I'm going to list the critique by priority. If you want to improve, focus on the first three in your future matches and just keep note of everything else.
[collapse=1) Z-air Spacing:]Z-air is Samus's cookie cutter move. But, I'm glad that you're a step above most other Samus mains in that you
use z-air in equal amount with all your other attacks. Meaning as far as the stale move counter goes, you are using z-air's damage to the fullest, as an additional 4-7% on top of all your other moves, rather than considering z-air as stand alone. If you were to look at Samus' moveset, then add 4% to all her attacks, it would be very impressive. Imagine adding 7%!
So work on using z-air as:
A)A zoning tool. Every other Samus main does that by now, but many abuse it. Try not to, or you won't find yourself improving once you find players who take advantage of shielding. I don't want you adopting this behavior. It's highly predictable and punishable.
B) Use it as a follow-up. At 0:57, it could have been spaced better for both safety and to get that extra 3%. At 1:02, you were too close and the MK was above you. The z-air wasn't necessary. At 1:15, you z-aired him in the face for 4%. That could have been a f-air for 14-18%, followed up by a z-air for 4-7% more. That's more than quadruple the damage.
C) As a defensive tool. I'm not going to focus too much on this, but here's one example. 0:48, you get out of MK's f-tilt, and as he's charging his f-smash, that's your time to space a reactionary z-air for 7%. [/collapse]
[collapse=2) Dash Attack Spacing:]I encourage your playstyle. But you need to work on reflexes and, therefore, situational recognition. I'm going to use specific examples for this:
0:27 -
You used the strong hitbox of dash attack at low percent. Follow-up with pivot grab! 99% of the time, players respond by shielding or spot dodging your next move. Pivot grab takes advantage of both responses, because the timing and unpredictability of it is absurd. It also makes you look good, offering a psychological impact early into the match. No one wants to play someone who knows how to pull off crazy things.
0:50 - Intentionally or not, you used the 2nd, weaker hitbox of dash attack.
At mid percents using the weak hitbox of dash attack, the best follow-up to this is usually up+b. It's guaranteed because of their landing lag.
1:44 - Again, 2nd hitbox of dash attack at mid percent. You followed this up with d-tilt. I'm going to suggest you don't use d-tilt as a follow-up for dash attack. One reason because it's highly dependent on where they land, and d-tilt has punishable lag. The other reason is because d-tilt kills MK relatively early and should be one of your kill moves. Refrain from staling it. Stick with using up+b.
A different, clever follow-up option in this scenario is d-smash. It's slightly slower than d-tilt, but does more damage, covers both sides and gives you the option to change the timing by charging it. It's an intimidating mind game. This is more useful against less confident players or players you've begun to intimidate half way through the match. However, like all mind games, it's not guaranteed.
2:21 - You used the strong hitbox of dash attack at LOW percent WHILE they were in the air. This is one of the worst scenarios to be in while using this move.
Nearly every character has an aerial fast enough to punish.
But, not every player has reflexes fast enough to react, especially if they're inexperienced in the MU. And it's not as if you expected them to be in jumping animation as you performed the dash attack, right? When you're put in this situation, follow-up with shield->up+B OoS. It covers all of their options when they're too slow.
On a side note, refrain from using dash attack at low percents when you're at killing range. Not worth the risk, and it's really bad for the match if you lose a stock to a responding n-air/b-air that you set-up yourself.
2:33 - You used the strong hitbox of dash attack at mid percent. Players have 3 responses usually: air dodge back onto the ground, throw out an attack, or double jump away. Your mistake was attempting to follow-up immediately (with b-air too, a move that takes a bit to come out. Any of their responses would have made your b-air miss.)
You need to learn how to wait and see what their response is.
Therefore, shield when using the strong hitbox of dash attack at mid percent. 1) If they air dodge, you can follow-up with standing grab, dash grab or pivot grab depending on how close or far they are. 2) If they respond with an aerial (in this case MK did d-air), keep your shield up and the punish with grab if they land far, or punish with d-smash if they land close. 3) If they double jump, you can respond with up+b OoS.
You have an aggressive playstyle. You just need to complement that with smarter options and KNOW how to follow-up. That is what brawl is all about. There are no combos. It's just one game of chess with an opponent, or 500 games of RPS.
And as a final note, learn to consciously control your spacing. With z-air, you should focus on aiming for 7% and higher knockback. For dash attack, it's a bit harder because it involves timing and spacing. Learn when to utilize the strong and weak hitboxes and at what percents.[/collapse]
[collapse=3)F-air canceling:]Again, this goes back to reflexes and situational recognition. I'll use specific examples.
0:46 - Let me start by saying this is highly situational. The platform is saving you. Under normal conditions,
you only f-air back onto stage when they're grounded and at low percent or if you know they're going to shield. If they're in the air at low percent, they can punish with a falling aerial. (The reason you weren't punished was because of the platform.) If they're grounded at high percent, they can SDI the first hit and punish with falling n-air. If they're shielding, f-air to provide some shield pressure/weaken it, then DI back onto the ledge. This will in turn provide you with more options on your next recovery attempt.
Now then,
if you're using f-air while recovering onto the stage and the circumstances are right, fast fall the f-air to cancel it and watch how they SDI. If they're SDIing up, follow-up your f-air cancel with up+b. If they're SDIing in or away, follow-up with d-smash. Both off these are guaranteed because of landing lag. And both can deal 15-20% total.
1:04 Do you remember when I said using dash attack at low percent while they're in the air is possibly the worst scenario for that move? The same applies to f-air.
You don't want them to have enough room from the ground to use an aerial and punish your hitlag. If you do find yourself in this situation, follow the same guideline: shield and up+b OoS if they're too slow to react. Your aim is to get out.
1:17 Learn to space it better! Remember the the initial hitbox for f-air aims diagonally up. If you wanted to approach someone with f-air, you need to use it earlier and give time for the other hitboxes to come out. This is why f-air is more often used while retreating rather than approaching. You can still approach, but just watch where your hitboxes are.
1:20 F-air canceling on grounded opponents at high percents can be a kill set-up, better than u-air canceling because of how they're spaced at the end of the cancel (directly in front of you instead of on you). The first hit of f-air has the second highest knockback (the last hit has the highest.) Any connection with the middle hitboxes of f-air however have just enough to lift them off the ground without sending them far, meaning you can punish landing lag. In this scenario, follow-up with a buffered d-tilt or buffered f-smash tilted up. An MK would have died at 136% by either.
2:56 One of the rare times you used f-air in the air. Sometimes, you won't always be able to connect with all hitboxes. In times like these,
DI back. You don't want to put yourself in a position where the opponent is behind you. Always leave grab OoS as an option (you have to drop your shield to grab if they're behind.)
Work on your f-air more. There were plenty of times where you could have used it. 0:29, while MK was on the top platform could have been a good 13-18%, followed up by z-air for 4-7%. 1:42 again, while MK is on the platform shielding, use f-air to shield poke. At its worst, the move is safe since you can DI back.
Any instance where they're diagonally above you, use it![/collapse]
[collapse=Other areas of critique:]Not going in-depth, just listing them off:
Missile Canceling and its follow-ups (you need to use this more)
Jab Canceling and its follow-ups(don't ever use the second hit of jab)
Incorporating your grab and d-throw follow-ups
When/how to use d-air/u-air while above opponent
Recovery spacing off-stage (especially against MK)
Utilizing invulnerability frames (d-air from the ledge can't take advantage of this)
Buffering (0:38 u-smashes? 0:44 b-reversals?)
Recovery mix-ups (u-air should be used for shield poking from beneath, not to recover onto the stage, z-air should be used, f-air in certain conditions, get-up attack, jump, the standard get up, roll. You don't vary enough)[/collapse]
Notice that the top three suggestions for improvement for you focus on specializing your aggressive playstyle. Remember, the key to playing offensive is to punish landing lag and shield habits. Each "combo" you land should be averaging to around 18%. Add z-air harassment and projectiles and suddenly that number jumps to 22-28%. Where Samus lacks in killing potential, she shines with high output.
Depending on your next performance, I'll either focus more on offense or start critiquing your other areas.
Good job and hope to see more vids from you.