Mindgame: Difference between revisions

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====Pressuring====
====Pressuring====
[[File:MangoDD.gif|thumb|Here, {{sm|Mango|c1=Fox|g=SSBM|size=12}} uses dash dancing to pressure {{sm|Armada|c1=Peach|g=SSBM|size=12}} into trying to take back stage control. Armada was pressured into trying to hit Mango out of the dash dance, but was unsuccessful and punished.]]
[[File:MangoDD.gif|thumb|Here, {{Sm|Mango|c1=Fox|g=SSBM|size=12}} uses dash dancing to pressure {{Sm|Armada|c1=Peach|g=SSBM|size=12}} into trying to take back stage control. Armada was pressured into trying to hit Mango out of the dash dance, but was unsuccessful and punished.]]
[[File:ZhuPressure.gif|thumb|Here {{Sm|Zhu}} uses neutral aerial-shines to successfully pressure {{Sm|Mew2King}} into doing a hasty shield grab.]]
[[File:ZhuPressure.gif|thumb|Here {{Sm|Zhu|c1=Falco|g=SSBM|size=12}} uses neutral aerial-shines to successfully pressure {{Sm|Mew2King|c1=Sheik|g=SSBM|size=12}} into doing a hasty shield grab.]]
'''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. An example of good shield pressure is shown in a GIF below.  
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.  


Having difficulty dealing with pressure is a pretty big 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'').
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'').


====Conditioning====
====Conditioning====
'''Conditioning''', also commonly referred to as '''writing''', is about reinforcing your opponent's expectations by behaving the same way multiple times before mixing it up. While reading your opponent is about predicting what they'll do, writing your opponent is about dictating what they'll do for future reads, hence the term writing. This tactic is particularly effective against newer players, as they often don't have the mental fortitude to properly recognize this kind of behavior. Learning to write your opponent is often cited as the crucial step when going from a mid-level player to a high-level player. As such, it is extremely important to not only learn how to write, but to also recognize when your opponent is attempting to do the same.
'''Conditioning''' is about reinforcing an opponent's expectations by behaving the same way multiple times before mixing it up. This tactic is particularly effective against newer players, as they often don't have the mental fortitude to properly recognize this kind of behavior. Learning to condition an opponent is often cited as the crucial step when going from a mid-level player to a high-level player. As such, it is extremely important to not only learn how to condition an opponent, but to also recognize when the opponent is also conditioning.


This [https://www.youtube.com/watch?v=273tHua4wGc video] by [[Mew2King]] is a great resource for when learning how to write your opponents.
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====
[[File:Best Rest approach.gif|thumb|A Jigglypuff simply walking up to Sheik and using [[Rest]].]]
[[File:Best Rest approach.gif|thumb|A Jigglypuff simply walking up to Sheik and using [[Rest]].]]
Sometimes, situations occur where an opponent does not cover an option because it is known by both players to be inferior to other options, or is otherwise thought to be something "they would never do". Recognizing that the opponent doesn't expect something can make it notably more effective. A common example is Ike's forward smash; while it should generally never be used without a read or a setup, successfully throwing it out when the opponent doesn't expect it can result in a surprise hit.
Sometimes, situations occur where an opponent does not cover an option because it is known by both players to be inferior to other options, or is otherwise thought to be something "they would never do". Recognizing that the opponent doesn't expect something can make it notably more effective. A common example is Ike's forward smash; while it should generally never be used without a read or setup, successfully throwing it out when the opponent doesn't expect it can result in a surprise hit.


Another type of unexpected option is known as a '''tomahawk'''. A tomahawk, also called an '''empty hop''', is a mindgame performed when a player nearby an opponent does a [[jump]], typically a [[short hop]], and simply lands back on the ground without using an attack. The intent is to make the opponent believe an aerial attack is coming and cause them to raise their [[shield]] (making the technique a bait). The jumper then has a free move on the shielding opponent, most commonly a [[grab]].
Another type of unexpected option is known as a '''tomahawk'''. A tomahawk, also called an '''empty hop''', is a mindgame performed when a player nearby an opponent does a [[jump]], typically a [[short hop]], and simply lands back on the ground without using an attack. The intent is to make the opponent believe an aerial attack is coming and cause them to raise their [[shield]] (making the technique a bait). The jumper then has a free move on the shielding opponent, most commonly a [[grab]].
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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