do you mind elaborating (the whole thing, but especially the "don't let him play" part)
i know what you mean, and i don't disagree with you, but i'd love a more in-depth answer
i want to be able to play a more tight and efficient game, and i sorta get the idea behind it, but i have a LOT of trouble trying to do it in practice, so i'd like to read specific cases to reinforce the lesson as much as possible.
don't let him play.
put him in situations where he only gets to decide between "bad" and "worse" defensive options.
I know in my original post I had talked about inefficient punishes but I don't want to take the time to look for examples + I think those situations were overall too specific/won't lead to too much improvement. instead I want to focus on situations where you had the opportunity to punish and you didn't: where you didn't convert.
why is this important? quite frankly from the beginning i thought you were going to lose right out on all levels. as the set progressed i came to realize that you weren't going to lose in terms of opportunities but in terms of conversions. PPU is actually kinda bad at the ditto based on this video (dunno how much he was ****ing around against you but it would've been a **** move if he did LMAO), but what makes him a high level Marth player and what puts you at the precipice is his greater ability to react to and maximize advantageous situations.
anyways, more to the specifics.
http://youtu.be/ZSSxy7W0jkA
8:34ish he's up there, clearly DI'ing out. the hitstun at this percentage is long enough such that his subsequent position should be easy to account for: he's either going to have to double jump, land from an awkward angle onto the platform + do nothing, or drift back to the edge. you can react to all of those options if you just land from the fair and walk forward a little bit, but instead you pre-emptively FJ forward and he gets away for free. not only that, but he DOUBLE JUMPED to get out of it. you are good enough to know what happens when you have the opportunity to punish a double jump. why did you let him play? he should have died.
look at the ledge situation immediately following. PPU does not let you play. he delays fairs and is ready to dtilt you from far far away, abusing his positional advantage from the slope because he knows you have no options. you escape because he gets greedy and also forgets you are a Randall Wizard (tm).
another GREAT example of your poor efficiency is almost immediately following. at 9:07 you're coming down from the platform. he dashes away as a response (wow kevin toy please don't do that LOL you gave up stage). this is great for you. you can stand there and PPU is immediately ****ting his pants because he does not get to play. he either jumps or shields, both of which are terrible because at that point he is pinned with his back to the ledge. instead, you dash into him, and once you noticed that he has picked shield, you realize you messed up.
from there, rather than continuing the dash through him and initiating a DD (which would give you pressure to disguise the error you made), you do the NEXT worst thing: you jump back* and dash forward again, initiating a short DD that does not allow you to cover the stupid thing that PPU does in response. if you had just done a long DD from the jump back, you could have easily reacted to the stupid that he did in response to your stpuid.
there's a few more examples of these throughout the set but I think I want to give you the ability to look on your own and ask questions about it. the key though, at your level of play, is not only to ask "what could I have done better in that specific moment", but also to be sure of when you can reasonably say "I should have known that it did not need to get that far". for example, dashing into him with your invincibility at 9:07ish. yes, i said that you could initiate a DD after realizing you messed up. but you could also just not let it get that far in the first place. you could have avoided messing up from the very beginning, thereby maximizing your reward. too often mid-high level players look too closely to options in specific scenarios, without questioning whether or not the specific scenario emerged as a deficiency in situational awareness.
so, to reiterate:
stop letting him play. grab does not let him play. positional death traps do not let him play. good macro does not let the opponent play. reliance on the efficient option does not let the opponent play. greater situational awareness leads to better conversions, which leads to more wins, and more learning in important areas.
(if you wanted me to talk about punishes find me on a different day I have diff EQ hw and I hate watching people do unnecessary dairs when I'm in a bad mood AKA now)
*what might even be worse about this situation is that you're still invincible and you still choose to not aerial. i say might even be, however, because I like grab over hit here. put him on the ledge with fthrow/dthrow = he doesn't get to play, hit him at mid percent and fumble w positional advantage like you did through much of this set = he gets to play