Unkie Mike
Smash Rookie
So, I'm having trouble fighting two local players who play a legit, tournament-caliber ROB and C. Falc, respectively. Any tips to resolve my concerns below are appreciated:
1. ROB - Jesu Cristo, this guy's aerials are the size of Manhattan. I find an aerial approach nearly impossible, due to his nair, dair, and up air eliminating my nair and fair and up air as options, if he feels like taking to the skies. On the ground, side b hacks through my shield, is difficult to punish with PK fire or grab, and forces a retreat. His projectiles are quick, difficult to magnet if he's got a top, and hard to predict if he switches between multiple tactics, and there just seems like there's so much I have to keep track of to stay safe (how charged his auto-charging laser is, if he's got a top spun up, etc.) in addition to the normal spacing and chasing game. I feel like I need to be in his face, but it only takes one ROB nair at mid-hundreds percentages to knock me the eff out.
2. Falcon - I feel like Ness's biggest weakness, his lack of safe landing options, is the biggest advantage the Captain has in this matchup. If Falcon is in the center of the stage during the neutral game, his blinding speed allows him to punish even distant landings, not to mention the vast majority of Ness's moveset if he manages to block or avoid a move. And unlike other fast characters like Sheik and ZSS, Falcon actually has great kill moves at modest percentages (bair, fsmash, the knee). My strategy so far has just been to try and catch him with PK fire, a grab, or dash sparkles during his dashing shoulder charge or an unsafe roll, or get him off the ground and harass him with Thunder, but that can only work for so long, and if he avoids it, it's a free punish for big percentage gains.
1. ROB - Jesu Cristo, this guy's aerials are the size of Manhattan. I find an aerial approach nearly impossible, due to his nair, dair, and up air eliminating my nair and fair and up air as options, if he feels like taking to the skies. On the ground, side b hacks through my shield, is difficult to punish with PK fire or grab, and forces a retreat. His projectiles are quick, difficult to magnet if he's got a top, and hard to predict if he switches between multiple tactics, and there just seems like there's so much I have to keep track of to stay safe (how charged his auto-charging laser is, if he's got a top spun up, etc.) in addition to the normal spacing and chasing game. I feel like I need to be in his face, but it only takes one ROB nair at mid-hundreds percentages to knock me the eff out.
2. Falcon - I feel like Ness's biggest weakness, his lack of safe landing options, is the biggest advantage the Captain has in this matchup. If Falcon is in the center of the stage during the neutral game, his blinding speed allows him to punish even distant landings, not to mention the vast majority of Ness's moveset if he manages to block or avoid a move. And unlike other fast characters like Sheik and ZSS, Falcon actually has great kill moves at modest percentages (bair, fsmash, the knee). My strategy so far has just been to try and catch him with PK fire, a grab, or dash sparkles during his dashing shoulder charge or an unsafe roll, or get him off the ground and harass him with Thunder, but that can only work for so long, and if he avoids it, it's a free punish for big percentage gains.