I'm pretty sure they are talking about the same difference between crouching to grab and JC grab.
Using JC Shine as an approach simply makes you cover more distance before the shine comes out.
I didn't know it actually moved you forward slightly. News to me!
I don't think he misunderstands the method of jump canceled shines (knowing raynex's history with shine tech skill ^^)
I tried to make a gif to show the difference between the two, but for some reason dolphin is freezing on me for an aerial shine
When i said spaced JC shines, i meant that he was not only using the speed of the shine to approach me but the precise distance he moved from the jump canceled bonus range to hit me with a shine.
That's absolutely insane. When a space animal player wants to initiate shine pressure, it's usually achieved through aerial -> shine -> etc, etc. Extending the range of shine using a JC for that purpose is a great idea, albeit a tad execution heavy. Falco seems to be able to draw more use out of that than Fox does, though. The blue pidgeon gets a free combo if it connects, whereas Fox has a much harder time following the hit.
I'm not so sure if the effort is worth the reward. (w/ Fox at least)
Whats the best option after knocking down a character and they get up attack while your at mid percents? I know fsmash or usmash works on low percents (depending where you are in the stage), what about mid percents? Any advice?
This is such a broad question lol
1. Run into your opponent and crouch cancel. You get a free move if they GU attack. This should be the preferred method of following techs at percents when you can CC. If they get up in place or attack you're crouching right in front of them, and you also have more than enough time to techchase them in either direction. This technique covers most options, with the only real prerequisite being moderate reaction time. This is an effective, universal option you should remember to implement whenever possible.
2. Your move selection in other situations depend on factors not limited to but including: stage positioning, character match-up, both player's %, and stage selection (blast zones, essentially). You have to decide whether it would be better to knock your opponent off for an edge-guard, or take them upstairs for combos. To force them onto platforms for more guaranteed damage, or manipulate survival d.i. for more elaborate follow-ups. The best advice I can give you for mid percents, is to punish them with either grab or u-smash. Grab USUALLY leads to combos at mid percents, as does u-smash. But again, this is all situation dependant - there is no definitive list of moves you should be using to techchase. Assess the knockdown and make an educated decision based on the characters and your surroundings.
Good luck!
Stupid question: Does anyone here, as a Fox main, have exercises that they do with their thumbs outside of Smash to help with tech skill? I put a decent amount of practice time in, but I find that I'm not moving fast enough, or not being accurate, or something. Or is it only a matter of more practice?
It isn't a stupid question. That kind of thinking could hurt you in the future; always ask, no matter how silly the question may seem.
I wouldn't recommend having thumb-specific exercise regimens as part of your practice sessions. Stick to pouring your time into the game. Techskill grinding and PvP experience are the best ways to improve your speed and dexterity in smash. It didn't come easy or quickly for me, and it won't for you. Just be patient and keep working at it.