vs ness and ganon - always expect ness to drop down and double jump fair from the ledge. just shield and neutral air out of shield if he ends up on top of your shield, and upb oos if he's on other side. if you get back thrown from all the way across the stage hold down not up lol. if you hold up youre going to die off the top while holding down goes straight to the corner. also just so much inefficient play...i didnt see you combo upb from dthrow a single time. its fine to occasionally go for an air dodge read with a nado or rising uair into shuttle loop, but you need to go for the guaranteed stuff most of the time so that they have reason to actually air dodge. i usually only go for a read when it starts being ambiguous whether its a true combo at like around 80% or so. just go for shuttle loop from dthrow in the range of 20-30% to 80% or so. also if you get a grab and theyre at 0-10% and youre high in rage (about 80-90%+) try going for dash forward short hop upair instead of upsmash. upsmash tends to whiff one or two of its hits because of the increased knockback, and rage upairs at super low%s tend to combo extremely easily into one another. @ 13:25 was the perfect time to go for it. also idk why some people think ganon is some kind of counter to mk lol mk bodies ganon easily.
vs next guy - jesus christ plz combo shuttle loop from dthrow so much free damage you throw away lol. also i know upair-shuttle loop is admittedly not easy to space, but if its not going to work after you upair and your positioning is off then its not going to work lol. just wait for airdodge to get a tornado or fast fall and try again for a rising upair with hopefully better positioning for shuttle loop.
alright what im about to explain might be a difficult concept so bear with me here as this is important for comboing. ok have you noticed when you full hop upair to continue a combo from dash attack at low-mid percents that when you land the upair youre inside of the opponent so you're not in position to up air again and continue the string? look @ 8:02 when this happens to you, its good that you neutral air to finish the combo which is admittedly the best thing to do from your previous decision. it falls apart vs other characters with a fast nair like yoshi/mario though they will punish you on hit from upair like this before you can nair. a shorthop is too low, a fullhop is too high for up air chains, but there is something else thats more optimal you can do in this situation.
jump, and then immediately buffer your double jump as soon as you leave the ground. if you do it correctly mk should pull out his wings when he jumps instead of the usual initial jump which leaves them in his cape, and perform a jump height thats inbetween a fullhop and shorthop. going immediately to a double jump also allows mk to fastfall quicker than is possible from a fullhop, which allows for more control in the air when comboing. at very specific percents, this is very useful to start upair chains that are impossible from either short hops or fullhops. again @ 8:02 and im sure several other instances all over your play, im positive that an instant double jump upair wouldve given you 3-4 upairs into a shuttle loop instead of the 1 upair + nair that you opted for instead. if you want to practice it, go to training and set pit to 15% or whatever and try it out. i guarantee the specific instant double jump height + quicker fastfall control it gives is the only way you can get some chains to work. in neutral i also use instant double jumps into fastfall and buffer a ftilt as soon as i land. try it out.
vs last guy - ohhh look at that **** @ 00:23 see that instant double jump wouldve come in real handy right there. dont be afraid to just hold shield against characters like yoshi and fox who have no kill throws if youre well past death percent and are afraid youre gonna die. worst that happens you get sent into the air, and at that point extra percent doesnt matter. best case scenario is they go for a hard read like a charged upsmash then you just get a free punish. try to never let your stock lead go without getting at least something on the table. also stop pummeling so much ffs lol. hold shield if you get grab released, they cant grab you again for another second so it beats everything they can do and you can punish their mashed jab or whatever. something important: when you dash in to punish yoshis landings from shorthops in neutral or basically whenever in the set you get there too late every time. he just buffers jab on landing, or picks some option to punish you for dash attacking in. its a bait, you cant actually punish it most of the time. just walk more and ftilt 1 and 2 i guess.
upair chain upb kill good **** dude its not easy to do. ur still double jumping off the ledge and doing nothing too much lol. also lol none of your opponents di down throw away wtf they just hold nothing. you could just jump up and upb get a kill, but again you never do upb followup from down throw. gj getting the bracket reset 2nd place $$$. using tornado pretty well each match.