AvengerAngel
Smash Journeyman
I've finished watching the Puff vids. Everything I said earlier applies to them as well, of course. For more specifical advice...
- There are 3 main things that you should avoid AT ALL COSTS: getting grabbed, getting Uaired and getting Utilted. If you get hit by one of those moves, DI away as soon as possible or you're going to get rested for sure. Sometimes you stayed too much time (in your shield or not) next to your opponent, and that gave him the opportunity to grab/Utilt you and rest. If you can avoid getting rested or gimped, Puff is going to have a very hard time killing you
- Keep your combos simple and go (almost) only for guaranteed hits. If you can't hit him, keep stage control and prepare to punish his bad spacing. You went out of the stage trying to Dair him even when it was clear it wouldn't connect, and that would have costed you the stock against a better Puff. If you can't go on with the combo just stay close to him and get ready to punish/edge guard without throwing out unsafe things
- Again, use more grabs and mix-up your throws. After a while Jetfour was DI'ing your uthrows better, and you couldn't get many hits out of them. In that case either 1) wait for him to do something wrong and punish or 2) try with another throw. You can connect moves to any throw if the Puff doesn't DI well. Dthrow is nice but doesn't work very often with good Puffs. Fthrow/Bthrow are very nice and they can usually push your opponent near the ledge, where you'll easily get edge guard opportunities
- You didn't abuse your hitboxes enough. Jetfour doesn't look like he's really good with Puff and her big hitboxes/aerial mobility, so you did well anyway. But if the Puff is better, you're going to get more pressured and you won't be able to get momentum back just shooting a few lazers. Bair and Utilt can easily trade/outprioritize Puff's moveset (even her Bair) if you space/time them well, so they're a great defensive tool. Try to abuse them in some matches to get the right timing/spacing
- Platforms are good. Again, you didn't need to use them because your opponent's spacing wasn't that good, but keep it in mind in case you face a better Puff. Puff has a slow vertical mobility, so she can't get to you quickly enough. If you lose momentum/stage control you can camp a bit on the platforms and get it back quickly if the Puff doesn't respect your options. If she comes at you, you can either outprioritize/trade with Bair/Dair/Nair coming at an awkward angle or just get off the platform with a lazer and you'll have stage control once again, with Puff being airbone and in an awkward position
- CC/ASDI down more. That will help you avoiding some rest set ups (Utilt, Uair) and will give the Puff a hard time starting her combos at low %s (if she doesn't space well you can punish her with dtilt/usmash/fsmash). At medium-high %s it's still nice to ASDI down her Bairs because you can ground tech them (like Amsah does with Falco's dsmash) and avoid getting comboed more or getting gimped. I can't tell you how hard it is to do it consistently, but I can tell you that Puff's Bair is one of the few moves I can CCtech pretty consistently without even thinking about it. It could be because I'm used to the MU or maybe it's just very easy, you'll have to try it yourself xP
- Trades are very good for Falco. Puff will easily die at mid-high %s with pretty much every move (dtilt, fsmash, dair spikes, bair, uair, shine off the top, usmash etc. And pretty much all your moveset connects to one of those finishers lol), and if you will DI uthrows well and avoid eating multiple Bairs like a nub, she will have a VERY hard time trying to kill you past 70-80%
Also, remember that getting rested can be a good trade if you're a stock ahead, so don't be afraid of getting rested but don't be too reckless anyway xP
I could add more but those are the fundamentals that came to mind and now I have to go away xP
I hope it all makes sense lol. If you have any questions concerning the MU I'll be glad to answer them =D
- There are 3 main things that you should avoid AT ALL COSTS: getting grabbed, getting Uaired and getting Utilted. If you get hit by one of those moves, DI away as soon as possible or you're going to get rested for sure. Sometimes you stayed too much time (in your shield or not) next to your opponent, and that gave him the opportunity to grab/Utilt you and rest. If you can avoid getting rested or gimped, Puff is going to have a very hard time killing you
- Keep your combos simple and go (almost) only for guaranteed hits. If you can't hit him, keep stage control and prepare to punish his bad spacing. You went out of the stage trying to Dair him even when it was clear it wouldn't connect, and that would have costed you the stock against a better Puff. If you can't go on with the combo just stay close to him and get ready to punish/edge guard without throwing out unsafe things
- Again, use more grabs and mix-up your throws. After a while Jetfour was DI'ing your uthrows better, and you couldn't get many hits out of them. In that case either 1) wait for him to do something wrong and punish or 2) try with another throw. You can connect moves to any throw if the Puff doesn't DI well. Dthrow is nice but doesn't work very often with good Puffs. Fthrow/Bthrow are very nice and they can usually push your opponent near the ledge, where you'll easily get edge guard opportunities
- You didn't abuse your hitboxes enough. Jetfour doesn't look like he's really good with Puff and her big hitboxes/aerial mobility, so you did well anyway. But if the Puff is better, you're going to get more pressured and you won't be able to get momentum back just shooting a few lazers. Bair and Utilt can easily trade/outprioritize Puff's moveset (even her Bair) if you space/time them well, so they're a great defensive tool. Try to abuse them in some matches to get the right timing/spacing
- Platforms are good. Again, you didn't need to use them because your opponent's spacing wasn't that good, but keep it in mind in case you face a better Puff. Puff has a slow vertical mobility, so she can't get to you quickly enough. If you lose momentum/stage control you can camp a bit on the platforms and get it back quickly if the Puff doesn't respect your options. If she comes at you, you can either outprioritize/trade with Bair/Dair/Nair coming at an awkward angle or just get off the platform with a lazer and you'll have stage control once again, with Puff being airbone and in an awkward position
- CC/ASDI down more. That will help you avoiding some rest set ups (Utilt, Uair) and will give the Puff a hard time starting her combos at low %s (if she doesn't space well you can punish her with dtilt/usmash/fsmash). At medium-high %s it's still nice to ASDI down her Bairs because you can ground tech them (like Amsah does with Falco's dsmash) and avoid getting comboed more or getting gimped. I can't tell you how hard it is to do it consistently, but I can tell you that Puff's Bair is one of the few moves I can CCtech pretty consistently without even thinking about it. It could be because I'm used to the MU or maybe it's just very easy, you'll have to try it yourself xP
- Trades are very good for Falco. Puff will easily die at mid-high %s with pretty much every move (dtilt, fsmash, dair spikes, bair, uair, shine off the top, usmash etc. And pretty much all your moveset connects to one of those finishers lol), and if you will DI uthrows well and avoid eating multiple Bairs like a nub, she will have a VERY hard time trying to kill you past 70-80%
Also, remember that getting rested can be a good trade if you're a stock ahead, so don't be afraid of getting rested but don't be too reckless anyway xP
I could add more but those are the fundamentals that came to mind and now I have to go away xP
I hope it all makes sense lol. If you have any questions concerning the MU I'll be glad to answer them =D