I've never received an infraction. ugh
Falco: Slight Disadvantage
• Our utilt clashes with his side b a lot, as does our nair but less so. When Falco gets hit out of Side B he lands next to us with a decent amount of landing lag. Enough landing lag that we can grab him, dsmash him, or usmash him if he’s at kill percent. Another trick with illusion is that you can face your back towards Flaco when he is about to recover with side B, and when he uses it you can shield grab him.
• Platform camp the beginning of the match to avoid the chaingrab. Make him earn that 40 percent. Tip for the spike in case you do get grabbed: double smash both the C-stick and the control stick into the stage. A lot of the time this will allow you to either land on the stage, or tech off the stage.
• Falco can attack our shield and not get punished at all. Avoid shielding in this matchup cause shieldgrabbing is a very rare occurrence. Instead try to pivot grab and fsmash his aerial approaches.
• With the jab, just DI out and retreat. Even attempting to grab or fsmash it from the outside can lead to you getting caught up in it again if he double jabs.
• Be creative with dthrow combos. If you grab Falco at the ledge at 0 percent, you can sometimes dthrow them to dair, depending on the DI.
• Avoid camping Falco from far away. Do it at a safe mid range distance where he can’t reach you with his jab.
• Falco can’t kill us well. All his smashes are punishable and laggy. When we are recovering he will usually jump once to bait an airdodge and then double jump and try to bair you. Whistle well.
• Ban: FD
• Counterpick: Lylat, Yoshi’s
Marth: Even
• Never try to shieldgrab a fast falled Fair when you’re at high % because he can upB before you grab him. But if the fair isn’t spaced well we might be able to usmash oos before he can up B. Never try to hit him with Fair while getting edgeguarded. His sword has too much range, and whistling is probably a better option most of the time. Stutter stepped fsmash can counter tippered fairs.
• Pivot grabbing is a great tool in this matchup to counter marth’s approaches.
• After a dthrow avoid using fair. Either use usmash or try to get a regrab through a pivot grab or a shieldgrab.
• You can juggle marth well and he can juggle you well. To avoid getting juggled be careful with shtossing in this matchup. Uthrow and sometimes dtilt are good tools to get Marth into the air.
• Grounded tether is a risky counter to Marth’s fair.
• Purples as always are quite amazing in this matchup, and the extra range on a yellow fair can beat Marth’s fair.
• Recovering against Marth is a chore. He covers all of our options too well, and the best advice is to just mixup and experiment. Recover low, recover high, whistle, airdodge, fair, and purple toss. All the shenanigans. To get off the ledge cycle through your pikmin with uairs until you get a purple. Then go onto stage with a purple toss.
• Purposefully mess up his fair spacing by running up into it and shielding. Then usmash oos hehe.
• This is a very grounded matchup, with only the occasional fair and uair.
• Fsmash is a good tool to keep marth on the ledge. Charge it randomly though.
• Avoid just sitting in your shield cause he can abuse our shield very well.
• Ban: BF
• Counterpick: Final Destination, Halberd