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I think it goes without saying, but a lot of those Up-Bs felt really out of place. I get the feeling you were trying to punish his Shadow Ball lag, which isn't a bad idea, but then a couple recoveries were also like that. Talking about Shadow Ball, Din's seems like a really bad option at trying to contest it. It's incredibly slow. If you want to go out of reaction, you can try a mix of more Nayru's and better-timed Up-Bs (though I can't blame you because lag).
About Phantom, I'm starting to see it's not as good as we thought in forcing in approach, and let alone if the guy is across the stage and Phantom only covers half of it (let alone giving up stage control for a full charge). I think Mewtwo just forces you to approach in this matchup more than you do to him, but that doesn't mean Phantom can't be used a little more aggresively (it's a large wall you put up in front of you, after all...). I'm clearly not the best guy to be talking about Phantom, but if I had to think about it, I'd ideally use it more when I'm starting to corner my opponent at the ledge, as well as ledgetrapping them. If you're slowly forcing them agaisnt a wall, they're forced to approach you and/or jump over it (which lessens the guessing game for you).
Good Phantom + Din's, by the way.
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oh lawd. This Peach player is ****ing hilarious.
I feel like you were letting him (her?) do a lot of stuff for free. And out of all the matchups, I felt you should've replaced all those Din's for Phantoms. It would've definitely done a lot more, and would've at least walled out all those Side Bs. As a guy there said, you could've used more Nayru's against her (granted, you'd the timing for it). And from my own mind, I think you should use a lot more of Zelda's normals. Namely, U-Tilt. U-Tilts, Jabs, Dash Attack and even some D-Tilts in-between would've put a lot more preassure on her.
U-Tilt kind of goes without saying. She lives in the air, and it's your main juggling tool that leads into pretty much everything. And with a player that just won't stop wiggling, it's no surprise you can't just run up and grab (let alone with Zelda's Frame 14 arms...). For that, you kind of just have to mollywhop and force him to shield. This is where stuff like N-Air and Dash Attack come in. You use Dash Attack as a long-ranged quick punisher for stuff like whiffs and landings. I use it a lot after dashing in and back into it, though I don't expect you to play like that way. N-Air isn't exactly nilly-willy spammy, but it's an amazing tool to when you get in on their zone...it's hard to explain, but it's right before you see them throw out an aerial. It's best used as an OoS punish and you want to cross it up on their shield to remain safe.
To sum this up? I feel you're using too many slow attacks and nearly enough of the fast ones. I don't think Zelda is as an effective camper/zoner as people think she is, and I think that's what's limiting most people from seeing what she's capable of. You need to get in touch with your close quarters, and I feel you can build off of that solid base into said camping tools like Phantom and Din's. And I forgot to mention, but players like that is one of the reason we need our OoS game. Stuff like N-Air, Up-B and especially our Kicks. We can punish a lot of Smash Attacks on our shield for ridiculous kills, and Peach is no exception.
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Not sure if there's a whole lot to say, as pretty much everything you did worked. The Bowser player wasn't playing awful, you just really beat him at Rock-Paper-Scisors. You know, wall him out and got your grabs appropriately without feeling overcomitted.
Your Up-Bs still feel a little weird, and I'm not too sure if your intention is either a mix of a punish as well as trying to simply reset the situation to neutral. Either way, I'd start avoiding it. I, personally, had a bit of that playing a few guys at the U.S. Didn't take much but a shield to start getting punished for it (I was also trying to catch lag on moves). Try to leave that for stuff you pretty much know for sure you'll punish, like the Links when throwing certain projectiles and they're on the other side of the stage.
We can also get a ton of follow-ups on Bowser, and I'm pretty sure we have both our kill confirms off of Kick and U-Air (again, DI-dependent). Killed a Bowser at 80-90 with just D-Throw > Kick at the ledge, which makes her scary for them.
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This was something I was trying to get at with the Peach, but this is an even worse degree. It's good that you point it out, because I think it's something defensive players might be more suceptible to (getting overwhelmed at close quarters and being combo food). I saw it a lot with other Corrin players in Smash 4. They start depending on their zoning tools so much, that they just don't know how to respond to these kind of threats.
I'm actually not entirely sure what you're supposed to do, "objectively", as a Zelda player...but from my own experience, I try to look for openings when they throw out their aerials. I try to punish their landing with Dash Attack, and their N-Air with our own, OoS. Once they're conditioned to shield more, that's where the grabs come along. You want to look for OoS punishes, like N-Air, Up-B, and maybe even the ocassional D-Air OoS as a mixup. When I say "objectively, as a Zelda player", I mean going with the usual Zelda protocol that you're supposed to do X, Y & Z and not necessarily how I'd go about it. Since there's not always a clear-cut answer for Zelda in X situation, you just have to get creative and your own thing. Now, for some actual Zelda stuff, I still think Din's isn't really a neutral tool. A lot of those were far better suited as Phantoms (even just a quick, half-charge). Learn short hop backwards > Phantom, and especially with the first phases. It's something I'm trying to incorporate, and I can see it working as a sort of quick wall for her to put up, kind of like a sword (or one shield).
Lastly, I would try to avoid making a habit out of Nayru's for trying to get out of everything. A smart player will just start shielding the entire move and punishing accordingly (we have
a ton of endlag, don't forget). You're better off with OoS, like N-Air or just grab. At kill percents, Up-B does it if they're close enough.
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Much like the Bowser matchup, I'm not sure there's a whole lot to correct, bar a few timeframes:
2:58 - Nice Kick.
4:07 - Nice F-Smash.
4:41 - Learn to recover from different angles. It'll actually help, and even though recovering low is great, it's another mixup to your toolkit.
Why did I mention the first two? It has to do with reading aerial drift and catching your opponent running off of platforms and landing. You'd be impressed at the amount of kills this can net you. I'm starting to look for misplaced Pichu F-Airs, and I can get stuff like Pivot Grab and F-Smash kills for overcommitting. It's the same concept for every character overreaching with an aerial. You just run back and F-Smash them. You can apply a similiar concept for trapping the ledge with F-Smash.
As to the actual matchup, everything you did worked because it didn't feel like the guy was preassuring you the right way. An isolated Lloid Rocket with only a few slingshots in-between is hardly preassure when you can very easily reflect the former. An annoying Village and Isabelle with probably spam the hell out of it. With the amount of endlag we have out of Nayru's, it's just not optional to reflect every single one of them. It can leave you open, and it heavily kills momentum in his favour. You're going to have to start running up and shielding them (ideally, Parry), and maybe sometimes (very sparringly) throwing out a Teleport. Phantom would really help, but I doubt you'd be able to get a full-charge in the middle of the fray. Once you are in his zone, you can go in with any one of Dash Attack (disjoint, beats out grounded attacks), N-Air (up close, when he's about to jump) or Grab (shield, obviously). I'm pretty sure our U-Air beats out turnip, so there's that too.
Also, you can reflect bowling ball for whatever the hell it's worth.