Can someone talk me through the puff matchup? Right now I just shoot a bunch of lasers and throw out aerials if they get close, but I find it really hard to space these properly since puff can drift so far, and bair reaches so far. And when I'm on the edge of the stage, they can just throw out a wall of backairs and I feel like I can't do anything about it.
DI'ing upthrow is also really hard since you have to do it before they actually throw you, and it's really fast. Should I be predicting when they grab me, or do I just need better reaction?
Also recovering is difficult. If you ever side b on stage they get an easy rest of fmash at high %, if you ever start to firebird they can just jump out and kill you, so your only option is side b to ledge, but if you do that every time they can easily predict and cover that option too.
I'm also curious to hear what you guys think are the best stages for Falco in this matchup. I kind of like FD cause it just makes it simple and the puff can't go on platforms. I also think Yoshi's is nice since you can kill puff easier off the top.
And last thing, what are the best ways to actually kill puff? Like obviously there's Fmash, downtilt, and bair at high %, but how exactly do you set yourself up to land these moves?
As a disclaimer, I don't have the most experience in the Puff matchup but I have had pretty reasonable success with the general praxis of trying to stay in one of three areas. In order of preference:
1) above Puff
2) below Puff
3) too far away for her to hit me at all
Typically I start out by lasering to force her into the air since if she tries wavedashing around under the lasers she is risking eating a dair. Most puffs will try to float around above my short hop height, and I respond to that by either going to side platforms and trying to short hop aerial her or going to top platforms and doing run off or fall through aerials. If Puff has been rising to contest your platform movement, my best response has been faking going to a platform and then going to the ground and getting under her with up tilts or short hop up airs. Basically, you want to do everything you can to never be horizontal with Puff imo. If you use this strategy you will also be much less vulnerable to grabs because you will spend more time on platforms or in the air where it is much harder for Puff to grab you. The only time Puff will grab you is with shield grabs most of the time, and if you have Puff shielding a lot then I feel like you're winning.
My stage preference in order is:
Yoshi's (obviously) because you can gimp Puff pretty consistently
Battlefield, it's mid sized and has a really high top platform and pretty high side platforms which are great for making Puff overcommit with her slow vertical movement.
Dreamland, I don't think it's that bad. Puff lives longer but you also benefit quite a bit from the extra space and the really tall platforms.
Pokemon, lots of room to run away and the transformations are often quite beneficial, but there is no top platform which I find annoying. The low ceiling makes it nice to kill with up airs, or on certain transformations shine gimps
FoD, it's small so your movement is kind of choked down and it's easier for Puff to threaten side platforms without overcommitting
FD, pretty much hate it because I'm so reliant on platforms in this MU, it seems really easy for Puff to just hover around and keep eating up stage and very hard to threaten her from above or below.
For kill moves, I usually just end up killing with nair or bair edgeguards, dair launch into up air, jab into nair or bair, etc. Sometimes I kill with dtilt or fsmash if I get a tech chase, but I don't go for it frequently. Falco is not like Fox where he kills Puff really early with strong kill moves and kill setups. Often I am killing Puff around 120-140%. However, I think that Falco has certain advantages over Fox in this MU, such as his amazing full hop which can be used for edgeguarding and for slipperiness, and his fairly strong combo proclivity against Puff. At mid percents you can do dair > dair for easy tech chases and rack up huge damage and combo into any aerial. Also Falco's up tilt is larger and can really mess up Puff if you have her cornered and on the ground (you can catch her trying to jump over you or get into the air. Also lasers are not to be underestimated. While Fox's are generally considered broken in this MU, Falco's still do the thing they do in every matchup in that they force Puff above or below you (which are better positions for you.)
As for recovering, I usually have pretty good luck recovering high, especially if I can do an upward angled up B onto a side platform or a side B edge cancel. You can double jump like you're gonna go for a side B edge cancel and then fast fall and side B to the ledge instead. Also learning to shorten would probably help against Puffs who like to wait on stage for your side B. Basically just mix up high/low recoveries a lot because Puff is not very fast vertically so she kind of has to make half a read to cover one or the other.
If anyone with more experience wants to comment and tell me if I'm on the right track or if I have gotten things wrong, that would be most appreciated.