ilysm
sleepy
@
PixelPerfect
I can tell from watching the replay that you know what fundamentals you're trying to accomplish, and it's just taking time for the knowledge to go from your brain to your fingers. That's good! It means you'll get much better with further practice.
I think that saying you use PK Fire 'too often' is too simple a way to put it. You seem to only be using it as a punish move, which is more or less how its intended to be used. It's good to use as a punish when your opponent is inexperienced and does not know how to DI out of it, so that's good. However, this tends to get most Nesses into a mindset that they cannot grab out of anything other than a PK Fire. You can get a grab out of nothing if you know what to do. I think I saw you punish with just a plain grab maybe once, and there were a few occasions when a dash grab, pivot grab, or plain ol' grab would have done the job without needing a PK Fire (I saw one point where Falcon did a laggy move and you simply spotdodged, then tried for an ftilt when a grab might have led into a damaging combo). Experiment, and don't be afraid to get a feel for your opponent. Capitalize on their habits to know when you can grab them. Also, on heavier characters like Falcon at lower percentages, dthrow -> short hop fastfall fair can lead into a regrab, as well as dthrow -> full hop fair -> fast fall -> uair. Don't be too nervous to grab when they're not caught in PK Fire. It'll open up a world of options, especially seeing as Ness has fairly good, fast grabs.
You tended to use roll as a movement option (i.e, rolling backwards to move away from Captain Falcon in order to space a PK Fire). A lot of new players do this, and it's sort of a misconception. Rolls are not really an effective way of getting about the stage. A roll only leaves you intangible for a little while, and is punishable as it ends, while dashing, jumping, and walking allow better control, unpredictability, and the ability to throw out defensive hitboxes or shield. Rolls are mainly used to avoid telegraphed attacks and escape some shield pressure. To get from one place on the stage to another, dashing, jumping, and walking are better.
Also, you might want to fastfall more. After your uairs and other things, you were kind of just drifting down to the stage. Also, dthrow -> fair -> fair will usually only combo if you fastfall after the first fair. This is mainly a movement thing. It'll contribute to your agility and allow you to move into a better position than your opponent quicker, as well as being ready fro grounded attacks and followups sooner.
Don't be afraid to airdodge! You tended to land with nair, which is a good option, but if they catch on it won't always work. Airdodge can get you out of some tricky situations if used sparingly, and you can cancel most of the lag by doing a dair juuuust before you hit the ground. If you want to land with a hitbox, though, remember to fastfall, and uair is a good landing option as well because it covers a large portion of his body, combos at low percents, and kills at higher percents.
Overall, I can see that you have read up on your Ness techniques and are trying to apply them! This is very good, as it means you are trying to stay away from a lot of bad habits new Ness mains tend to fall into. Keep practicing! This was not too unimpressive of an outing.
I think that saying you use PK Fire 'too often' is too simple a way to put it. You seem to only be using it as a punish move, which is more or less how its intended to be used. It's good to use as a punish when your opponent is inexperienced and does not know how to DI out of it, so that's good. However, this tends to get most Nesses into a mindset that they cannot grab out of anything other than a PK Fire. You can get a grab out of nothing if you know what to do. I think I saw you punish with just a plain grab maybe once, and there were a few occasions when a dash grab, pivot grab, or plain ol' grab would have done the job without needing a PK Fire (I saw one point where Falcon did a laggy move and you simply spotdodged, then tried for an ftilt when a grab might have led into a damaging combo). Experiment, and don't be afraid to get a feel for your opponent. Capitalize on their habits to know when you can grab them. Also, on heavier characters like Falcon at lower percentages, dthrow -> short hop fastfall fair can lead into a regrab, as well as dthrow -> full hop fair -> fast fall -> uair. Don't be too nervous to grab when they're not caught in PK Fire. It'll open up a world of options, especially seeing as Ness has fairly good, fast grabs.
You tended to use roll as a movement option (i.e, rolling backwards to move away from Captain Falcon in order to space a PK Fire). A lot of new players do this, and it's sort of a misconception. Rolls are not really an effective way of getting about the stage. A roll only leaves you intangible for a little while, and is punishable as it ends, while dashing, jumping, and walking allow better control, unpredictability, and the ability to throw out defensive hitboxes or shield. Rolls are mainly used to avoid telegraphed attacks and escape some shield pressure. To get from one place on the stage to another, dashing, jumping, and walking are better.
Also, you might want to fastfall more. After your uairs and other things, you were kind of just drifting down to the stage. Also, dthrow -> fair -> fair will usually only combo if you fastfall after the first fair. This is mainly a movement thing. It'll contribute to your agility and allow you to move into a better position than your opponent quicker, as well as being ready fro grounded attacks and followups sooner.
Don't be afraid to airdodge! You tended to land with nair, which is a good option, but if they catch on it won't always work. Airdodge can get you out of some tricky situations if used sparingly, and you can cancel most of the lag by doing a dair juuuust before you hit the ground. If you want to land with a hitbox, though, remember to fastfall, and uair is a good landing option as well because it covers a large portion of his body, combos at low percents, and kills at higher percents.
Overall, I can see that you have read up on your Ness techniques and are trying to apply them! This is very good, as it means you are trying to stay away from a lot of bad habits new Ness mains tend to fall into. Keep practicing! This was not too unimpressive of an outing.
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