Erm...I never said match ups weren't about those factors. I said that you shouldn't factor player skill and with that mindgames into match ups, or at the very least avoid including them
Mindgames should be factored in, but not specifically. Mindgames specifically are based off of player skill and wit, with a risk-reward. Options, Margin of Error, and Punishment Factor are actually where "mindgames" are dully noted. I suggest looking on the Mario board for the "new way to look at match-ups" where I talk about this in full detail.
That's a much clearer example, thankyou. So basically, FLUDD is situational but has its applications in places
Yeah, lets go with that.
EDIT:
Another Example (3:00. Incredibly old vid btw. Both players sucked, but the example is clear)
EDIT2:
An example not from me (1:50)
The only gripe I have with it could go quite wrong if the situation is misjudged (although thats true for anything) and is that like you said if the person moves back, the fight returns to neutral stance. Which doesn't really get anybody anywhere, kind of like Sonic's Side B cancel. But if your opponent is too close, isn't Mario open to punishment? I thought that running straight at FLUDD just made you stay still and only if it was fully charged? This is on the ground though, I can see FLUDD causing problems in the air but with the threat of fireballs I would argue that Peach shouldn't really be approaching from the air
If it's at least half-charged it will slow you down and of course make you obvious. Full-charge is a complete stop.
Since I'm sure no one else will do it, I'll go through this step-by-step.
(Uncharged FLUDD)
-Neutral Stance
-Opponent approaches by air
-FLUDD is used. FIHL is possible, but most of all the approach method is "killed".
--FIHL is induced and the opponent is stuck in hitlag. Opponent is in undesirable situation. Mario attacks and opponent is forced to react correctly.
--Opponent's spacing is skewed due to FLUDD. The attack that was in preparation is now easily readable.
--Opponent moves back and returns to neutral stance. There is nothing wrong with this, as options have to be revisited. If your opponent is spooked then FLUDD did it's job.
-Opponent approaches by ground
-FLUDD is used. FIHL is possible, but more than likely can't be capitalized. Approach method is killed however.
--Opponent's preparation of attack is now easily readable and can be punished.
--Opponent moves back (never seen this happen but it's possible) and returns to neutral stance.
Charged FLUDD does the same thing, just makes things more punishable since it actually pushes back opponents and allows Mario to move while the opponent is still lagged in FIHL. Charged FLUDD also does things that Uncharged FLUDD cannot, like for instance push up Metaknight's Tornado and cause him to go into a freefall. That's besides the point though. Bottomline, Charged is always better than Uncharged.