Sunday, June 21, 2015

Grabbing over short distnaces

Over short distances (think about a tech chase length), Jigglypuff's WD grab is fastest.

From the very edge of the main Termina platform, she can grab the end of the 3rd slat at
Boost Grab 29
JC grab 30
WD grab 25.

the end of the 4th slat at
Boost grab 40
JC grab 41
WD grab 37

Boost grab appears to actually be slower than JC grab if the grab is input early in the dash attack's animation (say, frame 2 instead of the latest possible frame 4).

Tuesday, June 9, 2015

Accepting Responsibility


Statement: "Puff can't beat fox/marth/whoever I lost my last tournament set against."
Retort A) False. Puff can. YOU can't.
Retort B) 
What reality are you trying to prepare for where you have to fight against theoretically perfect characters and not other human beings?

Statement: "Hbox plays Puff very close to her full human potential and he still has trouble." Retort A) Bull. Watch a video back in slow motion. He makes frequent mistakes. He frequently makes bad judgements. He frequently commits to bad strategies. Despite this, he is a top 10 player.
Retort B) That has nothing to do with YOU. 
Do YOU play puff anywhere close to your full potential?

These are scrubby attitudes specifically designed to remove your responsibility for your losses.

What can YOU control? What can YOU do better? There's so much. Make a list. It'll be long. That's what matters.
Why are you wasting time and attention attributing your failures to things that you can't control? Congrats on being more comfortable with mediocrity. You deserve your results.

Stop perpetuating useless and discouraging banter about theoretical endgame MU conclusions. Stop clogging up my character's meta with your negativity and lack of creative/valuable insight. 
If you truly believe that jigglypuff is the problem then you need to pick a different character. If you don't think that jigglypuff is amazing then you need to pick a different character. You could be right. But if you think puff is viable/great then withdraw your option to complain and make a plan. I've been running this blog for less than half a year. In that time I've completely changed the way that I play and discovered/shared game-changing tactics. Do you think that's insignificant or that there isn't more innovating that can be done?
Stop trying to play fair. Stop trying to win losing matchups with the same losing strategies (i.e. the mechanics of the losing MU). Abuse your tools, abuse your brain. Are you so afraid to be the smarter player? 
Are you so afraid of engaging? Systematically dismantle your opponent.

(note: opening quotes are purposefully and inappropriately pulled out of context, I'm just illustrating what is in isolation a bad mindset, one that I catch myself in sometimes too. In accordance, this post is more negative/aggressive than I like to be but that's not necessarily a bad thing.)

Monday, June 8, 2015

Dan Grab/Double Taps

There's a local player that abuses the shit out of CC/shieldgrabs. He has a method that I call dan grabbing (lol).
You can't buffer a grab but you can spam inputs by

(holding down if CC grabbing +) L + mashing A with your thumb and Z with your index finger quickly.

Implementing this has made a noticeable difference in my grab game.

In line with this, in some situations I like to err on the side of early and double tap an input as quickly as possible. This allows me a weighted ratio of early inputs to some slightly later than possible but still passable (obviously worse than practicing consistent early timing). I also mash the C stick from slightly above horizontal to slightly below and back again when I want fair out of hitstun etc.

Sunday, June 7, 2015

Easier frame perfect rest OoS

Easier frame perfect rest OoS

By buffering your short hop out of shield with the C stick it is easy to get frame perfect jumps out of shieldstun.

If you don't know how frames work please refer to http://alexspuffstuff.blogspot.com/p/how-frames-work.html




inputs: blue = R, yellow = up C, red = down B
in game: blue = shield, purple = shieldstun, dark gray = jumpsquat, light gray = airborne, red = rest

In the above totally arbitrary and made-up example Jigglypuff's shield is hit with an attack that has 6 frames of shieldstun. Without buffering with C, jumping out of shield precisely when it ends on frame 9 would be difficult.
But by lightly flicking the C stick, you can buffer a jump over a wide window. If you can consistently flick the C stick so that it is read as up for 5-6 frames, you need only approximate within 5-6 frames when shieldstun will end. As long as the flick begins before the end of shieldstun and ends before the end of jumpsquat you're golden.
Due to the nature of being frame perfect with manual inputs it isn't realistic to expect a frame 1 of airborne rest every time, but given that a) practice makes this much more consistent and b) many rests OoS require a few frames of maneuvering to connect anyway this is not a big deal.
The import of this methodology is to achieve consistent frame 1 jumps OoS without having to drill specific timings.

Monday, June 1, 2015

platform tech resting

Via Tekk

"Platform size matters a lot for this: FoD PS and Yoshi's ones are small enough for you to rest on reaction, and unfortunately you can't cover a techroll away from you on BF and DL with a rest (you can still follow-up though on reaction)

One very import
ant thing is that Puff is the only character (with kirby) that's able to turn around in the air, and that's a very important tool
While her horizontal jump speed doesn't cover cover enough ground going forward, her turning back while jumping allows you to to cover more distance way faster
It's pretty hard to picture I guess, so just go into the game, jump at the middle of a platform then turn around while jumping again into the platform and it'll be obvious how much more space you cover
[Alex note: it is important to recognize that this is NOT because the backwards jump animation goes further or faster than the forwards jump animation. They are identical. However, turning around with a double jump immediately fully reverses your momentum, as opposed to jumping forward and then drifting back, which forces the momentum to transition from forward through neutral and to backwards over a period of something like a quarter of a second.]
I use that a lot to be able to cover a techroll away with a rest on smaller plats, or a waveland grab on larger ones
Actually that's how my set vs zhu ended: https://www.youtube.com/watch?v=sWUOdyJns1U#t=18m17s

The important thing to notice here is the arc I did with the first jump to position myself so that I could react to anything he did: I first went directly to where he was gonna land in case he didn't tech (which would have been an instant rest as I would have needed only to fade a lil bit more into him during his stun), then went right under the platform, from where I could have rested both tech on place and inwards, and finally jumped and turned around to pop right onto him after I saw him tech away
Keep it mind, though, that it does require pretty fast reaction time, so you better start practicing it right away! As mentioned, you should get/use 20XX and just upthrow fox/falco on small plats stages to practice the rest first, which is easier, then on the bigger ones where it'll get more tricky

I'd advise any puff to train to ALWAYS rest on reaction on small plats because it's just guaranteed, you have all the time you need. Bigger plats though do require some hard reads, but ONLY to cover techroll away, you can still rest tech in place and inwards on reaction

SO: positioning with the first jump (go a lil bit above the plat at ur peek then fade right under the middle while descending), turn-around jump, waveland grab on bigger plats (if you're not comfortable trying to read a techroll away)"



(via Me)
waveland regrab is necessary in the platform techchase flowchart because sometimes you start from too far to the side to DJ rest tech away. But this is obv not the case in cases where you upthrow from the side to the top platform.
if you grab fox on a side platform and upthrow:
1) turn if necessary so that you are facing away from the top platform
2) FH
3) if he DIs toward the top platform, FH that way, aiming to be underneath the middle of the platform at the apex of your jump (you will be facing backwards)
4) focus on reacting to tech in place or missed tech (he splits his legs in the air on frame 3/big green flash), double jump rest it if these happen
5) if he doesn't tech in place, FF at the apex of your jump for a few frames (the fast fall makes it so that as you come up through the platform you come up on top of him, not too high over his head. It is also nice because makes this an easier binary ("in place" vs "roll" reaction).
6) by the time you've done a slight FF you will know which way he is rolling. DJ after him and rest, should be a ~5f window or more depending on position/%/timely reaction. This should be consistently doable vs any tech location on the top plat.