@
M
Meatbag
In the Mario game, you would benefit from being more paitent. He would immediately spot-dodge/roll if he did something unsafe. Wait for a bit to see his habits then punish accordingly. He may be throwing fireballs but they aren't a threat to you, don't feel the need to go in.
That's defintely a For Glory Link. You played fine, but I would take to the air and start to Dair if he puts up a wall. If he rolls into you, I would try to catch it with Tornado.
The big thing I'm seeing is that you only get a single Nair from a single Up-air. While it isn't terrible, there is something else you could be doing that would be much more beneficial. Shoutouts to Ito for giving me this advice some time ago. [This is a copy paste of his post on pg. 3 of this thread if you're interested in the video]
"alright what im about to explain might be a difficult concept so bear with me here as this is important for comboing. ok have you noticed when you full hop upair to continue a combo from dash attack at low-mid percents that when you land the upair youre inside of the opponent so you're not in position to up air again and continue the string? look @ 8:02 when this happens to you, its good that you neutral air to finish the combo which is admittedly the best thing to do from your previous decision. it falls apart vs other characters with a fast nair like yoshi/mario though they will punish you on hit from upair like this before you can nair. a shorthop is too low, a fullhop is too high for up air chains, but there is something else thats more optimal you can do in this situation.
jump, and then immediately buffer your double jump as soon as you leave the ground. if you do it correctly mk should pull out his wings when he jumps instead of the usual initial jump which leaves them in his cape, and perform a jump height thats inbetween a fullhop and shorthop. going immediately to a double jump also allows mk to fastfall quicker than is possible from a fullhop, which allows for more control in the air when comboing. at very specific percents, this is very useful to start upair chains that are impossible from either short hops or fullhops. again @ 8:02 and im sure several other instances all over your play, im positive that an instant double jump upair wouldve given you 3-4 upairs into a shuttle loop instead of the 1 upair + nair that you opted for instead. if you want to practice it, go to training and set pit to 15% or whatever and try it out. i guarantee the specific instant double jump height + quicker fastfall control it gives is the only way you can get some chains to work. in neutral i also use instant double jumps into fastfall and buffer a ftilt as soon as i land. try it out. "