Been awhile, got some fresh questions to ask:
How exactly would you define sharking? Tbh, I kind of don't really know the exact definition of it, but how I see sharking is something I would closely relate to guaranteed setups for keeping the opponent up in the air forever. Example could be Marth doing a falling up air in a certain position vs Peach without float and that covers literally all her options due to up-air covering her slow fall speed, outranges her hitboxes, and the low end-lag allows Marth to do whatever to cover airdodge. Where does this fit within juggling?
Against puff, how do you determine when to zone and when to grab? There's some puffs where for some reason they stay really grounded, and I d-tilt them a lot but I'm less inclined to grab since of their potential setups that I don't want to succumb to. I know I can dash grab crouching puff, but to be honest I'm not a fan of the RNG chance of potentially missing and eating a fat punish because of it. Do you personally think it's worth going for running grab?
Regarding juggling puff, there's some scenarios I'm unfamiliar and unsure how to further expand my juggle game against her.
https://youtu.be/HRS1QRteVP8?t=25s
-After my fair strings, I'm not sure what I really accomplish by pushing puff in the corner. This might be noob play for me because I respect pound way too much, but I really just don't want to get gimped by puff.
https://youtu.be/HRS1QRteVP8?t=36s
-Here, I didn't realize in the moment that puff used two jumps, and that with my fade back FH that discouraged her to push in further with her jumps. Was that my cue to drift in fair instead of up-air?
https://youtu.be/HRS1QRteVP8?t=1m51s
-I'm not really sure how to go about this after I hit my fair. I feel like puff has so many available options with her drifts and jumps, so some words of advice would be appreciated.
https://youtu.be/HRS1QRteVP8?t=1m59s
-Pretty much the same problem I've outlined above.
https://youtu.be/HRS1QRteVP8?t=2m29s
-Here, puff used a lot of jumps, Should I have drifted back FH and maintained my threat of fair?
https://youtu.be/HRS1QRteVP8?t=2m42s
-This isn't really strictly related to juggling, but what do I do against this. I know I could technically WD d-tilt to punish that bair, but I'm respecting the space in the first place because of pound.
https://youtu.be/HRS1QRteVP8?t=3m25s
-I feel like I kind of screwed myself over by getting the weak hit of up-air. I really do feel like puff just has too many options to compensate. However, I did manage to catch puff with a side-B, but it didn't end up doing anything. Would you perhaps recommend WD up-tilt instead?
https://youtu.be/HRS1QRteVP8?t=3m42s
-How can I better capitalize off this? Upon further rewatch, I realize I took many of his jumps so he was in a rough spot. Should I perhaps go out there and neutral b? Although I feel like with puff's aerial mobility, she can still travel pretty far with airdodge. Best way to go about this?
https://youtu.be/HRS1QRteVP8?t=3m46s
-I think my mistake here was FH when puff still had many of her jumps. My question here is should I SH to affect her drift/jumps or stay grounded? Or whatever is the best way to go about it.
I'm posting a lot of clips vs my juggle game vs puff because I feel like she's a whole different beast compared to other characters, and that improving my juggle game will give me the highest returns in improving this mu. There's more examples I can cite, but I think this is enough for now.
Also, standing/walk d-tilts are godlike vs. ICs. I've been using this tool a lot to stuff out IC's approaches and force them to commit hard in the air if they choose to, which creates big opportunities for me to strike them in the air. However, I find that this loses to blizzard desync setup since I'm not really approaching. I realize that this is my cue to perhaps strike before they can fully setup. I know one common setup is for them to do an iceblock then blizzard, which is my cue to go out there and dash fair or something. Do you know of other setups I should be looking out for?
I have a lot of trouble covering FH side-B edge-cancel top platform, especially when they fade back their FH back. This is when I'm within SH dair distance. I've practiced the reaction and it's hard for me to get it consistently.
https://youtu.be/GtzZ4OJUQlM?t=24s
https://youtu.be/GtzZ4OJUQlM?t=2m33s
The above clips is a special case where I'm respawning before I hit the ground, it seems like Squid reactively goes for the top platform edge cancel to evade my invincibility frames and I'm not too sure what to do against that.