*Disclaimer* If anything I say comes across as mean I don't mean it as such. I type exactly what I think when I see it happen. It's just the way I think.
[COLLAPSE="Cygnet vs ROB"]Very first thing, really good landing uair. People don’t use it to land enough. The shieldpush is ridiculous and it’s really safe if you’re not perfectly spaced for fair/nair. Good job!
7:16 It was unlikely he would have upB’d. Instead of rising uair which would only have been a better option in the case that he did rise more, falling uair was a better option. Still would have hit assuming he didn’t rise (unlikely for him to do so) and if it misses you get to stay under ROB. Granted, the ROB didn’t FF or uair you so you still got to keep up your string w/ your fair.
7:25 You don’t want to cross up ROB pretty much ever. His dsmash makes it really dangerous and easily punishable.
7:27 You got pretty lucky here. Don’t AD into your opponent while landing. Every player on the planet looks for it.
7:28 I don’t like the idea of jumping over someone like that so openly and opening yourself up to juggles so easily.
7:42 That wasn’t even remotely close to space properly for a DS. You were hoping for a dash attack. You really don’t want to use DS on prediction. If you’re wrong you get REALLY hurt for it. The risk reward for it is terrible. Luckily, he tried to usmash you for some reason.
7:52 Overall you’re pretty impatient on the ledge so far. Every time that you’re on it, you get off of it immediately. Be patient. Luckily this is the first time that you’ve gotten punished for being aggressive getting off the ledge. You committed too hard to approaching nair and got fsmashed. Patience is key when you’re on the ledge.
7:54 While I’m in general opposed to using your second jump like that, you made a good read and got back on stage safely so I can’t complain.
8:04 While it didn’t make a difference then, make sure you’re ALWAYS in the habit of using an aerial (usually fair/uair) when you land while you have RCO lag.
8:17 Against characters with a really good option as soon they land, unless you’re super confident in your timing for grab (the hitbox is only out for 2 frames) dtilt, DB, or even pivot grab are FAR superior options.
8:20 Again, I’m opposed to using your second jump like this although he didn’t react and you got down safely. Just make sure you’re a LOT more careful about it in the future. If these two things are off of mix-ups from previous times you guys played or whatever that’s fine. But if this is a habit just be careful.
8:23 Again with that landing uair =)
8:28 I’m pretty sure at this point you just use your jump too openly.
8:29 Don’t just wait in shield with your back to your opponent (well… better that than rolling into them at least). Retreating bair OoS. Shield drop-> dash away. Shield drop into turn around grab. Don’t just stand there and let yourself get grabbed.
Your first death was from an item- no excuses. Get your item game down pat. Make sure you can AD catch, instant throw, Z-catch, fair/nair catch items, swat them away, etc etc. Be able to use items.
8:35-8:43 You should play SF/MvC. You’re good at cornering people. Good untippered uair to utilt and phenomenal spacing/timing on your nair to beat his.
Okay immediately after this you get him offstage and he just gets *****. I’m going to say he’s not actually a ROB main since he isn’t getting out of this stuff. Be careful when you go offstage against someone with a more flexible recovery than you; it’s too easy and common for you to end up getting gimped instead.
9:14 Watch and react to what he does after you throw him. Don’t commit to something just to get hit (like you did). He’s at the disadvantage after a throw so he will act. Just wait and watch.
9:16 Okay… now you’re getting more than a little too aggressive and over confident. You have to space your fairs. If you just fall into people you will get ***** for it.
9:18 With your opponent at low %s you pretty much never want to DS (unless you have awesome coverage by a platform like the left statue on the second part of Castle Siege). It’s unsafe on hit (unless they’re DIing straight down for some reason). He’s really bad at punishing whiffed DS…
9:21 Again, watch and wait after you throw someone.
9:23 Bad jump. You’re lucky he didn’t ledgehog properly to kill you.
9:32 I love it when people FF properly to land before their opponents so that they stay below them. Thank you for that.
9:40 DB to punish. Rising fair OoS at that distance is way too committal of an action.
9:50 Pick your punishments better. You just staled what is probably your best killing tool at this point. DB would have done the same if not more damage, put him farther offstage, freshened your fair/nair, and like I already said kept your fsmash fresh.
9:54 He wasn’t above you at all. And ROB’s rise speed isn’t anything close to quick enough to justify uair. Nair/fair were far better options. They would have hit and kept him offstage.
9:57 Again, you’re getting too aggressive and over confident. You keep falling into him and you get punished for it sometimes. Against better players you’ll get punished for it a LOT. Spacing and patience.
10:19 He was in the air. So you do anything EXCEPT for dtilt. Jab/ftilt are the two easiest options to condition yourself to use since those are your go-to anti-airs.
10:21-10:26 You kept jumping badly and falling into your opponent. EVENTUALLY he messed up and you got a grab. Patience patience patience.
10:31 Charging smashes is not a good ledge trap -__-
10:32 DB for guaranteed damage and getting him offstage. Don’t bother hoping to get lucky with usmash. At this point you’re starting to look for the kill too much.
10:38 See 10:31. If you charge a smash you’re super committed. It’s really easy to escape ledge pressure at that point. I don’t know why he doesn’t but that’s really not the point.
10:40 You want the kill and you want it to be cool. That’s the only explanation that I can think of for attempting a dair that had zero possibility of connecting instead of a bair that would have hit and probably killed.
10:41 I’m going to assume it was supposed to be a turn around DS. Go to training mode. You can’t afford to make silly execution errors like that.
10:50 I was going to give the benefit of the doubt and assume it was supposed to be a FF fair. Then I watched it again and saw that even if it was you were falling into him again and it wasn’t well spaced.
10:59 Good dtilts
11:03 Again with the charging smashes… You die. Keep in mind, if you get hit while charging a smash it does extra knock back (granted you shouldn’t need a reason to not charge a smash as a ledge trap other than “it’s stupid and really committed and lets them on for free”).
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[COLLAPSE="Cygnet vs Marth"]STOP DASHING EVERY 2 SECONDS. One of the BIGGEST reasons I thought you were just messing around. You’re not Mr. R (and even him I don’t understand how he gets away with it half the time). WALK. Walking is good. Walking is lagless. Walking lets you keep options. Dash has you asking to get hit for 17 frames before you can shield.
Know your throw percents and when they aren’t guaranteed anymore follow DI then watch and react to what they do. Don’t just throw out attacks.
Fsmash is not an approach
Stop wasting your jump offstage.
Keep your feet on the ground. Ftilt beats Marth’s approaches if you time it right (I’ll admit it’s really hard to do consistently though). If you jump you now can be anti-air’d and might be juggled.
Double jumping onstage is asking to have to your landing read (doesn’t count if you DJ away right before you land so you don’t get landing trapped).
DS regrab if you want to stay on the ledge to beat another character’s linear recovery (like Marth). Don’t just let go for no reason. And especially DON’T WASTE YOUR JUMP OFFSTAGE. (You’ll remember that eventually, I’m confident.)
Seriously, stop jumping into attacks.
Don’t attack into anyone’s shield. This holds even more true vs. Marth/MK.
Time your landing traps better
Quit being so impatient
Don’t roll into Marth. You don’t want to get usmash/DB’d
No offense, you’re not good enough yet to the point where you want to be messing with dair. Focus on ledge traps and other BnB. All it does is let the other person keep you offstage and set up juggles on you. (Another of the big reasons I thought you were messing around.)
Charging smashes does not qualify as “ledge trapping.”
You AD into the ground.. A lot. Stop doing that.
You play Marth. You know how long DS lag is. You can charge your usmash for a little before you release it.
Quit staling your fsmash. Do you think it’ll kill? If the answer to that is “Well, I was hoping it would” “Maybe” or “No” you shouldn’t be using it as a general rule. If you did think it would kill, and didn’t. It was probably stale because you used it for no reason in the near past or you just don’t know when the move kills. Learn that and when you do, you’ll be wanting to use DB a LOT more often. Then , when it is time to kill, instead of having a super stale fsmash that doesn’t kill even with bad DI, you’ll actually be able to take a stock.
You reeaalllyyyy need to work on recovering safer.
Quit trying to go for hard reads. Stick to basics and easier reads. I mean really, 3:10 on Halberd? Really? (The third big reason I thought you were just messing around).
Again, stay away from dair and smashes are not ledge traps. They’re too laggy.
Dair is also not how you punish people from the ledge for recovering on the stage. Delayed nair so the second hitbox sends them back out (similar to 2:33 on the game on Halberd), bair so you send them back out, and uair to set up for juggles are how you punish people for recovering onto the stage from the ledge.
DS at low %s isn’t safe on hit. Never ever ever use it unless you have a platform to catch you high up.
Stop trying to dair him. Focus on BnB fair and ledge trapping him
About 2:58 on the game on halberd you see him jump up, nair, realize that it wouldn’t hit without a HARD commitment from him, so he goes back to the ledge. You would have (based on the other matches I’ve seen) gone for the hit and super committed. This is what I mean by patience on the ledge. Don’t commit.
Speaking of committing, charging a SB is just as bad as charging a smash as a ledge trap.
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[COLLAPSE="Maurox vs DDD"]0:06 No, bad. You do not approach with slowfall nair. That’s a landing option to stay safe. If you whiff that while going forwards you get punished.
0:08 See, what’d I tell you?
Everything up to 0:52 was very nicely done. The only bad thing was you didn’t punish his Waddle throws. You gotta react and DB him for that.
0:52 You went forward while landing with a fair. You didn’t get punished but you could have easily gotten grabbed.
0:54 Why the DS? I’m going to assume either a panic reaction or that you tried to reverse DS to hit the roll. If it’s the former, just remember you’re fighting DDD. Staying calm is super important. If the latter, go to training mode. You can’t make simple execution errors like that.
0:57 I probably would have countered the fsmash instead of trying to beat it out, but it worked for you so no complaints.
You’re jumping a little bit too much. If you don’t intend on making an attempt to hit DDD, stay on the ground more. All you’re doing is committing and looking to get punished on landing. Also, it ruins your ability to punish things that would be a matter of muscle memory to punish had you been on the ground (see the waddle toss at 1:00).
1:07 You get grabbed for the first time. It looks like you FF’d it part way through nair. You’re trying to land with using nair as a wall. You want to slowfall it in order to let you drift backwards longer and the hitbox stays out longer as well.
You get put on the ledge and you immediately try to get up. You get punished. You try to get up again immediately. It takes him an extra swing but you get punished for this too. If you’re going to be impatient on the ledge vs. a good DDD, don’t even bother playing against them. Be smart, and be patient. Not to say that immediate actions are always bad, but you just want to be very careful on the ledge vs. this damn penguin.
1:19 You get put to the other ledge, and you try to get up immediately again. Patience is a virtue. Embrace is. This leads to your stock being lost.
1:26 to 1:37 you play the MU beautifully, I love it. 1:37 he uses a get-up attack. You have to know the ranges on characters’ get-up attacks both > and < 100%. If you spaced yourself better that fsmash would have taken his stock. Also, don’t forget about stutter stepping.
1:39 Panic DS again I assume. Be careful with those.
1:43 You landing fair into his shield. It appears you know the MU well enough to know to not do this. You got grabbed.
1:50 to 1:55 You had the start of a good ledge trap going. Just remember nair outranges fair so nair there would have knocked him back to the ledge. But you falling fair forward hoping to get lucky (work on spacing for ledge options) and you get grabbed again.
2:01 Thank you for not jumping
2:01-2:14 Your ledge game (when you’re on the ledge) is just very lacking overall. Learn how to get up vs. different characters. React to their actions. Watch your spot dodges when you do manage to get up because they’re common and easy to grab (or hit otherwise) afterwards to throw you back out.
2:13 Watch the DS. It cost you your stock.
2:23 Retreat the uair.
2:24/5 He’s already demonstrated his ability to shield skid cancel CG you consistently. Even if he messes up you’ll hit his shield with DS. The risk/reward is terrible imo. Roll through DDD (they never expect it… ever) or just hold away and walk out of the CG if they decide to try to bait a DS.
2:33 Fsmash
2:39 FH rising fair. SH rising fair can be dash grabbed on PS (as demonstrated here).
2:43 Tech it
2:45 Another whiffed DS.
3:16 Had you been on the ground and walking you could have DB’d him easily for the waddle throw
Whenever you’re offstage you have a tendency to always drift back towards the stage from the beginning. Mix it up. Go towards it, away from it, straight down, FF, slowfall, early DS, etc etc. You’re predictable is fairly linear even though you’re good at managing your midair jump.
Game 2:
Very first thing you do NOT want to CP DDD here. DDD can get the lead easier than you in general and this stage promotes camping. If you get grabbed on a transformation you can get infinited. You want to CP BF, Brinstar, etc.
4:07 When you dtilt you need to have your eyes glued to the opponent. One of the best things about dtilt is the fact that it ends faster than rolls and spot dodges and is pretty much safe on shield. You need to react to anything they do when you dtilt. Instead you had a plan and you stuck to the plan and DB1’d away from where DDD was and you got grabbed.
4:18 He was in the air above you. You want to stay on the ground and **** his landings. Jumping right into his range… not the best idea.
4:22 Same as 4:07. You needed to dash forward a little bit more to DB here.
4:33 You need to be walking more.
4:38 Take the guaranteed punish- DB. Don’t get greedy and try for smashes.
You’re still being a bit impatient on the ledge (and you should have teched that).
5:04 DB is your best punishing move (in general). Choose your punishes.
5:10 You want to be below DDD, not level with him- you got bair’d
From then until 5:43 you were playing really well again. You need to play like this ALL the time. Not just when you have momentum- I recognize how difficult that is, but you have to do it.
5:43 You FF at a spacing w/ fair where you were guaranteed to get grabbed.
6:25 Counter obvious fsmashes
Yeah… you don’t want to spot dodge out of CG…
Your second stock was lost because you keep drifting towards the stage. You gotta mix it up.
You’re really good at dtilting DDD
Your biggest problem is your ledge play. When you’re on the ledge you take way too much damage and let yourself get pressured too hard.
There’s more to say about game 2, but it’s all a repeat of what happened game 1
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Ankoku, I'll do yours later tonight. I have to go to a wedding/reception now though.
EDIT: By that I mean- I'll start them now and fall asleep while working on them the post them up for you sometime early tomorrow afternoon since I don't have any classes Friday after noon.