I keep saying I'm gunna sit down and learn Puzzle Fighter matchups, aside from the obvious "You realistically cant counter ken." XD I've always known that it exists, but never really read up on HOW to counter characters.
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Ok, so marsfool asked me about doc/fox on facebook, and I typed him a quick blur about it.
People always complain that I dont say ****, so here, it's a quick blurb.
Aight.
With Doc (and mario), you can keep some pressure on him and if you think he's going to try to roll out give him the flash kick. Understand that although him wavedashing away from you (like, OoS) is a viable option, when he gets out, either he has to turn around and come back in on your d, or you have to go in and get hit. That being said, if he opts to wavedash away from your pressure, dont be so hasty to chase him. Figure out how he's going to function right there and break that down as needed. Of course, if you can CALL the wavedash, you know you can punish that.
90% of all Doc players are dumb and love to FH pill because they can waveland afterwards and you know how melee players are with wavelanding. If you find a doc player who likes to FH pill alot, hang outside of range, run in and upsmash. A good doc is going to throw a mix of FH and ground pills, mostly ground because it's more effort for you (as fox) to come over compared to running under. Dumb docs FH and SH pill all day. I THINK you can also run under SH pill with fox, im not exactly sure (Like, I know marth and sheik can for example, I dont know if fox's run is low enough or if you have to like, wavedash under SH pills or whatever).
Doc jabs? He can do jab jab as opposed to just jab mixups. Most docs dont. More often than not, if he can jab you, you can FH D.air in response to what he's going to do, unless he does jab -> move the **** out of your way.
You dont really want doc above you because although your u.air and upsmash kills, they're not exactly high priority moves, especially compared to his d.air. Watch for gimmicks like FH D.air -> U.air/N.air/B.air. Doc can do that in one jump, and alot of people just dont know it. His forward air has alot more startup than people think, so if you think he's going to f.air and you're free, get on your n.air plane.
If and when he lands a grab on you, you're really at his mercy, assuming the doc player is onpoint with his CG game (which ironically he probably WONT be, since people swear up and down i have the best CG game *rolls eyes*). Technically speaking, he can CG you from 0-death with a combination of u.throws and d.throws. U.throw works guaranteed from 0 to about 55ish. From there, he can keep CGing you with up throws IF YOU DI. But the problem becomes if you dont DI he can juggle you with u.tilt into regrab (or just keep u.tilting you, etc etc). If you think the doc is dumb enough to try to regrab you after 55% from no DI, shine. You'll die from a dunk 'round 90%+, depending on the stage. First and foremost, the best way to DI a f.air is actually to NOT di it. (It sends you at 60 degrees, so DIing in actually HELPS doc. 90% of the smash community refuses to believe the logic). The only time you want to DI fair is if you can DI it down and just go clear across a stage (like, if you're getting f.aired ACROSS FD as opposed to just off the edge). If he's going to dunk you, the hardest spot for him to get to is slightly behind him, so that's where you want to DI. If you're playing somebody w/o a clue, feel free to try DIing off the stage and whatnot, that might scare some people into not dunking you. Other than that, you just want to try to look for platforms as outs. Doc can really do too much guaranteed if you make it onto a platform.
If you ever grab Doc, there is absolutely no percent ever that you can u.throw -> u.air him. Fox's u.throw is affected by weight, and Doc is too heavy. BUT STILL TRY IT FROM TIME TO TIME ANYWAY. Some doc players are straight up dumb and fall into it. There is a percent where it's hard as hell to avoid the u.air (i wanna say it's around 50% or around 70%. I always forget till I play a fox who tries) So yeah, dont be afraid to try it. The worst thing that can happen is you get n.aired, but remember that Doc's nair goes from weak to strong, so you'll get the light hit of the nair. Instead of u.throw -> u.air, you can do stuff like wait for a double jump, then u.air, you can try u.throw b.air (go to his front side as f.air takes longer to come out than b.air), or you can try some dirty tricks like jump -> shine stall to scare him into jumping -> dj (whatever). At the least, you want Doc to jump.
You always want to get doc to double jump. He's got arguably the 2nd worst recovery in the game. Leaps and bounds below falco, but leaps and bounds aboutabove roy. So if you can make him respect your b.air and u.air (more specifically you're b.air), and you scare him into DJing alot, you're gunna gimp his *** from like, the middle of FD.
If you get him off the stage, just grab the ledge. Doc is dirt easy to edgeguard. Get him below the stage and grab the ledge, he has 2 options. Up+b or die. keep your invinc and make him up+b, when he does, just let him up+b onto the stage. He has horrible recovery lag, so you just hop up, b.air his *** off, and go right back to work. If you're patient enough, you can 0-death a Doc (and a mario to some degree) by just doing that). If you want to be kinda greedy, as doc goes to up+b, you can do a ledgedrop b.air. You hit him, he's dead. Period.
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Any other questions?
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Expect more of these in the near future, because I'm about to have a crapload of nothing to do in my town. :|