Winston
Smash Master
General stuff:
-You really like committing, haha. you barely spent any time using Marth's DD and zoning game. I'm not saying something like "just camp and falcon can't get in" or anything silly, but I think you could use a bit more of that element.
- A lot of the fsmashes look off to me, particularly in situations where the risk is a lot bigger than the reward. like, you land a lot of fsmashes in neutral because you're willing to gamble, but when he's not even near the edge and at a really low percent, you barely gain anything even if it hits, unless it tippers AND he has bad DI. A lot of the time I feel like you could use other options to make the same read, but they would either be less risky, or they would be higher reward if they hit (dash attack to start a combo, for example).
-I definitely don't like using shield very much in neutral, while you seem to use it a lot. I know you've posted before that you think shield approach is really good vs. falcon, but I can't really see it. When I see the shield bubble go up it just looks like options being crossed off without much potential gain. Even if the falcon hits your shield you aren't going to be able to shieldgrab him, and if he doesn't attack you, you haven't really made much ground since you can only advance from it by wavedashing out of shield (or jumping), meaning your effective threat range shrinks greatly until you get out of wavedash lag.
That's just what it looks like to me; I certainly could be wrong about this. I'd be interested in hearing why you like using it.
-edgeguarding is better than average, but could definitely use some fine tuning. Specifically there are situations where falcon is at mid percent and is forced to use his up B, but is above the stage height and slightly away from the edge. In these situations, since you should be aware that he must up B, you can react to his up B startup and jump out there to intercept his arc with an inside fair (there are other options as well but all of them involve going out there). You waited and let him get back over the stage before hitting him with an aerial, which can work, but sometimes falcon is just too heavy and you can't get him back off if you do that.
-I'd like to see a better punish game out of grab as well, using dthrow/fthrow techchasing when near the edge, and uthrowing onto a platform + uair traps when he gets above the percent where he can CC it. This is all situation specific I guess, but I think it could definitely be improved. Another aspect of comboing I noted that I disagreed with was that you often wanted to go for a rising fair instead of a grab at low percent when given the choice between the two. He cced all the rising fair attempts and got out of the combo when you tried that.
-doesn't a good ledge waveland also beat the double jump aerial thing? At least if he's aiming it trying to bait your ledgehop aerial, since in that case you can get past him while he's still in the air. Higher reward than ledgehop counter, I think, and less risky if he does something else. Not positive about this.
I could do a time-specific commentary on tactical choices if you're interested but Idk if you want to hear that from me >__>
-You really like committing, haha. you barely spent any time using Marth's DD and zoning game. I'm not saying something like "just camp and falcon can't get in" or anything silly, but I think you could use a bit more of that element.
- A lot of the fsmashes look off to me, particularly in situations where the risk is a lot bigger than the reward. like, you land a lot of fsmashes in neutral because you're willing to gamble, but when he's not even near the edge and at a really low percent, you barely gain anything even if it hits, unless it tippers AND he has bad DI. A lot of the time I feel like you could use other options to make the same read, but they would either be less risky, or they would be higher reward if they hit (dash attack to start a combo, for example).
-I definitely don't like using shield very much in neutral, while you seem to use it a lot. I know you've posted before that you think shield approach is really good vs. falcon, but I can't really see it. When I see the shield bubble go up it just looks like options being crossed off without much potential gain. Even if the falcon hits your shield you aren't going to be able to shieldgrab him, and if he doesn't attack you, you haven't really made much ground since you can only advance from it by wavedashing out of shield (or jumping), meaning your effective threat range shrinks greatly until you get out of wavedash lag.
That's just what it looks like to me; I certainly could be wrong about this. I'd be interested in hearing why you like using it.
-edgeguarding is better than average, but could definitely use some fine tuning. Specifically there are situations where falcon is at mid percent and is forced to use his up B, but is above the stage height and slightly away from the edge. In these situations, since you should be aware that he must up B, you can react to his up B startup and jump out there to intercept his arc with an inside fair (there are other options as well but all of them involve going out there). You waited and let him get back over the stage before hitting him with an aerial, which can work, but sometimes falcon is just too heavy and you can't get him back off if you do that.
-I'd like to see a better punish game out of grab as well, using dthrow/fthrow techchasing when near the edge, and uthrowing onto a platform + uair traps when he gets above the percent where he can CC it. This is all situation specific I guess, but I think it could definitely be improved. Another aspect of comboing I noted that I disagreed with was that you often wanted to go for a rising fair instead of a grab at low percent when given the choice between the two. He cced all the rising fair attempts and got out of the combo when you tried that.
-doesn't a good ledge waveland also beat the double jump aerial thing? At least if he's aiming it trying to bait your ledgehop aerial, since in that case you can get past him while he's still in the air. Higher reward than ledgehop counter, I think, and less risky if he does something else. Not positive about this.
I could do a time-specific commentary on tactical choices if you're interested but Idk if you want to hear that from me >__>