http://www.youtube.com/watch?v=k6uu55DEQII
Game 1:
- 1:01, when he missed the edgeguard. He did 3 ledge stalls. You were close enough to hit him on the first and 3rd.
- 1:19. On the first stall
- 2:54. On the first stall again. Possibly the 3rd as well, but I may be wrong on that.
Game 2:
- 6:10. You went close, and then retreated.
- 6:12. If you didn't f-tilt.
- 6:59. You moved away again when he let go of the ledge.
- 7:04. Another f-tilt
- 7:28. You could've turned around and SH d-air'd.
- 7:53. Again, if you didn't f-tilt.
- 7:57. vs all those stalls, you could've dropped through the platform and d-aird
- 8:15 - 8:23. More platform chances.
- @ 8:30. I know he came up to attack, but the second time you baited him, you could've immediately SH b-air'd him.
- @ 8:40. same as the previous statement
- @ 8:49. That ledge steal was good.
Game 3:
- @ 10:45. That steal was good too.
- There are a few times in this match where it could've been possible to hit him out of his stall, if you had moved forward, instead of away. I don't think that counts as being in position for it, but I figured that I should still note that to give you ideas and such.
- 13:40. If you didn't fulljump. You were also invincible from the respawn, so the chance of it backfiring was really low.
- further on in the match. There are a lot of stalls you could've beaten if you were facing forward. I'm pretty sure that you were either trying to steal the ledge, or fishing for a b-air so you were facing backwards. So that's understandable.
Additional notes: What you can also do to him, is run up and shield, or crouch at the ledge because M2K waits so long on the edge before making an action (I think it's a habit he picked up from playing brawl), but it's really bad in melee to do that. What this does is, if he does the stall then you can SH d-air oos for the kill, but if he decides to attack or ledge WD, then you can counter attack because he has no invincibility due to waiting for so long (d-air/b-air/n-air/shine oos. What have you).
Another alternative is to laser closer, and you will stuff whatever attack he does from the ledge, and you can combo it into (insert move here). If they try to stay underneath you in fear of the laser, then that's your time to d-air. You can also add empty jumps to try and mess with their head. Especially if they try to avoid getting hit by the laser.
Third alternative: do a quick DJ waveland onto the platform. If they try to stall, or even if they whiff an attack, then you can drop through and d-air. If they come onto the stage with an attack and miss though, I'd much rather do a reverse b-air, cuz you probably won't kill them with a d-air and the won't have their DJ if you hit them off anyway. It's all up to preference at that point, since d-air can still probably get you edge traps anyway.
That stuff is generally harder to do to marth due to his damn sword, and better air mobility. The problem for marth though is that his ledge WD isn't invincible towards the end of the animation so you can hit him anyway.
Vs Sheik, there are some good spacing strategies to cover her options if they wait on the ledge too long, because her air mobility sucks. You can stand a bit outside of her ledge hop f-air range, and still be able to cover most of her options. The only thing to be afraid of is a fast ledge WD. But since he was waiting so long on the ledge a lot of the time, he didn't have that option anymore.
Also, if you want me to do set 2 as well. I'll be glad to when it comes on youtube. ^_^