Mmmm....last time I taught someone that I messed up their understanding of the game. Suffice to say compound movement is what you use to mask intent and also give you reactable setups.I was wondering if you'd be willing to go into deeper explanation of the relationship between compound movement and intention theory. Or, perhaps provide some useful links that allow me to research the two topics myself.
My second question is this;
We've had very short discussions about practicing before, and you've delved into how you practice in short on your stream. I'm not sure if this has been brought up here yet, but I was wondering if you could elaborate some on "Going back to basics."
I understand that this entails things like practicing wavedashing, L-Canceling, Wavelands, generally using your moves and hitboxes. However, there is something to be said about the structure of one's practice and analysis that I'm not sure has been touched upon, and I would literally pay to learn some more about how you structure your personal practice and analysis.
So, for practice, I often go for effectiveness rates. If I'm not doing great wavedashes basically 97% of the time then I'm much more likely to mess it up in tournament. So I do WDs for 2-5 minutes and note my effectiveness rate in a notepad file with any extra info I want to include. That way I know what to think about going into the next practice session and don't repeat mistakes.
Don't waste time doing mindless actions. It makes everything worse.
You can also do stuff for like edgeguards, where you practice doing certain movements to trick the opponent(like in neutral) and end up covering the option as you know the timing in your head. Then you try it in matches and get feedback on it through the game. That type of stuff is pretty useful for a lot of areas.
Fox Vs Jigglypuff: Hungrybox is only now beginning to do some of the weaving Mango did a long time ago and it's much worse overall. I guess it's an overall advancement of the meta but I don't think anything new or him pushing his boundaries are happening. I do agree the Fox meta has advanced here but I believe it primarily did so in 2014/2015. The rest of what you describe is the Hbox vs Armada matchup and minor adjustments imo.Examples that come to my mind are:
Fox v Jigglypuff:
I think since Hungrybox's "ascension" a lot of development has happened here, maybe the matchup is the one which developed the most in the last 2 years (it is still relatively unexplored compared to many others, but it was way worse before that). We see multiple different approaches from different Foxes, and several of them do very well (after all, it's a good matchup for Fox). The concepts that looked most convincing to me abused Fox's clearly superior vertical movement, not trying to beat the bair horizontally any more because it is a mixup that is often disadvantageous. Also there are a lot of different forms of positional advantages, and seemingly neutral looking gamestates can be favoured for one side, and players have become better at recognizing this. To give an example, Armada often allowed Jigglypuff to short hop or full jump towards him from across the stage in the past, which leads to Jigglypuff being able to force Fox into the corner with the bair threat zone, and even this is not always safe if Jigglypuff goes for the read with pound. In more recent sets he will use fj nair to challenge the jump by using it preemptively, and if you fall down on Jiggs with it you beat bair. Alternatively, he will only retreat as much as needed in this specific moment and full jumps out after the landing, so bair can't hit anymore and grab not yet.
Plup:
Plup innovated a lot recently. He created a few blueprint sets for Sheik vs Jigglypuff which has never been played at a this level before (although Shroomed had some close sets against Hungrybox). In every matchup, his skirmishing is very refined, to the point where I think it should be considered a big leap, but I haven't looked into it enough to be able to tell what exactly makes it so good.
ASDI down/Crouch-cancelling:
Just in general, but especially Falcon players, because the character is good at it, and he needs it. Not sure if all of this is new, but at least it is applied much more. I've heard of players holding c-stick down during dash dancing when at low %s to option select it every time, which might be new. I think there is also a lot of potential for CC even when the resulting frame advantage isn't enough for a punish, because they will either be at risk of getting hit or will have to commit to something that could get whiffpunished, but I haven't really seen that enough to count it.
Defensive maneouvres:
next to SDI which you mentioned, slide-off DI has improved a lot (against upward attacks at low %s, in platform techchases, against low angle attacks at higher %s), as has teching when recovering.
Gameplans:
In terms of gameplans, in a few matchups (non-dittos) where it was common to see both players dashdancing and mixing in some moves of their neutral game arsenal here and there, this kind of neutral game gameplay can be advantageous for one character, often the faster one at higher range and the one with the more fearsome neutral game tools (like Marth, Sheik with grab, grab/dash attack) at mid-range. To avoid being in mid-range too long, fast characters have shifted away from DD+SHFFL gameplans in many cases, instead trying to close the distance asap. Fox players now often just dash in completely to avoid standing in these threat zones for too long, while using some other option (like a dash in->crossup full jump) to be able to punish a defensive hitbox. I'm not sure how much of an innovation this is, because maneouvres like running shine definitely exist for ages, but from my point of view the understanding of the neutral game has changed in some way. The same thing can be seen with Captain Falcon, although it is usually combined with aerials and often the hitbox s just "sprayed" to cover one or multiple dash patterns, preferably dash away, which often acted as a get-out-of-jail-free card in the past.
I have to admit though that Falco and Marth development definitely suffered from your absence
Please to correct me on anything if anything is wrong, I'm not 100% sure about a lot of this as they are mostly own observations that could fall prey to all kinds of errors and biases...
Plup: I think he did a ton in the past couple years, but I also think that this advancement happened earlier on in that time. He was doing well against Hbox a while ago if you recall, so his recent success is more refinement/him getting better/other stuff than new things from what I've seen. Refinement can obviously be something new to add and worthy of saying it advanced the meta, but I don't think that's what has happened for it since much of Plup's initial explosion.
ASDI down/CC: Holding down on platforms happened early last year or the year before I don't remember. Since then it's just people getting marginally better at CC and such which hasn't seemed to make a huge change at the top level yet. You mention Falcon as your example, but I don't really see S2J or None abuse CC much at all, and even Wizzy who is someone who would abuse it seems to not opt for it/gets surprised when he could have CC'd fairly often. This is because it's hard for people to want to come in on Falcon due to DD grab and they can just beat out his aerial hitbox if they space anyway.
Slide-Offs: I don't think I've seen that too much but it's definitely an area that could have a lot of advancement. If that becomes more frequent at the top then I'd agree.
Those neutral changes you mentioned also occurred in 2015 at the top level, and for the Fox part in particular it has been solved in ways like that and many others for a decade. Yes of course new approaches have occurred, but they're borne out of small refinements or "let me change this one detail to beat this habit of my opponent."