Interview with CunningKitsune
CunningKitsune is one of the dominating smashers of the Midwest. With blazing speed and incredibly technical gameplay, he is never considered a pushover. After watching Cunning play and improve steadily at each Midwest Circuit event, I decided to give him the first ever Not So Common Sense interview for Melee on the overswarm.com; lucky for me, he is as articulate and well-organized with writing as he is with gameplay. Read up, and get into the mind of a fast Fox.
Q: Give me a little information about yourself. Who are you, what is
your main character, and how long have you been in the competitive Smash
scene?
A: My full name's Anthony Anastasia, better known as CunningKitsune,
CKit, or CK to the Smash community. As my username implies (if you know
the word "kitsune" in Japanese, that is), I main Fox nearly exclusively.
I've been in the competitive Smash scene since November 2004, with my
first actual tournament appearance in December 2004.
Q: What got you into the competitive Smash scene?
A: Let's see… I guess it all started back when I actually found
Smashboards. I was looking through a good deal of websites one day,
trying to find additional information on Melee, and I ended up following
a bunch of links that eventually led me to Smashboards. One of the first
posts I read there was by UmbreonMow, and it dealt with something called
a "shine spike" that Fox could perform that could in theory kill your
opponent from 0%. Well, needless to say, I found that very interesting
(especially since I had just recently switched to Fox), so I started
reading the boards, eventually registering under my current username.
One day, a thread popped up from some Smashers in Hammond, IN calling
themselves "Team SHEP"; they were calling for some local competition.
Since I had been getting the more advanced techniques under my fingers
for some time before then, I decided to see how I would fare. I ended up
doing better than I expected, and I surprised some of the locals with my
technical abilities. It was during this time that a couple friends of
mine, known on the boards as "311" and "HoChiMinhTrail," also began to
get into the scene, and we started playing on a nigh-weekly basis with
the SHEP guys. From there, they hosted a small tournament in December of
2004 called Melee Coliseum, which I somehow ended up winning, and, well…
Here I am today.
Q: Why did you pick Fox as your primary character?
A: This is actually kind of funny… And very random. Believe it or not, I
actually have not been using Fox since the very first time I picked up
this game. My very first character choice was Marth, and he was my
"main" back before I knew about Smashboards or higher-level play or
anything. Trail and I back then lived a couple minutes from each other,
so we would play quite frequently. Back then, he used Link and would
fill the stage with bombs, arrows, and just projectiles in general, all
while performing such high-level feats as rolling into up-B's. Well, at
that time, that kind of stuff worked. Really well. My projectile-less,
very low-level Marth couldn't stand up to the barrage, and, frustrated
by the projectiles and my own lack thereof, I decided to pick a
character who did have one. That character was Fox. I guess my own
penchant for Fox was a factor as well; Star Fox for the SNES was the
very first game that I actually bought.
Q: Have you ever thought about switching your character after that
point, or are you determined to stick with Fox?
A: Not in the slightest; I’m absolutely committed to sticking with Fox
and Fox only (at least in tournament play; random friendlies are a whole
different story, of course). I’m particularly adamant about staying with
Fox because I truly do believe that, when played as he should be played,
he has answers to every situation, every character; I guess my “loyalty”
to him reflects my desire to prove this to others. Besides that, Fox
just suits me as a player; I like speed, technical feats, and being able
to move freely, and my character choice clearly reflects that. No other
character “feels” as right for me as Fox, basically.
Q: For your character, what three matchups would you consider to be the
most difficult and why?
A: Topping that list would definitely have to be Falco. There's just so
much that he can do to Fox if he catches him with even one aerial, or
even if you do something so seemingly trivial as mistiming a spot-dodge
punishment. Everything Falco does inevitably leads to the usual shine
combo off-stage, laser to get Fox below the stage, and then
edge-guarding with dair, dsmash, etc. You really only have so much room
for error against Falco with the ever-present threats of 70+% combos and
efficient edge-guarding.
Next, I would have to say Marth, although he's definitely a step down
from Falco in my eyes. If the Fox isn't well-versed in DI'ing fsmashes
and chain-grabs, sweet-spotting from virtually anywhere, and teching the
ledge, he can lose stock very easily and at surprisingly low percents.
That's exactly what any character wants to accomplish, much less Marth
himself.
Last, I would have to say the IC's. They can just do such horrible
things out of grabs, and they have the speed and maneuverability thanks
to their wavedash to weave in and out of range and play games with your
approach. Add in their double-shield, which makes directly attacking
them far more of a technical issue; the fact that you really only get so
many miniscule mistakes against a good IC's; and their resistance to
non-wall shine combos and you have a harder-than-usual match for Fox.
Q: What is your approach when playing against Falco? Are there any
stages to watch out for?
A: Against Falco, I tend to play two very contrasting styles seemingly
simultaneously. To get in, I play very cautiously, weaving through
lasers with out-of-shield wavedashes and full-jumps, and spacing
full-jump nairs to get in. Once I get within range or connect with that
nair, I switch to an aggressive style and actively pursue the Falco,
focusing especially on compensating for his attempts to regain his SHL
positioning and anticipating any holes in his game that can open him to
a combo starter. If I get the chance to chain-grab, I’d most certainly
do that as well. What I strive for in this match-up is maintaining my
hold on Falco once I get in, but that can sometimes be tough as getting
hit with even a single aerial, laser, or shine can shift momentum away
from me so quickly.
As for stages, I’d probably watch out for FD. Yeah, Fox can
chain-grab on it, but it also allows Falco a lot more control while
removing from Fox many options for free movement. The usual shine combos
across the stage hurt as well, especially when followed by the usual
laser to edge-guarding.
Q: For your character, what three matchups would you consider to be the
easiest to win and why?
A: One would have to be Peach. Provided that the Fox is both technical
and patient, he can get a Peach half-way to death with as little as a
single extended shine combo, and his speed and laser games force Peach
to play on his terms for most of the fight.
Next would be Falcon. It's just hard for him to get in on a wall of
shuffled nairs, and shine combos to the stage's edge finished with a
shine spike or a dsmash followed with edge-guarding take his stocks very
effectively. Of course, he has his tech-chase combos and the like, so
the Fox can't afford to be completely relaxed at all.
Last would probably have to be Jigglypuff. I know many players regard
her as a "space animal slayer," but when you get down to it, Fox really
only needs to do a select few things to shut down most of Jiggs' game
plan. If you just force her to you with laser fire, focus play in the
center of the stage, and DI left or right whenever you do come in,
she'll have a very tough time landing those low-percent Rests and
recovery cheap-outs that she relies on to keep up with Fox.
Q: What is your favorite neutral stage and why?
A: That's easily Stadium for me. I really enjoy the changing terrain and
how it affects the dynamics of the fight, and the central pit area of
the rock terrain is perfect for wall-based infinites. Catching someone
in there is always fun.
Q: What is your favorite counter-pick stage and why?
A: Well, for a while, it was Onett, until it was largely banned from
tournament play. That stage is simply everything a Fox wants in one
place, from the low ceiling to the tech-able houses to the walls perfect
for infinites (until a car comes, of course). With that nearly always
out of the tournament stage set, I usually go to Corneria and Story,
both with low celings and, in the case of Corneria, a long stage that
largely negates edge-guarding based games (plus, you can do the secret
taunt on it).
Q: A lot of players have taken it up on themselves to camp Corneria with
Fox's lasers by running away from an enemy and avoiding combat unless it
is a sure victory. Is this a strategy you employ on your counterpicks?
What do you think of it?
A: No, I don’t really use that specific strategy at all; it’s just a bit
too extreme for my tastes. I suppose that I do use a very much toned
down version of that by using lasers and speed to direct the focus of
the battle to a specific portion of the stage (for example, trying to
force the fight to the middle of the stage if I’m playing a Marth or
Jiggs). However, once I succeed in doing that, I go right back to a
fighter’s mentality and proceed as usual. In short, I do use Fox’s
lasers and speed to dictate the terms of the fight whenever feasible,
but I never have and never will use them to stall in such an extreme
fashion.
To be perfectly honest, I don’t approve of this kind of strategy at
all. To me, it reflects a sort of cowardice, a fear of one’s opponent,
and that (again, in my opinion) likewise reflects desperation and
weakness. I am well aware of “playing for keeps” and “playing to win”
and the like, but I really find it difficult to condone a strategy which
sucks all the fun out of the game in the first place. Competition is all
well and good, of course; however (and this is just my take on things),
I still hold the perhaps- antiquated view that this game is just that, a
game, and is meant to reflect a good balance of both fun and
competition. I’ll be the first to admit, I do enjoy winning money and
placing well in tournament play; however, if I were to gain that money
placing through a tactic such as this, I just wouldn’t feel satisfied
with myself, really. That’s just my opinion, though.
Q: Your Fox has a very specific style that has been dubbed the "Fast
Fox". Was your style of play something that came about naturally as you
played, or was it something you had to sit and learn?
A: I'd say it was more a natural thing for me. Once I started practicing
the advanced techniques, I found that half of the fun I was having while
playing was technically challenging myself to go still faster, to become
still more technical; the reactions I got from spectators added to that
drive (I admit, I am a bit of a show-off, at times). The fact that I
very early on learned of Mofo's Fox and his technical aptitude also
helped push me to become still more technical; back then, I aspired to
become as technical or still moreso than him, and I aimed for a style
similar to his.
Q: Does your speed give you any specific advantages at the highest level
of play?
A: I think it gives my Fox a sort of surprise factor. You know that he's
supposed to be naturally fast, but sometimes you underestimate just how
far he can be pushed, and that catches opponents off guard sometimes. My
speed and technical game also allow me to punish severely even the
slightest of mistakes, something that's always a plus at any level.
Q: Has there ever been a situation where your speed has worked against you?
A: I wouldn't say it's necessarily one pin-point situation; for a time,
it was rather a long period of time where it worked against me. I at one
point began to rely so much upon my technical prowess and speed that I
lost sight of the more subtle aspects of the mental game, mind games,
anticipation, and so on, all of which are key to succeeding at the
highest levels of play. Only recently have I really begun to change my
mindset and combine high speed and technical strength with intelligent
gameplay.
Q: What do you fear playing more, characters that move as fast as you or
characters that focus on capitalizing on your mistakes?
A: Probably characters that move as fast as me. I do often count on my
speed to create and punish openings, and that is easier on a slower,
more easily anticipated opponent. Equally fast characters force me to
step up the mental game while still keeping the technical game sharp;
it's really the only way to find or consciously create openings that
would be far more frequent in slower characters. Faster characters are
also better at creating and punishing openings in the first place.
Q: Several characters can chain-grab Fox or, in the case of Captain
Falcon, tech chase them to death. This slows down Fox's game to a crawl
and puts the match almost exclusively in the hands of your opponent.
What do you do to avoid these situations? What do you do if you are
caught in them?
A: Basically, I try to avoid playing stupidly or sloppily. If I see that
they're trying to set me up for a grab with dash-dance spacing, I either
try to compensate for their movement or force their move with laser
fire; if I want to hit a shield from a decent height, I'll try to hit
the rear of the shield to remove grabbing as an option entirely; if I'm
going to shuffle into a shield, I don't plan on missing the shine or jab
and getting shield-grabbed. Honestly, getting grabbed is when most of
Fox's troubles start in the first place. I guess my game plan is "don't
get grabbed."
If I do end up in one of those situations, I make certain to get the
proper DI going to escape the chain-grab early, or I DI off-stage and
jump to sweet-spot the ledge, etc. If that fails, I make sure to DI the
follow-ups, which are usually very easily anticipated for each
character, and go from there. If my opponent tries to start up some tech
chasing off a grab, I try my best not to be predictable, to anticipate
what he wants me to do and instead do the complete opposite.
Q: Your technical skill is something to be admired by even the top
players of the game. How do you practice your technical skill, and what
advice would you give someone who wants to be as technical?
A: I actually have a fairly set routine when it comes to practicing tech
skill, but I add a few things here and there as well. I usually just go
into no-time Melee mode (so I can use the C-stick) and practice various
maneuvers on level-1 computer opponents of the tournament-viable
characters. I aim to pull off combos that actually can work in a
tournament-level situation, and I play as such. I do this for usually
around half an hour each and every day, if possible, but during the week
of a major tournament I may increase this to an hour or so. Of course, I
do prefer to play with actual human opponents, but this routine helps to
keep me sharp at all times and is always available to me.
I have a couple pieces of advice for those wishing to be as technical as
me. First, be prepared to dedicate yourself a bit to a proper practice
routine to keep yourself sharp and to improve on a daily basis. Second,
make sure that technical ability is not your only aspiration. While it
does help to have complete control over your character's technicalities,
it does not help simply to charge into any fight head-on, expecting your
tech to overpower your opponent each and every time. That doesn't work
at higher levels. When you reach that level of play, you can (and
should) begin to focus less so on technicals (since by then you really
should have them under your fingers) and far more so on the mental game.
Keep that in mind at all times.
Q: What combos do you practice, and against what characters?
A: Well, against any shine combo-able characters (Sheik, Peach, Falcon,
Marth, etc.), I generally practice cross-stage waveshines and repeated
waveshines (except on the lower-traction characters in that set) to
jump-canceled grabs and usmashes, following up as appropriate. Against
those who fall from the shine, I practice jab set-ups into grabs and
usmashes and the subsequent follow-ups. These are only a few specific
examples of what I do during practice, of course.
Q: Do you think practicing against level 1 CPUs is essential for
everyone? Would you practice against them if you always had the option
to play against human beings?
A: I don’t think everyone absolutely has to practice like that. Many are
content with just human practice, but I’m one of those people who want
perfect execution, and so I take the extra step to ensure that my tech
is always sharp by practicing against level 1’s. I think that I would
still practice against them even if I could always play against humans;
again, I’m a bit of a perfectionist, and I would gladly take another
opportunity to improve and to maintain my abilities.
Q: Fox has some excellent combos that cannot be escaped at certain
percentages, and all good Fox players abuse those combos. Unlike most
Fox players, you almost always are able to stop a combo before it is
pushed to far, and save yourself from being attacked mid-combo. How do
you know when to stop following your opponent? What do you do when you
know the combo has ended and pushing it will result in trading hits?
A: How do I know… Well, really, the most I can tell you is just that
it's a sort of "feeling" I get. It's not so much an actual thought in my
mind saying "Alright, it's gone far enough, and it's not completely safe
to go on" as it is a sort of instinct that it's time to break off. By
now, I can just see that my next attack would come in at an awkward
angle, or wouldn't get there in time, etc., and so I just stop myself
beforehand. When I see that the combo is over, after pulling back, I try
to read my opponent's response to what has just happened and set up
another string. Many times they'll jump and try to counter with an
aerial, or air-dodge, or try to fall to the ledge, etc.; I aim to read
their next move and just set up another situation similar to the one
from which I just released them.
Q: Do you think this came about because of experience, or is it just a
natural talent you have?
A: Definitely from experience. When I first started, I didn’t have this
sort of vision at all; now it is instinctual.
Q: How do you normally attempt to get knockouts with Fox?
A: I actually tend to switch up my knockout choices depending on both
the opposing character and the stage itself. The actual position of the
characters on the stage also plays a role in my decisions. Obviously,
most of the time, I choose to kill vertically, as that is Fox's forte.
If, however, I land a grab on a fast-faller near the ledge, I'd probably
opt for a bair instead of an uair, for example, to get them off-stage
and set up for a potential low-percent kill instead of giving them air
time over the stage by juggling. Against any of the shine combo-able
characters, I tend to go for those to set up for grabs and usmashes,
with slight adjustments made from match-up to match-up. I'm not too much
of a shine-spiker, but I will try to take the opportunity to land one if
I can. I tend to be more combo-oriented, though. Basically, I guess my
routes for taking stock are quite dynamic. It's all about decision
making for me.
Q: How are you most often killed when you are Fox?
A: That would have to be by getting edge-guarded. That's practically
every character's main mindset when it comes to facing a Fox, and
everybody knows how to cheap out his recovery options by now. I have
also been frequently killed by coming up from the ledge with an attack
too quickly and being out-spaced, but I've fixed that now.
Q: How did you fix it? How do you avoid being gimped off the edge with Fox?
A: I play a lot more patiently once I grab the ledge now. I actually
think a step ahead and anticipate my opponent’s reverse wavedash or
sprint and just stay put until I can find a safer or less predictable
means of regaining the stage. I’ve also been incorporating wavedashing
onto the stage from the ledge into my game, something that I’ve rarely
done beforehand that now helps throw another curve at my opponent.
If I get knocked off-stage, I try to think what my opponent would
want me to do to put myself into a vulnerable position, and I act
contrary to their expectation. Sometimes I’ll intentionally place myself
very close to the bottom wall of the stage so that I can tech even if I
am hit. I’ve been working on ledge-teching recently as another option to
safeguard my recovery as well. Anything that gives me another shot at
coming back is fine by me.
Hot Seat Question: There are a lot of good Fox players out there. A lot.
If you had to rank all of the Fox players that you knew of that were
playing competitively, who would be the player one ranking ahead, and
who would be the player one ranking behind? Why is that player below you?
A: Hot seat question indeed. This one took me a good deal of thought,
but in terms of Fox alone, I would have to say that FASTLIKETREE would
be one ahead and Tink one behind. Regarding Tink, I would place him
ahead of myself as a player in general, but looking solely at his record
as a Fox player, I can’t say that his current record with the character
is noticeably better than my own. His Fox seems to be slipping
repeatedly against opponents whom he beforehand would have little to no
trouble dispatching (and against whom he should convincingly take the
set when the match-up is seen in the bracket alone). He has also been
drifting further and further away from Fox lately, as if losing
confidence in him, and trying more characters even in the midst of
tournament play; I really think that this has had a pronounced effect on
his abilities with the character. Basically, it is his consistency with
Fox which I’m calling to attention here, and consistency is, in my
opinion, one of the differentiating components in such rankings. I think
at this time that his Falco is stronger than his Fox, but I can’t take
that into account in these specific rankings, of course.
