There were 10 MMs but for my sanity's sake I didn't waste away time uploading and fighting with youtube to get all those up LOL
Watched them all. Great work. Seriously. It's like you just improved by gigantic leaps and bounds, with a few simple things.
You're doing a heck of a lot more things now that are giving you the edge, and you're not just sitting back and camping the game away anymore. Keep that up. You still could be a little more careful about falling into a predictable pattern; Hero was nailing you quite a few times for that during your matches, even powershielding through your laser camp to get at you. If he's going to do that, and if you still want to laser them in the face, there are ways around that.
Laser camp:
One thing I never see you do, ever, is SH-2X laser. It's almost always a single laser, or rarely a 3X laser. If your fingers don't know how to do it consistently, learn to; if you do know but just don't use it, whip it out every now and then. Even if you don't use 2X laser that often, having that maneuver in the toolbox can still be handy. Like against the powershielding peach: if you'd tossed a few 2X lasers into your camping, I can almost guarantee it would've thrown off his prediction timing, and he would've eaten a few more of your lasers as he mistimed his shield.
D-air drill kick:
Nearly without exception in these matches, you follow up D-air with U-tilt. It's a good move, but again, it
will get predictable, and smart players will know how to get around it. There is enough landing lag from D-air, at lower % especially, for the opponent to bring up their shield and shieldgrab Fox out of U-tilt. This is another case of having more options in the toolbox, so here are a couple handy alternate D-air follow-ups:
1) Grab:
Many players' first instinct after being caught in Fox's D-air is to shield, so they can shieldgrab U-tilt afterword. Fox using a grab instead will obviously shut down their shieldgrab, and let you take it from there with control.
2) Jab:
A straight grab out of D-air may also get a might bit predictable, and there are several players I know who will sometimes spotdodge instead of shield after a Fox D-air. Using a jab after D-air is a good option for several reasons. If you hit during their spotdodge, you have plenty of time to punish the spotdoge with a grab or something else. Even if the opponent's shield is up and you jab a shield, jab ends fast enough that Fox can often just grab straight after anyway (see: footnote).
[COLLAPSE="footnote"]This will however demand Fox to either walk forward for an instant, or crouch down for an instant. Otherwise, the game registers a "grab" input (shield+attack) from a jab as "attack", disregarding the "shield" part, and will go straight into Fox's second jab instead. You could do it without getting technical and just wait for the whole jab to end, but it'll be slower, and won't be nearly as useful.[/COLLAPSE]
Grabbing out of D-air, or jabbing then grabbing out of D-air is far from guaranteed though. A
really smart player can even predict this entire sequence, and shield/dodge/punish his way through it accordingly. This is simply a case of having more options in the toolbox that you can whip out, and making your opponent have to think that much harder, or fall into your attacks.
Nice video. It brings up the basics of zoning and area control. The thing to take away from this video for Fox: the fact that Fox's attacking hitboxes are so f**king tiny when compared to other characters, which limits is normal melee reach to almost nothing. To get around this, I personally will use Fox's unprecedented mobility to expand his reach, and allow me to take/keep control of a much larger area. One maneuver I picked up recently that uses Fox's mobility this way is a circle-hop. I can get into more detail if you're interested.