Improvement Part 2: In-Depth Smash theory: Covering Options, Guaranteed Moves, Overspacing, and Following your Advantage
These are some of my ultimate theories to Smash Bros. that I have kept secret for 5-6 years, and this is also the way that I play to my personal strengths.
When I fight a computer Fox in melee, or a computer Snake in Brawl, as I beat them up and 0-death them in various ways, I always try to think of “what could a HUMAN do in that situation”…
More specifically, when I beat up level 1/4 Foxes in melee, and level 1 Snakes in brawl, I always consider when the Fox could Forward B back on stage (since they always will recover the same stupid way, I pretend that I’m fighting a human and always prepare to jab/tilt/fair their possible illusion option by PRETENDING they could do it and covering it ANYWAY… I’m crazy), or when the Snake could air dodge my attack (or Fair gimp me after Ally did that to me since Genesis). I make sure to cover the options a human could do. I don’t recommend this strategy because I’m crazy and it’s easier just to play friendlies vs a lot of different people at tournaments to improve but that’s the story of what I did to be honest.
Anyway, I consider these options since a HUMAN could do them (illusion/air dodge), and since I didn’t get to train against humans for the bulk of my Melee and the bulk of my Brawl improvement during my prime in both games (2007[for Marth]/2010[for Meta Knight]).
(Note: never play level 9s; they give you bad habits because of the weird, COMPLETELY UNREALISTIC [compared to a human player] way they are programmed).
When you do an attack, in Melee especially, there is as lot of hitstun. You can do true, inescapable combos in this game. If I get a grab with Marth against Fox on FD, I am GUARANTEED to get at least a 0-80 from center stage no matter WHAT they do if I do not make a mistake, although he can of course make it harder for me with various DI options.
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