so my pika got a bit better after gettin whipped by a few west coast pros... heres sum more recent stuff (there are sum lol what? moments, but i know wut they are =D)
http://www.youtube.com/watch?v=B4PxqMqgsEk&feature=channel_page - Vs Zelda Round 1
didnt do that great at first...
http://www.youtube.com/watch?v=FtBc1SRoBL4&feature=related - Vs Zelda Round 2
not much green green exp... it shows
http://www.youtube.com/watch?v=H-soajPC3A0&feature=channel_page - Vs G&W round 1... smash spamming...unstoppable... 'dies'
http://www.youtube.com/watch?v=FEKO4XOv5oY&feature=related - Vs G&W round 2... seriously, how do you beat game and watch?!
Zelda 1: Since you won, I kinda can't REALLY critique it. If its a playstyle that you like, just stick with it and make it work is what I'll say from the get-go. However, some things that may probe hlepful in maybe another zelda fight or something are the following:
1) Din's fire if you space right is almost no danger (u-air, n-air, d-air WILL cancel it out, possibly b-air too) if you autocancel these aerials (my pick is d-air most of the time cuz its not main killing move and it has sh autocancel) You can almost always get in Zelda's face and add a quick u-smash or pressure. I am a jolter so I try to play attrition (rack up damage) whenever i am afar. You should be in control of the spacing (i.e. if you go closer... its no because of Din's or that you have to... its because you're wanting to go over there and whoop! :D). If they are forced to come towards you, its all the more better. I think zelda without din's is a little weaker in offensive pressuring, so once you have her running over, your advantage
.
2) Zelda's recovery is very... straightforward. I liked how you gimped the last stock and attempted to gimp earlier on. What i try to do is space myself to a point where they are paranoid that i'll speed hug the ledge, so they'll use fyore's more. Zelda's MUST sweetspot the edge, that or go over--if zelda's di'ing back, just stay within speedhugging distance and the zelda is left with 2 options,
di/attack to snag/clear sweetspot area (which is real risky and most of the time results in zelda recovering from right below if you get the speed hug right), or zelda using fyore's wind prematurely attempting to go over stage. Regardless, i should normally be in a neutral position, and if they use fyore's early, i'll just techchase and do whatever (kill with thunder maybe?), if they get close, I speedhug/invincible release and attempt to gimp her last and most predictable recovery angle. Remember to never let them have a free recovery, either death or more damage every time they land back.
Good pika vs. Zelda match
Zelda 2:
1) Maybe use f-air>u-tilt/dsmash/grab more than f-tilt as it combos easier and you recover fast if you miss?
2) Space the zelda according to you will... lol. She banked at right side in hope of her d-smash's crazy horizontal knockback to kill you early. Either expect it coming and punish her, or get her off that platform. Remember, you can still t-jolt the crap out of zelda, and don't let nayru's love intimidate you. I do lots of t-jolts (what can i say... i'm a jolter
) just to get the zelda in a reflecting craze and toss in a double jump t-jolt (that'll MISS her nayru's) and ff f-air and resume comboing since nayru's love lags (more than shine anyways T_T).
I like the gimps on last stock still and you got the vertical recovery gimp down. Have you ever tried using empty jumps and airdodges and double jumps to fake out an opponent? Just try doing that for 1 of the stocks and see how confused an opponent can get. Adding your normal followups after those spacings will deepen your options and frustrate their reading your moves.
g&w critque will come later.... i needa go to class...