squirrels4ev
Smash Apprentice
Against all the characters I saw you going for short hop downward angled boomerang. I used to be in this habit as well but you should try just short hopping and throwing it straight. Link's SH is low enough and the move takes long enough to come out that the Boomerang will still come into contact with most grounded characters except maybe a crouching kirby, sheik, or jigglypuff. Furthermore, if the boomerang gets shielded, it will come back to your hand, allowing you to throw one again quicker. A straight boomerang will also travel further horizontally overall. I like to use boomerangs to cover my bomb pulls by short hopping away from my opponent, throwing a boomerang forward, and then pulling the bomb out because most players will just shield the boomerang. If they jump over the boomerang I've still got it coming back to me to hit them in the back, and if they get to me too fast I can shield and have both a returning boomerang and a bomb in hand, one of the safest positions for Link to be in shield in because of all the options he has.
When your opponent loses a stock you're pulling out the bombs like you generally should be, but you almost always throw them early while your opponent still has invincibility. Bombs have a relatively long lifespan and if you time your bomb pull so that you pull as they respawn your bomb will last long enough to give you a reasonable window in which to throw it while they are not invincible.
You grab too much. Link's grab is really punishable and you should try to combo into it or lead into it with moves that don't really combo into it but will usually net you the grab. Because of the range on Link's grab it can be used as a techchasing tool in areas where your opponent has limited options, such as on platforms or near the edge. One situation where you can lead into a grab is when Fox tries to SH nair or bair you from in front, you can jab and sometimes cause Fox to land on the ground in shield because he was trying to L-cancel the nair and he falls so fast. If you know that jab leads to grab a lot on Fox when you catch him out of the air you can just jab and if it hits you just begin a crouch (to jab cancel) and then throw out the grab before you can even see the shield under the assumption that the interruption to Fox's momentum will throw him off and he'll be just standing there. I recommend watching a lot of J666 and Germ videos to learn when to grab.
At 2:32 you got faired across stage and a little too far away to use up-B to recover. I assume he caught an immediate doublejump by you but in this situation where you don't have your jump you can wiggle out of tumble which will allow you to airdodge and hookshot instead of forcing you to just up-B. To wiggle out, just move the control stick quickly from side to side until your character stops rolling through the air and enters the regular falling animation.
In the Falco game from this video I noticed you were downthrowing him a lot after you grabbed him even at middling percents where you could get upthrow followups. You should check out this thread.
When your opponent loses a stock you're pulling out the bombs like you generally should be, but you almost always throw them early while your opponent still has invincibility. Bombs have a relatively long lifespan and if you time your bomb pull so that you pull as they respawn your bomb will last long enough to give you a reasonable window in which to throw it while they are not invincible.
You grab too much. Link's grab is really punishable and you should try to combo into it or lead into it with moves that don't really combo into it but will usually net you the grab. Because of the range on Link's grab it can be used as a techchasing tool in areas where your opponent has limited options, such as on platforms or near the edge. One situation where you can lead into a grab is when Fox tries to SH nair or bair you from in front, you can jab and sometimes cause Fox to land on the ground in shield because he was trying to L-cancel the nair and he falls so fast. If you know that jab leads to grab a lot on Fox when you catch him out of the air you can just jab and if it hits you just begin a crouch (to jab cancel) and then throw out the grab before you can even see the shield under the assumption that the interruption to Fox's momentum will throw him off and he'll be just standing there. I recommend watching a lot of J666 and Germ videos to learn when to grab.
The first thing I noticed is that you're double jumping a lot in neutral. It seemed like most of your jumps were double jumped. In general you're going to want to hold on to your double jump because in a non-netplay game a player will pick up on your habit and wait for you to waste a jump then punish you, possibly getting an earlier kill than they should have. You especially don't want to be wasting jumps against a character like Sheik who is so fast and can combo you into a kill move easily with something as simple as dash attack>ftilt>fair. at 8:03 into the video Sheik hits you with like a stray backair and catches your jump since you immediately doublejumped off that platform.
At 1:03 into this video you came down from above Ganon with dair and missed and got punished (rather lightly due to netplay, you could have been baired off stage). The next time it happened (at 1:16) you came down with nair which is what you should be doing most of the time. The only thing I would add to the second time is that when you've been knocked really far up like that you have time to pull out a bomb and throw it down below you before you nair which makes your descent a little easier sometimes.vs koopaspal (Ganon/Falco)
https://www.youtube.com/watch?v=K-hHPjDk9VA&feature=youtu.be
At 2:32 you got faired across stage and a little too far away to use up-B to recover. I assume he caught an immediate doublejump by you but in this situation where you don't have your jump you can wiggle out of tumble which will allow you to airdodge and hookshot instead of forcing you to just up-B. To wiggle out, just move the control stick quickly from side to side until your character stops rolling through the air and enters the regular falling animation.
In the Falco game from this video I noticed you were downthrowing him a lot after you grabbed him even at middling percents where you could get upthrow followups. You should check out this thread.
At 1:25 into this one you started fishing with the up-B to kill Falco. This is pretty risky to do in general and I would never recommend trying it more than once since it leaves you so vulnerable. In a situation like this where you both have such high percents, especially against Falco who has such a poor recovery and is so easy for Link to edgeguard, I would try baiting out a mistake from him by spacing him out with boomerangs and bombs. Eventually he makes an unsafe approach or gets caught too close to you by a projectile which will let you combo into a nair. At such a high percent you don't need up-b to kill Falco since nair will set up an edgeguard.