Smash Bros. Fundamentals: Part 3 - Pressuring & Punishing

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Pressuring and Punishing
Use Your Movement/Character Ability to create an opening or punish your opponent forced or unforced error
Forced
You put them in a disadvantaged state where a player must quickly react in order to get out of the situation in the best possible scenario with the least amount of damage
Usually involves some sort of deception or extreme pressure situation with many options covered
Unforced
You opponent over committed during a neutral exchange in such a way that could have been very easily prevented had the opponent simply made a better choice, one more obvious to the average player
Landing on shield with a laggy move
Overcommitting to smash attacks too much
Roll Predictability
Landing on platforms with opponent instead of staying beneath them
Input Errors
Know the basic punishes
Landing on the ground
Whiffed Grabs
Whiffed Attacks
Grabbing Shields
Command Grabs
Use them to open up more options
Not all characters have Command grabs
Heavy Hits on shield when up close vs when they go away
Basic (Bad) Habits Shown During Gameplay
Punishing bad habits
Rolling
Jumping immediately after getting hit, or when you jump out of a shield near the ledge, or jumping up on a platform when someone is under you(a.k.a. The scrub jump), or when a Pikachu always dash in after sending a tjolt, etc…
Landing with an aerial when facing the opponent
Most low level players will jump (or DJ) and try to hit you with an aerial as they’re landing. Most of the time you can dash away, walk away, shield or Parry and you win this exchange
Countering when coming down to the stage (can be useful if your opponent hasn’t seen you use it yet)
Getup Attack and Rolling Onto Stage From Edge
Tools To Use
Roll, Spotdodge and Parry
This definitely scales at different skill levels, so be aware, watch my video on this
Stage Control
Keeping Center Stage
Don't let your opponent past you
Keep opponent at disadvantage
Use your resources (Projectiles, Jumps, Range, Cancels, Zairs, etc…)
Sometimes all you have to do is be there. Some Characters (& Playstyles) Naturally have that presence that demand fear
Juggling (Pressure & Punishing Combined)
Catch Landings
Landing Options
Keeping track of your opponent’s resources
Making Reads
Incorporate Empty Movement. Get back to the stage before they do
Follow - Ups, Big punishes & When to use them
When your combo is a string vs an actual combo
Practice, Practice Practice
Watch videos of yourself and pros







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