¯\_S.(ツ).L.I.D._/¯
Smash Legend
Hey Guys, SOLID here, just an idea I hatched in my mind a little while ago, and I wrote out yesterday.
OK, I don't mean literal momentum, if you want to find out about that and other Brawl dynamics, etc. look here: http://www.smashboards.com/showthread.php?t=216700 at ColinJF's thread, which I'd recommend reading, it's quite interesting.
OVERVIEW:
Anyway, back to the topic. The momentum I'm talking about is the flow of the game, how it's going for you and your opponent. If you are controlling the match, then you have positive momentum I'll call it, whereas if your opponent is controlling the match, you have negative momentum I'll say. If you have positive momentum it normally means you have lots of things going for you and your opponent is struggling. The converse is true if your opponent has positive momentum. This momentum constantly changes throughout a match most of the time, unless one player is dominant the entire time.
Reversing Momentum:
If your opponent does have positive momentum in the match, it is crucial for you the player to reverse that momentum and make it yours so you can do well and defeat your opponent. There are many ways to reverse this momentum, and the purpose of this guide is to show you a few ways to do this. If you think I've messed up on something or have something I haven't put up here, don't hesitate to post.
CG's/Grab Infinites:
Sometimes getting one grab while your opponent is in possession of this positive momentum can change a stock or match as a whole, depending on your opponents stock or percentage. Just look at the Ice Climbers, with them it's one grab, one stock if the player can effectively pull off the off the infinite. If the momentum is with your opponent and you are playing as a character that relies heavily on grabs, look for one when trying to regain momentum. These can easily rack up damage, or in some character's cases (Like Falco and the IC's) if executed correctly these can end in a kill. Infinites work the same way, whether it's IC's or D3 vs. Bowser, Mario, Samus, etc. These end in kills always, and are slightly more effective because of this. Grabs can be a very effective way to take away the momentum from your opponent and re verse it to you.
Locks:
Locks are infinites in their own ways. Most aren't technically "infinite," but they effectively rack up damage and are normally initiated my only one move, sometimes under certain conditions though, making the kind that are only possible at a certain time slightly less effective than the others, but still good for giving you momentum. Since most locks are initiated by only one move, they are easy to get your opponent into. Like with Sheik's Ftilt lock, Sheik's Ftilt is a great move and can hit an opponent in many situations. Most locks, Sheik's in this example, only work at lower percentages, but Sheik's can combo into other moves, like her Dsmash or something else. These types don't last forever, but are great for damage and giving you momentum.
The types that are only effective under certain circumstances normally are forever, or off the stage in the case of Falco's Laser Lock. These can occur when an opponent has failed to tech (in the case of Falco's Laser Lock and some others), or against a wall, in the case of Marth's Dtilt lock or Diddy's Ftilt Lock. Many of these types end in kills, like Marth's Dtilt->Dsmash kill. Initiating these locks is often not too hard an can give you the momentum, and potentially a kill.
Spikes/Low Percentage Gimps
Low percentage gimps offstage and spikes can definitely change the flow of the game in your favor. A spike can take off a stock in one hit, and some can be initiated from the safety of the stage on a recovering opponent (like Ike's Dtilt). Since these can take off one stock in only one hit (granted the opponent is at a high enough percent), spikes are the ultimate momentum-changers. The definition of a gimp is a low percentage offstage kill, so when executed correctly these will take off a stock too. These are good at reversing momentum because of this, but the main difference between spikes and gimps is that spikes kill in one move, whereas Gimps normally consist of multiple hits, thus slightly harder to pull off. Despite this, both are great for reversing momentum, and seize a chance you have to pull one of these off as they can give you all the momentum.
Tripping:
If tripping messes up your momentum, there's only one thing you can do. BLAME SAKURAI!!! OK, now that that's out of my system, tripping really does reverse momentum. If someone is attempting to to dash towards you and finish/continue a combo or execute a kill move and finish you off, and then trip (Walking is good people!), you can punish accordingly, possibly even killing them off if their percentage is high enough, or potentially start a combo of your own and rack up damage. Unfortunately, trips aren't normally initiated by either player, unless you have a specific move like Falco's Reflector (Down-B) or MK's DTilt which often trip, and because of this, Tripping works both ways.
Breaking Shields:
This is an obvious one imo, breaking a shield can easily take off a stock, and shield breaking moves (Marth's B is called ShielBreaker lol) work well also. Breaking a shield lets you charge up your strongest move and get a kill if your opponent is at a high enough percentage. Although this can be hard, it is an amazing momentum changer and if presented with the opportunity to break a shield, go for it as the reward is great.
CONCLUSION
Thank you for reading this far, please post any comments, suggestions, questions, concerns, etc. here and I'll fix it accordingly.
Discuss! O.o
OK, I don't mean literal momentum, if you want to find out about that and other Brawl dynamics, etc. look here: http://www.smashboards.com/showthread.php?t=216700 at ColinJF's thread, which I'd recommend reading, it's quite interesting.
OVERVIEW:
Anyway, back to the topic. The momentum I'm talking about is the flow of the game, how it's going for you and your opponent. If you are controlling the match, then you have positive momentum I'll call it, whereas if your opponent is controlling the match, you have negative momentum I'll say. If you have positive momentum it normally means you have lots of things going for you and your opponent is struggling. The converse is true if your opponent has positive momentum. This momentum constantly changes throughout a match most of the time, unless one player is dominant the entire time.
Reversing Momentum:
If your opponent does have positive momentum in the match, it is crucial for you the player to reverse that momentum and make it yours so you can do well and defeat your opponent. There are many ways to reverse this momentum, and the purpose of this guide is to show you a few ways to do this. If you think I've messed up on something or have something I haven't put up here, don't hesitate to post.
CG's/Grab Infinites:
Sometimes getting one grab while your opponent is in possession of this positive momentum can change a stock or match as a whole, depending on your opponents stock or percentage. Just look at the Ice Climbers, with them it's one grab, one stock if the player can effectively pull off the off the infinite. If the momentum is with your opponent and you are playing as a character that relies heavily on grabs, look for one when trying to regain momentum. These can easily rack up damage, or in some character's cases (Like Falco and the IC's) if executed correctly these can end in a kill. Infinites work the same way, whether it's IC's or D3 vs. Bowser, Mario, Samus, etc. These end in kills always, and are slightly more effective because of this. Grabs can be a very effective way to take away the momentum from your opponent and re verse it to you.
Locks:
Locks are infinites in their own ways. Most aren't technically "infinite," but they effectively rack up damage and are normally initiated my only one move, sometimes under certain conditions though, making the kind that are only possible at a certain time slightly less effective than the others, but still good for giving you momentum. Since most locks are initiated by only one move, they are easy to get your opponent into. Like with Sheik's Ftilt lock, Sheik's Ftilt is a great move and can hit an opponent in many situations. Most locks, Sheik's in this example, only work at lower percentages, but Sheik's can combo into other moves, like her Dsmash or something else. These types don't last forever, but are great for damage and giving you momentum.
The types that are only effective under certain circumstances normally are forever, or off the stage in the case of Falco's Laser Lock. These can occur when an opponent has failed to tech (in the case of Falco's Laser Lock and some others), or against a wall, in the case of Marth's Dtilt lock or Diddy's Ftilt Lock. Many of these types end in kills, like Marth's Dtilt->Dsmash kill. Initiating these locks is often not too hard an can give you the momentum, and potentially a kill.
Spikes/Low Percentage Gimps
Low percentage gimps offstage and spikes can definitely change the flow of the game in your favor. A spike can take off a stock in one hit, and some can be initiated from the safety of the stage on a recovering opponent (like Ike's Dtilt). Since these can take off one stock in only one hit (granted the opponent is at a high enough percent), spikes are the ultimate momentum-changers. The definition of a gimp is a low percentage offstage kill, so when executed correctly these will take off a stock too. These are good at reversing momentum because of this, but the main difference between spikes and gimps is that spikes kill in one move, whereas Gimps normally consist of multiple hits, thus slightly harder to pull off. Despite this, both are great for reversing momentum, and seize a chance you have to pull one of these off as they can give you all the momentum.
Tripping:
If tripping messes up your momentum, there's only one thing you can do. BLAME SAKURAI!!! OK, now that that's out of my system, tripping really does reverse momentum. If someone is attempting to to dash towards you and finish/continue a combo or execute a kill move and finish you off, and then trip (Walking is good people!), you can punish accordingly, possibly even killing them off if their percentage is high enough, or potentially start a combo of your own and rack up damage. Unfortunately, trips aren't normally initiated by either player, unless you have a specific move like Falco's Reflector (Down-B) or MK's DTilt which often trip, and because of this, Tripping works both ways.
Breaking Shields:
This is an obvious one imo, breaking a shield can easily take off a stock, and shield breaking moves (Marth's B is called ShielBreaker lol) work well also. Breaking a shield lets you charge up your strongest move and get a kill if your opponent is at a high enough percentage. Although this can be hard, it is an amazing momentum changer and if presented with the opportunity to break a shield, go for it as the reward is great.
CONCLUSION
Thank you for reading this far, please post any comments, suggestions, questions, concerns, etc. here and I'll fix it accordingly.
Discuss! O.o