Post by Mentaculus on May 25, 2015 11:36:36 GMT -5
Same format as before, post your reviews of the videos in any method you want, and I'll continually update this post to add what you said. Let's get gud, people.
Danny v. Poptab
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No critiques yet.
Jay v. Mentaculus
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No critiques yet.
Jay v. Alex J
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No critiques yet.
Moo v. Skweejji
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+ F*** yeah, get him while he's zelda. No mercy.
+ You were being more patient in this set. Maybe it was nerves v. Jim?
+ When you were a little more confident with your WDs they helped. Check out 1:10 that's what I like to see.
- When you were being pressured a bit you started full jumping in neutral. Very bad v. Sheik, especially as ICs. She has a faster jump and fast ariels with cray cray range.
- Even with you being more patient, you still rushed in occasionally. Don't be afraid to wait for nana to catch up.
- Need to secure a nice ending off of your hand-off combos.
- When you double jump, you always come down with an ariel. It's instinct, but try forcing yourself to just come down, or wiggle out of tumble and come down. If they come up with an ariel, you can DJ, but try just fading away and not using an ariel. Especially just try to avoid coming down right on top of them. You did it quite a bit, and got punished more than a few times for it.
- Yeah between this set and your set with Jim, you had a ton of dropped edgeguards. For sheik at least, once you get used to it, it's not that hard. Just work off of the idea that sheik always want the ledge. Take the ledge from her and make her land on stage. Use the scenario where her little boost from her Up-b will let her grab ledge. If you time it right, you can cover 3 options with the standard get up from ledge. Hog as she's approaching the ledge. Then, press towards the stage right when her *poof* happens, and you will still occupy the ledge long enough for her to die if she goes towards the ledge, and you will be on the stage early enough to punish her during her up-b lag as she lands on stage if she up-bs up and at an angle. If she goes straight up so she can fall to the ledge, you will have time to D-smash or whateves to punish. IDK how any of that works with Nana, but that's the basic theory for ganon. There are other scenarios, but that is actually the most common one.
- Yeah, approaching in the air with ICs v. Sheik is pretty bad. I think. I don't really know a lot about ICs, lol. So yeah, WDs would help that I think.
Moo
+ Good job baiting for punishes. Your WD back was putting in work.
- Using Melee Hell as a tag.
- Hold "A" when the match starts, lol.
- Punish when he comes down without a jump. Either wait till he commits and then U-air him, or CC D-smash. CC D-smash is so godly. You got him a few times, but it is FREE.
- Stay grounded more in neutral. You're very mobile on the ground, but lose all of it in the air.
- Using you're DJ on stage for no reason. Don't do that, especially when combined with previous point.
- Needle game needs work. It is arguably the best projectile in the game, use it. Especially the in-air one. You don't use it like ever.
Ahenobarbus v. Mentaculus
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No critiques yet.
Skweejji v. Ahenobarbus
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First thing I noticed is I think you approach too much. Sometimes its good to stay in shield when the other person throws out an aerial cause if they hit your shield they're hitting two shields so it adds to their lag and makes it easier to punish
Second thing, I noticed in game one that you approached a couple of times while you were desynced, and just waiting an extra second would've had Nana approach with you instead of just approaching with Sopo, so just be more mindful of that
Third was to just grab ledge a little bit more. There were a couple instances where Jim had no option but to sweet spot and you had plenty of time to grab ledge but you charged an f smash or something along those lines
I think ICs are really hard to critique unless you play the character unfortunately
Also Marth is pretty grab heavy so if he grabs you while you're in shield I think Nana sometimes saves you, also if he ends up grabbing Nana while you're both in shield you can punish with a smash attack
+ Nice waveland right off the bat. Glad to see you starting to WL/WD a lil more in match. Improvement!
+ A couple of nice hand-offs, they're looking really slick.
+ Nice mixing up of your recoveries. I especially liked the sweetspot with sopo up-b in game 2.
- You're getting desynched a lot but a lot of times it's not good. A couple of times you Dash danced a bit, didn't wait for nana to catch up and then approached with popo alone and nana chasing after with nothing. This kinda goes along with Adin's thing about not always going on offense. You can wait a bit more.
- Sometimes on your hand-off grab combos, you miss the kill even though you gave the chance for it.
- Sometimes when you and Jim were really close or when Jim was F-airing you, you missed opportunities to sneak in ariels. It was like you got hit and then let him do his thing. There was one time when you definitely could have got a b-air, and there was no reason not to, really.
- Precision. Most of Jim's punishes were because of whiffs, not because of you being unsafe on his sheild. Sometimes this was Jim baiting you (again, you can wait a bit more), and sometimes (less often really) this was you missing a punish on something he did.
- Dash-dance desynchs really need to stop unless you're planning on some fly-amanita zero-death hand-offs or something. You got punished all the time for it. I feel like you've made up for lack of wavedashing with more DD, which is bad because IC's DD is FOX.
- I want to see more damage off of grabs consistently. Sometimes you're putting on about 50%, other times 15% when you could be getting a kill. I've said it before, but wobbleing, yo. It's not glamorous, but it's good. But I chaingrab in frieldies so take that how you will.
- Missed edgeguard. ouch. When you have the opportunity to: edgehog.
- Sometimes you used roll as your approach. Not the best option a lot of times. Again, Wavedashing confidence needs to go up.
- Know your enemy's options. There were many times in this set where you went to the edge and started charging a D-smash or F-smash, and Jim just went low and DJ sweetspotted the ledge. Sometimes he even got a punish out of it.
- You always tried for the smash at the ledge and he'd sweetspot then come up with an N-air and in game 2 I feel like you even knew that before you started.
Ahenobarbus
+ Nice job recovering. The well spaced DJ's to the ledge saved you many times.
+ Good job seperating them with quick throws when you were able to get them.
+ Good job of punishing after seperating. Working over nana, and being ready for popo counter-attack.
+ You played it pretty safe (U-airing / U-tilting from below platform, good spacing) made it hard for him to punish anything you were doing.
- Too many N-airs from ledge. When you got to ledge you did the same thing most of the time. You'd wait a moment while you had invincibility, then ledge-hop N-air or just ledge-hop. You always waited the same amount of time even when you mixed up with RLD or roll (like once each). Add some ledgestall occasionally, or sometimes do it immediately rather than waiting half a sec. Also learn to ledgedash. Marth's is pretty decent. Has great length and decent invincibility.
- Had a hard time closing out the stock sometimes (Marf).
- Granted he couldn't really punish it, but you were fishing for a TON of F-smashes. I feel like even though he couldn't punish most of the time, it would be safer to F-air him or fish for grabs and chain that into an F-smash.
KishPrime v. Slope
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No critiques yet.
KishPrime v. Delpho
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No critiques yet.
Kelland v. KishPrime
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No critiques yet.
Ahenobarbus v. Slope
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No critiques yet.
Danny v. Poptab
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No critiques yet.
Jay v. Mentaculus
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No critiques yet.
Jay v. Alex J
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No critiques yet.
Moo v. Skweejji
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Mentaculus said:
Skweejji:+ F*** yeah, get him while he's zelda. No mercy.
+ You were being more patient in this set. Maybe it was nerves v. Jim?
+ When you were a little more confident with your WDs they helped. Check out 1:10 that's what I like to see.
- When you were being pressured a bit you started full jumping in neutral. Very bad v. Sheik, especially as ICs. She has a faster jump and fast ariels with cray cray range.
- Even with you being more patient, you still rushed in occasionally. Don't be afraid to wait for nana to catch up.
- Need to secure a nice ending off of your hand-off combos.
- When you double jump, you always come down with an ariel. It's instinct, but try forcing yourself to just come down, or wiggle out of tumble and come down. If they come up with an ariel, you can DJ, but try just fading away and not using an ariel. Especially just try to avoid coming down right on top of them. You did it quite a bit, and got punished more than a few times for it.
- Yeah between this set and your set with Jim, you had a ton of dropped edgeguards. For sheik at least, once you get used to it, it's not that hard. Just work off of the idea that sheik always want the ledge. Take the ledge from her and make her land on stage. Use the scenario where her little boost from her Up-b will let her grab ledge. If you time it right, you can cover 3 options with the standard get up from ledge. Hog as she's approaching the ledge. Then, press towards the stage right when her *poof* happens, and you will still occupy the ledge long enough for her to die if she goes towards the ledge, and you will be on the stage early enough to punish her during her up-b lag as she lands on stage if she up-bs up and at an angle. If she goes straight up so she can fall to the ledge, you will have time to D-smash or whateves to punish. IDK how any of that works with Nana, but that's the basic theory for ganon. There are other scenarios, but that is actually the most common one.
- Yeah, approaching in the air with ICs v. Sheik is pretty bad. I think. I don't really know a lot about ICs, lol. So yeah, WDs would help that I think.
Moo
+ Good job baiting for punishes. Your WD back was putting in work.
- Using Melee Hell as a tag.
- Hold "A" when the match starts, lol.
- Punish when he comes down without a jump. Either wait till he commits and then U-air him, or CC D-smash. CC D-smash is so godly. You got him a few times, but it is FREE.
- Stay grounded more in neutral. You're very mobile on the ground, but lose all of it in the air.
- Using you're DJ on stage for no reason. Don't do that, especially when combined with previous point.
- Needle game needs work. It is arguably the best projectile in the game, use it. Especially the in-air one. You don't use it like ever.
Ahenobarbus v. Mentaculus
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No critiques yet.
Skweejji v. Ahenobarbus
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thrash said:
Not the best with this so won't go too in depth. First thing I noticed is I think you approach too much. Sometimes its good to stay in shield when the other person throws out an aerial cause if they hit your shield they're hitting two shields so it adds to their lag and makes it easier to punish
Second thing, I noticed in game one that you approached a couple of times while you were desynced, and just waiting an extra second would've had Nana approach with you instead of just approaching with Sopo, so just be more mindful of that
Third was to just grab ledge a little bit more. There were a couple instances where Jim had no option but to sweet spot and you had plenty of time to grab ledge but you charged an f smash or something along those lines
I think ICs are really hard to critique unless you play the character unfortunately
Also Marth is pretty grab heavy so if he grabs you while you're in shield I think Nana sometimes saves you, also if he ends up grabbing Nana while you're both in shield you can punish with a smash attack
Mentaculus said:
Skweejji:+ Nice waveland right off the bat. Glad to see you starting to WL/WD a lil more in match. Improvement!
+ A couple of nice hand-offs, they're looking really slick.
+ Nice mixing up of your recoveries. I especially liked the sweetspot with sopo up-b in game 2.
- You're getting desynched a lot but a lot of times it's not good. A couple of times you Dash danced a bit, didn't wait for nana to catch up and then approached with popo alone and nana chasing after with nothing. This kinda goes along with Adin's thing about not always going on offense. You can wait a bit more.
- Sometimes on your hand-off grab combos, you miss the kill even though you gave the chance for it.
- Sometimes when you and Jim were really close or when Jim was F-airing you, you missed opportunities to sneak in ariels. It was like you got hit and then let him do his thing. There was one time when you definitely could have got a b-air, and there was no reason not to, really.
- Precision. Most of Jim's punishes were because of whiffs, not because of you being unsafe on his sheild. Sometimes this was Jim baiting you (again, you can wait a bit more), and sometimes (less often really) this was you missing a punish on something he did.
- Dash-dance desynchs really need to stop unless you're planning on some fly-amanita zero-death hand-offs or something. You got punished all the time for it. I feel like you've made up for lack of wavedashing with more DD, which is bad because IC's DD is FOX.
- I want to see more damage off of grabs consistently. Sometimes you're putting on about 50%, other times 15% when you could be getting a kill. I've said it before, but wobbleing, yo. It's not glamorous, but it's good. But I chaingrab in frieldies so take that how you will.
- Missed edgeguard. ouch. When you have the opportunity to: edgehog.
- Sometimes you used roll as your approach. Not the best option a lot of times. Again, Wavedashing confidence needs to go up.
- Know your enemy's options. There were many times in this set where you went to the edge and started charging a D-smash or F-smash, and Jim just went low and DJ sweetspotted the ledge. Sometimes he even got a punish out of it.
- You always tried for the smash at the ledge and he'd sweetspot then come up with an N-air and in game 2 I feel like you even knew that before you started.
Ahenobarbus
+ Nice job recovering. The well spaced DJ's to the ledge saved you many times.
+ Good job seperating them with quick throws when you were able to get them.
+ Good job of punishing after seperating. Working over nana, and being ready for popo counter-attack.
+ You played it pretty safe (U-airing / U-tilting from below platform, good spacing) made it hard for him to punish anything you were doing.
- Too many N-airs from ledge. When you got to ledge you did the same thing most of the time. You'd wait a moment while you had invincibility, then ledge-hop N-air or just ledge-hop. You always waited the same amount of time even when you mixed up with RLD or roll (like once each). Add some ledgestall occasionally, or sometimes do it immediately rather than waiting half a sec. Also learn to ledgedash. Marth's is pretty decent. Has great length and decent invincibility.
- Had a hard time closing out the stock sometimes (Marf).
- Granted he couldn't really punish it, but you were fishing for a TON of F-smashes. I feel like even though he couldn't punish most of the time, it would be safer to F-air him or fish for grabs and chain that into an F-smash.
KishPrime v. Slope
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No critiques yet.
KishPrime v. Delpho
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No critiques yet.
Kelland v. KishPrime
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No critiques yet.
Ahenobarbus v. Slope
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No critiques yet.