No one wants to get Spiked by Ganon.
Almost every smart player will up b through you, to the edge, or go above and airdodge.
This is where utilt comes in.
Utilt has some weird properties you may not know about.
1. It sucks them towards a center area, pushing them back and forth, about one dtilt in front of you.
2. It hits through the lip of FD and BF, etc.
3. It sometimes denies access to the ledge under unknown conditions to me. THis can suck characters in fall special under the edge, and drop them, or on to the stage and kill them, or even just mess with up bs in general.
Anyway, with some testing, I've come up with the following uses on FD and BF.
1. Against floaty characters that do not autograb the ledge, you can pull them up and over with the wind, or if on the very edge, sometimes hold them in place unable to grab the edge and nail them. Sometimes this will pull a character over the edge, not grabbing it, put them in landing lag, unable to do anything but either get hit, or if done too late, sheild. Done stupidly late, avoid alltogether. Timing and POSITIONING is key. Far enough back if you want them to get sucked over the edge and on the stage, far enough forward if you want to hover them in place and nail them with the very end of it, not really using the wind as much with earlier timing so they don't hit you first.
2. Hit with the explosion as they come up. Great on Jiggs, Kirby and MK. They shouldn't be there any because they could get spiked, but if you position it right an aerial won't hit you and right as they get close the explosion happens. This is quite useless against all but Jiggs though, as most will up b early or slam to the edge or go above if you start the move. Then again, MK will often try to stage spike you with up b, or get close to the edge with the down b or side b. All of which can be punished with this during the startup animations as it pushes him towards the "center" as he executes then hits him. DDD will hit you back or up b most of the time, so don't plan on it unless he's stupid. This can work on Rob and Pit too, especially if they get caught in a way that pulls them over or denies access to autosnap, and hits them. Pit especially in his up b.
3. This will pull characters that up b close to the edge under the lip for a gimp, and if in time for the explosion, a stage spike. The easiest character to do this too is Diddy. Take away his second jump and he shouldn't try to over b or he'll get hit. Once below the stage he will begin charging and usually let go after about half a second. Start the utilt as soon as he starts charging. He will slam into the stage lip and die, due to the suction and his own downward momentum from charging. Very situational. This also works on CF in rare instances and spacies dumb enough to firefox near the edge. It sucks them under and they fail, or barely grab, if not hit by the explosion.
4. Fall special. Jump out and jump back on, and some characters, like Marth, will anticipate an aerial. They will up b. If they up b above the stage and miss you because you jumped back, and you are already utilting, normally they would fall to the edge and catch it in fall special. The utilt sucks them away from the edge, and by the time they land, if they did up b,
they can at best sheild, but they mostly get hit in landing lag, especially DK.
For DK, jump out when he is higher than the edge, jump back in and watch his up b . His lag is so bad on landing that you can utilt right as the spinning stops. It will suck him in, he will land on his back, and you will blow his brains out with your heel. Also works on Bowser.
On DDD, they like to do up b early to protect from spikes, and you could utilt the landing, but it's very hard, and the stars get in the way. If they like to cancel it, and you didn't try to dair them offstage, and immediatley up tilt as they cancel, they will not grab the edge, but be sucked onstage and then hit.
Why is this better than Warlock punch?
In fall special, unless paralyzed like Marth, characters can have moderate to ridiculous control over fall special, and land behind you or even far away as you start it. Utilt sucks them towards you and DI is useless once they are a little above eye level.
5. Baiting fall special is good for this, but you can also nail tether users with the explosion as they hang ( easier to dair spike though) if close enough. If spaced so that you have about 1/3rd of the wind off the stage, or even half, sometimes TL, instead of tethering, will land in front of you with tether grab lag, and be hit. (TL has one of the best up b's to bait bTW, he goes so high up that you just wait till he's above your head in fall special then start the utilt, and landing lag will either punish him or the sheild. )
6. I haven't tested this officially yet, but rolling through an enemy with a laggy projectile and immediatley doing this works well. Bowser comes to mind. Roll behind fire breath and immediatley utilt, and he is often caught. This works on fsmash if you roll right at the button input, then utilt. He will lurch forward and and then be hit by it.
I need to test it on rollout, skull bash, and other over bs that send people at you, and see if it keeps them in place from behind. I doubt it.
HOW to set up for this?
Positioning is Key if you want to stage lip gimp them, or suck a floaty character in, where as in baiting fall special timing is easy, but fooling someone is key. Remember, no one wants to be daired, faired, or anything by Ganon. if you jump off the stage, they will either airdodge or up b, both of which can be sucked in with utilt. Don't be stupid though. They will do aerials, and if they up b, they will try to avoid you while in fall special, so wait till you know you have them. Often, Ganon ends up grabbing the ledge if you feint an aerial, so be sure to weave back onstage, and know your enemies recovery patterns.
This may pull Zelda to you during up b either before she dissapears or after. Another good one to bait is Wario, by jumping out and coming back. If you took away the second jump earlier, he will bike, if he bikes and is close, he will get sucked under, and if you have time and the explosion doesn't get him, hog, as he has to up b off the bike.
How do you get them off the stage for this?
Ftilt works wonders, and nair on the stage, or bair or even uair. Jab works too. To send them at a low angle, choke them near the stage and jab if you can. Since most people will either recover low with their up b or recover high if you jump out, try to trick them into up bing above you, because they expect you to dair and grab the edge, then chase. Ganon is all tech chasing. Seriously. If they fall for this then wisen up and recover traditionally, spike them as you always would, and laugh at their predictability.
Fthrow works well for this too. Fthrow, then dtilt or if you don't need to steal the second jump just jump out, jump back, and as they up b utilt. Even Lucario can be pulled to you as he goes for the edge.
Dthrow is great followed by nair to steal their jumps, then as they either try to fall below to up b hit them with something else, or if you jump and they up b , follow and utilt.
I know it sounds like I'm repeating myself alot, but I can't explain it well without vids, but go to training, put Diddy on lvl 9 or have a friend recover, and you will see what I mean, especially if you do it at different times and spacings.
Good luck.
Almost every smart player will up b through you, to the edge, or go above and airdodge.
This is where utilt comes in.
Utilt has some weird properties you may not know about.
1. It sucks them towards a center area, pushing them back and forth, about one dtilt in front of you.
2. It hits through the lip of FD and BF, etc.
3. It sometimes denies access to the ledge under unknown conditions to me. THis can suck characters in fall special under the edge, and drop them, or on to the stage and kill them, or even just mess with up bs in general.
Anyway, with some testing, I've come up with the following uses on FD and BF.
1. Against floaty characters that do not autograb the ledge, you can pull them up and over with the wind, or if on the very edge, sometimes hold them in place unable to grab the edge and nail them. Sometimes this will pull a character over the edge, not grabbing it, put them in landing lag, unable to do anything but either get hit, or if done too late, sheild. Done stupidly late, avoid alltogether. Timing and POSITIONING is key. Far enough back if you want them to get sucked over the edge and on the stage, far enough forward if you want to hover them in place and nail them with the very end of it, not really using the wind as much with earlier timing so they don't hit you first.
2. Hit with the explosion as they come up. Great on Jiggs, Kirby and MK. They shouldn't be there any because they could get spiked, but if you position it right an aerial won't hit you and right as they get close the explosion happens. This is quite useless against all but Jiggs though, as most will up b early or slam to the edge or go above if you start the move. Then again, MK will often try to stage spike you with up b, or get close to the edge with the down b or side b. All of which can be punished with this during the startup animations as it pushes him towards the "center" as he executes then hits him. DDD will hit you back or up b most of the time, so don't plan on it unless he's stupid. This can work on Rob and Pit too, especially if they get caught in a way that pulls them over or denies access to autosnap, and hits them. Pit especially in his up b.
3. This will pull characters that up b close to the edge under the lip for a gimp, and if in time for the explosion, a stage spike. The easiest character to do this too is Diddy. Take away his second jump and he shouldn't try to over b or he'll get hit. Once below the stage he will begin charging and usually let go after about half a second. Start the utilt as soon as he starts charging. He will slam into the stage lip and die, due to the suction and his own downward momentum from charging. Very situational. This also works on CF in rare instances and spacies dumb enough to firefox near the edge. It sucks them under and they fail, or barely grab, if not hit by the explosion.
4. Fall special. Jump out and jump back on, and some characters, like Marth, will anticipate an aerial. They will up b. If they up b above the stage and miss you because you jumped back, and you are already utilting, normally they would fall to the edge and catch it in fall special. The utilt sucks them away from the edge, and by the time they land, if they did up b,
they can at best sheild, but they mostly get hit in landing lag, especially DK.
For DK, jump out when he is higher than the edge, jump back in and watch his up b . His lag is so bad on landing that you can utilt right as the spinning stops. It will suck him in, he will land on his back, and you will blow his brains out with your heel. Also works on Bowser.
On DDD, they like to do up b early to protect from spikes, and you could utilt the landing, but it's very hard, and the stars get in the way. If they like to cancel it, and you didn't try to dair them offstage, and immediatley up tilt as they cancel, they will not grab the edge, but be sucked onstage and then hit.
Why is this better than Warlock punch?
In fall special, unless paralyzed like Marth, characters can have moderate to ridiculous control over fall special, and land behind you or even far away as you start it. Utilt sucks them towards you and DI is useless once they are a little above eye level.
5. Baiting fall special is good for this, but you can also nail tether users with the explosion as they hang ( easier to dair spike though) if close enough. If spaced so that you have about 1/3rd of the wind off the stage, or even half, sometimes TL, instead of tethering, will land in front of you with tether grab lag, and be hit. (TL has one of the best up b's to bait bTW, he goes so high up that you just wait till he's above your head in fall special then start the utilt, and landing lag will either punish him or the sheild. )
6. I haven't tested this officially yet, but rolling through an enemy with a laggy projectile and immediatley doing this works well. Bowser comes to mind. Roll behind fire breath and immediatley utilt, and he is often caught. This works on fsmash if you roll right at the button input, then utilt. He will lurch forward and and then be hit by it.
I need to test it on rollout, skull bash, and other over bs that send people at you, and see if it keeps them in place from behind. I doubt it.
HOW to set up for this?
Positioning is Key if you want to stage lip gimp them, or suck a floaty character in, where as in baiting fall special timing is easy, but fooling someone is key. Remember, no one wants to be daired, faired, or anything by Ganon. if you jump off the stage, they will either airdodge or up b, both of which can be sucked in with utilt. Don't be stupid though. They will do aerials, and if they up b, they will try to avoid you while in fall special, so wait till you know you have them. Often, Ganon ends up grabbing the ledge if you feint an aerial, so be sure to weave back onstage, and know your enemies recovery patterns.
This may pull Zelda to you during up b either before she dissapears or after. Another good one to bait is Wario, by jumping out and coming back. If you took away the second jump earlier, he will bike, if he bikes and is close, he will get sucked under, and if you have time and the explosion doesn't get him, hog, as he has to up b off the bike.
How do you get them off the stage for this?
Ftilt works wonders, and nair on the stage, or bair or even uair. Jab works too. To send them at a low angle, choke them near the stage and jab if you can. Since most people will either recover low with their up b or recover high if you jump out, try to trick them into up bing above you, because they expect you to dair and grab the edge, then chase. Ganon is all tech chasing. Seriously. If they fall for this then wisen up and recover traditionally, spike them as you always would, and laugh at their predictability.
Fthrow works well for this too. Fthrow, then dtilt or if you don't need to steal the second jump just jump out, jump back, and as they up b utilt. Even Lucario can be pulled to you as he goes for the edge.
Dthrow is great followed by nair to steal their jumps, then as they either try to fall below to up b hit them with something else, or if you jump and they up b , follow and utilt.
I know it sounds like I'm repeating myself alot, but I can't explain it well without vids, but go to training, put Diddy on lvl 9 or have a friend recover, and you will see what I mean, especially if you do it at different times and spacings.
Good luck.