[SSBM] Sharp or Practical Play: Tech-Chasing vs. Reads.

(0:38-0:51) Today’s highlights for discussion are drawn from Super Smash Bros. Melee player Armada’s recent video addressing common misconceptions about tech-chasing vs. reads. His points lead us to the cross-game idea of sharp versus practical play:

We’ll need some some basic background and definitions for non-Smashers. In SSBM, a struck character can fall to the stage. To avoid being knocked prone, a falling player can attempt a tech by tapping the shield button just before/as their character contacts the ground. If successfully timed, the teching character will quickly bounce back to a standing position (a “tech-in-place”). If combined with a left or right directional input, the tech will include a roll to the chosen side (a “techroll”). A tech has a small window of vulnerability at its completion during which the character cannot act but can be hit. Tech-chasing and reading share the goal of punishing the opponent during this critical moment. Tech-chasing is waiting a beat to see which tech an opponent will go for and then quickly re-positioning to strike at end of their animation. A read is an attempt to guess in advance which tech an opponent will attempt and moving immediately to cover it.

(0:51-1:10) It’s true that a reaction tech-chase performed perfectly is more optimal than a read. However, even a tiny mistake opens oneself up to a disproportionately large punish. In chess commentary, this is what is called “sharp” play. There is very little time for a player to recognize the tech animation and move with the opponent quickly enough. Being just a tiny bit slow to chase leaves one closing the distance for the opponent at a moment where they are free to act, handing them a potentially-deadly initiative.

(1:47-2:03) On the other hand, missing a read inherently involves creating distance by moving to a place other than the destination of the opponent’s tech. Going for a safe read is a “practical” line that gives up some value but avoids wagering too much on perfect execution. The distance created with a missed read protects one from a punish:

Players in Smash and other games are often faced with decisions analogous to the chase vs. read in SSBM. Sharp play seeks to hold on to the most edge but demands great execution to avoid spewing away one’s advantage. Practical play seeks to avoid opening oneself up to a big punish for a small mistake, but gives up some edge in exchange. In a perfect world, sharp play may be better, but in actual games between human players the trade-off is much murkier.

[Smash] Armada on Damage-Dependent Followups in Mango vs Plup @ Smash Summit 4

Mastering move-choice based on how damage the opponent has taken is a fundamental element of Super Smash Bros. Melee play. Hitting a more-damaged character results in more stun time and sends them on a higher trajectory, with implications for viable followup options. Here the top player, Armada, reviews two key moments from a competitive match (Mango vs Plup at Smash Summit 4) that hinge on accounting for the opponent’s % taken.

In Smash, hitting a character with an attack increases their accrued damage percentage. A character with higher damage percent will fly further and be stunned longer when hit by attacks. Here, Plup as Shiek throws out a bad attack, a fullhop into forward arial that allows Mango’s Falco to fall and touch ground first. If Falco had more damage %, he would have been hit further and this attack would have been good, but here Plup needed a shorthop f-air to guarantee the followup initiative:

Armada returns to a similar point later: Shieks should decide whether to full- or short-hop neutral arial (n-air) out of shield based on the opponent’s damage percent. Low-perecnt opponents will not fly far on hit and so should be attacked via short-hop, while highly damaged opponents can be struck out of a full hop while still allowing Shiek to get in more hits:

[SSBM] Don’t chase a faster character!

Super Smash Bros. Melee professional Mango reviews his match loss to Leffen in the grand finals of GOML 2016. Leffen was playing Fox, while Mango (in all but one game) played Falco, Fox’s slower near-twin.

In this post, I’ve pulled points where Mango noticed himself making or avoiding the same strategic mistake again and again: chasing. He chases Leffen’s faster character into bad fights at ledges and platforms. Fox’s speed advantage gives him many options for turning on the pursuer, who has to correctly divine what is coming. Mango recognizes he should have patiently played from center stage instead of chasing, forcing Fox to come to him. Doing so would negate some of Fox’s speed/options advantage by forcing him to openly commit an approach. Mango’s chasing and other missteps cost him the first place finish, but reviewing the games helps him continue to improve.

Early in the match review, Mango asserts that “you can see he’s always running away from me already. Any time I do anything towards him he’s either full hopping or running away. That was his gameplan, which can easily be countered and am patient and have lasers.”

Falco on stage has trouble approaching Fox on the platforms. Leffen is using platforms and hops to approach at indirect angles:

“I’ve got to give up edge and go to center stage and laser.”

Continue reading “[SSBM] Don’t chase a faster character!”