If I had to sum it up in 4 points
1. move around more for being less predictable
2. try to be more safe (meaning going for less read-situations at up-smash %s against Fox etc.).
3. use more nair
4. control your aerials
Nair is great when a platform is near or you want to cover a certain movement path. Because of its lasting hitbox you can, if combined with the right movement, use it to cover whole areas instead of spots.
Against Fox, slight refinements in the punish game matter.
I will go into detail concerning the Fox game (I'll just do game 1 because most kind of repeats):
0:38 The up-smash -> up-tilt was optimal, but platform drop nair would have worked better than up-air leading to a new techchase situation
0:44 A boost grab would have been better than the dash attack. I use the following thumbrule for dash attack:
- Against opponents from 40-50% on if you could get something else, under this only if you could get nothing else
- Only if you have some counter to CC (either the opponent is in the air, or you crossup far enough to not get punished)
- Only if you hit with the stong hit (frames 4-7)
- Exception: at the edge, so the dash attack will hit him in the dropzone (then also weak hit and low %s are OK)
Same goes for your next dash attack, it wouldn't even be rewarding if it hit.
1:07 As strange as that sounds, but WD back to the ledge would have been pretty good. If you do a perfect ledgedash from there on you have still enough intangibility to work with, it is enough for nair/grab/tilts/d-smash
1:21 Maybe a short dash -> nair which would hit him in the opposite direction. To be fair though, I didn't expect him to SDI the up-smash that well either so I can't criticize you for that
In the entire sequence: grab game could be improved, boost grab for max range and JC grab for the faster and safer option. Little note: If you cancel the dash attack on the 2nd of the cancellable frames the grab range is the biggest
At 1:37 one of your areas where the most improvement is possible weighs in: Controlling your aerials.
You do a horizontally neutral full jump nair, while a dash short hop nair would have clearly hit. The dash also has to be very short so practice the different options until you feel confident with them:
- dash (very often as short as possible, the key point is that you will keep that momentum for your entire jump)
- horizontally forward (tilt the stick forward in jumpsquat frames)
- horizontally neutral
- horizontally backward (tilt the stick backward in jumpsquat frames)
These different horizontal movement options can be combined with the obvious vertical movement options:
- short hop
- full jump
Controlling your aerials occurs several times, but I think one example is enough. Same goes for controlling your midair jumps (you only have 3 horizontal and one vertical option here, but still there was one up-b that would have reached with proper timing & midair jump control).
2:21 Fair in midair is overrated, use the nair here. The victim can basically choose between ASDIing in and out the first and second hit to get the different knockback angles on the third.
Exceptions (good fairs) are if nothing else reaches and you reach with the tip of it, as mixup before landing because the first and second hit without the third set up for combos (use it if they expect tomahawks). Anti-approach SHFFL fairs (normally with backward horizontal movement) can be pretty strong because they have quite a bit of range and cover more approach timings than d-smash/d-tilt which is very important against an opponent figuring out they have to mixup their approach timing.
3:08 Nair OoS as crossup or as fadeaway would be better in ~80% of cases than the spot dodge.
3:13 Probably you could have traded stocks with some weird shuttle loop or at least have recovered, but technical flops happen...
Congrats on winning the game and the set, I hope the critique helps a bit