Tero vs Yomi (sheik)
Game 1
- First stock was just failing execution. It looked like you knew what you were going for in terms of punishes, but just messed up and it cost you a stock. There’s not much to say for that. I guess you could’ve used your shield more to scout what he was going to do so that you wouldn’t run into those d-smashes
- During your second stock, you messed up a bit. Shining him onto the stage. There was one thing though; when you hit the n-air at 23% and you stuffed his jump. You then shined him instead of u-tilt/n-air/w/e. It worked out though, since you baited his d-smash after and grabbed him. Your punish was weak again though, since you did that platform waveland tech chase to grab him, instead of comboing 2x u-air or something. Basically, you put more effort there to get less of a reward.
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1:02 – u-throw -> u-air would’ve probably killed at that percent on YS. The b-air wasn’t a bad choice still, if you had chased him out with a second b-air while he was offstage. Since he had a jump still and you took the ledge in that way, had he been more aware of the situation, he could’ve made it onto the stage for free. Meh, it worked out anyway though, so w/e
- After the opponent spawned and you wore off his invincibility. I probably would’ve shielded to see if he would commit to something. That dash attack he did was pretty risky, if you either shielded or jumped around more
- On the 3rd stock, it looks like just tech rolling away seems really good in PAL
- Your 4th stock is a prime example of how important it is to have these 3 components in your gameplay:
• CC
• Good shield game. Especially oos
• Good movement
The reason I say this is because you get hit out of your movement a lot, never CC’d anything so far, and You either get stuck in your shield or just get grabbed. You lost many chances to punish your opponent because you were lacking in those areas (at least in the first match anyway). There were too many various reasons as to why in different situations, so it’s hard to get into specifics. If you ask me though, it’s usually a case of either DDing too long, and too far away from the opponent, or not DDing for long enough. You lose chances to punish, or he just hits you because of what I just said.
In the sheik vs fox matchup especially, you really have to not miss your punishes or drop combo opportunities, otherwise you’ll probably get ***** if the sheik is really good and playing half-decent.
- The summary of game 1 is that you pretty much miss a lot of chances to start a combo. You get hit out of your movement a lot, and don’t really use your shield much (which isn’t bad though, if you’re not getting hit). When you do, you don’t really move out of it too much. You didn’t CC anything at all from what I recall. The opponent was spacing better too I guess. You edgeguarded him pretty well though, but I think you knocked him off the stage like twice only.
If I were to go more into detail in the match about where/when/why you get hit, I would probably just be repeating the stuff that I summarized a billion times.
Game 2
- From the first stock, it looks like you were moving better oos. It still looks like he had no problems landing hits on you though. There were a lot of missed punishes on your part, like he would out something laggy like d-smash or dash attack, but then you wouldn’t respond accordingly and completely throw away the punish. Drill, grab, falling u-air (when you can), up-smash, or u-tilt should be your go-to options when there is a free punish. Shine too I guess. Basically, just don’t b-air when you don’t have to.
It seems like you need to be more aware of what the opponent is doing. Look here at
3:18. He did a SH n-air and went right over you. You could’ve hit him with almost anything in your moveset, but then you ran away. Not only that, but he was near the edge, so you may have been able to score a potential gimp. Anyways, you dashed away and then he tried to follow you with a dash attack and you still continued to run away. That was one of the best opportunities to land a good combo on him.
3:08 would’ve been my first example, but that looked like a technical error.
3:09, you did the shine after he CC -> d-smashed your b-air. Even if he didn’t CC it, shine probably wouldn’tve been a good choice anyway, since he would be airborne.
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3:21, you did n-air -> shield on his shield. So he grabbed you for free. I’m guessing you were expecting him to n-air oos. Even still, there was no reason to not shine after that n-air. Anyways, that costed you 40%, but fortunately he missed the edgeguard
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3:33, you shield grabbed the dash attack and did u-throw. That was good, but then you b-air’d him off the stage from that far away. Giving up your chance for a longer combo, and no chance to edgeguard him as well based on your position. U-air would’ve been way better in that situation, or b-throwing him off the stage since sheik has crappy air mobility.
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3:37, keeping him locked down at the edge was really good, but you needed to position you moves better. Hitting that weak b-air could’ve gotten you CC -> grabbed, and all those whiffed u-tilts could’ve also gotten you gimped pretty easily.
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3:47, I’m not sure why you u-smashed there at that percent on that stage, but it almost did hit though. But this timestamp from here to about 4:00 or so, is another example of DDing too long, and also DDing too far away. There were some chances to attack him, especially when he was on, or coming off from the platform. Fortunately, he happened to whiff that jab when you were going in with n-air
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4:10 was a free grab when he whiffed that n-air. You may have been able to try and gimp him based on where you were positioned
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4:16, You were in the perfect spot to punish that roll. But then you shot a laser.
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4:18, you could’ve u-air’d him through that n-air at the edge. That may have potentially been heavy damage, or a quick gimp.
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4:20, free u-air when he went on the platform. Or drill if you really wanted. You then outspaced his dash attack when he came down, and didn’t grab him for some reason. And then, he messed up a WD or something, and you were way too slow on the punish. But fortunately he did a panic d-smash facing the wrong way, so you stuffed that
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4:41 he hit you with a weak n-air when you were at 0%. Landed right in front of you and you did nothing to punish it. Afterwards, you ran down from the platform and he followed doing a reverse b-air on your shield. You could’ve shined oos on him since he didn’t f-air/low n-air.
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4:46- 5:08 or so, There were so many whiffed moves on his part and many missed punishes on your part. You n-air at the wrong time almost always, or just don’t delay them at all. DDing way too long, even after he has whiffed dash attacks, or is throwing out d-smashes. Then he started doing f-airs, which you could’ve dash attacked under or something, but you still were DDing and didn’t even attempt to punish. Anyways, finally something happens and you get the stock.
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5:25 why the n-air? Then he rolls into you and spotdodges and you n-air again. His percent wasn’t even that high or anything either.
- The last stock, it seems you’re trying to n-air -> shine him at like 90%+
7:25. It didn’t make sense, but I’m guessing you thought he was going to be able to shield your n-air?
Games 3 and onwards, is pretty much the same stuff, but different stage.
Ending notes:
• Read the summary of game 1 and apply that to all of the matches, now that I have watched them.
• In general, it looks like you could use more drill. Punishing whiffs, coming down on/from platforms, full hoping over an attack that is directed in front of her (dash attack, grab, b-air sometimes, f-tilt [but he didn’t seem to use f-tilt much], jab, n-air).
• Better shield game
• More tilts and dash attack to try and force your way in on sheik. Sometimes DDing alone just won’t cut it. D-tilt for spacing/range and mid-percent combo starters. F-tilt for the speed/range ratio and either forcing knockdowns at higher percents, or for pushing the opponent off the stage to set up your edgeguards . U-tilt for the obvious combo starters, and anti-air. Dash attack for sneaking under aerials, and just an overall fast combo-starter. It’s kind of risky because it can get CC’d for a long time, but that’s why you try to do it when they are either in the air, or committed to something at mid-high percents.
• Probably one of the most important things you’re missing is DD-grab. It’s so simple and basic, but so gay. I don’t think I saw you even attempt do it once in the games I watched.
Anyways, good luck