I was wondering how you kirbies punish grounded opponents. like, say you blocked or spotdodged an attack or something from a grounded opponent and you have a split second to reach them with your attack and punish their lag...what do you do?
Mainly, i want to talk about the relationship between the positions of your lag stunned opponent compared to you, and the move you punish with.
There are 7 positions i want to discuss, relative to kirby:
------|----------- | ------------ | ----------- <(^.^)> ------------ | ------------ | ------------ |-------
[far behind] [behind] [close behind] [side uncertain] [close in front] [in front] [far in front]
-------------------------------------------[kirby's position]----------------------------------------------
Here are the moves that I use to punish, currently, from each position.
far behind or far in front: far is relative...we'll say far enough that the only move kirby can reach them with without moving is Fsmash. seems like the quickest way to punish is with dash grab...fsmash being a potential much higher risk, higher reward option.
behind: bair immediately out of jump toward the opponent seems best...you can full hop or short hop here, but full hop probably keeps you safer. reverse ftilt is also an option but it is the lowest reward move to connect with.
close behind: utilt or bair seem best. utilt is quicker but bair is still fast...it depends on what i want to hit them with, and whether or not i think bair has time to connect. also, full hop rising bair is safer on a perfect shield.
unsure: this is when you arent sure whether your opponent is going to be in front of you or behind you, and you only have a split second to punish, so you cant figure out where they will be before you attack, but it will be either very close in front of you or very close behind you. this could be after an opponent falls on you with an aerial, or you block snakes dash attack, or something else. Anyway, I always use utilt in this situation since its quick and hits both sides.
close front: i use grab or jab here. grab is higher reward, but also higher risk (barely).
front: if they are in front of you and out of grab or jab range, ftilt seems like the quickest punishment, and still pretty safe on block. if i block MK's downsmash, this seems like a reliable punishment, since it pushes too far away for a grab.
anyone have any moves they prefer to punish with over these options? I would like to be able to punish as well as I possibly can. also, im not looking for how you punish other things, like roll dodges or spot dodges: thats best saved for another conversation.
finally, sorry for such a long post.