
When it comes to basic execution in fighting games, it isn't simply a matter of being able to do a thing correctly. It's about being able to sync a thought of "I want to do something" with a physical action, and get exactly what you want when you want it. Being able to do a DP from a neutral position is one thing, but lots of people when new to fighting games have trouble doing reverse DPs even if they can do a regular DP from both sides. I was one of those people and it was a really odd problem.
This is because mentally, let's say they are on P1 side, they already have muscle memory that forward is right, backwards is left, and to do a dp you hit towards your opponent, down, downforward. But reverse dps mindfuck people sometimes because it's going in the opposite way that your muscles are expecting to go. Being able to isolate the DP motion away from "towards the opponent" on both sides clears up
What does this have to do with Melee? Fucking Fox's short hop window is 3 frames. I have to press and release the Y button during his 3f prejump window. If this was on a stick, this would be free. In Virtua Fighter, I've got good consistency on Akira's knee and you have to hit K+G(release G after 1 frame), so clearly this kind of execution is not alien to me. However, being able to consistently do that on stick, and consistently doing it on Gamecube controller is different, because the GC buttons are more 'sticky' than sanwas. It honestly feels like a tighter timing than 3f because of the button.
Three frame short-hop windows are an absolute cunt in Melee, and I am determined to git gud at it. So, I downloaded the 20XX hack pack, and started exploring exactly what I'm doing wrong.
So, I decide to isolate the input. I do some short hops until I can get a feel for it and do it consistently. 5 Short hops in a row. Sweet. I can do this. I then attempt short hop nair and OH LOOK ITS A FULL HOP FAJWOIQENGSKLUHQOIWB
Why is this? I paid more attention to my inputs, and I found that I wasn't doing a clean short hop input prior to the nair input. This sounds like a "well yeah genius that's fucking obvious" moment, but it sortof isn't. In my mind, "short hop nair" was the decision I made. Not "short hop" followed by "nair", but "short hop nair". If I wanted to get good at short hop nairs, I'd clearly have to grind short hop nair itself until I can get good at it... However I came up with another way.
I could isolate the input for short hop, and end my muscle memory for it as soon as I release the button, giving me enough time to get an isolated A-button press directly after. Essentially instead of doing "Short hop nair" I was doing "Short hop" followed by "Nair", and this already increased my success rate of short hop nairs.
Execution is an interesting thing. A lot of people like to say that there is no depth that comes from execution, and things being hard for the sake of hard is dumb... but I think that difficult execution has more of an ability to help you learn more about how your body itself functions, or even how the game system on a basic level functions in some aspects(ie FRC windows in guilty gear in combos and pressure strings, and waiting for hitstop to end before doing a special with an FRC window to get it more consistently).
Execution doesn't have to be mindless grinding - It should be a learning process. Execute smarter, not harder.