Hola!
Here's some matches I had from Northwest Majors last weekend that I'd love some criticism on.
Me vs. FreeToby. His Charzard is good and I get destroyed. I am really unfamiliar with this matchup and would like some advice (i get it; watch out for his nair lol). Counterpicking to Wario Ware was a horrible idea in hindsight. I tend to like it with Zelda in a lot of match ups since I can kill with the back throw so early and get early toe kills, but I think that it is way better for Charzard.
http://www.twitch.tv/zodiacsmash/b/525497821?t=7h4m53s
Me vs. Artifice. Solid Peach player. The games were close but I ended up taking it 2-0
http://www.twitch.tv/zodiacsmash/b/525497821?t=8h48m22s
Bonus:
One stock long Zelda ditto between me and M2K (before he gets kicked off for a tournament match). I take credit for showing him how to teledash lol
http://www.twitch.tv/zodiacsmash/b/525497821?t=7h1m48s
So far I've only watched the Charizard match -- will try to watch the others later (tomorrow?) but can't guarantee it. If there's anything specific you're wondering about those matchups let me know and I'll definitely check them out.
For the set I did watch, you should probably know the following: You can tech zard's downthrow -- learn the timing for it and you can tech away or in place or something so it isn't a guaranteed followup. His up throw has pretty much a 45 degree angle, so you usually want to DI it just a tiny bit in a direction to get that corner angle -- sometimes not at all. When he carries you up (like uair, uair, upb combo) you'll kinda have to time a neutral b to fall through or if you have the time start an up b and get below him. Bad situation to be in but sometimes unavoidable. Basically, try to keep the fight horizontal or you below him. When you get him on platforms like you did on PS2, neutral air is usually a really good option. There are other things you can do when reading him, but I noticed a couple times you tried doing neutral b for a platform chase. That's a pretty risky move up there because it's hard to get up and start it at a place where you can land cancel and before they can react and get away. Nair gives you more time to get up, attack with a long lasting hit box, and get safe in case they shield it or something. That pertains when going against a lot of the cast, although there are definitely situations where other moves are better. I noticed sometimes you were across the stage and threw down three dins all ground level, so he could glide / jump between the platforms and get to you easily -- usually when I'm in that situation I'll make sure that one of them is in the air so they have to think more to get at me, and it shuts down more of their options.
I noticed that the specific zard you went against did mostly nair approaches. You would try to hit it back, but he was approaching in a way where if you just stayed grounded and shielded, you could get a kick or grab punish on him. Instead if he was above you, you'd try jumping to uair or kick him, and if you were grounded you'd try something like an ftilt or jumping to do something and get hit. Sometimes it's fine to just give him space and see what he tries following up with. If it's another nair, bait a few out, then run at him and shield one so you're close enough to punish. Little things like that.
The teledashes you did mostly were in bad positions and kinda predictable. Against someone like zard who can throw out a strong hitbox that just kinda covers him, teledash is a pretty bad approach. Can be used for mixups, but I'd suggest using the first one or two to see how they react against you doing it. Maybe go halfway to him or away from him and just see -- does he shield? Does he throw out a nair? Does he spot dodge? Once you get ahold of any possible habits you can start to use it more effectively. I think this move is often used when it isn't needed, and gets people punished a lot.
Aside from that, just be careful when placing dins sometimes -- especially when recovering. If you don't have the space for it, it'll cost you a stock. Against characters who can go out really far to get to you like zard, kirby, DDD, puff, mewtwo, etc you'll have to be more careful because they can go out while you're trying to throw it then hit you as you're trying to up b (I think it only got you once or twice, but if he was watching for it you could have lost a couple more). Try to figure out how much time you'll have from starting a dins to the upb disappear, and if you'll have enough time between the two to safely place a dins. Hard to do during a match and takes a lot of getting used to after playing against characters and people who punish it hard, and it's one of those things that can turn a match in the wrong direction pretty quickly.
Hope this helps and let me know if anything doesn't make sense or you want me to elaborate some.