what do you guys think about approaching with shffl'd up-airs, aiming to hit a grounded opponent with the beginning hitbox on the way up?
They seem pretty good, but I'm finding it hard to consistently hit them (missing since I start it too late and whiff above their heads). Also they seem to be pretty unsafe when shielded, but maybe I'm not spacing them right? Sometimes jabbing after works.
I try to surprise opponents who are retreating/camping with them, since they're pretty much the fastest thing you can do out of a dash, and they have a deceptive range.
Rarely is low enough to hit most characters in neutral, even if frame perfect. Pretty good on big characters, but generally when you're already that close you could be applying other pressure that is less commital imo (like ftilt).
one more spam post before I turn in for the night.
I find that I get 'stuck' often in my grab. What I mean is, I'll get the grab, then try to throw, except... I don't. Then I wiggle the control stick in confusion/annoyance a bit and end up forward or back-throwing instead of down throwing, and losing a possible punish in the process.
Another thing I have trouble with sometimes is doing ledge hops, since I end up doing the tourney winner, which has won me many tourneys. My friend has quipped before 'reset to neutral', maybe that's what I need to do, but my question is, do you think the grab thing is a symptom of the same problem? Should I slow down and let the stick reset to neutral before throwing, possibly giving the other player a fraction of a second longer to think and input DI?
What do you guys do to avoid this, if it even happens to you?
Your friend is right. If you grab ledge while the joystick is in a non-neutral position then you won't drop from ledge with down or away on the joystick unless you release it to neutral first. Not sure if grab throws are the same way, but I wouldn't be surprised if they were. Try throwing with c-stick, you might like it.
I heavily endorse the practice of the chaingrab, but the only way the chaingrab is worth it is if you have a high level of proficiency with it. Until your skill with it is high enough to put someone offstage off the folowup 50% of the time, it's not worth doing. If you go for a tech chase every single time or a guaranteed followup, you can achieve these odds.
Well clearly if you are just going to miss the regrab then going for the tech chase is going to get you a better punish at the moment. But how will anyone get good at the CG if they say "well I'm more consistent with the tech chase, so I'll keep doing that instead"? Play to learn, not to win. That's my mentality anyways. Let's ignore the case where someone doesn't even practice it regularly lol.
All I said was if you don't have the cg mastered, opting for a techchase is better because whiffing a regrab is obviously a guaranteed fail. The cg is normally best because you can always get some guaranteed damage before you techchase if nothing else. But, there are certainly times when techchases are guaranteed, they are just very situation-specific.
Being a pessimist here, but I believe that those times are also DI dependent. At the very best, I believe sideB is the maximum punishment against an opponent who DIs and techs in the most optimal way to reduce ganon's punishment.
When ledgedashing does the stage make a different at all? Like, is the timing on Yoshi's different than the timing of FoD or anything?
Timing wise, no not really, although when reverse ledgedashing on Yoshi's, you will fall back to the ledge faster because the downward momentum from sliding off due to the slope. Almost positive that for each individual ledgedash the inputs are identical (but there would be less time in between each on yoshis if done as frequently as possible)