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DoubleC

MDVA Random Tip Archive

Jul 21st, 2017
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  1. MDVA Random Tips Archive
  2.  
  3. Random Tip #1 (Remzi)
  4. Pay attention to drift patterns after someone wastes their jump when you are trying to juggle them. It is very common for players to autopilot the exact same landing pattern every time. One common one players do is the "double cross up" where they'll barely drift across your body and then RIGHT before they land they'll switch directions and end up on the side that they were originally on to force a whiffed grab.
  5. Its probably easiest to observe these patterns if you just wait on or near the ground since you aren't forcing their hand in any particular way by threatening their air space.
  6.  
  7. Random Tip #2 (Zephyr)
  8. Always be aware of your "win condition" - a specific move or series of moves that will win the game for you. This could be a Mario looking for a pivot grab/back throw at the edge of the stage, or a Marth looking for jab>ftilt, or whatever. When your opponent is at kill percent, you should constantly be looking for opportunities to achieve your win condition, whether it's a punish, positioning, or otherwise.
  9. If you're not actively looking for your win condition, and instead just playing to try to stay alive, you might find some success, but it won't be anywhere near as consistent as when you're trying to actively win the game. Also, always try to keep in mind what your opponent's win condition is, and do your best to avoid it.
  10.  
  11. Random Tip #3 (Seagull Joe)
  12. Study the frame data to determine proper punishes and understand what is safe on block/not safe on block.
  13. Example: ZSS Nair is +3 on block. This means she can always jab/utilt before you can perform another action so you have to respect it unless you power shield the move. Be ready for the attack and the secondary attack that is to follow. You can prepare to SDI the ZSS jab or react accordingly.
  14.  
  15. Random Tip #4 (F.O.E.)
  16. Ban Lylat
  17.  
  18. Not so random/trendy tip #5 (PootieTang)
  19. Practice tech chasing and transitions from combos. Whenever you put an opponent at a disadvantage after going in, predict their options based on stage positioning. For example, juggling cloud near the edge of the stage forces him to Rock Paper Scissors jump high, throw out a hitbox, or air dodge. Many clouds(and most characters) opt to use their jump to get back on stage, to save limit. Recognize the habit they use most, and follow up by disengaging and preemptively maneuvering yourself to their location as they are going to. This applies to many characters, but looking at how they react to being comboed, from those 3 options, will allow you to apply pressure from presence alone
  20.  
  21. Random Tip #6 (Tantalus)
  22. Use your bad habits to your advantage
  23. Most people go into a matchup or game with a baseline gameplan. When the opponent has figured out the gameplan, then a lot of people don't have a backup plan and revert to their habits and start getting read by their opponent. For example, a ZSS may start nairing your shield to see how you react. Your habit may be to roll away, and they will start punishing that by grabbing you out of that roll. In general, you probably know your bad habits. You always backroll, you always jump, you always nair out of shield, whatever it is.
  24. When your opponent adapts to that, they feel like they've made a play and are now "in your head", but take note of how they are punishing your habits. Instead of correcting the habit entirely, give them enough of a taste so that they get comfortable. Then, when they are in a percent where you can punish and net a KO, fake the bad habit and make them pay. If this gets you the stock lead or the game this is a huge boon to your morale and is a complete momentum shift.
  25.  
  26. Random Tip #7 (Boss)
  27. It doesn't help if you bring yourself down BEFORE the match even starts, think positive. If you have the "omg this guy is gonna beat me, GG man, im gonna lose" attitude, then most likely the result will end up that way.
  28. Stay positive.
  29. Sit down.
  30. Be humble.
  31. #kendrickmindset
  32.  
  33. Random Tip #8 (Sova Unknown)
  34. Never get too comfortable! A lead is not a lead. You can be at 50% 1st stock. Opponent 130 last and still lose. Once you start getting cocky and trying to be flashy by the time it gets real and you're ready to close it out. The game is darn near even and now you're surrounded by ppl hoping to see the upset. Keep the same momentum throughout the entire set from when the announcer says 3....2....1....GO!
  35.  
  36. Random Tip Number 9 (Dingus Joe)
  37. practice
  38. There are 2 ways to practice this game. Play others and lab. If you want to see improvement, I suggest you do one or both of these for at least an hour a day. Wifi can be a great way to play others as long as you have good connection. Playing others can really improve your neutral and you want to play as many people as possible, especially people better than you. Labbing can improve your combos and can be easier to do because you don't have to take that step to find anyone to play with. As long as you're dedicated and practicing, you'll see rapid improvement.
  39. Not entirely sure if Im good enough yet to have the credibility to be posting one of these random tips but I mean it is the 9th one so...
  40.  
  41. Smash Tip #10 (Promaelia)
  42. Use movement and actions to deliver a message to your opponent.
  43. Punishing a ledge option quickly and consistantly tells them that you have that option on lock.
  44. Your opponent will then feel they have less options to choose from the next time they're in the same situation.
  45. Knowing this can help your reads and reactions go much more smoothly when they are 'forced' into choosing something different.
  46. Here's an example of something I rarely do at the ledge depending on which character I'm fighting.
  47. At around mid-high percents I will full hop while facing the ledge. If my opponent has just been juggled before grabbing ledge, they typically don't want to immediately jump from ledge as I would be directly in front of them as they rose.
  48. Thus, if only for a split second, opponents will sometimes feel their only option is to roll, neutral getup, or wait. (There are more options depending on the character, obviously.)
  49. Neutral getup and roll are both reactable. If my opponent chooses either of these options as I am falling I can cover each of them easily (NAir, DAir, Fast Fall -> Grab/DTilt to cover Neutral Getup; Aerial Tipper Pin, fast fall -> Dash grab to cover roll).
  50. While jump may have seemed ill-advised, if timed well it's arguably the safest. To catch jump I would have to commit to an offensive option meaning I would lose the ability to react and punish roll + getup.
  51. There are other ways I send messages to my opponent as well. Like spacing rising BAir to discourages approaching me via shorthop. Or using Insta-Pin consecutively whenever I'm approached to discourage grounded approaches or condition them into shielding when they get close.
  52. Study your character and how your actions affect your opponent. To an extent, it can feel like you're playing two characters at once.
  53. SORRY FOR THE WALL OF TEXT, I HOPE THIS HELPS SOMEONE
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