PP, do you have any thoughts on KOing Peach? I am finding it increasingly common that I rack Peach up to high percents and struggle to get the KO. I realize this is a pretty common issue, but it feels like I just have to play neutral like normal and still win 4-5 more interactions just to KO her, especially on larger stages. Dtilt, fsmash, usmash are Falco's strongest attacks, but they all get punished really hard by Peach's OoS options, even when spaced perfectly. Jab can be used to set up an fsmash or usmash, but jab is also countered hard by shield. Peaches are content to stay grounded and abuse their shield since they realize Falco can't KO this style of play (Armada is notorious for this). This wouldn't be so bad if it weren't for the fact that Falco gets hit so hard by her aggressive mixups. I can try to grab to anticipate their shielding tendency, but Falco's throws don't lead to KOs while a single successful Peach spotdodge leads to dsmash and grab which are her best launchers. Then of course you have her YOLO dash attacks which start to feel like the Melee equivalent of a wakeup super, though even the more calculated Peach players get mileage out of the much safer close range float nair over lasers.
So I guess what I'm really getting at is I hate relying on high risk, medium reward neutral (situations where I get a punish with grab/nair/bair/ftilt), but I also hate playing low risk, low reward because I give up a lot of stage and it feels very difficult to maintain stage presence while also respecting her threat range. It's still a vague idea in my head, but one example of something I've thought about is baiting her into doing her desperation dash attacks. If I can laser and position myself in such a way that she feels like she has an opening, shielding and usmashing OoS could be a big game changer. It KOs no DI (a common occurrence with usmash imo) on Dream Land at 135%, which would be soooo nice compared to those toxic 200% stocks where I need to win neutral 5+ times, getting 1 hit at a time.. Some initial ideas are things like SH FFing too fast to get a laser out so she thinks she has time to stuff it, but I am able to land and shield in time. This seems like a relatively blunt approach to baiting so maybe you have some better ideas. I haven't even begun to theorycraft ways to set up dtilt or fsmash in neutral since that seems even more ambitious, but I guess there may be potential ways to set up those moves as well. Maybe WD back into dtilt can whiff punish her dash attack/quick float nair over lasers? Fsmash I'm at a total loss for ever since people stopped getting hit by laser into fsmash.
Alternatively, or at least additionally, maybe I could improve my sharking? Studying vods has made me realize how bad trying to jump up to hit Peach is, but even when I stay on the plats/ground and try to hit her right before/as she lands, I'm not seeing much success. Best case scenario is I get another bair which is hardly even a KO move in 2018 because of how consistently floaties DI for it. Worst case scenario, I get caught by an early FF aerial (dair usually) and end up above her. Edgeguarding-wise, I'm very consistent at Peach's low heights. If she's within range of a FH dair, I can generally threaten a spike to force her down to the ledge and keep her pinned. Unfortunately, sending her off stage with bairs/nairs and even throws all the time means she rarely gets forced to come in at this shallow of an angle.
So for outright KO'ing, I found some success with starting pressure, backing off, and then moving back in with laser Dtilt. It takes a while for shields to regenerate and this gives you some time to work with. Run in Usmash or laser Usmash is pretty good if you force those immediate floats as a pressure mixup, and sometimes Peaches like to spam FC into jabs or DA and you can Fsmash this DA startup/small jab spacing, especially more when they come OOS with FC. You can also get kills more often if you can try to get Peach to float away and then Bair her so she DIs badly, which is why I definitely wouldn't recommend staying grounded when she's high up. My view is that while outright KO'ing is good and should be worked on, you'll find more often that juggling and edgeguarding can give you kills more reliably and safely if you know the flowchart. Oh yeah, and for DA you can hold down vs it for quite a bit if it's not the initial hit, and you can hold down over 100% if it's the third, weakest farthest hit iirc. That gives you access to Dtilt/Fsmash/Usmash/whatever.
As for baiting DAs, I just get kind of close to Peach where I can't safely laser but farther than jab range(closer can be better or worse for some Peaches) and will get them out of FC/WD back a decent amount of times even against Armada. Other Peaches all pop the DA much more reliably in this space, which makes WD back or even slight walk back hold down pretty good here if you want some setup for direct kills.
I find that I can get hit by falling Dair and sometimes fall and shine or Dair her back or whatever. Dtilt/Fsmash/run Usmash out of tech chase is still underexplored and quite useful I believe, primarily when she's closer to the corner so she can't fully tech roll away.
I just loop FH drift in fade back to stage facing away from her if she's high up. This threatens a massive distance if you combine it with DJ, and Peach can't change float direction quickly so she's got to deal with it eventually I find. If she goes over DJ height that's cool too since she burned float at that point and maybe also DJ so you get a much easier Uair/Bair/whatever attempt from a juggling standpoint.
What exactly makes Falco strong behind Marth's shield? I've found that to be a pretty comfortable position myself but I don't exactly know why. Marths' bair oos seems okay but super punishable if whiffed. Also what do you think of shine sh turn around laser to continue pressure after a cross up? This is my go to option because I find Marth's like to wd oos after I cross them up.
For analysis, what do you think of pausing preemptively and then asking yourself what you would do, then watching the decisions by both players and comparing my decision to the Falco's I'm watching. I've never seen any top player analyze like this, but I've been trying it and I feel like it's better in helping me show my own weaknesses. Before this I've just been watching situations over and over until I have a feel for them and can picture them in my head quite easily, and then coming up with multiple answers from there.
What do you do when you notice a pattern in someone else's gameplay but don't know how to punish it? I recently watched Santi vs Drephen and was surprised to see Santi not punish Drephen's full hop dair oos even after something like the 10th time. In analysis, the answers against that option seems so straightforward, but when Drephen's not mixing it up and Santi's still getting hit by it occasionally, then there must be a reason.
So to reiterate for Marth's nair, laser is the only real option to straight out beat it, other wise I should respect it unless I have a timing read down and try to go in between the hits. Is there a way that I can laser/dd/feint in the first place to prevent him from using it? I think their nair is especially hard for me to deal with when they're also mixing in dash attacks against my half dash back lasers, because the ranges that those two moves cover is the mid-range area that I like to play vs marth. Thus I then feel obligated to either approach hard, back away with laser, or full hop to top platform. The obvious answer that comes to mind is to dair in place the dash attack, but is there any other way I can play if those are the marth's two primary offensive options?
Marth has limited options there. He can't grab, has to Bair which isn't fast or strong or leading to kills usually, or he can WD OOS away which is still bad for him since his back is still to Falco. Why laser if you cross up? Why not aerial them as they move away? Get the big reward!
Yeah I REALLY like that analysis method and agree that it's super good. Much more engaging than just taking things as they are. I also like watching situations then comparing them to old, similar situations and thinking about how their decisions evolved over time and how I might have done things differently or use part of their thought process.
These questions can be hard to answer without things like direct confirmation from players and your own experimentation/studies of psychology. My best answer would be something related to awareness and the other options involved. So Santi may have been looking for already difficult Sheik options to cover and that was occupying his attention, making it harder to beat something out of his awareness. It might also be that he's setting up an approach and then is slow to transition to beating this option. It could be that this option looks really obvious and beatable but he hasn't done the practice(mental or physical) to beat it and so his muscle memory works against him. It could be tension making it hard to adapt and/or compounding these things. When I come to something I'm not sure how to answer, I make some best guesses and move on. Often I will find more answers as the set progresses. Some things like that I might not totally know, but with enough time and various sets I could figure out if it was a one-time thing or a positional misunderstanding, or something else.
You can prevent Nair by beating it more. If you think he wants to approach, then you can just wait a moment or do a dash or two that makes him think you want to laser. If he lunges at this time then he will lose. You can back up a little farther and laser or just WD back if you're unsure and want to observe as well. Once you get one laser out you should be more okay against these types of things if you keep the lasers steady, so if you need to back up and get one out then move forward a bit with another you can start keeping them lower and should have time to shield and punish Nair OOS since he will be stunned by lasers hitting him. If that doesn't quite work let me know.