this character sux im switching mains to fox
Puff is really hard to play. Fox's ease of play is half true, half myth. His freedom is tempting but the lack of structure can make decision-based misplays easy. His fragility is also something you're going to come to hate, especially vs hyper-punishment oriented players. Said fragility will be even more excruciating when they pick the one play that countered yours (seemingly by accident) and you lose a whole stock for it.
Good luck either way, though. You know I'm rooting for you! ^_^
can i get some help re: puff's combo game vs sheik? i've been playing with darkatma recently and i feel like i can outspace his sheik most of the time and get a lot of 1st hits in but he still usually beats me just because when he hits me he gets a nice little 2-3 piece combo out of it whereas i'm usually just poking at him with aerials. like i know once i get an up air or utilt i can combo the crap out of her but atma's good so he doesn't let me get those too much. most of my combos end up coming from d-throw --> platform shenanigans OR poke until she gets to 80% then nair --> fsmash --> edgeguard. what combo starters do you guys look for vs sheiks who won't give you the free u-air/u-tilt?
Starting a combo on Sheik is mostly about hitting her out of the air with a move that possesses some form of combo potential. Mostly because she's going to generally be holding down on the ground (or shielding) for obvious reasons. This actually opens up a few pseudo combo starters (space an attack, wait for the counterattack, then go for the combo starter [uair, pound]) and drill > grab / other stuff but that kind of thing is less consistent. That said, more d-throw in the platform situation vs Sheik. And go for more than the rest.
That said, SH uair to out-time her fair is strong. It also conveniently works well vs her nair and bair in a lot of positions so there's that too because of how the former winds up being timed to maximize hitbox effectiveness, and because of how the hitboxes are arranged on the former.
If you can hit a relatively low, strong fair on her at low percent that's spaced to avoid her crouch options then you can usually 50/50 between baiting the crouch punish with a big play (jump away, react, pound if she does anything suspicious or go around her with the intention to uair) or grabbing her for shielding / remaining passive. She can counter this with movement-based defenses like jumping away, WDing away, or even rolling if space permits (Sheik's back roll is amazing) but few Sheiks do those.
If she's playing mostly ground, just try to control her so she winds up in the d-throw trap position or at the edge. Either will facilitate comboing, or you'll kill her outright with the gimp. Her air mobility is bad and her weight is perfect for offstage combos at any percent. And if you suck at those, doesn't matter anyway because her up+B lag screams for a rest and she doesn't even have a good punish on you so death isn't a worry until like 80%+
@ Tekk - I was referring more to people asking for ways to rest Peach. People list the obvious combo moves into rest that the initial inquirer more than likely already knows. Why not talk about some of the situational and creative ways to land rest on Peach? Gives you a little less transparency with your intention. And way more threat. With a character who's all about keeping the opponent on their toes. Keeping the possibility of death constantly hanging overhead is a good way to do that.