[02:34] You almost got him to walk into the F-smash, but from now on consider the outcome of missing these before you input them. The lag will almost always cause you to lose any advantage you gained in the process, so only go for F-smashes as part of a true combo.
[02:39] Good F-smash to get him off stage, but the one you aimed at the ledge was a bit reaching. Notice the way he moves as you approach the ledge. You can see he's going for the ledge, but in this case it's best to just let him have it and keep your control.
[02:45] Resist the urge to tech chase with F-smash until you get really good at it. Go for grabs if they shield and F-smash if they spot dodge. Watch for what they choose by dash dancing while they tech. You can bait out a spot dodge by making them think you'll grab, etc.
[02:52] Good attempt at the tech chase. For the tipper tech chase on Battlefield, you want to be in position as their roll carries them left or right. If you're not, then go for U-air/U-tilt.
[02:55] F-smash as an edge guard should only be used to trade/intercept an Up-B or to punish floating with Side-B. Otherwise, push them off with a F-air. The position you put them in after that D-throw pretty much requires them to jump. Choose your attack according to this thought process.
[03:01] Your opponent does a tournament winner, which is basically a free F-air or U-air on this stage. N-air doesn't cover enough unless they're teching.
[03:02] The only way this F-smash would have connected is if your opponent was stuck in something like a swing animation. Cover landings like this with F-air or by placing a grab right where they intend to land.
[03:07] This D-air was a long shot and I'm sure you know this now after rewatching. Just work on resisting that urge to swing unnecessarily.
[03:11] This is the kind of cross up that beats a lot of things. It's crucial that you learn what to do afterward. These are the perfect times to get grabs because your opponent puts themselves closer to the edge, so if you throw them that way you gain twice as much as you would throwing them the other way.
[03:13] Perhaps a mistake, the dash attack is bad for attacking center stage especially. You likely went for D-tilt, which you should wavedash into primarily. Run cancel D-tilt is mainly used as a chase down.
[03:17] If you haven't noticed by now, you've gone for tipper as your tech chase multiple times, and your opponent is conditioned to this. Had you waited for the spot dodge, you'd have taken the stock. Keep an eye out for situations like these the more you play.
[03:21] That is exactly how you play an opponent in the corner.
[03:33] This jump is very dangerous. You didn't get punished but be wary of these out of tumble jumps from now on.
[03:39] At this percentage, you need tippers when attacking the platform with F-air or this will happen. A better option is to stay grounded and pressure the platform from below. If you have to jump, do a short hop U-air instead.
[03:43] Again, if you must jump, do a short hop. Full hops like these get you stuck in that swing animation and lead to you eating a punish.
[03:49] D-air here was awkward. Only do this if you're really styling, otherwise stay grounded and note his position: the corner. Getting grabbed while they're in the corner leads to an instant reversal with d-throw, so stay spaced and force them out with the threat of pokes.
[04:02] The full hop gets you punished.
[04:05] I don't think you needed to jump here, and again looks like the habit jump. Instead, you could have just fallen to the ledge and recovered, then you'd be grounded again.
[04:20blazeit] The swing of desperation makes it easier for tipper to connect. Remember that individual hits are not as important as the gameplan.
[04:27] I think you input your L-cancel for too long here. I do this a lot because of nerves or if the move autocancels and I forget. Things like this will improve with practice in the tournament environment. Keep going.
[04:35] You should definitely wavedash OOS more. Imagine had you landed the D-air here. You likely wouldn't have gotten much more than that. Gameplan > Hits
[04:37] Good neutral play leading up to here. I would still like to see you jumping less. I see you go for a big full hop, which is easily reacted to, and then some kind of swing (D-air?) and it doesn't quite come out before you hit the ground. Try not to panic and hit too many buttons. Stay calm and focus on reaching the ground and teching if necessary.
[04:42] Watch closely the events that occur after your jump OOS. I can imagine you're in pure avoidance mode, so you end up double jumping way high for no reason at all. Meanwhile, your opponent moves left and maintains center, knowing you have to come back down and land now. Given this conclusion, you can be pretty certain that he'll attack the platform. You could have fallen straight through with a F-air and beaten his attack, but your shield drop gave him time to hit you first.
[04:49] Great sweet spot, but you know what happened here. Stay patient!
[04:58] Your approach to attacking platforms should be methodical. Ask yourself: Are they in control or are they teching? If they're in control, a short hop F-air or U-air are your best bet. Are they shielding? Maintain center and counterplay their next move. Are they dash dancing? Bait something.
[05:00] This DI down/crouch cancel was spot-on, but your grab flubbed.
[05:02] The jump here set you up for a lot of pain. You were positioned well enough to F-air but I suppose you didn't expect the edge cancel. A tech roll into a buffered down tilted shield would have been ideal.
[05:03] Side-B stall keeps you in the air longer, which goes against the gameplan and sets you up to be punished longer without regaining your jump.
[05:06] You made it back but they called your swing with a crouch cancel. Simply chose the wrong option. Not necessarily a bad one, but there are other things you can explore in situations like these. Taking the ledge is worthwhile at times, especially if you're missing your jump. Wiggle-out waveland onto the platform could have helped too. If you do land hits like these, input your grab as soon as you can.
[05:13] He still had his jump. Same as before: Choosing F-smash here gets you punished. Bait the second jump or hit them out again and force it.
[05:18] I can tell you were looking to punish his whiffed F-smash here with a D-air, but there are other ways to punish than just dealing damage. Drift behind him and land safely in a superior position. Lead this into an even bigger punish than D-air would be.
[05:20] Another evasive Up-B. RIP
Again, make sure you remove these from your play entirely.