https://www.youtube.com/watch?v=J0aU8GSlcps
This is a set between me and Sethlon, anybody is welcome to pick it apart and point out things I need to do.
I only watched the first match. Here's my breakdown analysis:
0:42 - I feel you didn't capitalize off this DA at all. Instead of DDing, you could have probably jumped immediately and gotten something going.
1:05-1:10 - You were in a pinned position, so the way you DD'd here was not very good. When he fair'd too close at 1:10, you could have stuffed his ftilt (or any further approaching option) with a reactionary DA or fair.
1:29 - Against sword chars, Kirby has to go through the pain of trying to approach through disjoints larger than his entire body. You seem to have a good grasp of working around that in your neutral, but since getting in on swords is so hard, once he's IN, he has to make really good use of it with his incredible in-fighting skills. Right here, you got IN, and you let the situation go by DDing when you could have just straight-up comboed him. This is similar to you dropping your advantage of 0:42. You've really got to make the most of the times you get in on people. Kirby's extremely good at CQC once he's in.
1:58 - You could have just DA'd him after DDing around his Flare Blade.
2:03-2:10 - Yeah, you never tech-chase him. You knocked him down three times but you never pursue. Even if you're just guess-reading, you can always DA after him when he techs. If it doesn't hit (meaning he teched in place or towards you because the other options will always be hit), then you're still perfectly safe. Gotta capitalize, man!
2:38 - Remember that time at 1:10 when I said you could punish his approaching fair with DA or fair because it was too close? He was waaay too far away this time + he used a retreating fair to bait you. If anything, at this range, you should opt to use fair over DA because it's much safer, but honestly, he was at a safe distance.
3:05 - It is a dangerous game to throw out DA at neutral like that against such a fast character.
3:07 - I'm gonna guess this was a technical error because you could have hit him with uair, and the second usmash that followed was just silly.
3:15 - Right after you grabbed the ledge, you could have used your invincibility to easily ledgedrop bair him. He'd burned his double jump, so it was practically guaranteed.
3:18 - Bair OoS would also have hit and it would have killed instead of forcing you to play neutral for one more hit. Be mindful of your opponent's % so that you know which options to prioritize at certain times.
3:53 - "Fool me once, shame on you." I'm not sure what happened here, but giving you the benefit of the doubt, I assume you weren't ready for tech-in-place, so you jabbed him to try to keep the advantage. That's understandable, but...
3:57 - "Fool me twice..." First off, it's not really good to think that someone like Sethlon is going to miss such an easy tech. Regardless, even if you wanted to somehow catch a missed tech with jab, you could have still grabbed the tech-in-place (instead of shielding and letting him get away).
3:58 - No... I have this same problem of jabbing opponents out of hitstun and giving them the chance to escape my following frame-trap mix-up instead of simply true-comboing them. You could have just utilted Sethlon here, which would have led into something big at his %. No need to jab, 'cause as you can see, you got punished for it.....kinda hard.
4:20 - Whaaa...? You got the jab reset on the missed tech I thought would never happen, and you wasted the forced get-up opportunity on.....nair? (O_o) You could have done literally anything in the world...and you let him go for free. People kill for the chance to jab reset someone; you can't be letting opportunities like that go to waste.
4:27 and 4:44 - You are not trying to capitalize off of these hits. The bair at 4:27 is kinda understandable, but at 4:44, you could have followed up with fair or DA, but you just back off again...
5:14 - Roy's dsmash is extremely punishable. Earlier, I was actually surprised that you managed to punish his fsmash with WD OoS grab. You can do that (and a bunch of other things) even more easily after this move. Sethlon was trying to poke at you with a fast, killing move to burn off that stock lead you have before things got messy for him. As the one WITH the lead, it's your job to make sure all such attempts are promptly rewarded with tons of damage.
5:42 - Ohh no. You were pulling him along on a string really nicely, but he was just too far for that DA to be punishing a simple grab whiff bait...
In general, I'd say that you respected Sethlon a little too much. Perhaps that was because of your awe of him as a top player, but you have to recognize when you outright have the advantage, especially when you can just get a true combo, and you also need to make sure to call people out when they make very unsafe moves on your shield. Your neutral game was really good and you refrained from using a lot of burst moves too frequently in bad places.
General tip: Kirby actually has a really good jab. There were a lot of times when you could have maintained offensive presence/pressure with a jab, but instead you backed off. Jab lets you go for the grab/tilt/jab 2 mix-up, and if you have to, Kirby has one of the top 3 best rapid jabs in the game (Sheik, Kirby, Falco). Definitely try to implement that into your pressure game more. It's part of what makes his CQC game so ridiculous. You did use it a couple times, but not in good places where it would actually cover anything.
Nice stuff, though! It's pretty hard to have such a close game with Sethlon.