(i wrote like 14 paragraphs initially then hit back in firefox, so i had to rewrite it all...kill me...)
these are things i've been working on recently or things i want to work on that i would like feedback on and thoughts on. specific questions regarding matchups/edgeguarding is present in the second half of the post.
1. Ledge Canceled upb's on DL: i've been trying to ledge cancel my upb's on DL's plats. from the middle of the stage, if you use a grounded upb, you can reach the left or right platform's (depending on if you started slight left or slight right) furthest edge. i want to be able to ledge cancel these in the event that i am left vulnerable, so that i will get my jump back. if i have to adjust to my opponent's DI, i don't see it as being possible. i would also like to be able to ledgehop upb and ledge cancel it, but i haven't given it any practice, really.
2. Pivot Edgehog: steve said characters have multiple distances from which they can pivot off the stage. i've found samus's spot to be in front of the flowers on DL, above the middle post of the fence, with her arm cannon jutting out past the edge of the platform. i've landed a couple pivot off bairs, but i'm really trying to explore the potential for edgehogging. perhaps against a low recovering fox, i can pivot off and use her floatiness to keep me there for those extra few frames, then ff and grab the ledge, thus reducing the potential for fox's upb to hit me. i could, of course, dair, but this might prove useful as well. or perhaps against a mario/luigi?
3. Dash Platdrop/Drop Cancel: not necessarily a samus trick, but because i want to play more peach's against falcons and perhaps foxes, i feel this is a required technique. too often i just dash then shield then tilt it. i'd like to be able to pull off dash platdrop dairs with consistency, and want to know if there's any practice technique that might help me. with regard to drop cancel, i wind up grabbing way too often, and on the rare instances i do actually get the drop cancel, i miss the zcancel afterward. again, any tips on how to improve at this are appreciated.
4. Bomb Combos: i've been using samus's bomb as a spacing tool, such as when the opponent respawns, i may jump and plant one to avoid them coming to that spot on the stage. or while recovering, ledgehop to bomb, to drastically minimize her hurtbox. i am not sure how vulnerable this leaves her, but it seems like it's an alright idea. on the offensive end, though, i tend to only use them in edgeguarding situations. i am curious as to if they actually combo into anything, how to tell which way the opponent will be knocked back, and what percents are best to try to land bomb combos.
5. High Angled FSmash: i don't know at what percents this will kill and when i should be trying for it or its reverse over a bair or reverse bair. i also do not know whether i should be spacing/shield pressuring with the high angle over the normal one, or even the low one in the event i am facing kirby or puff. i know this was brought up a few months back, but is it really that much better than bair?
6. Dair Stuff: i have gotten pretty decent at ff dairs and non-ff dairs off the stage, but i need to be able to subconsciously pull off sh dairs and sh dairs out of shield. too often i wind up full hopping in both situations. it's really just ****ing up inputs on my behalf, but if there are tips, again, i'd like to hear them. additionally, comboing out of dair is tricky. i could nair, bair, or at lower percents fsmash, but i've been wondering when usmash -> bair or dair will work. i get them sometimes, and occasionally i go for the usmash but the opponent techs and all the hits miss or i get the hit/s and they get out of stun too fast. really, dair -> usmash -> dair spike is one of my favorite things to do, and i want to be able to land it more often. is it heavy-specific?
7. Fair Stuff: the problem i have with fair, besides its awful priority/hitbox, is that i find myself being punished even when the ****ing thing hits. do i need to perform more retreating fairs as opposed to advancing ones? should i be going for more of the first and second hit to connect, or the last one? do all the hits have different knockback? when is reverse fair a viable option? is it too risky? should i bair instead?
8. Tech Chasing on Platforms: too often i find my certain death tech chases botched because the opponent got their shield up in time. is there a way to practice getting that dair to be there when their tech invincibility vanishes?
9. Grounded Shieldbreaks: i know her two shieldbreaks. the easier to perform dair -> charge shot -> hi fsmash and the harder charge shot -> hi fsmash -> hi fsmash -> jab. i also know that a grounded upb will not break a shield on a platform, but an aerial one will. however, i have noticed that her two-hit dsmash drastically reduces the opponent's shield. what i'm talking about is when you're barely in front of your opponent and the first hit of the dsmash is a reverse, and the rear one connects as well. will a reverse nair or rear end hit of dair or, if you're lucky, bair/reverse bair, followed by the two hit dsmash, break the shield? if you land one of the aforementioned hits, wait a moment, then reverse dsmash, will it do more, because the shield will drain a bit in the time of the hitsun?
10. Recovering: i have gotten into the habit of jumping first and then bombing when i am thrown near the ledge, because it looks and feels like second jump sweetspotting will just not be enough. should i just try more often to get that second jump sweetspot? or should i fair, then jump halfway back, and then commence bombing? ideally i want to avoid all of my opponent's moves and maybe even get a counter edgeguard.
11. Ftilt: apparently, it's a good move. should i space with it more? i've noticed jab -> ftilt -> fsmash will work on aggressive players, but eh. kind of a pain.
12. Options on the Ledge: tonight i tried to link together as many ledge canceled fairs as i can. i got four. i don't think this is really that great of an option though - fair is such **** vs something like falcon fsmash, especially when over 100%. her slow get up and slow get up attack are both awful, and her slow roll is laughable. her sluggish jump makes it very hard. i've been trying to maybe ledgehop upb onto the top platform, then fall through, or go back to the ledge, or something like that.
13. How to Deal with Under-Platform Campers: i've noticed that a lot of players, while samus is airborne, will sit below the plats on DL and wait to get a grab. i've been trying to float in and get a bair that will reach the end of the stage and if i'm lucky be a reverse hit if they roll. this is of course extremely difficult. fair is just not a good option in this case, and some big asshole like DK can snatch her out of the air. should i try to lure them out with charge shots and jabs?
14. Platform Camping as Samus: how viable is it to camp the top platform on DL? in my recent match vs solo, i noticed he never let me be above him, he always ran to the other side of the stage so he could assault me with lasers. do i want to be able to control the top platform and the airspace between the sides and the top against fox? i cannot be eyelevel with fox and he has better options when he's above me. i don't know how great of an option this is, camping the top, but it looks like it requires the most patience.
15. Teleporting: i do it pretty often to get that extra bit of distance. i've only gotten one or two teleport dairs but teleport fair is a great way to disrupt an opponent who is used to the space samus takes up. to suddenly be closer than expected is a good way to catch someone off guard. she needs the extra speed.
Specific Character Questions
1. Edgeguarding Luigi/Mario: bombs are very troublesome to use and seldom hit despite my constant efforts. a mario bro who double jumps early and uses his cyclone closer to the stage is easier to take on than one who double jumps closer to the stage and uses the cyclone in the event of an edgeguard. should i go for a fall off nair vs mario and hope for the trade? and try to dair luigi and hope i don't get coin gimped?
2. Link: while edgeguarding, should i just edgehog? or is a bomb on the stage + dair a la DK a good tactic? i also have incredible trouble in this matchup. it seems like all of link's moves out prioritize samus's - his bair is quick and wrecks her fair, his dair will connect with her bair more often than it should, and uair/utilt effectively snuff dair. also, bombs and boomerangs stifle her ground approach. what am i to do?
3. Yoshi: i hate eating djc bairs against the dinosaur. sheer said to do a lot of multi hit moves - so fair is a good choice, but i don't like being armor countered. uair doesn't seem like a good option. i am at a loss. just learn how far the djc can go and try to effectively counter it? also, can yoshi utilt combo into stuff on samus? i know it's set knockback, but in my current delirious state i can't remember if higher percentage means higher time in hitstun despite having set knockback. i feel like this is wrong but i'm exhausted, bear with me. and as for edgeguarding him, jesus, i don't even know.
4. Falcon: usmash kills everything in its path. i find myself trading dair hits with uair and i don't know if i should be doing that. if i jump i'm vulnerable in the air without a second jump and if i bomb it's the same case. i'm fairly decent at edgeguarding him, but when i'm being edgeguarded, i don't know how to combat sh bairs or fsmashes. how should i be spacing against falcon? should i try to be more aerial or more grounded? i tend to jab a lot, but it seems when i land a dair he can almost immediately tech in place and usmash.
5. Pikachu: i can only think of bair. utilt wrecks everything and uair does too. i'm really at a loss for this matchup. at least with kirby, i know if you stay above kirby you're in a decent position. being above pika just means his broken ass uair has a better chance of hitting without a trade.