Top players win matches because they can maximize the amount of damage they get out of every opening. Often, we stand in awe when we see Mew2king execute a zero-to-death combo on his opponents. Armada was once quoted to say that people don’t punish hard enough and that improving one’s punishment game is the easiest way to improve and win more sets. In his earlier days, Dr. PeePee would watch his videos to see how much damage he got off of each opening. He strived to at least get 50% off of each opening.

What is a punishment?

Everyone has their own loose definition of punishment. In SSBM, there are a combination of things that are valuable which include stocks, percentages, stage position, and momentum. The maximum punishment that can be achieved is taking off a stock off your opponent. Increasing your opponent’s percentage is also a desirable trait of a punishment. Next is relative stage position. Having the center of the stage has great value and, in some instances, maintaining that center stage is more important than racking additional percentage. When I use the term “momentum”, I’m referring to the ability to move and cover a large amount of space. A “shielding” enemy covers much less than an enemy that’s dash dancing.

I define a “punishment” as the percentage/stocks accumulated from the start of a combo until the opponent has momentum to move around again. This means that a punish keeps going even if the combo counter wouldn’t necessarily increase.

(Skip to 15:26 and play until 15:40)

Even though the combo is disjointed, Lucky doesn’t have full access of his move-set during the moment the F-Tilt that starts the punish.

Why is a punish game important?

Having a better punishment game equates to more damage and more stocks. To nerd it up, let’s use this game theory example.

Scenario 1: Two players with similar punishment games and neutral games

Imagine if both players hit each other roughly an equal amount of times and punish each other relatively the same. This is similar to two people randomly playing rock-paper-scissors, first to 100 points. If both players have an equal chance of winning a neutral game and win 1 point for each win, then we should expect the players to trade wins.

Scenario 2:  One player has a significant punish game while the other has a normal punish game.

Let’s toss in a variable now and say that player “A” gets “10” points every time he wins while the other player “B” still gets “1” point every time he wins. Even if they trade off on winning rock-paper-scissors, player “B” will on average reach 10 points when player “A” reaches “100” points.

I use this example to make this point. The better your punishment game is, the less you have to win in the neutral game to take the set. A better punishment game also allows for you to build leads and pull ahead in games. If your opponent only does 15-20% per opening, it will take them 5-9 openings to get a kill. Whereas a player such as Mew2King or Armada can take 4 lives in as low as 4-8 openings! When you play a great player, the number of good openings that you get on your opponent is really small. You have to make the most out of each opportunity if you want to be at the top.

A Practical Way to Improve

To piggy-back off of Dr. PeePee, record videos of yourself and get the following:

1.)    How much damage you get per opening?
2.)    Why does your punish stop?
3.)    How can you continue your combo or leave your opponent in a disadvantageous position??
4.)    Are you giving up stage position and momentum when you end a punish?

Watch yourself and brainstorm how you can position yourself to continue a punishment.

MIOM | Tafokints