Editing Mindgame
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hard reading a [[roll]] from {{Sm|Hungrybox|c1=Jigglypuff|g=SSBM|size=12}}, thereafter KO'ing him with an up smash.]] | hard reading a [[roll]] from {{Sm|Hungrybox|c1=Jigglypuff|g=SSBM|size=12}}, thereafter KO'ing him with an up smash.]] | ||
Predicting an opponent's option is the most basic example of a mindgame. It involves observing an opponent's behaviour and discerning habitual patterns in their play-style, then predicting these actions and [[punish]]ing them. Successfully predicting a player's action is commonly referred to as a '''read''', and furthermore, there are two types of reads: a '''soft read''' and a '''hard read'''. The relationship between the types of reads is a matter of risk versus reward; a soft read occurs when a player punishes an opponent's options while covering other options (often resulting in sub-optimal punishment), whereas a hard read occurs when a player specifically reads a single option with its optimal punishment but at the expense of not covering other choices the opponent could have made. An example of a soft read would be covering [[tech]] options. For example, if an opponent is put into a tech chase, they only have four options: tech-rolling towards the player, tech-rolling away from the player, a neutral tech, or missing the tech on purpose. By dash dancing near the opponent, a player effectively covers three of the four options: the neutral tech, the missed tech, and the tech roll towards the player (since these three can be punished upon reaction). An example of a hard read would occur if, in the scenario described above, the player picked one tech option and charged a smash attack in the location the opponent would end up after picking that said tech option. Such an example of a hard read occurs in the GIF to the right. Another occasionally used term is a '''call-out'''. While it has been used interchangeably with hard read, it specifically is used in the context of a player being overconfident and the opponent exploiting their hubris by punishing what everyone believed to be a completely safe strategy. | Predicting an opponent's option is the most basic example of a mindgame. It involves observing an opponent's behaviour and discerning habitual patterns in their play-style, then predicting these actions and [[punish]]ing them. Successfully predicting a player's action is commonly referred to as a '''read''', and furthermore, there are two types of reads: a '''soft read''' and a '''hard read'''. The relationship between the types of reads is a matter of risk versus reward; a soft read occurs when a player punishes an opponent's options while covering other options (often resulting in sub-optimal punishment), whereas a hard read occurs when a player specifically reads a single option with its optimal punishment but at the expense of not covering other choices the opponent could have made. An example of a soft read would be covering [[tech]] options. For example, if an opponent is put into a tech chase, they only have four options: tech-rolling towards the player, tech-rolling away from the player, a neutral tech, or missing the tech on purpose. By dash dancing near the opponent, a player effectively covers three of the four options: the neutral tech, the missed tech, and the tech roll towards the player (since these three can be punished upon reaction). An example of a hard read would occur if, in the scenario described above, the player picked one tech option and charged a smash attack in the location the opponent would end up after picking that said tech option. Such an example of a hard read occurs in the GIF to the right. Another occasionally used term is a '''call-out'''. While it has been used interchangeably with hard read, it specifically is used in the context of a player being overconfident and the opponent exploiting their hubris by punishing what everyone believed to be a completely safe strategy. | ||
===Baiting=== | ===Baiting=== | ||
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{{SSB4|Rosalina & Luma}} can bait opponents in a unique manner, as seen [https://www.youtube.com/watch?v=X8MRChI5_Pc here]. As Luma can still be controlled regardless of Rosalina's state, she can [[shield]] herself long enough to break her shield, baiting the opponent into attacking her while she is in a dazed state. Luma can then punish the opponent as the opponent comes to attack Rosalina. | {{SSB4|Rosalina & Luma}} can bait opponents in a unique manner, as seen [https://www.youtube.com/watch?v=X8MRChI5_Pc here]. As Luma can still be controlled regardless of Rosalina's state, she can [[shield]] herself long enough to break her shield, baiting the opponent into attacking her while she is in a dazed state. Luma can then punish the opponent as the opponent comes to attack Rosalina. | ||
====Pressuring==== | ====Pressuring==== | ||
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'''Pressuring''' is the act of limiting an opponent's options in order to force them to react. Like baiting, pressuring is used to lure out some sort of punishable action, but the difference is the action is lured out more aggressively and the opponent's habits are not necessarily taken into account. An option commonly used to pressure is dash dancing. Dash dancing (in conjunction with wavedashing) allows players to threaten an opponent while simultaneously taking safe space away from them. If done properly, the opponent will be forced to take a very risky action to counter the dash dancing such as trying to hit the dash dancing player or roll through it. An example of successful dash dance pressure is shown to the right. | '''Pressuring''' is the act of limiting an opponent's options in order to force them to react. Like baiting, pressuring is used to lure out some sort of punishable action, but the difference is the action is lured out more aggressively and the opponent's habits are not necessarily taken into account. An option commonly used to pressure is dash dancing. Dash dancing (in conjunction with wavedashing) allows players to threaten an opponent while simultaneously taking safe space away from them. If done properly, the opponent will be forced to take a very risky action to counter the dash dancing such as trying to hit the dash dancing player or roll through it. An example of successful dash dance pressure is shown to the right. | ||
The most famous pressure seen in competitive play though is shield pressure, particularly with {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''. They can use their shines and fast aerials to threaten a shielding opponent with a shield break, and thus force the opponent to try and escape the shield. With a few exceptions, most out of shield options are risky and have very explicit periods of vulnerability, meaning they can be punished very easily if read. Shield pressure is used to lure out one of the options to punish. | The most famous pressure seen in competitive play though is shield pressure, particularly with {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''. They can use their shines and fast aerials to threaten a shielding opponent with a shield break, and thus force the opponent to try and escape the shield. With a few exceptions, most out of shield options are risky and have very explicit periods of vulnerability, meaning they can be punished very easily if read. Shield pressure is used to lure out one of the options to punish. An example of good shield pressure is shown in a GIF below. | ||
Another form of pressure involves attacking the opponent in ways where their options in response are extremely limited. This is known as a '''frame trap''', and involves leaving gaps between attacks that are shorter than the startup of the opponents fastest attack, meaning they will be punished unless they shield, run away, or use an [[armor]]ed attack, all of which can be accounted for and exploited. Frame traps require fairly extensive knowledge of frame data and how moves interact with each other, which makes them valuable at a high level of competitive play. | Another form of pressure involves attacking the opponent in ways where their options in response are extremely limited. This is known as a '''frame trap''', and involves leaving gaps between attacks that are shorter than the startup of the opponents fastest attack, meaning they will be punished unless they shield, run away, or use an [[armor]]ed attack, all of which can be accounted for and exploited. Frame traps require fairly extensive knowledge of frame data and how moves interact with each other, which makes them valuable at a high level of competitive play. | ||
Having difficulty dealing with pressure is a major weakness for some characters, such as [[Yoshi]], whose extremely limited [[OoS]] options without platforms and lack of reliable [[approach]] moves with considerable range gives him trouble against characters who can easily shield pressure him, and characters who can easily outrange his approaches (such as {{SSB|Kirby}} using his up tilt in ''Smash 64''). | Having difficulty dealing with pressure is a major weakness for some characters, such as [[Yoshi]], whose extremely limited [[OoS]] options without platforms and lack of reliable [[approach]] moves with considerable range gives him trouble against characters who can easily shield pressure him, and characters who can easily outrange his approaches (such as {{SSB|Kirby}} using his up tilt in ''Smash 64''). | ||
====Conditioning==== | ====Conditioning==== | ||
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This [https://www.youtube.com/watch?v=273tHua4wGc video] by [[Mew2King]] is a great resource for when learning how to condition an opponent. | This [https://www.youtube.com/watch?v=273tHua4wGc video] by [[Mew2King]] is a great resource for when learning how to condition an opponent. | ||
====Unexpected options==== | ====Unexpected options==== | ||
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Being unexpected is very important in a [[ditto match]], as both players are using the same character, and thus likely already know the basic and optimal strategies. The only way to surprise the opponent is to just do things randomly to catch them off guard and use their confusion to quickly take the game. | Being unexpected is very important in a [[ditto match]], as both players are using the same character, and thus likely already know the basic and optimal strategies. The only way to surprise the opponent is to just do things randomly to catch them off guard and use their confusion to quickly take the game. | ||
==See also== | ==See also== | ||
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==External links== | ==External links== | ||
* [http://www.smashboards.com/showthread.php?t=94550 Debate over the use of the word "mindgames"] | * [http://www.smashboards.com/showthread.php?t=94550 Debate over the use of the word "mindgames"] | ||
{{AllGames|Techniques}} | {{AllGames|Techniques}} |