Editing Mindgame

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Predicting an opponent's option is the most basic example of a mindgame. It involves observing an opponent's behaviour and discerning habitual patterns in their play-style, then predicting these actions and [[punish]]ing them. Successfully predicting a player's action is commonly referred to as a '''read''', and furthermore, there are two types of reads: a '''soft read''' and a '''hard read'''. The relationship between the types of reads is a matter of risk versus reward; a soft read occurs when a player punishes an opponent's options while covering other options (often resulting in sub-optimal punishment), whereas a hard read occurs when a player specifically reads a single option with its optimal punishment but at the expense of not covering other choices the opponent could have made. An example of a soft read would be covering [[tech]] options. For example, if an opponent is put into a tech chase, they only have four options: tech-rolling towards the player, tech-rolling away from the player, a neutral tech, or missing the tech on purpose. By dash dancing near the opponent, a player effectively covers three of the four options: the neutral tech, the missed tech, and the tech roll towards the player (since these three can be punished upon reaction). An example of a hard read would occur if, in the scenario described above, the player picked one tech option and charged a smash attack in the location the opponent would end up after picking that said tech option. Such an example of a hard read occurs in the GIF to the right. Another occasionally used term is a '''call-out'''. While it has been used interchangeably with hard read, it specifically is used in the context of a player being overconfident and the opponent exploiting their hubris by punishing what everyone believed to be a completely safe strategy.
Predicting an opponent's option is the most basic example of a mindgame. It involves observing an opponent's behaviour and discerning habitual patterns in their play-style, then predicting these actions and [[punish]]ing them. Successfully predicting a player's action is commonly referred to as a '''read''', and furthermore, there are two types of reads: a '''soft read''' and a '''hard read'''. The relationship between the types of reads is a matter of risk versus reward; a soft read occurs when a player punishes an opponent's options while covering other options (often resulting in sub-optimal punishment), whereas a hard read occurs when a player specifically reads a single option with its optimal punishment but at the expense of not covering other choices the opponent could have made. An example of a soft read would be covering [[tech]] options. For example, if an opponent is put into a tech chase, they only have four options: tech-rolling towards the player, tech-rolling away from the player, a neutral tech, or missing the tech on purpose. By dash dancing near the opponent, a player effectively covers three of the four options: the neutral tech, the missed tech, and the tech roll towards the player (since these three can be punished upon reaction). An example of a hard read would occur if, in the scenario described above, the player picked one tech option and charged a smash attack in the location the opponent would end up after picking that said tech option. Such an example of a hard read occurs in the GIF to the right. Another occasionally used term is a '''call-out'''. While it has been used interchangeably with hard read, it specifically is used in the context of a player being overconfident and the opponent exploiting their hubris by punishing what everyone believed to be a completely safe strategy.


===Baiting===
====Baiting====
[[File:PowershieldFsmash.gif|thumb|Bad laser spacing is a commonly baited habit in competitive play.]]
[[File:PowershieldFsmash.gif|thumb|Bad laser spacing is a commonly baited habit in competitive play.]]
Another example of a mindgame is '''baiting''', also known as '''luring''', which is a slightly more complex form of predicting and punishing. It involves tricking an opponent into putting themselves in a vulnerable position. This is done by recognizing and remembering an opponent's reaction to a particular situation and inducing that situation in order to punish their reaction. In other words, this is punishing a player's habits.  
Another example of a mindgame is '''baiting''', also known as '''luring''', which is a slightly more complex form of predicting and punishing. It involves tricking an opponent into putting themselves in a vulnerable position. This is done by recognizing and remembering an opponent's reaction to a particular situation and inducing that situation in order to punish their reaction. In other words, this is punishing a player's habits.  

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