Critique time
edit: Disclaimer: I could be totally wrong and completely not know what i am talking about, and if you believe so, then do not believe anything under this disclaimer
Also, Monkey!
lalalala.. lets see
what i like:
Good stringing of moved like your jab-dashattack-nair(coulda finished it with that fair if you just moved a BIT more)
Consistent l cancel with zelda's nair - it helps a lot later on
and the first kill, perfect shield to bair for a low percent kill. That was what i want to see more often
what to improve on:
-first off your mobility is a bit mediocre at best. To clarify, i mean your wavedash.. you do the very boring and generic run forward, wavedash back, about 5 times in a row. Then, when you dash dance, and ONLY dashdance, so you keep zelda in approximately the save spot. I would really like to see you mixing up the dash dancing and wavedashes (i believe in most of my vids i move around using a combination of both).
Also, wavelands! use lots and lots after short hopped or full hopped aerials
They're really great for spacing!
-falling nairs- i liked them, but at the same time i don't really. The only thing you can really use to follow up is an upsmash, because if your opponent is quick enough, they can always get away before zelda's sloooowww grab comes out. You see roy either shield grabbing or sidestepping after your falling nairs a lot...because it's not really an effective approach tactic. At best, you haveta make sure you do it and 100% of the time you land behind them, to avoid shieldgrab.
-at 1:03, don't fastfall
nuff said
-1:23 shows me that you need to practice zelda's teleport spots a bit better. i can't really help you with it, but palying as zelda a lot more helps you know when you can sweetspot that ledge. easiest way is from above, at an angle.
-dthrow-bair doesnt work unless your opponent doesn't know how to DI it : / The way to get out is to DI away. I like how you're able to get so many grabs, but you can't really do much with them if your opponent DI's correctly. Which leads to..two tactics you REALLY needa use more:
-dsmash: dsmash is one of zelda's MOST valuable moves. It knocks the opponent away, is the quickest smash attack in the game, clanks with almost everything, and does a fair amount of damage. Seriously, it's spammable. It even kills after 100%
-FSMASH: Dude.. FSMASH! i didn't see a single fsmash. even if you have version 1.1 or 1.2, doesnt matter, they haveta smash DI to get out of it. Even so, it puts them at high risk of DIing the wrong way. Fsmash is a stable. It's used after a jab, after a crouch canceled dash, after just standing there, after anything actually. What's better is that Fsmash kills at low percents, is a fast move, and has high knockback.
So like, 3rd stock, roy shouldnt have lived that long. simple fsmash, dsmash, or well placed fair or bair would've killed. No need to grab
OH another reason why you should fsmash: It counters roy's counter. Why? Because it's multihit. Roy counters upon the first hit, which does a whopping 0-1% damage. Meaning the counter does a whopping 0-2% damage.
and oh yea you do do a good job of maneuvering around roy's moves at times, but then you don't follow up =[
And those grabs.. cut the grab amount in half.. they're hurting you particularly in shield, when you try to shieldgrab, and instead get pwned. the grab is just too slow. Opt for the fair/bair out of shield.
What i see many pros do is the sh fair/bair to a falling nair to an upsmash. It works great if done correctly
Otherwise, just good knowledge about when to fair/bair more is all the real advice you need.
kk i'm done ranting
ps jash nice y.link