Pokémon TCG: Sword and Shield—Brilliant Stars

Get Personally Critiqued by Chompy (SSBB)

Why quit? Getting better competitively at any game isn't always a cakewalk. Just pick a section of your bad areas to focus on one at a time. Improving step-by-step makes the process simpler.
 
I don play SSBB, but in 64, I knew I was terrible in certain areas. Give it time; you'll do better. It took me a few years, hours, and even inventing my own techs; but I still feel great and confident in my playing.
 
Are your hours different during the Christmas holidays? I really want to have a lesson or 2 with you

I'm not sure yet. It all depends on what my work schedule looks like. For now, just let me know when you want to make a date and i'll find a way to fit it into my schedule. Tomorrow, i'm not busy, but Friday i'll be home after 7 P.M CST.
 
can you play anytime before 4PM EST today??

---------- Post added 12/23/2010 at 02:42 PM ----------

Thanks for the testing session Chompy!
I really enjoyed it. Questions will be up in a minute.

---------- Post added 12/23/2010 at 02:46 PM ----------

Did you enjoy the critique session?

I really loved it! I feel that it can only help to make me a better player

Do you feel that the session will help you improve your game?

Totally! Now I have to be concerned on the sections that you feel I need work in

Did your questions get answered? If not, what questions do you still have?

I didn't have any questions, and the only one I have now is was there a better way for me to use Sheiks needles??

Please include any more ways that you feel Chompy could improve this service, either within the actual session, or overall

You did a great job! and you were able to play on such short notice. Maybe you should offer a session where you play as 2 characters so we can see hoe YOU play!

Thanks SO much for doing this

~P99
 
Critique Player of the Day: Pokemon99

Evasiveness- What I would I to see is more dash shield. First dash, then you can immediately cancel your dash move instantly by pressing the shield move. That technique works fantastically on fast characters like Sheik for instance. I notice you like to charge up your needles for camping purposes. You can cancel charging the needles by pressing the L or R button (roll if you must). Also, you can charge them in mid air and air dodge to cancel charging up your needles. After when you put up your shield, grab the opponent immediately when they attack the bubble part of your shield. Also, use Ftilt Oos (Out of Shield), which can lead you into various combos. Don't rely so much on using the Up B move to get back on the stage if your using Sheik. Instead, use the chain move to grab the ledge (the side B move). Only use the Up B move when your opponent is grabbing the ledge. Use more retreating FF (fast fall) Fair (Forward Air) and Nair (Neutral Air) if you feel your opponent is getting closer to you. The lack of air dodging is one of the things that's preventing you from winning any games. Air dodging plays an important role to the game because you can dodge attacks as well as preventing yourself from being juggled around. Fast falling can benefit any character because you wouldn't be as vulnerable in the air, especially Sheik because of how fast she falls and it can benefit Zelda as well since her falling speed is slow as it is. Also for FF, you need to use aerials to cancel the lag as your falling, like use FF Nairs/Fairs/Uairs/Bairs for Sheik/Zelda. Try it out and you'll notice a big difference in the game!

3/10- More shield, less rolling, use different ways of getting back on the stage, cancel charging the needles if needed. Definitely more air dodging


Mix Up- Well, I can see you like to spam on the same moves over and over, like spamming Zelda's Din Fire and Sheik's Fsmash (Forward Smash). However, that can only get you so far because your opponent can catch onto that really quickly and will find ways to get around your strategy. For example, instead of spamming Sheiks Fsmash, use more Ftilt, Utilt, Jab to Grab, and Dtilts to rack up the damage. Any of the tilts is Sheiks main specialty because your opponent will have a difficult time escaping from Sheiks tilts. For example, use Jab to Grab if you see your opponent putting up the shield to block the Jab. Try to mix up your ledge game because I noticed all you did was was a ledge attack. There are plenty of ways of getting back on the stage. Press the R button to roll back on the stage from the ledge, or jump down and use a rising Fair to catch your opponent off guard. With Zelda, you should use a SHAD (short hop air dodge) through the opponent and grab them from behind or use a jab. Bait your opponent into using an air dodge and then use Zelda's Uair, so you can automatically hit them when timed right. If you know that your opponent is going to roll behind you, use Zeldas Fsmash

3/10- Needs a lot of work on mix up, but you'll become a really good Sheik/Zelda player if you master the mix up game!


Spacing- One of the key elements to spacing is called zoning. Zoning is like knowing you and the other persons personal space. You have to judge when you should approach or when you should take a step back at times. Every move in Brawl has a purpose and you must use each of the moves wisely to your fullest potential. Don't lash out Fsmashes just because you want do, do it with purpose. Let's say you tried to combo your opponent and your opponent broke free from your Ftilt, Utilt, or Dtilt combo, don't chase after them. Give him some space and you should in the mean time camp with your needles or throw out din fire. Also, when your opponent is hanging from the ledge, take 5 steps away from the ledge, giving yourself enough space to actually throw out attacks. If you think your opponent is going to jump right above you from the ledge, use Zelda/Sheik's Fair, or if you think your opponent will roll behind you, again use Zelda/Sheik's Usmash or Fsmash. Every move has a hit box and you have to realize how close you are to your opponent when your using the moves.

5/10- The spacing could use some work, but it'll take some time to actually master the fundamentals of spacing.


Mentality- Not much to say from the few games I had with you. Keep using different moves and don't get discouraged when your moves miss, try using different moves to throw off your opponent. Don't be so eager to chase after your opponent, unless that player is camping (running away or staying far away) You have this habit where you rely of the same tactics over and over, but it doesn't get you anywhere, which is why it's important for any player to learn all of the different moves each character can learn.

5/10- Try to use different moves and don't rush into your opponent. Otherwise, you'll get shield grabbed!


Follow Ups- In order to have good follow ups, you must read your opponent's mind on where you think the opponent will go. Guess wrong and the follow up combo can end from there and your going to have to start from square one. Part of combos is grabbing your opponent. First, use Sheiks Ftilt 2x or 3x, then a Utlt. Sometimes, your almost betting off using a grab release, meaning you grab the opponent and not do anything until the opponent breaks free, then you do a DACUS (Dash Attack Cancel Up Smash) for lots of damage and knockback. Keep in mind that the grab release combo works on certain characters. Remember to read the opponent's air dodge and you'll be able to rack up the damamge from there once you get the chain going, just like in Pokemon how you draw a Cyrus and if you don't draw a Cyrus in the first few turns, the game is over. With Zelda, you should use a Dtilt lock when your upclose to your opponent or when they are about to dash towards you and use that move about 3x in a row. As your falling, use a FF Nair to a Usmash or Fsmash.

Grab Release
Ftilt Follow Ups
Zelda's Dtilt Lock

2/10- If you practice the follow ups, you'll have a dangerous Sheik/Zelda in your hands!

Character- Use the Sheiks Side B move to grab the ledge and only use the Up B move when your opponent is grabbing the ledge. Don't EVER use the Up B move when your on the stage. I like your use of Sheiks needles, but remember that you can cancel them by rolling, or if your in the air you can air dodge. Don't ever transform when your opponent is nearby, that will give your opponent a free charged up Fsmash when you switch in mid battle. Only switch when you get your opponent off the stage. More Ftilt locks and Jab to Grab from Sheik. As for Zelda, use more Nair to Usmash or Fsmash. Camp with Dins Fire and use the Dtllt lock combo. A good way to use Sheik and Zelda together is use Sheik for early percentage and when your opponent is over 100%, switch to Zelda and try to finish the opponent off with a Fsmash or Usmash. Use Zelda's Ftilts or Dtilts OoS.

4/10- After reading the the whole that I wrote a few times, you'll be able to grasp the power of Sheik and Zelda and realize how effective these 2 characters can be.

Watch the video of two Japanese players!

Earth (Sheik/Zelda) vs. Souther (Snake)

http://www.youtube.com/user/ssbbmania1#p/search/4/EV4Hpag8l8Q
 
Sure, we can play anytime you wish, just PM me your Brawl friend code and be sure to add my Brawl friend code. It's 2664-7209-8234 incase you didn't add mine.
 
Did you enjoy the critique session?

Thanks for the GG

Do you feel that the session will help you improve your game?

Not much yet... but could be when I hear more about what I can improve in my game

Did your questions get answered? If not, what questions do you still have?

I didn´t have any good questions

Please include any more ways that you feel Chompy could improve this service, either within the actual session, or overall

Easy to get a time on short notice ;) Maybe do this evaluation after chompys critique that so far look very nice.
 
Sorry about the delay. I had a lot of things to do in that time frame, like school and such. Now I have the time to write it all out. It's been a week since we played, so i'll do my best to remember the detail.



Critique Player of the Day: Morten


Evasiveness: You certainly know the fundamentals of air dodging and putting up your shield that's for sure. What amazes me is you seem to know exactly when to shield grab your opponent and you rarely roll, which is a good thing. When your coming back down from the stage, use more Uair from R.O.B and keep in mind to use more retreating aerials (jumping back with your character and use an aerial). Other than that, your pretty much on a roll.

9/10- It seems to me that you have a pretty good sense of when to approach and when to back off at times. Also, you have excellent dodging skills as I mentioned above. Try not to panic when your coming back to the stage.



Mix Up: I would like to see more reverse lasers and use more cancelled gyro balls. There were times when I though you were going to put up your shield and I got a little carried away with the Diddy Hump and you responded with a Fsmash/Ftilt, which shows good signs of mix ups. You need to get use to the opponents play style in order to have good mix up. For example, I kept on juggling out around with Pit because I baited you to air dodge and you were air dodging each time you were about to land In other words, don't be afraid to try different things because using different moves can work wonders and change the whole course of the game. I like how your using different moves, making your character unpredictable and it can keep your opponent from guessing what your going to do next.

7/10- Nice use of shields, coming back from the ledge, and excellent use of moves. All you need to work on is more reverse lasers, cancelled gyros, and try to mix up your landing game..



Mentality: I notice you get a little carried away when it comes to gimping your opponent. For example, you tried to gimp my character using Marth and that cost you 2 lives (SD's) because of that. Also, I was able to air dodge Rob's Fair's when you were trying to gimp me and I responded with a Diddy Hump, costing you a stock. You have excellent DI and you seem to really want your character to stay for a long period of time.

8/10- Don't get carried away with gimping and sometimes you should give your opponent some space when he/she is trying to get back on the stage. Besides, you can charge up the gyro or shoot out lasers for disruption. Imagine if you didn't have the skills to DI and what would've happened to your character? Shows how big of a role DI can play.



Spacing: Excellent spacing skills. I like how you seem to judge exactly when the appropriate time to approach and when you should take a step back. Sometimes, you should use empty Fair to give a message to your opponent that it's your space and they should not approach any further. Also, if you feel as though you seem some space, try using some retreating Bairs. When it comes to spacing, determine what's a good safe spot for your opponent and go for that safe spot, just like in a hockey game where one of the players can shoot the puck into the goal because of that hot spot. If you can figure out where your opponent will land, approach, etc. you'll be in good hands. Realize that if your opponent is overly aggressive, punish them with a shield grab and gyros will stop any overly aggressive player dead in it's tracks. Platforms are Rob's best friend, since Rob has the ability to shark other characters, thanks to his naturally good DACUS. Sharking is when your opponent gets up from the platform (Right above you in Battlefield or Smashville), guess where he/she may go and you can score yourself a free Usmash. Again, you seem to know the fundamentals of when to use specific aerials at specific moments and that's what a good R.O.B player should be doing.

10/10- Keep up the good work on your spacing and determine where your opponent's safe spot might be at the moment. Try using the sharking technique I told you about.



Follow Ups: Even though R.O.B is pretty slow, his tilts actually come out the quickest. Once your opponent get's close to you, try 1x or 2x Dtilts to a grab. Also, you can try a SHAD to 3x Utilts if your opponent is playing defensively for whatever reason. As far as gimping or edge guarding goes, you could try 1x or 2x Fair to a Dair if your opponent doesn't DI that is. Use more glide tossing of course. Glide tossing can work wonders for R.O.B, you can use a Z-drop gyro to a Bair, glide toss to grab/dsmash/fsmash, glide toss upwards to uair, and so on. You can also pick up the gyro with a Fair or Nair. The thing I like your style is you seem to stop approaching when you realize that I can escape from your combos, giving both players some space.

9/10- Remember to use the gyro and use more dtilts/utilts and read your opponents thoughts carefully.



Character: Use Uair's when your coming back under the stage and tap the Up B to confuse your opponent into thinking your out of energy. Once again, use more reverse B (laser) as well as reverse down b (gyro) and you can cancel charging the gyro in midair by pressing the shield button. The only thing is it takes timing and buffering to be able to cancel the gyro and Rob moves slightly in a different direction. You'll see what I mean what I post a R.O.B video. If you notice your opponent is airdoding, use a Nair to punish them.

7-10- From what I've seen, you seem to know how to play R.O.B pretty well. It's just that you need to work on using the advance techniques that I told you about.



Ocean (Rob) vs. Akira (Metaknight)

http://www.youtube.com/watch?v=o-QVc3pMoi8

Watch carefully of how Ocean uses the gyros and you'll see exactly what I mean.
 
I know this is a little of topic, but since you are doing critiques, could you explain this?

Untippered jab -> first 2 hits of DB or upB (198%)
I don't know any jargon, so please explain it using wii remote buttons. Thanks.
 
Thanks for the critique but theres one thing I want to correct. ROBs upair recovery is really bad and shouldn´t be used. Fair or raising nair is better or sometimes ledgegames with gyro/laser. I can use reverse gyro but not that well online but yea I should train my timing on glide tossing. Haven´t thought much about sharking and uses it to rarely so thanks for pointing that out.
 
Hey Chompy, are you still there (here)? I came across this thread and really would like to try it, though it seems to have gone a bit inactive. What time slots do you have open for this week and the one upcoming? I have time just about every day, though it might have to wait until next Friday because it's exam week.. Anyway, here's the rest of the form.

Hotmail: [email protected]
Skype (backup): Zulo317
Friend Code: 2494-1395-8869
Name thingy: Zulo

I'm in EST so we should be able to find a time slot fairly easily. Oh, and my mains are Pit and Marth, have yet to decide which I'd like critiqued..

Thanks~ :3
 
Block 4 Critique Times: Week of 1/23/11-1/30/11


Sunday, 1/23/11

10:15:am - 10:45am~
11:00am - 11:30am~
8:45pm - 9:15pm~
9:30pm - 10:00pm~

Monday, 1/24/11

11:00am - 11:30am~
11:45am - 12:15pm~
12:30pm - 1:00pm~
9:45pm - 10:15pm~
10:30pm - 11:00pm~

Tuesday, 1/25/11

11:00am - 11:30am~
11:45am - 12:15pm~
12:30pm - 1:00pm~
9:00pm - 9:30pm~
9:45pm - 10:15pm~
10:30pm - 11:00pm~
11:00pm - 11:30pm~

Wednesday, 1/26/11

11:00am - 11:30am~
11:45am - 12:15pm~
12:30pm - 1:00pm~
1:15pm - 1:45pm~
9:30pm - 10:00pm~
10:15pm - 10:45pm~
11:00pm- 11:30pm~

Thursday, 1/27/11

11:00am - 11:30am~
11:45am - 12:15pm~
12:30pm - 1:00pm~
5:45pm - 6:15pm~
9:15pm- 9:45pm~

Friday, 1/28/11

11:00am - 11:30am~
11:45am - 12:15pm~
12:30pm - 1:00pm~
6:30pm - 7:00pm~
7:15pm - 7:45pm~ Zulo
8:00pm - 8:30 pm~
8:45pm - 9:15pm~
9:30pm - 10:00pm~

Saturday, 1/29/11

11:00am - 11:30am~
7:15pm - 7:45pm~
8:00pm - 8:30 pm~
8:45pm - 9:15pm~
9:30pm - 10:00pm~
 
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Critique Player of the Day: Zulo (Pit)


Evasiveness: I like how you air dodge after when you drop down from the ledge, which can throw people off at times. Work on your side dodges because I always seem to grab you every time were're right next to each other. You tend to get into the habit where you go in your aggressive mode and you get punished. Judge when it's a good time to approach and when it's a good time to take a step back. If you think it's not a good time to approach, take a step back and shoot out an arrow. Good use of your shields, you seem to judge on when to grab me when I'm coming right above you. When it comes to using your shield, you have plenty of options on what you can do with your shield. For example, you can use a FH Dair Oos, or you could use a SH Nair. One of the best approaches is the SHAD (Short Hop Air Dodge) to Utilt. By doing that, your right next to the character and your opponent will often times have a hard time reacting to your utilt because it comes out quickly.

7/10- Your shielding isn't perfect and you get too aggressive to a point where you'll get punished almost every time. Use more moves while you are putting up your shield. In other words, let go of your shield once your opponent hits the bubble shield and use any move to punish the opponent.


Mentality: I notice you get comfortable when your at a commanding lead and all of a sudden I come back from behind. Also, when your losing, you seem to change your play style quite a bit from offense to defense, which can set you back from winning the match. Sometimes, you tend to have this thing where things look hopeless and you don't do anything about it, so you lash out random moves and that's why I 3-stocked your Pit with Donkey Kong.

7/10- Don't give up and keep the same level of mentality throughout the entire match. Whether your in a commanding lead, or falling behind 1 or even 2 stock behind. Even though your opponent can figure you out, try using different moves unexpectedly.



Spacing: It could use some work, but it's not bad though. What you need to realize is every aerial has all 4 directions. Each with their own purpose. For example, when your opponent is right above you, use a SH or FH Uair. If your opponent has a tendency of putting up their shield and your running right up to them, use a FH rising Dair. By hitting the shield bubble part, your making the opponents shield smaller, leaving them defenseless eventually. When your landing, try shooting out a bow and arrow to ensure that your safe when your landing. Also, if your opponent is aggressive, use a retreating Nair to suck the player in and that opponent will take multiple hits from the Nair. As far as Fair goes, use a retreating FF SH Fair, but make sure you don't land right next to your opponent where your in grab range. Speaking of grab range, you should use a quick jab if your right next to your opponent, or if your facing the opposite direction, use a FH rising Dair. Another move that you can use to poke your opponents shield is the Ftilt, a safe move you can use since it has a lot of range and it will keep you from getting punished. Platforms are Pit's best friend, since Pit has the ability to shark other characters, thanks to his naturally good Uair and good Utilt range. Sharking is when the opponent is on a platform right above you.

7/10- Basically familiarize with your moves and know how much range and speed each of them have. Be patient if your opponent puts up their shield because that's what shield poking is for!



Mix Up: I would like to see more moving left to right arrows (holding them for 2-3 seconds) to mix up your arrow game. You have good ledge game, but there's always room for improvement. For example, you can jump away from the stage and shoot out 1 or 2 arrows, or jump down from the ledge and immediately Uair to throw them off guard. More pivot grabs would be nice, since Pit has such short grab range to begin with. When your opponent is up in the air, you have 3 options of what you think the opponent will do, A) Air dodge, B) Attack, C) Fast Fall and move back with out attacking. Use more empty short hop fast falls to mix up your approach as well. A good mix up move would be Dthrow - Dthrow (if you think your opponent will air dodge away from you), or if you notice your opponent putting up their shield, grab or pivot grab if you think your opponent will side dodge.

7/10- Good ledge mix up, but always room for improvement. Hold the arrows for 2-3 seconds and move left and right. Definitely more pivot grabs can improve the difference in the match up and keep a sharp eye on your opponent's pattern.


Follow Ups: In order to have good follow ups, you must read your opponent's mind on where you think the opponent will go. Guess wrong and the follow up combo can end from there and your going to have to start from square one. Part of combos is grabbing your opponent. First, use Pit jab to dtilt, or you can use a jab to grab for those that have slow reaction time. Arrows can lead you into so many various combos, like an arrow to Bair, or Arrow to Uair, depending on the situation you and your opponent are in. Another good starter combo is to use a FF Fair to Fsmash for early damage. Also, another common combo is Dthrow to Uair to Arrow and it works pretty well with most characters. After the SHAD approach (as mentioned in the evasiveness section) use the Utilt to Uair, or you could use 2x FH Dair in a row. Remember to read the opponent's air dodge and you'll be able to rack up the damamge from there once you get the chain going.

7/10- You have great follow ups, it's just that your follow up skills need to be polished. Try reading your opponents pattern of where they usually move with their character. How often does the opponent shield, side dodge, and air dodge? All of those things you have to consider when it comes to dealing with combos. Here's a list of combos you can look up.

http://www.smashboards.com/showthread.php?t=199209


Character- The thing I liked about your play style is unique, which is something I have never seen before. You picked pick the bananas with the Wing of Icarus and you seem to know how to glide toss pretty effectively. Perhaps more arrow shooting away from the ledge and more Uair. Basically use more FH Dair, Uair, glide attacks (sparingly), Utilt. Oh and did I mention that his Dtilt spikes if the opponent is hanging off from the ledge? To make your spacing game better, use the Wing-Dash, which is like wave dashing in Melee, only your moving back using the Wing of Icarus. Also, you can cancel the Wing of Icarus with any aerial and FF as well to catch the person off guard. Using that Nair in battle is like using a shield, only it hits and you can move around with Pit it's that good.

9/10- The play style is unique, very fun to play against, knows the advanced techniques. Don't forget to abuse all of the moves that I mentioned above and use more of the Wing of Icarus on stage. I can tell just from the way you play the game you seem to be knowledgeable of the game and you'll definitely make a difference in the next Brawl tournament as well as showing everyone your amazing Pit skills! More edguarding, such as footstooling your opponent off stage after the Wing of Icarus, wall of pain Fair, and keep shooting out the arrows if your opponent happens to be of the stage.


Here's a cool Pit video you should watch


http://www.youtube.com/watch?v=jUiWDc6Ebqk
 
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Hmm, since i have played you soooo many times, i suppose i should actually get critiqued, once you get more times up, pm me.
 
Just stumbled upon this thread, and it looks REALLY cool.
I'd really like to try out my mario on you.

PM me if you have time for a match sometime
 
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