I'm currently going through some of my videos and trying to study them, I thought I might ask for input on a few things though. specifically, I'm finding it really hard for me to properly punish Fox when I get a low-percent shine on him. I noticed at high percents I kept going for uairs after landing a shine (likely in hopes they will DI into a side b) but with good DI that won't combo, so for high percent shines I think I'm going to try weak fairs more. but anyway at low percents, you can shine fox a million times in a row but I hardly ever get a good, reliable punish off it. does anyone have any ideas/setups you use to deal with this? here's a video (with timestamp in the url) to show you exactly what I mean and showcase my lack of punish off it:
http://youtu.be/V3oAr_tGSvE?t=1m20s
(other feedback on the match is of course always welcome, I feel like my punishes and edgeguards are lacking most right now though; in theory eliminating all the stupid habits from my play like impulse fsmashes should be easy haha)
it feels much more difficult for me to combo fox properly compared to other characters because he just falls so incredibly fast that he reaches the ground before I have an opportunity to follow up. I've spent a little bit of time playing against a dummy tonight, trying to find optimal follow ups for shine on fox. one thing I discovered is that wolf's dair does not cause a knockdown on fox until 23%, so it looks like you can [shine -> wd -> shine -> wd -> shine -> jump and dair -> grab] and it will combo. if they are above 0% then you can eliminate either 1 or 2 shines accordingly to be sure that they're below 23% when you get the dair. so this seems to be one option.
another option would be using a fair, either week or strong, after a shine. it looks like [shine -> strong fair -> grab] links ok, less reliably than using dair, and weak fair doesn't look to give enough time for you to grab, so if you hit a weak fair after the grab I assume your only option really would be to shine again.
ok so let's say, starting from 0%, you get [shine -> wd -> shine -> wd -> shine -> jump and dair -> grab]. uthrow seems the obvious choice, because any other throw doesn't give you any room for a guaranteed follow-up. I'm doing all this testing by myself so it's hard to know exactly to what extent DI would affect this stuff, so keep that in mind. so let's say, best case scenario, they DI such that you can get either a guaranteed shine or utilt in before they land. in either case you're basically back where you started, but now they've got 30% damage instead of 0. it seems like maybe at this point, DI permitting of course, you can do some shine fair & repeat once or twice until you can get a side b, ending the combo with them at around ~80%. so this is acceptable, I guess, and could possibly lead to a good edgeguard setup depending on stage size etc.
so it's looking to me like using fair after a shine is the best option here. using bair seems like a pretty surefire way to end the combo, uair seems like a wildcard, and I feel like they should NOT be getting combo'd with nair if they're actually trying to smash DI out of it, same goes for blaster too. the other problem with nair, uair and blaster also seems to be that none of them will combo reliably at low percents.
any feedback on this would be greatly appreciated. combos on midweight characters seem sooo much easier as wolf.
another thing... is edgeguarding fox. unless I can edgehog for the kill, fox gets back on stage for free against me just about every time. the hitbox on firefox charging up seems big enough to stuff my bairs and uairs most of the time, so I just stopped trying to go out there. I've tried using fsmash or dsmash to get his firefox as it comes above the stage, but a lot of the time that also seems to get me hit by firefox, and then I get combo'd off it and die because of it. a backwards usmash can be really effective, but when fox is closer to the stage and has more options for how to angle himself, it seems too easy to get hit by the firefox if I don't properly read his angle and release the usmash accordingly. bair could work too I guess, but my issues with that are 1) bair stays out only for 4 frames, so it's not as effective in this situation as fox/falco's are and 2) it seems that sometimes even if I hit it, they have enough time to just side b to the ledge before I land from doing the bair and get a chance to react accordingly. perhaps I just need to get better at using the uair, as right now I end up sending them back onstage half the time. something I'm also going to start trying is using ftilt (problem with this though is that it requires precise timing, and also doesn't hit that hard) or blaster (the hitbox on the gun itself) and see how that works out.
http://youtu.be/V3oAr_tGSvE?t=1m20s
(other feedback on the match is of course always welcome, I feel like my punishes and edgeguards are lacking most right now though; in theory eliminating all the stupid habits from my play like impulse fsmashes should be easy haha)
it feels much more difficult for me to combo fox properly compared to other characters because he just falls so incredibly fast that he reaches the ground before I have an opportunity to follow up. I've spent a little bit of time playing against a dummy tonight, trying to find optimal follow ups for shine on fox. one thing I discovered is that wolf's dair does not cause a knockdown on fox until 23%, so it looks like you can [shine -> wd -> shine -> wd -> shine -> jump and dair -> grab] and it will combo. if they are above 0% then you can eliminate either 1 or 2 shines accordingly to be sure that they're below 23% when you get the dair. so this seems to be one option.
another option would be using a fair, either week or strong, after a shine. it looks like [shine -> strong fair -> grab] links ok, less reliably than using dair, and weak fair doesn't look to give enough time for you to grab, so if you hit a weak fair after the grab I assume your only option really would be to shine again.
ok so let's say, starting from 0%, you get [shine -> wd -> shine -> wd -> shine -> jump and dair -> grab]. uthrow seems the obvious choice, because any other throw doesn't give you any room for a guaranteed follow-up. I'm doing all this testing by myself so it's hard to know exactly to what extent DI would affect this stuff, so keep that in mind. so let's say, best case scenario, they DI such that you can get either a guaranteed shine or utilt in before they land. in either case you're basically back where you started, but now they've got 30% damage instead of 0. it seems like maybe at this point, DI permitting of course, you can do some shine fair & repeat once or twice until you can get a side b, ending the combo with them at around ~80%. so this is acceptable, I guess, and could possibly lead to a good edgeguard setup depending on stage size etc.
so it's looking to me like using fair after a shine is the best option here. using bair seems like a pretty surefire way to end the combo, uair seems like a wildcard, and I feel like they should NOT be getting combo'd with nair if they're actually trying to smash DI out of it, same goes for blaster too. the other problem with nair, uair and blaster also seems to be that none of them will combo reliably at low percents.
any feedback on this would be greatly appreciated. combos on midweight characters seem sooo much easier as wolf.
another thing... is edgeguarding fox. unless I can edgehog for the kill, fox gets back on stage for free against me just about every time. the hitbox on firefox charging up seems big enough to stuff my bairs and uairs most of the time, so I just stopped trying to go out there. I've tried using fsmash or dsmash to get his firefox as it comes above the stage, but a lot of the time that also seems to get me hit by firefox, and then I get combo'd off it and die because of it. a backwards usmash can be really effective, but when fox is closer to the stage and has more options for how to angle himself, it seems too easy to get hit by the firefox if I don't properly read his angle and release the usmash accordingly. bair could work too I guess, but my issues with that are 1) bair stays out only for 4 frames, so it's not as effective in this situation as fox/falco's are and 2) it seems that sometimes even if I hit it, they have enough time to just side b to the ledge before I land from doing the bair and get a chance to react accordingly. perhaps I just need to get better at using the uair, as right now I end up sending them back onstage half the time. something I'm also going to start trying is using ftilt (problem with this though is that it requires precise timing, and also doesn't hit that hard) or blaster (the hitbox on the gun itself) and see how that works out.