Jekyll
Smash Ace
I'm finally back! Recorded some matches, hopefully there's something I can do better.
http://www.youtube.com/watch?v=uderuY0VkA4&feature=youtu.be
http://www.youtube.com/watch?v=TSq500XqF3Y&feature=youtu.be
http://www.youtube.com/watch?v=B9s-BXpblwQ&feature=youtu.be
3 matches each about 3-4min long. Tell me why I suck etc, thanks!
Also SHLC wants some critique on his playstyle etc. NOT his character choice haha.
General Feedback:
Work on forward smashing less. There's really no reason to ever throw out a forward smash when you're in neutral.
Sinz talked about using your fair more and your nair less. This was really good advice. You also want to work on spacing your aerials. You never want to land from an aerial and be within kissing range of your opponent. Pull back on your control stick and stop yourself from getting that close.
FYI: Nair can be auto-cancelled. IMO that's a better option most of the time that you're doing a short-hopped nair
You need to be more patient when you're in an advantageous position and focus on covering / limiting your opponent's options. I'll point out a couple of specific instances below, but in general you always want to be thinking about what your opponent is capable of and prepare for it. If you've forced your opponent to have to tech, especially on a platform, you can afford to take the time to watch and react to their tech. Try pre-emptively positioning yourself to a spot where you can punish all of their possible tech rolls with an attack or grab.
Game 1
You do a lot of D-Tilt -> F-Smash and it doesn't really get you anything. Try staying more mobile by dashing out of your d-tilts, or grabbing rather than throwing another (punishable) attack. Generally, you want to try and use your d-tilt as a hit-confirm and not throw out a followup unless it connects.
0:12 - I would've held the position under the platform longer. You're at an advantage there. Same thing again at 0:15. Just do some up-tilts (preferably with your back towards the edge so that he has to DI off-stage.
[Ran out of time. I'll finish up game 1 later today or tomorrow]
Game 2
0:16 - ABORT! ABORT! Marth is very vulnerable from below, so you never want to just give an opponent that positioning by full jumping directly above them. Also, when you're in that position, you generally don't want to throw out a dair. 90% of the time it will get you punished.
0:38 - lawlz
0:41 - At 0:41, 0:43, and 0:46 you choose to put yourself on the side platform when you could just land on the main stage, and at 1:00 you go after Roy on the top platform (with a dancing blade
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
1:09 - Back air. When Roy is recovering high, just drop from the ledge and bair him...Or jump out with a bair in the opposite direction and then bair him if you're feeling M2Fancy
1:33 - Go back in time, wavedash backwards offstage here and bair him and you'll be my hero
1:15 - Over the next 45 seconds, you throw a lot of seemingly-random smashes at a very low-percent Roy. Even though it doesn't seem to go too badly for you, I would focus more on either racking up damage or getting the opponent offstage when they're at low percentages.
2:37 - This is an example of a time when you should be getting in position for a follow-up. Roy is going to hit the platform, but you stay center stage instead of moving below him.
3:26 - This is an example of a time when you should've just waited for the tech rather than trying to immediately follow up. You could've hit him with more up-tilts or landed a tipper on him to get him offstage.
Game 3:
0:12 - You could have grabbed after the dash attack here, which would have given you more followup options than the sourspot u-tilt
0:18 - This is a good example of what Sinz was talking about with replacing your nairs with fairs. There's less margin for error, and you most likely would've been able to chain a few fairs together here.
0:33 - You throw out a lot of dash attacks over the next 9 seconds, and they're all from pretty close range. This attack leaves you really vulnerable (you get punished for it all 3 times), and if you're not in a situation where you're making use of its range you can probably be doing something else like an aerial or a grab(which finishes 10-19 frames faster than Marth's dash attack).
1:30 - When you're setting up to juggle an opponent with uairs, try and think about your positioning after each attack. If you'd landed on the platform after your uair here, you might have been able to get another one...or two. He actually lost his double-jump, so you really could've taken this pretty far. Also, are you not using the c-stick for aerials?
2:38 - lawlz
2:48 - Just felt like saying that this dash attack was spaced much better than the previous ones