0:18 Nicely spaced N-air > jab combo
0:20 Take note that he recovered from high to avoid your early edge-guard
0:27 The roll was safe, although imo it wasn't needed, thus you took yourself away from being mid-ranged but no worries because
Speed mode
0:30 The times you avoid waiting for Arcfire to finish, know that drifting to him & doing N-air can be avoided as Robin doesn't suffer that much ending lag from his Side-B
0:38 Avoid that kind of N-air landing. Actually avoid falling towards him to be in front of him entirely. A solution that would of avoided that shield-grab tactic would of been to cycle to a MArt while coming back to the stage during your DoubleJump, & having the MArt self-activate by the time you land to utilize the small window of invincibility you have to dodge the grab & punish it
0:44 Replace N-air FF with F-air & FF it after you connected with the hit or not
0:50 Never underestimate the linger hit-box of Thoron. Jumping up was great, & drifting towards him to make him react would have been good, but don't necessarily think about FF'ing too soon when you had all the space between you both to feel safe
0:53 Lesson learned, you can't Vision counter AcrThunder, & because of
Jump's weakened defense you took more damage
1:01 Good stutterstep F-smash
1:04 Despite F-tilt being a good tilt, it's ending lag can be suffering. The bummer part is that you had it fairly well-spaced too
1:08 The Doublejump + drifting + back roll was unneeded. You FF'd to the ground which could of lead to a tech-in-place, or doing a landing N-air, & then it would reset back to Neutral
1:21 Good Dash Attack for the opening
1:26 Try not to hard-read that hard
1:32 Practice DACG
(Dash Attack Canceled Grab), because a DACG would of netted you that grab success instead of the regular dash grab. The range difference between the two is slight, but the distance would have been enough
1:36 Good Vision, but I disagree with the Forwarded input to it. As
Jump Shulk, you would of followed up much better from a regular vision than a Forwarded one since you could have chased Robin off-stage to possibly net an edge-guard KO
1:39 However, I spoke too soon & I end up seeing you take a stock with F-smash trading, which was very weird to watch
1:50 You didn't have to drift your SH forward, just a stationary SH > F-air would have done great for zoning / edge-guarding
1:51 - 1:53 It's not a big critique, but as for this moment, I feel your DoubleJump & landing could have been different. As a fun fact, you can cycle MArts during hit-stun within the launch, so you can have
Shield activated much faster without needing the DoubleJump to spare the time cycling to
Shield & land fairly away from Robin while he charges his Thunder
1:54 I feel this drifted backwards SH wasn't needed. You were completely safe regardless of the Arcfire, but it's not a big critique
1:57 I don't agree with Back Slash, although this is Friendlies. He has decent reaction timing so you won't get away with that
1:59 Using your DoubleJump here was a bad idea. You may have drifted far enough forward to auto-snap grab the ledge, or use the DoubleJump much later to just be barely landing on-stage & watch Robin's reaction & accordingly react to that by rolling towards the stage's center, or stick with drifting to the ledge & grabbing it while thinking of ways to get back on-stage
2:07 Nice Dash Attack gap-closer
2:09 Stay aware that he still has a DoubleJump. Until you know for sure that he lost his DoubleJump, don't commit to F-smash
2:12 - 2:18 Y u no activate a MArt?
Jump Speed or
Shield would of helped
2:37 I'd avoid using N-air like that. The execution could have gone sour for you if he decided to stay shielding
2:41 Meh, I'll let it slide
2:43 Usually it's not a good idea to roll towards someone after tumbling to the floor. Tech the ground to get a good feel
2:44 This was an unsafe N-air. You'll know your N-air is unsafe if:
- You're hitting their shield while you're Monado isn't fully out in front of you
- You're not drifting the N-air backwards to space it out
By the time you landed & suffered the landing lag, you had no chance of avoiding the OoS dash grab punish
2:48 This N-air was especially unsafe because you're committing hard to approaching with N-air, when it's not even fully out in front of you yet
2:56 Pivot Grabbing with
Speed on is great & all, but a simple dash grab while Robin's back was turned would have been better
2:58 Autopilot drifting straight to Robin isn't a swell idea, even if you B-air, which I would of rather spaced out a F-air. Just land on the stage & reset to Neutral
3:01 Surprisingly, I dig the counter
3:06 - 3:08 No need to be drifting torward him, then DoubleJumping backward only to end up FF'ing to the ground. Just get on the ground faster, the floor is Speed's home-field advantage
3:14 Replace spot-dodge with shield-grab
3:19 - 3:25 I dig this clip of action, including the N-air, although a U-air might of been better, still, good N-air
3:31 I really like that you cycled to
Jump early & utilized it's natural falling speed while FF'ing it to get to the ground much quicker. The grave mistakes though were 1). You didn't tech to keep up to speed with the flow of the match, & 2). You rolled towards Robin which isn't a good idea generally
3:41 - 3:44 You didn't need to DoubleJump backwards. There wasn't really any follow-up options Robin could of done considering his slow speed on the ground & you only needing to drift away from him while inputting a N-air or F-air upon landing in order to zone out the possibility he might have committed to follow-up. Ouch at Thoron dealing 27%
3:47 Good read to aggression forward with SH > N-air as he sets up Arcfire
3:48 - 4:00 Kill confirmed. Good stuff
4:11 Another unsafe aggressive N-air. Space out your N-air at maximum range upon landing if you commit to that
4:20 - 4:22 Here exactly at 4:20, you begin inputting a F-smash, which could have been F-tilt since I'm not sure about that, but regardless the DoubleJump + drifting towards Robin isn't that good of an idea when he's got ArcThunder charged & ready to punish your landing
4:25 Good try
4:36 Generally D-smash at that point looked unsafe, but you almost got all 3 hits on-block, I guess good try but I'd think about other options than besides D-smash upon landing from F-air, like grab since you landed first & recovered from your ending lag first
4:39 That N-air would be unsafe. . .if he shielded but he didn't so good thing
. But really you should break that habit
4:48 Despite the slight spacing of stutterstep F-smash, it won't be safe versus a character's relatively safe ledge-climb option to get up & shield instantly. I'd utilize D-tilt in this kind of scenario to alleviate from using F-smash as much
4:50 - 4:53 Normally DI'ing upward is a good habit, but in a case like this DI'ing downward is the way to go. When you're B-thrown like that, you're put in the air longer if you DI upward, whereas it gives Robin a more clear & easier time waiting for your landing the moment you used your DoubleJump. It's a quirky piece of critique, but perhaps cycling to Shield & hoping for the best to avoid dying may have helped. Anyhow, good DI surviving the Thoron
4:59 Aww. .
5:06 So ballsy I'm scared for you
5:28 That Forwarded VIsion was so keen & quick, even if you didn't hit him, I applaud that
5:31 Nice
5:36 - 5:38 I was going to say refrain from using F-smash charged so early before they make a move, BUT I SPEAK TOO SOON AS I SEE A VISION PROC OFF OF ROBIN'S D-SMASH, TAKING VICTORY!
And with that, GGs Thanks for Playing Shulk~