During my coaching sessions, one thing I’ve heard from my players is that they suffer from tourney nerves. Your nerves often come from having to play with something on the line. You’re no longer doing friendlies or practice sets. Now you’re back in the fray and must hold yourself accountable for your play in an official set.
All top players go through tourney nerves. Fatality felt his own performance was lackluster upon 4o4 reopening offline tournaments in Georgia. Even prominent Bowser main, Leon, has gone through times of self-doubt. It doesn’t matter what level player you are. …
In a recent post, I covered the defensive method of avoiding ledgetraps and getting back to the stage. Today, I’m going to teach you how to ledgetrap more effectively. The act of ledgetrapping is to prevent your opponent from returning to center stage. Oftentimes, this involves a KO at high percents. However, it should not be confused with edgeguarding.
One-and-done. Any Smash player knows what this means. For the uninformed, it’s when a winning player leaves after one match on Elite Smash. Oftentimes, this isn’t what it looks like. The winning player might be doing a gauntlet challenge online, maybe busy, and have to leave the game for other reasons. Since Smash online doesn’t have a dedicated ranked system for sets, one-and-dones will inevitably happen for even the most innocuous of reasons.
In my last blog, I discussed the dangers of overtraining. Today, I want to discuss why it’s important to keep a steady grind in the game you’re playing. Whether it’s Smash or another fighting game, it’s important to continue reinforcing your habits and playstyle while grinding and learning new things in the process.
Welcome to Smash Ultimate Tips! This entry will give you tips on avoiding overtraining. The act of overtraining involves spending too much time on the game. However, in doing so, you’re reinforcing what you already know and committing it to muscle memory. But in the long run, this will not help you learn at a faster rate.
While I understand that it’s fun to play the game you love for hours on end, if you’re training to ascend to higher levels, you might want to alter your training plan. …
Welcome to my new Smash Ultimate column. I’ll be covering some tips and tricks for you to improve your game in Super Smash Bros. Ultimate. Whether you’re looking to take on the competition in locals or just want to get better at a game you love, I‘m here to help you improve!
Over the last few months of coaching players, I’ve noticed a common trend among my students: playing on defense becomes their Achilles heel. In other words, once you’re no longer in control of neutral, your game begins to crumble.
With that said, I want to help you improve…
In my last Ultimate blog post, I mentioned defensive strategies for players caught in disadvantage state. As with said entry, this post covers some of the more common struggles I notice when coaching my students. This time, I want to focus on what to do in neutral and advantage state. Players will rack up the most damage in neutral and by juggling their opponent. However, taking certain risks will amplify that damage or even lead to an early stock.
Steph and I went to Round 1 in Cumberland Mall for the first time last weekend. Located in Marietta, GA, it’s home to the type of arcade machines you might expect from contemporary arcades. Dave & Buster’s, Bowlero, and Stars and Strikes all have Mario Kart, Space Invaders, and a ton of other common choices. However, I was not prepared for the variety of games I wanted to play at Round 1.
My previous entries covered disadvantage state and advantage state options. Today, I want to cover zoning. The process of zoning isn’t exclusive to projectile-heavy characters, like Min Min or Wolf. Rather, it can apply to anyone who has projectiles, such as Cloud or Terry. Even if they’re not projectile specialists, it’s worth utilizing their kits to the fullest.
Too often do I see players using the previously mentioned latter two not using their toolkit to the fullest. They forego projectiles in an attempt to approach the opponent. Naturally, this leaves them open for punishment.