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SpiderMad
Just observations, but here are my answers:
The aerial momentum gain seems to be less important (if it is existing), probably because of his fastfallingness. I didn't experience it yet.
Side-b at the edge is OK as a mixup but the edge is still an uncomfortable position you accept when doing this... you don't really gain something if they shield it (if they are used to it and don't do silly stuff afterwards)
Mashing still increases the longevity of tornado, I don't have frame data but it goes significantly higher than shuttle loop in theory but mashing crazy enough is hard. It can go up to a height of approximately 1.5x the height of BF top platform with perfect mashing.
Link matchup: You need to maximize your use of the platforms. With MKs shield pressure and overpar grab, if you are in it is a good matchup but projectiles are one of MK's biggest weakness due to his small shield size and his lack of a projectile. Basically, you have to fight hard to get in but are rewarded well. It is 45-55 or 40-60 for Link imho but if they don't know the MU or you are a little bit better you should be able to win it.
Jab is a strange case. F-tilt is your reset of choice, so it can't fulfill most characters main use of jabs. You can kind of use it as shield pressure on low shields when your fair hits shield into jab, similar to Falcons nair -> gentleman shield pressure. You can jab some predictable recoveries but there are so many better choices. Otherwise it is very situational and there are only very "strange situations" in that MK's jab is justified.
Use D-smash (frame 6, incredibly fast) to cover options on knockdown (d-throw techchase for example) and as general tool after a run-cancel. It his smash of most usage and is also a weapon against CCs (it can also be CCd at really low %s but at lower mid %s where d-tilt and f-tilt still can be CCd down-smash is great). Also edgeguard if you want to react fast on your opponent's choice of recovery. You can use d-smash more freely than other characters can use their smashes because it is so fast.
F-smash is the slower option, but has a bit more range. You can do hard reads with it (mainly in d-throw techchases) but its main usage is edgeguarding linear recoveries (e.g. Captain Falcon). Because it has more power it will prove more effective if it hits, but it won't hit often if your opponent mixes up his recovery. Note that you can stay a bit more safely behind the edge because of the extra range.
Up-smash is a juggle tool against fast-fallers and a classical anti-air. It can link into itself or into up-airs which lead into more up-airs or into nair / shuttle loop. It is SDIable so don't use it too often and also not against grounded opponents. If your opponent is low in the air and you are dashing below him it is your best option though.
Down-b's uses are, as you mention, not fully explored yet but here is what I know:
- D-throw at low %s: If the opponent techs or techrolls towards you you can get an IDCape.
- Sometimes there are better options but f-tilt reset to IDCape is strong too
- Reads on aerial opponents: I think here there might be some exploration to do still but often an up-air combo just is better because it is guaranteed
- Opponent stuck on a platform: Not many MKs use DC here yet but its one of the areas where it is really useful.
- At a disadvantegous position: You can often get free retreats because of the danger of the Dimensional Cape.
- Recovery: not as strong as in Brawl but is a way to get straight up and sweetspot the ledge. Dangerous if your opponent is trying to edgeguard, quickest option and probably best if he is just on the way to edgeguarding you (on the other end of the stage).
- Grounded opponents: This one is probably not so great but can work as a mixup. If you DCape near an opponent, they will probably shield (why wouldn't they). Now you appear behind them faced towards them without the hit and grab. They will adapt to it though...
Long text, I hope it answers your questions