is it possible that you could explain some of the stuff that you think got better. I know personally that I hate giving away too many details on smashboards because i don't want foxes and falcos understanding how they got ***** and developing counterstrategies..but some things are basic enough that I don't care what people hear.. or you could always PM me. But i'm really curious whether there are any specific things that you learned. Usually when I say that I got better at neutral with marth, it means that I specifically learned some new movement or punish for a certain type of approach/retreat from the opponent.
I"m pretty lost in general vs fox and falco in neutral. At least vs sheik and falcon I have good general ideas on what to go for.
don't worry about revealing stuff. it helps the metagame. the ic vs spacies metagame has been developing over many years, so knowing as many strategies and counter strategies as possible is key in winning the matchup, for either side. it is usually a complete shutout if either player doesn't know what they are doing. ic's are supremely tactical so both sides need very specific moves to hit each other in a worthwhile way
With my experience vs. Fox and Falco; there really is too much to understand beyond the basics.
I just have constant epiphanies from watching videos or just theory-crafting about specific situations, and I apply them to my game and keep up with the Fox/Falco's gradual improvement.
i can help you both.
i know there is a lot to understand, but there's never "too much"
FOX:
matchup overview: fox's speed advantage gives him 60:40 over ice climbers but with good defense you can make him learn to respect your space bubble if you punish him really hard off small hits. once he is scared, he will start moving around a lot which will give you space to get underneath him, or create a desynch wall that can potentially lead to your own offense via ice block chasers.
- short hop fairs and short hop bairs will teach him to respect your close range so that he just doesnt run straight toward you and drills/nairs. short hop autocancel bairs are the best, because reps are fast and you can do them while moving, but as usual they do not cover every single type of approach.
- another decent defensive maneuver in the neutral game is to full hop uair and come down with dair or fair, depending on fox's location. i know fair isn't a catch-all, but it is better than nothing if you want to protect yourself on the way down. i do this because i don't really want to stay still in the matchup... however don't let your full hop be baited if he is too close
- test the fox's l-canceling skills by throwing in a shield grabs. if he's really good at l-canceling vs ice climbers, just hold shield and find a way out. roll forward, or wd back. if he misses l-cancels just shield grab him and kill him
- wd utilt is great if a fox is a little jumpy and careless with his spacing. i just throw it in sometimes, because if the fox jumps there isn't much he can do about it. sometimes you can make foxes scared to jump this way
- if you decide to desynch learn to mix it up. nana blizzard = defense, nana ice block = offense (ice block chaser is so good. never forget about this classic 2006 tactic). while nana is doing stuff, make sure you don't get too caught up in thinking about your moves. you need to watch the opponent and make decisions depending on what they are doing. popo is free to dash dance, wd, ice block, or do aerials while nana is throwing a projectile so be mindful of all 3 characters on the screen.
- remember that aerial synced squall is very safe on landing, so sometimes you can throw it in freely if you haven't used it in a match yet. very good for peppering in a lot of damage and leads into dsmashes. good diagonal aerial movement, and if even if you hit fox's shield he can't do much as long as you fade away or better yet go behind him
- if a fox is way too aggressive sometimes i can get a hard read on his short hop and just fsmash him.
- light shield will get you out of tight spots
popo vs fox
- be careful as hell. play evasion until you get something guaranteed. go for DD grabs
- if you are cornered, rolling forward is good if you know he is ABSOLUTELY going to commit to an approach
FALCO:
matchup overview: this matchup is even, and very heavily focused on whoever wins the horizontal projectile game. ic's are frustrating for falco to fight against because we are the only character that can cleanly go THROUGH a laser on the ground, and it is hard to l-cancel and shield pressure us. it is top priority to space better than falco on the ground, and get a hit confirm before he does. for either character, 1 hit = death, or at least EXTREME momentum/positional advantage.
- know your tricksies that will get through lasers. when a falco doesn't know what they are doing with lasers, i usualy 3-stock them so easily because they fall for everything. examples:
- dash attack through laser
- short hop blizzard through laser
- wd fsmash through laser
all of these can potentially get you great punishes, and potentially a kill
- know when you can shield grab and when you can't. if falco does a late fast falling l-cancel, it means he knows what he's doing and you can't shield grab him. this means you should really try to space yourself so that you are not forced into your shield. if you are not shielding, you are able to initiate offense vs falco
- if falco chooses to just keep lasering and running away from you, be vigilant and don't chase him too far to the corners. stay center stage and just throw ice blocks, short hopped and full hopped, or even grounded. ice block vs laser game is almost equal, meaning if you both spam at top speed you will be hitting each other for almost equal damage. racking up small damage is really negligible on both sides because both characters need combos in order to kill each other. when falco finally decides to full hop, that is our opening to get underneath. watch and see if he decides to close in with lasers, and respond accordingly (stop ice blocking and do something else)
-if the falco knows that crazy stupid grab trick (dthrow, shine grab, dthrow, repeat) don't do anything stupid to challenge him close range. thankfully most falcos dont know about this. in general you shouldn't be getting grabbed by falco. stay away from laser grab, or laser dash grab, as this is the main way he will get them. falco's dthrow is stupidly safe so don't go in too hard trying to save nana if he throws her. instead get in a space where you can pressure him depending on what he decides to do after the throw (like hitting nana)
- horizontal spacing is so important in this matchup, so don't stay in one spot. try to get in those certain ranges where he cannot laser safely, but he also cannot easily close in with a short hop aerial. this is about the range of ice climbers wd, and maybe a tad longer than their dash attack. dash attacks are heavy commitments but they are seriously godlike if they connect.
- try to stay off platforms. if you reallllly need to use them for movement, like escaping a corner, then do so. when i'm cornered and i decide to use a platform, instead of just platform wding and falling down to mid stage, i like to wd on the platform, jump to the top platform, wd on it, and see where my opponent goes. if he chases me up, it is safe and easy to go back down. if he tries to get underneath the platform, i carefully pick which way i want to go back down, depending on where he is moving. coming down with a dair is one option, waiting for his jump is another, or perhaps go left or right, whichever is opposite of where he goes. you just want to get back down safely.
- watch out for stupid shield stun tricks like falco's laser -> turn around utilt, or falco's fsmash in general. these have extreme shield stun/push back on our shields. we can't really punish these cleanly, so if i am pushed too far i usually just hold my shield and try to wd back, or do a short hop ice block so to prevent him from just going in again.
popo vs falco
- same as fox, except it's so much harder to grab falco. falco's advantage vs popo is heavier than fox's, however falco has a harder time vs 2 ice climbers.
- throw in power shields if you can. makes things much easier and it scares him. learn to power shield while moving, like during a WD or a dash dance. ice climbers are fat and do not have a low crouch, so powershielding is difficult with this character, but still quite possible.
- catching falco for a strong punish is realllly hard. you basically want to evade and wait until he messes up and makes a bad decision. light shield so that his shield pressure doesn't become too strong, and try not to get cornered. in this situation i might use some defensive full hop fairs, or my own blizzards