So I recently played one of Texas's best in some MMs and wanted some criticism.
Set 1 is vs Peach a match up I hate
Set 2 is against Fox
[collapse=Game 1]0:48 - If Peach is floating towards you like that, you'll probably want to FH over her. I really abuse top plats when I play this matchup because it's often the only way to avoid going through Peach, which sucks and is almost never in your favor unless you have an opening.
0:58 - Kind of nit picky, but when you drop from your respawn, you dash left for no reason at all. I guess it just seemed weird to me that you'd sort of just give up your invul and perhaps it's a sign of you autopiloting a bit. I don't always rush in on respawn ofc, but you should mixup approaching with cornering them since you literally can't be hit for a few seconds. If I saw her pull a turnip like that on my respawn, I probably would have just SHFFLed right at her because you have the low plat to work with and she can't shield grab even after your invul runs out.
Right after that, she floats and you wait it out well, but she lands in front of you and you don't really punish and end up getting hit by a jab. Once I get the sense a Peach is about to come down with a FC nair (or when her float is about to run out), I try to position myself so I can SHFFL her landing spot, especially at low %s like in your case. At higher percents when she can't CC you can try DAing.
1:00 - You engage the shield pressure and were at least safe about her options, but to get the most out of it, you could have shine grabbed or fadeaway early nair/dair. Shine grabbing, especially early in the game, really sets the tone for your shield pressure. Even if you don't get much/anything off the throw, you get her in the air and her attempts to come back down should give you opportunities for solid openings. Fading away with an aerial will usually reset the situation, but it can punish whiffed shield grabs either by hitting directly or by allowing you to do another move because you are low to the ground as opposed to DJing onto the top plat.
1:03 - I don't like those dairs at the top plat. I think most Peaches will just uair you to take the trade and potentially get a knockdown. If you dair Peach, you have no followups because she has no stun. The risk reward is just not very good. The drop through dair after was similarly risky. Before knockdown percents, there's little reason to come down with a dair vs. any character because they can jump into it and land cancel their stun. A Peach in particular would likely dsmash and deal major damage in addition to the damage from the subsequent knockdown. In fact he could have done this after that weak bair immediately after you dropped through. If Peach is grounded at low %s, your goal should be to get her out of CC percents with spaced bairs or get her in shield where you can pressure/shine grab or get her in the air by lasering.
1:08 - That is exactly the type of dair I talked about above. Peach could have dsmashed or grabbed on reaction.
1:10 - Almost every Peach likes to float out of early pillar combos like that. I utilt just like that and it sucks because they can punish really hard for it. I don't know if you can react to the float, but you can uair and it kind of covers the float out option as well as just freefalling towards the ground. Sometimes I just get out of the way and punish their landing as they try to come down with an aerial. Regardless of what you do, be aware of it.
1:24 - Maybe you just messed up, but you could have FHed that dair, and if you aren't sure if you'll reach, then just FH nair and DJ back for the ledgeguard. Her % obviously just wasn't high enough to be dairing like that.
1:30 - If you're going to go for the cheese fsmash trade, at least try to react to her float ending or know the timing of when she has to come back. But really you just shouldn't be going for that.[/collapse]
[collapse=Game 2]1:55 - LOL @ the music. I was confused for a second. XD
1:57 - Laser -> aerial doesn't work. Definitely get in the habit of DDing or shooting more lasers after lasering. You can always approach with movement because it is low commitment, but if you ever SHFFL and whiff, you need to reevaluate what you were thinking because it should really not happen, or at least not a lot. You have to be hitting their body, their shield, or making them go to great lengths to dodge (roll, jump). You also shouldn't miss that tech on the fair. If you missed it because you hard press L/R in order to L-cancel, I'd highly suggest trying to light press your cancels instead so that you don't prevent yourself from teching (you have a 40 frame window after hard presses before you can attempt another tech). This can also help with the occasional accidental airdodge off after ledge cancels or CCCs from the opponent.
2:45 - This is sort of the mixup after pillars that Peach can do instead of floating above your utilt. I think he didn't float out of this one because you daired really early and he didn't have to wait. Watch how the top Falcos do their combos, and you'll notice they always try to be FFing before the dair connects so that they get to the ground before the opponent while still maintaining a combo the whole time.
2:55 - If you are going to dair Peach out of the air at knockdown percents like this, you usually don't want to shine (or do any attack) automatically. Pay attention to where they actually land relative to you (distance in front/behind and timing of who lands first). This is where the tech chasing begins. There is no guidebook on which options to do when since it becomes a mixup game, but you should have just a few options for each scenario and choose from those. For missed tech, you usually don't want to shine because if it's staled even a little, it will knock them into the floaty state with no stun. Even if it isn't staled, utilt usually gives you easier followups on floaties (get good at turning around and utilting on reaction to missed techs/techs in place). At high percents, you can dtilt/dsmash. For TIP, and tech roll in either direction, you can aerial, fsmash, or even DA (be careful of them ground teching it though). You can also grab for pretty much every option, but Falco's grab punishes are universally worse than his other options, so unless they are particularly susceptible to getting killed by throw setups, I only grab when I know I'm too slow on the reaction to reach them before they get their shield up (even then, I sometimes opt to SHFFL into pressure because I can react to their shield and simply shine grab after the fact).
3:10 - I wouldn't bother pummeling if you plan on uthrowing since catching them off guard with no DI makes it a lot better. If they get full DI behind is kind of hard to do anything without first baiting out an attack/DJ/float.
3:15 - I try to stay off the ledge when edgeguarding Peach until she's low enough that I can LH her highest option. If a Peach notices you are giving her the high option, she'll almost always take it even if it means taking a single hit because her ledge game is very limited and 15% is way better than any chance of getting daired and dying at really low percents (for Peach anyway).
You actually stayed on stage properly right after so I guess you understand, but I'll leave that just so you know why it worked.
3:43 - You can't DJ like that. Falco's ability to drift is pretty poor, so as soon as you DJ good players will always be sharking your tiny area of possible landing spots.[/collapse]
[collapse=Overall]- Be more aware of percents. Know when certain moves will knock her down. Specific %s aren't really necessary, especially since it will depend on how low to the ground you aerial and whether or not she is CCing. You should just be able to develop a feel for it. Also use percents as a basis for your current gameplan. Do not be using KO setups or KO moves at percents where they won't work. Do not be using combo moves at inappropriate percents or you'll drop a lot of tech chases and combo opportunities. Shines at mid-high %s are especially bad vs. Peach since she'll just get out for free and you'll feel like she's living forever.
- Tighten up your tech skill. You aren't always FFing asap during SHFFLs or aerialing asap after shines, and it's leaving small gaps for aerials OoS, grabs, and also just preventing what aerials you can combo from because you are taking too long to initiate the follow up. That might also be related to hesitation, so getting a feel for KB at various percents like I described above will help you know immediately if you can go for another move or if you have to cut it short and control stage.
- Shine grab! It's more fun than you think. lol I also think it's a good tool for practicing because it doesn't take a TON of tech skill once you get the timing down. This means you can have a pretty consistent basis for how your shield pressure goes instead of randomly exploding for touching someone's shield because your FF was a frame late. If you are consistently shine grabbing and fading away with nair/dair, you are actually able to practice the neutral and out-positioning your opponent. It also helps you focus on those things because you'll be shine grabbing and uthrowing a lot which gives you good practice in combatting Peach drifting down. Just watch PP vids and study how he keeps Armada on the edges, platforms, and air. This helps for all the floaty matchups, and even helps vs. non-floaties in some scenarios.[/collapse]