disclaimer that there will be exceptions to the patterns, principles, and strategies I outline in this document. That said, I still believe that learning the contents of this guide and finding the exceptional cases by playing & keeping an eye open for them is a very effective way to build your own understanding of teams. Therefore, you should understand that the contents of this guide are guidelines -- meant to teach you about situations that occur in teams, the forces that shape these situations, and the subsequent teams interactions that follow. They are NOT a substitute for experience, situational awareness, or in-the-moment intuition. In fact, as you get better, I fully expect more sophisticated plays to be made -- especially if you have a long term teammate that you're building strategies with. 


I'd like to also make note that I believe teams is probably the most underdeveloped mode of SSBM competition. Largely because it's never been approached in this manner, unlike every other aspect of the game. If this guide is successful in generating strategic dialogues about this mode, I fully expect the contents of this guide to become obsoleted as the plans of different compositions evolve and the metagame changes. But for beginners today, these are the things I've noticed. I hope they can help you.


So, without further adieu, let's get cracking.


---------------------------------

[A] Creating Strong Positions (aka. Team Cohesion)


(1) A strong position facilitates teamwork opportunities
(2) Understanding the roles each player plays on their team makes it easier to create strong positions
(3) Roles may change as the match changes and players adjust to new situations



When we talk about teamwork in SSBM, it's hard to have that dialogue without Wombo Combo. Partially because of how viral is went, but also because it's a shining example of how efficiently a team in sync can dispatch an opponent.

However, the Wombo Combo is special for more than just its climactic ending. Though this part is not talked about, the manner in which it was set up is also a demonstration of one of the major ways a team can achieve positional advantage in teams and play in a cohesive manner.

What do I mean by "a cohesive manner"? I mean all the work that SS and Tang put in leading up to that infamous hit sequence is done in a manner that demonstrates they both know their roles on the team and place themselves in relation to Zhu and each other in a way that both threatens Zhu but also keeps them from getting in the way of one another.

This is important because a team's finesse with this step is one of the biggest factors in creating opportunities for teamwork. Pay attention to where Silent Spectre and Tang are positioned in relation to Zhu:

[Silent Spectre] -- [(poor) Zhu] -- [Tang]

In his article on the subject, Mow explains that a good way to learn about positional advantage in teams is to understand the opponent's roles. He suggests labeling opponents as "aggressor" and "supporter" based on what characters they are playing (ex. Fox & Falcon are often aggressors, Sheik & Peach are often supporters) and also taking into consideration how those characters' pilots play the character (eg. Falcon and Fox are both commonly aggressors, but when a Falcon's on a Fox team, the Falcon is often the supporter due to Fox having more effective close up tools and due to Falcon's ability to cherry-pick opponents at low percent with his high impact KO moves if an opening for one is created by his teammate). 

This was one of the most helpful things that I learned when Jethrotex and I began teaming steadily because it helped us structure how we were going to address our opponents. It helped give order to what was going on in a match and made patterns easier to observe. And I still use this method of sorting opponents as I've gotten better at teams (though I've still got a long way to go).

Since the aggressor is the more willing player to enter the fray, choosing to isolate him is logical because he's naturally more inclined to actively engage his opponents (and therefore find himself into a precarious position). In the case of Wombo Combo, Zhu is acting as an aggressor. Notice how SS and Tang have positioned themselves to flank Zhu as he's coming down from his jump (Tang goes around the top of the stage, SS waits on the left as Zhu descends from his DJ). By trapping the blue Fox between them in that fashion, they have achieved the following:

1) Zhu is now under threat from both players attacking him

2) If Zhu commits to attacking either opponent to escape this position, their teammate has an opportunity to punish him (likely with running grab)

3) Going around Tang requires him to go into a weak position (platform above the edge, above & behind Fox or in above & in front of Falcon)

4) Going around SS requires him to FJ into the canopy of the level (the canopy = the air space between the side & top platforms of a 3-platform level) and put himself at risk or try to reach the top platform

5) SS has enough room to nair in place to put pressure on Zhu (to provoke a reaction). Tang also has enough room to do this with his ground pokes (f-tilt / d-tilt) and SH aerials. They have enough distance to put pressure on Zhu without getting in the way of each other.

When we break this situation down like that, and understand the attention to detail that went into how SS & Tang set up that legendary hit sequence, the prep work is almost as impressive as the end result. Sandwich, anyone?

It's clear there are many benefits to be gained from proper team positioning -- Tang and SS were able to create a situation that allowed them to protect one another & attack Zhu without putting their teammate at risk.

But how do you decide who attacks who? And when do we go for assists? To this, we must turn to further investigation.

---------------------------------

[B] Maintaining Positioning (aka. Maximizing Gains and Cutting Losses)

(1) - When you have an opponent occupied, you are protecting your teammate from that player.
(2) - Abandoning whoever you're occupying can put your whole team at risk.
(3) - A strong position lets you occupy at least one opponent while providing room to help your teammate.

So now that we've established the importance of position and what good position is, we should probably now talk about how you establish and maintain good position. Makes enough sense, right? Let's take a look at the example below, which I've shamelessly ripped from Mow's post on drastic improvement:


In this picture:
Jigglypuff = Hungrybox
Captain Falcon = Hax$
Fox McCloud = Everlasting Yayhuzz
Falco Lombardi = PPMD

The basic idea that Mow pointed out in this instance is that Hax, being the more aggressive player between himself and Hungrybox, has been isolated by PP and Yayhuzz in a position where he's effectively stuck between two technical space animals as Captain Falcon (and therefore liable to die). Yay and PP have also isolated HBox from Hax by keeping him confined to the edge. This means HBox's biggest strengths as a supporter (namely resting off stray hits & the ability to save a recovering teammate) have been severely hindered because they require an interaction between himself and his partner in order for them to work. PP and Yayhuzz's position effectively prevents Hax and HBox from being able to solve their current situation using teamwork, while PP and Yayhuzz have no such handicap.

Let's take a closer look at the roles of PP and Yayhuzz:

1) Yayhuzz is closer to Hax than PP so a good amount of his attention will be directed towards keeping the Falcon contained & incapacitated as he looks for a way to set up a kill on him. Though Fox and Falco likely could get a kill on HBox if they worked together on it, Yayhuzz recognizes this is a poor course of action because (a) PP is dealing with him effectively in his position and (b) pursuing HBox would mean abandoning Hax, which would give Falcon an opportunity to attack them, which can put both Yay and his teammate in danger -- the risk is not worth it.

2) PP understands his attention in this position is going to be split between keeping HBox contained while supporting Yayhuzz when he needs it. By being in between HBox and Hax like this, he's in the ideal position for batting away HBox if HBox engages him. And all the while he's retaining the ability to cover the space behind Yayhuzz if Hax attempts to escape his position by rolling there or DIing one of Yay's air combos there.

3) Because PP is the player between Hax & HBox's characters, instead of Yayhuzz, the character with the fastest & most effective approach on PP's team (Fox) is not isolated and therefore Yayhuzz is in a position where he can assist his teammate if HBox successfully recovers onto the stage and gains the upper hand vs PP (which is important to stopping u-throw rests and such from resolving).

This position is so good for the spacies team, and so crippling to the options of its opponents, that there is almost no reason that could justify the spacies abandoning it aside from, "Someone on the other team outplayed us and we can't hold the position anymore." At its core, even in teams, SSBM is ultimately a game won by options. When you achieve a stronger position than your opponent(s), your options are innately better than theirs. Which means a strong position will facilitate better opportunities for teamwork to occur -- this does not work the other way around with nearly the same effectiveness.

A common misconception to players unfamiliar with teams is believing that making assists is more valuable than maintaining strong position. This is a common mentality when players strong in singles attempt to cross over, because of the short term reward of making a save or finishing a lethal team combo. But this is poor strategy and we can recognize this by simply referring back to PP and Yayhuzz. If Yayhuzz abandons Hax to assist PP with a combo on Puff, Hax becomes capable of attacking while they're attending to HBox and has a decent shot of killing one or both of them. If PP abandons his role guarding HBox and/or policing the back of Hax's retreat zone, then Hax & HBox are liable to reunite and become capable of working as a cohesive unit.

Below is a match between DJ Nintendo & sauc3 vs. Riddlebox and Raynex. Watch the situation that takes place from 3:40 - 3:50...


That probably could not have gone worse. The red team's stock lead turned into to a stock deficit in less than 10 seconds, and over a fumble near the edge. But aside from the Peach missing her parasol, what went wrong in this moment? Truthfully? That save should probably never have been attempted to begin with. I offer four reasons why:

1) Even if Riddlebox hit Raynex to pop him up, both DJ Nintendo and sauc3 were already in the positions they needed to effectively edgeguard both of them (sauc3 was hovering in the air-space where the umbrella would have likely sent Raynex, DJ was onstage near the edge close enough to grab it and drop for invulnerable shines & ledgehop bairs).

2) When Riddlebox goes for this save, because of the nearby Fox (with access to ledge invulnerability) he's likely to die in the attempt. This means the best he can realistically hope for is trading his stock to save Raynex's, which does not actually result in a net gain of stocks.

3) Peach was not at risk for being grab-rested or grab-smashed by the opposing team if she waited for Raynex. Puff was recovering from a low altitude as a result of how she killed Fox, removing the threat of a 2v1 during Raynex's respawn.

4) Because both Riddlebox and Raynex died, rather than just one of them, they were forced into a 2v1 against a low percent Fox and a rest-happy Jigglypuff.

Attempting that save was likely the moment where the match's outcome was decided. And it's a common type of mistake in teams. Though the immediate reward of the assist can be tempting, it is important to weigh the benefits of attempting it against what you're giving up. Had Riddlebox done that, he would have realized that waiting for Raynex to respawn was a much safer route to victory than attempting to save him.

When playing in teams, understanding the value of a high impact assist is an important part of in-match decision-making. Though the potential to maintain a stock or finish one can be enticing, it is important to also consider how the opponent(s) can respond to this too. Generally speaking: taking damage in exchange for a stock is profitable, trading your stock for one of their stocks can be profitable, and putting both members of your team in danger for anything is rarely worthwhile at all.

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Thus concludes the first installment in this series; I hope you enjoyed it as much as I enjoyed writing it and I hope everything in it made sense. Future installments will likely cover some of the basic rules that I have found help me and my partner from bumping into each other in a bit more detail and some other basic mistakes in coordination (and how to avoid them). Feedback is of course welcomed too if you have suggestions for future topics or simply want to leave a comment / criticism.

Until next time!

- KirbyKaze

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Credits:

- Mow for his Drastic Improvement Article, which has taught me a lot

- Shroomed, DruggedFox, Raynex, and Clowsui for proof-reading and input
- sauc3 for providing the Youtube link and other input
- My two favourite Peaches (Jethrotex and Riddlebox) for teaching me a lot & being great training partners
- WC (especially MacD, Alan, and PPU) for teaching me even more when I've gone out there
- The SSBM community for its existence