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Blade Knight
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Leaf shield actually does 2% per leaf hit. I prefer it due to its less laggy startup.
Per request, I watched the 3 you said you played the best on. Solid wins on all 3 (3-stock yuuup).
Duck Hunt - The Link didn't really do much but take it the entire game. Almost all of your approaches were through full hop FAir/BAir, and those are not only unsafe against a player who defends properly, but you got really predictable. That said, you kept really good pressure throughout the entire game giving him no time to relax or setup his wall.
Mario Circuit - Nice choice of music.
1:45 - crash bomb at that close range. Eek.
Lots of crash bomb & metal blade. They're not fantastic against Link at long range, since he can cancel them with his own projectiles safely. Pellets allow you to get closer while being safe from his projectiles.
Stage awareness is big on this stage. It's one of my favorites for that reason. Nice job using the ceiling on that section of the stage, but try and keep track of the stage during the flying parts.
Gaur plains - 0:30 is kind of what I'm talking about with the long range. You crash bomb here, but Link has already drawn his bow. Then, with the crash bomb stuck, you play defensively when Link is the one in a bind with the crash bomb stuck on him. Push your advantage and try and read what he wants to do. You see him rolling towards you (which isn't a good approach ever), punish him for it. Throw out a dsmash. The worst that happens is you get blocked/miss and eat a crash bomb, which at your low %, you can cancel it by shielding.
1:38 - when you land on the stage, be wary of that landing lag. Canceling it with a pellet and immediately jumping makes you hard to punish. But it does seem like you were going for the ledge anyway and just missed it.
General stuff:
Some things that stood out to me. You generally looked uncomfortable at mid-long range and always wanted to get into close range for usmash/aerials/grabs. Which is also seen in your rolling habits (rolling to your opponent's jab range is rarely a good idea). You tried to shield and weave your way around Link's projectiles, when you can just walk and pellet to cancel them out. Then, you can approach to the zone where you want to be and go from there. One of Mega Man's strengths is the mobility his projectiles allow for. You seem to stand still shooting crash bombs, charge shots, pellets, and throwing metal blades when you can be moving and attacking from different angles with varying spacing. Not that standing still is bad, but unless you're exactly where you want to be to subject your opponent to your projectile pressure, why not take the opportunity to move there?
A lot of full hop weaving and landing with aerials. While they can be effective, proper defensive play, Link can shield and grab them with his tether. Also, weaving and double jumping in the air gives your opponent time to position on the ground. In general, work on your ground/short hop game. Staying grounded gives you more options and you can play a spacing game with your opponent trying to get them to do something punishable to start your offense. You also seem to start your dash attack super early, when I think Mega Man runs faster than he moves while dash attacking... Could be wrong though. But yeah, playing the "neutral" is what I'd say to work on. From there, you can get to your close range pressure game more frequently, where it looks like you shine.