
On a more meaningful scale, if YOU don’t drill rest then no one will be afraid of YOUR drill rest. If no one drill rests then no one will be afraid of drill rest. This is a long-winded way to say that unless you actively use tools they are not relevant. Dair rest isn’t a real threat for falcos to adjust their gameplan to account for. As of now, no one has mastered/integrated the technique (or even attempted to for the most part). At this point we could consider the meta moved at least slightly.ĭid the spikestun rest discovery actually change the meta? No. If I integrate dair rest into my game then falco will have to play a bit more evasively to compete, potentially giving puff more stage more often, etc. If I demonstrate that getting a dair kills then I should get better results vs falcos. I’ve posited that dair spikestun rest can reliably kill, let’s say falco, at relatively low %s. You will constantly be forced to improve your resources or stagnate and fall off as a player. That’s really the fun and the challenge of playing fighting games in a large scene. The marth player might have developed his own strats/tactics/mixups that you are not accounting for. Strategies are not necessarily infallible. You might even stumble on a single option that can cover every option, at which point you’ve developed a strong tactic. Mixups are good to look at in detail because it is possible to discover alternative options that can cover multiple options (if puff WDs back instead of shields then she can punish at least dair, grab, and roll in). However, because I can shield in anticipation of the dair, then get a very beefy punish, both I and the marth player have to guess at the other’s intentions based on our match history. When I’m crouching next to marth’s shield he can hit me with his dair on frame 11 or so after jump, which is less than our benchmark 15 for consistently reactable. These are interactions in which I cannot reactively account for every feasible/common action. This tactic is also simple and effective, but clearly only a part in the whole. If he doesn’t aerial then it normally resets but with my having a better position than previously. If he uses an aerial then I can shield it and potentially fair or rest afterward. I know that when marth jumps he can’t grab, so whenever I see marth jump I run forward to take space. These are smaller interactions that fit into your strategy. Ideally it should function vs any marth player you encounter. Combo him off stage and secure the stock with an edgeguard.”Ī strategy should be simple and effective. Let’s say that my base strategy vs marth is something like “Patiently space outside of his range to avoid grabs. These are overarching themes that lay out your broadest gameplan. It’s up to you to determine what is useful and what isn’t.

Translating melee to words and words to melee can result in a lot of gray area. Keep in mind, words are words, melee is melee. In my personal experience, I’ve found the following words/definitions most useful in this regard. Wikipedia says: "Metagaming is any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game… In simple terms, it is the use of out-of-game information or resources to affect one's in-game decisions." Most often in the smash context, I hear metagame used more closely to “The sum of methods and tendencies demonstrated by a character/players.” While they look totally different, both definitions can boil down to something like “In order to win the game against a practiced opponent you have to account for how other characters/individuals are liable to play.” This is partly a messy question regarding colloquial language but is fun to think about.
