Practices first — what to do. Method and the “why” sit below. Built from Ramses’ Roy notes + his practice method; your own notes validate underneath.
Session rhythm: warmup (tech only) → pick one practice → play its hypothesis, deliberate pilot on the one thing → review two fronts → adjust.
Take a focus into real games
Each practice is a focus you play with a hypothesis — not a drill. Practice 2 is your priority.
Practice 1 — The 1-2 Punch
Take space → punish how they deal with it.
“Take space, punish how they deal with that. Either they interrupt or contest. If they contest, your 2 is your aggressive mix. If they interrupt, your 2 is the ways you claim space in the first place.”— Ramses, exact frame
1 — Take space. Forward movement, nair in, claim mid-range (get position, not to hit).
2 — Punish how they deal with it. The 2 is different for each:
They attack during your setup/startup — hit you before the aerial is out (jump apex). A direct attack to stop you attacking. → Change how you claim space: forward → stationary (undershoot, empty jump, bait it + punish).
They attack the space you’re taking — wall it, trade with your nair, guess your jump timing. Keeps you from entering. → Vary your aggression: landing fair, dash jab, dash tilt, dash shield.
If they do neither, you took the space free → capitalize (corner / shield pressure).
Practice 2 — Tempo & Defending Your Space Your #1
Roy sets tempo by taking mid-range and holding it — not W-keying. You come off fast by not retreating. When they move at you, wall your space (jab / nair interrupt / SH landing fair / OoS); shield is a punish for their burst, not a block.
Ramses names the leak: mid-level players rush to their next “optimal” move — better players wait outside burst range and let you commit. Don’t always be first to press.
Practice 3 — Advantage State
Hold the 50/50 — don’t just fish a kill.
The one idea. Advantage is a series of 50/50s. Each hit, they take a safe escape (low risk/reward — ledge, platform, airdodge, roll) or gamble a reversal (high risk/reward — swing out, attack out of a juggle). In order:
- Cover their safe escape first
Hold the advantage — don’t overextend fishing a hit. - Bait a reaction
A gamestate change (dash in) to make them commit. - Then set up the hit
Only once they respect you.
These 3 steps ARE the pressure ladder — anti-reversal → feint → direct pressure — named below.
Keep covering the safe option until they overcommit to a reversal — that’s your kill. Overextending (fishing a kill every hit) is the #1 advantage mistake — respect them the moment they’re actually even.
Your Roy edge: guaranteed combos front-load your reward, so a reversal stings less — unlike Cloud you lead with the kill threat (10 ways to land the killing jab / side B). The threat scares them → their escape menu shrinks → the 50/50 goes lopsided in your favor.
Then pick ONE situation per session and cover their escapes:
Disarm their swing first: up-tilt anti-air, or space below them. Cover 2 options to force the double jump; fast-fall airdodge is their main escape → up air / up-tilt catches it. Up air → bair kills high.
Pressure the stall to dictate when they act. Safe: shield → grab the getup; nair covers neutral getup + ledge jump; bair/up air catch ledge jumps; vs roll → bair → landing up air. Hard reads kill: jab, f-tilt, falling up air, falling bair. 3 positions: in-front-of-getup (jab/bair/fsmash), roll-distance (safest), platform (covers ledge jump).
High = reactable → your go-to, cover on reaction. Low = the read → commit (match height, read DJ/up-B). Mid = 2-frame or commit. Roy: roll to ledge → dair, 2-frame dair, dair the ledge hang, bair offstage. Save your double jump.
Cover roll + jump first → dash-in-dash-out to make them roll/jump → when they freeze, direct pressure. Land aerial + dash away > land aerial + shield (better reaction coverage). Roy: cross-up delayed nair, quick fair → land up air (catch short hops), up air → bair kill.
Ramses’ advantage pressure ladder. Every situation above is the same 3 rungs:
- Anti-reversal
Cover their escape/reversal first. (In advantage they’re scared and want out, so you start here — the mirror of neutral, where you start with direct pressure because they might mash.) - Feint
Dash-in-dash-out / empty movement to bait them into moving or committing. - Direct pressure
When they freeze, go in. The hard-read kill lives here — cash it when their options are most limited (cornered, frozen), not early.
Corner is the clearest example. Diagnostic: if they mash out instead of respecting you, drop to direct pressure immediately.
Play with a plan — not reps
Every time you play you’re doing one of two things, never “grinding reps”:
- Find new theory — coaching, watching players, thinking/talking about the game. (Needed when you’re stuck.)
- Refine theory — deliberate play + VOD review. Checking does my idea actually make sense.
Training mode is not practice. Use it only for tech / specific execution (your warmup). Reads, spacing, decisions are learned by playing with a plan.
The arc — Four Stages of Mastery
Unconscious incompetence (build awareness) → conscious incompetence (theory + field tests) → conscious competence (grind hours to translate theory → autopilot) → unconscious competence. Recognition timeline: late → slowly faster → on time → before it happens.
The session loop — scientific method
- Hypothesis + plan. The idea you’re testing AND how you’ll play it.
- Deliberate pilot on ONE thing. Attention is limited — spend it only on your focus, to define your flowchart. Trust autopilot for the rest.
- Gather info — make it measurable. Watch how they react to your movement:
- Reactive = they wait and respond → create your situation (your setup beats their reaction).
- Preemptive = they act before you’re set, whiff-punish → change strategy to punish how they preempt.
- Review on two fronts (ASAP): Idea → Knowledge / Read. Execution → Valuation / Execution (→ training mode) / Piloting. Context check: did my assumption lack context?
- Adjust the hypothesis and loop. Once the idea is right, grind it to autopilot.
If the info is very impactful, play a little LESS and let it sink in.
Ramses: habits betray intentions — a dashback/airdodge betrays fear, not analysis. Name the feeling. Never accept “the game just sucks” — ask how you influenced it.
Movement: Izaw movement 1–7 · nair-3 spacing (SHFF, land nair 3 on shield as you touch ground) · full-momentum nair OoS.
Combos (rotate one/day): D-throw → Nair → Fair (0%) · Jab → Up Air · Jab → Bair · Jab → Side B (F-F-UP-F) · Nair 1 → Bair · edgeguard / 2-frame D-air. Full list on the Combos tab.
- Mon P2 (Defend Space) · Tue P1 (1-2 Punch) · Wed P3 (Advantage)
- Thu P2 again (your #1) · Fri whichever front the review flagged worst
- Sat tournament + VOD review of your worst set (backwards from the kill) · Sun free play, no focus — note what leaks
One focus, one hypothesis per session. If a lesson hit hard, play less and let it sink in.
Players to watch — Ramses’ list: Sonix, Spargo, Gluto, Light. Roy: Light (advantage/conversions), Goblin (positioning after hits), Kola (spacing). Watch a winning VOD backwards from the kill.
The framework (true every day)
- 3 Layers: Strategy (where to be) → Situation (is it good yet?) → Interaction (play it out).
- Create → Capitalize. Strategy creates the situation; the Interaction capitalizes.
- RPS has layers: L0 nair → L1 their counter → L2 your answer → L3 back to nair.
- Recognition, not problem-solving. You name what they did — the answer is pre-loaded. The goal is a better autopilot, not less autopilot.
- Initiative = you move first so they react; reacting is the only thing you can read.
Practice 1 — validates
Your own words, Ramses confirmed: “interrupt → change how I use forward movement, usually stationary; contest → mix aggression with landing fairs, dash jabs, dash tilts, dash shields.” Feedback: jab more, dtilt/side-B less; up your speed of decision-making.
Practice 2 — validates
THIS is your “hold the line.” Ramses: “wall it, less dashback.” You give up space out of fear. Can’t set tempo (vs G&W) → play around theirs (“I cannot oppress you, but if you mess up I’ll wreck you”). Empty movement doesn’t work for Roy → build around spacing for nair.
Practice 3 — validates
Advantage is a series of 50/50s run by the pressure ladder (anti-reversal → feint → direct pressure). Roy’s edge: guaranteed combos front-load reward, so lead with the kill threat → their escapes shrink → work the filter. At ledge/corner be in position, don’t commit — let them reversal into your jab/d-tilt.
In one breath — play with a hypothesis, deliberate pilot on one thing, review the two fronts, adjust, grind to autopilot. Take your space and hold it (P2), run the 1-2 punch once you have it (P1), threaten the kill and position in advantage (P3).
Training System · built from Ramses’ Roy coaching + his practice method.
Combos = the pinned Roy-players Discord list only. Full kill-confirm table below.
Bold = go-to at that percent. ⚠ = execution note.
0% start
- D-throw → Nair → Nair/Fair (the “train”)
- D-throw → Jab → SH rising Uair → Uairs
- Jab → Grab / DED
- Fair → Nair → Fair/Bair
- Nair → Nair → Fair/Bair
- Fair → dash grab → D-throw → SH rising Uair (chase DI-out)
Low 10–20%
- Landing Uair → SH delayed Uair → Uair… ⚠ (delay the uairs — huge damage)
- D-throw → SH Uair
- Jab → Uair (window opens here, lasts basically forever)
Mid 30–40%
- Nair → Bair
- D-throw → FH Uair
- Jab → Nair → Bair ⚠ (the “vortex”; fair stops comboing — can tech chase)
Magic 50–60%
- D-tilt tech chase (window opens)
- Sour Bair → tech chase
- Uair → Bair
High 70–80%
- Jab → Nair 1 loops (character-dependent)
| Starter | Confirm | Kill % |
|---|---|---|
| Jab | Side B (“baja blast”) ⚠ | 50–70% |
| Jab | F-Smash (“jeff smash”) ⚠ | 50–70% |
| Jab | Bair | ~70% |
| Jab | Fair (if unsure on jab→bair) | 70–80% |
| Jab | FH Bair | 90–120% |
| Jab | Uair (starts killing) | 120–140% |
| Nair 1 | Side B | 60–70% |
| Nair 1 | Bair | ~80% |
| Nair 1 | F-Smash | ~85% |
| Landing Uair | Bair | ~80% |
| Landing Uair sour | Jab → Bair | ~90% |
| Landing Uair sour | F-Smash | 50–60% / ~90% |
| SH rising sour Uair (OoS) | Jab → Bair | 70–90% |
| SH rising sour Uair (OoS) | U-tilt (sweetspots) | 120–140% |
| D-air | Ledge hang → F-Smash | ~60% |
| Sour D-air | Ledge hang → Bair | ~90% |
| Jab (plat) | FH rising sour Uair → Jab → Bair | high |
| D-throw under plat | FH rising sour Uair → Jab → F-Smash | funny |
- Baja blast (jab → side B): always full hop it (rage/weight vary the height). Low % = jump→side B; higher % (tumble) = quick low run-up first or it sour-spots. Cue: dash right as Roy lowers his sword after jab. Kill input = F → F → UP → F (kills way earlier than F-F-F-F, ~60–70% at ledge on lights).
- Jab → F-Smash (“jeff smash”): needs the shutter-step — hold dash a few frames after jab, cancel into F-Smash → sweet-spots. Raw F-Smash sour-spots. (Look 55–70%.)
- Delayed uairs: in every uair string, delay the follow-up uair — that’s the difference between true and a drop.
Get-up range → shield → Nair. Cover: roll → Bair · ledge jump → Uair/Nair · get-up attack → Grab · neutral → Nair/Grab.
Hard-read kills (more reward than safe trapping): Jab, F-Tilt, falling Uair, falling Bair. Trump → Bair.
Drop one = restart the count.
- Each session: take 2–3 combos to that standard; 2–3 quick reps on the rest to stay warm. Rotate the focus so the list gets covered over the week.
- Done = autopilot: you hit it with your eyes on the opponent, not your hands — and it shows up in your matches.
- Hit it in training but drop it live? It’s almost always DI → drill it with DI on until it sticks.
Daily touch-up (5 min): D-throw → Nair → Fair · D-throw → Jab → SH rising Uair → Uairs · Jab → Nair → Bair · + one kill confirm (rotate: baja blast, jab→bair, Nair 1→bair, Landing Uair→bair). In-match, one thought: what percent → the confirm is pre-decided.
Bread & Butters · pinned Roy-players Discord list + kill-confirm database.
From the Coaches Corner VOD episode (Ramses / Tony / Bam / Charles), made specific to your practices.
The whole point: stop finding random mistakes. Set a hypothesis before you play, then review = “did it hold?”
“VOD review is comparing reality to expectations. If you don’t have expectations, it becomes hard to structure.”— Ramses
Your old review had reality (what happened) but no expectation tied to what you were practicing — so it turned into hunting random errors. The fix is one added step: before you play, write the day’s hypothesis. That hypothesis IS your expectation. Now the review has something to check against.
Scientific method, exactly: observation → hypothesis → test → revisit. No hypothesis = going by feel.
- Before playing — set the hypothesis. One sentence from the day’s focus. What you expect to be true.
- Play a set.
- Review — pause at CHOKE POINTS, not everywhere. When you shield, when someone grabs ledge, the first exchange, and where you lost the stock. Watch your losses.
- At each pause — predict, then compare. “I expect them to [X].” Watch. Simpler: whenever you get surprised, take a note. A surprise = the gap. That’s the signal.
- Classify the gap — this is what makes it not-random:
- Which layer? Strategy (wrong plan) / Situation (not set up) / Interaction (wrong option).
- Why? Knowledge · Yomi (read) · Valuation · Execution · Piloting.
- Route the fix. Execution gap → tally it (most-repeated = tomorrow’s training-mode list). Decision gap → adjust the hypothesis.
The hypothesis to set, what to pause on, what a gap looks like that day.
Neutral & Spacing Review most
Tempo
Advantage State
Create vs Capitalize The gear-shift
Converting
- Watch a winning Roy VOD backwards. Start at the stock/kill and rewind. How did Light/Kola set it up? What pattern did they notice, and when did they first notice it?
- Improvement = making better decisions — a decision is (1) how many variables you weigh + (2) how you value them. When you review a decision, ask: did I miss a variable, or value one wrong?
Every practice day ends the same way: check the day’s hypothesis, classify each surprise, route it to training mode or a new hypothesis. That’s the loop — no more random mistakes.
VOD Review · Coaches Corner method, tied to your practices.
Distilled from Ramses’ full “All Tips” — his general Smash theory, not personalized Roy coaching. Background + the phases your 3 practices don’t cover.
🗡 = Ramses used a Roy / Chrom / Marth example.
- A hit is the result of the setups beforehand — not a lucky guess. Fix the setup, not the last button.
- Create → Capitalize. Move to get a position (not to hit), then play the RPS. Movement that exists for the hit comes out sloppy.
- Acting second is top-level. React to the info on the screen — “look at the screen.” Replace “what do I want to do?” with “what does this situation ask me to do?”
- 🗡 Initiative + reaction, merged. Take initiative to a good position → they feel pressured → they commit → you react. That’s why position makes you faster. (Your “playing fast = being in position.”)
- Recognition, not problem-solving. The first to recognize a situation and its likely results, wins.
- Play instinctual — the goal is a better autopilot. “The master practices one swing 1000 times, then forgets it all.”
- Orthodox vs unorthodox: optimal play wins the 100-battle average; unorthodox counters the specific person in front of you. Relying only on “optimal” makes winning luck.
- Burst range = space where you throw a hitbox they can’t react to (dash attack, rising aerials). To beat it you must NOT press a button — wait/shield/jump/dashback.
- Contested ground RPS: occupy it (walk/dash in — rewarding, risky) or control it (park a hitbox without committing). Occupy < Control < Waiting < Occupy.
- 🗡 Undershoot vs overshoot: undershoot = space between you (claims space, defensive — your “hold the line”). Overshoot = space behind them (counters retreating) — rarely correct.
- Feints are the most missing tool. A clear dash stimulus makes them react so you can punish. Don’t tie a strategy to one movement.
- 🗡 Accuracy > reward. Structure neutral around what’s most likely to hit, not what follows the hit. (Kola d-tilt’d MKLeo at ~30 instead of fishing a kill.)
- 🗡 The move AFTER their strongest tool. Roy Nair / Cloud Bair / ROB Nair are strong rising but unsafe — stay flexible, move out of range, confirm when they jump poorly.
- Punish “safe” tools through pressure. A safe bair on shield gives them frame advantage — make them pick again; at disadvantage they use unsafe low-startup tools → wait on those and punish.
- Winning neutral via stage control — push them to the corner instead of risking a hard punish. Less reward, far less risk.
- Advantage is a series of 50/50s. Reversal (high risk) vs safe option (low risk). Cover the low-risk options until they overcommit, then punish. Top players hold advantage forever this way.
- Three priorities, in order: cover their return to neutral → bait a reaction → only then set up a hit. Don’t convert advantage straight into a hit.
- Make them feel helpless — take away the option they’re comfortable with.
- Identify the moment your advantage ends. Overextension (reversal after reversal) is the #1 mid-level mistake.
- 🗡 Disarm their swing FIRST — parry it (→ punish / shield-drop jump nair), or space below them. (Dashback fsmash on a nair-from-ledge can end a stock.)
- The landing RPS: attack / air-dodge / double-jump. Cover two to force the double jump, then punish the fast-fall airdodge.
- Fall-speed sync: stay in your burst range but outside theirs, fall together — they keep guessing while you stay safe.
- High recovery = usually reactable → your go-to, cover first; even if they go low they’re ledge-trapped.
- Low recovery = hard, low reward → the read; commit (match height, read DJ/up-B).
- 🗡 Mid recovery (Fox illusion, Palu warp, Chrom directional airdodge) = wildcard; 2-frame or commit.
- 🗡 Roy tools: roll to ledge → d-air; 2-frame d-air; d-air the ledge hang. Don’t ledge-trump a ton.
- The gamestate is a slider. Climb back toward neutral one low-risk step at a time. Don’t reversal-gamble unless they overcommit.
- Limited air resources (one double jump, one airdodge). Spend them on low-risk situations — double jump when they’ll actually swing and miss.
- Fastfall is control — the one mechanic giving you both space and time control in the air.
- Air game = REACTION, not autopilot. Spacing bad → disengage; they shield → empty land; they jump → consider airdodge.
- Empty landings are your best mixup — remove the parry, keep all options open.
- Play to WIN, not to avoid losing. Playing “not to lose” sacrifices control.
- Frustration is fine — channel it. Anger is emotional investment. Let a loss gnaw, then turn it into work.
- Mushin / be present. Don’t dwell on past grievances or future kills mid-match.
- Win consistently, not once. Set goals you control (“UpB OoS every landing aerial”), not “win.”
- Tournament energy: reserve mental energy for new info / reads. Big breakfast, small snacks, warm up ~15 min.
- Improvement = better decisions = more variables weighed + better valuation. Add variables early (big jumps); refine valuation later.
- The 5 Aspects → where to practice: Execution → training mode · Knowledge → research vods · Yomi → play vs others · Valuation → research + experiment · Piloting → work on yourself.
- Have a friendlies plan — a specific goal per session. Focus lasts ~5 min at a time; guided 2 hours beats aimless 4.
- Plateauing = no new theory to apply. Be the student before the master.
- P1 (1-2 Punch) ← create→capitalize, burst range, contested-ground RPS, feints, accuracy > reward.
- P2 (Defend Your Space) ← undershooting, small-adjustment defense, punish safe tools, the move-after-their-strongest-tool.
- P3 (Advantage) ← the 50/50 slider, the 3 priorities, disarm the swing.
- Not yet a practice: disadvantage/air-game, edgeguard chunking, juggling — reference for now; add one only if VOD review says it’s costing you stocks.
Theory Reference · Ramses’ “All Tips” distilled.