2. Signature Moves

While not every legend with every weapon follows this rule, the majority do. Side signature will be a long range forward strike, neutral signature will be your "anti air", and down signature will be used to counter players attempting to dodge into you. While light attacks should make up about 90% or more of your total attacks used in a match, knowing how and when to throw a signature is crucial for success.Side Sig and what to look for to successfully use it:-You think opponent is about to dodge backwards, but still within reach of your signature.-Opponent is moving back and forth on the ground, just out of reach of your light attack, and you think you can catch him out.-Opponent is starting/charging a signature of his own, and you can get within reach of your signature, while staying out of the way of his.-Poking someone at the ledge who is trying to recover to the stage predictably.Neutral Sig:-Opponent is repeatedly trying to jump in at you with attacks.-Opponent is in the air (possibly recovering from off stage) without jumps or dodge.-While chasing and juggling an opponent.Downsig:-When an opponent is trying to dodge through your attacks, into you. Downsigs often have a long lasting and wide hitbox. Hattori down signature with the spear is a great example of this.-When trying to create space between you and your opponent."Also, just a little detail which could be changed to make it a bit more accurate. The dsig info could be changed to: Generally used to punish bad spacing, instead of people dodging into you."Knowing how to use signature moves is very important, but knowing how to punish a bad signature is equally so.So how do you punish a bad signature?The most important part of punishing sigs is knowing a) the start up animation of every signature in the game, b) the range/hitboxes of every signature, and c) knowing where the vulnerable place to strike is.To learn signatures and hitboxes you can play every legend in the training room. You can also turn on hitboxes, damage display, hitstun, all kinds of useful things.What to look for in punishable signatures:-Opponent is using a sig that only strikes up, and you are nearby on the ground.-In this situation, wait for their move to go off, and strike from a safe angle before they can move.-Opponent is charging a signature that wont hit you.-Again, come from the safe angle. If its a forward strike, jump in and use a downair from above.-Opponent is using a signature with forward momentum that wont hit you.-These are the most fun to punish, as they have long animations. A good example is Thatch with his swords. If you can learn where he will end up after he uses his signature you can wait in a safe place, charging a sig of your own.