• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Each Ganon's personal MU-ratio 2010 - (Finished)

Vermanubis

King of Evil
BRoomer
Joined
Jun 12, 2008
Messages
3,399
Location
La Grande, Oregon
NNID
Vermanubis
3DS FC
1564-2185-4386
I gotta agree. Dio demonstrates good foundations as usual, but his opponent, while not at all bad, doesn't do the MU justice in the least.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Usually I like to say that grab shenanigans aren't that big of a deal, but given that Yoshi has unfairly good anti-airs against Ganon, and Ganon's **** anti-air lets Yoshi do pretty much whatever he wants, I think Verm knows what's up.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
:ganondorf: Vs :yoshi2:

Z1GMA: ? - ?
Comment: Haven't faced enough good Yoshis.

Sol Diviner: 30:70
Yoshi is not very fun to deal with. His eggs are annoying, although they can be Power Shielded, and his attacks come out surpringly fast. The good news, is that Yoshi is fairly large enough to hit with whatever we want, and our Choke can outprioritize his Egg Roll. Other than that, the thing that makes Yoshi difficult for Dorf outside of the eggs would be the difficulty in trying to gimp the thing, as his second jump provide super armor that makes the Uair tipping nigh useless, and the fact its aerial movement is the fastest in the game paired with a good and fast air dodge, you'll have to rely on your powerful killers to take him out. Yoshi has fairly good survivability, so be sure to go for clean hits when you want to kill at around 100%, though it's more than possible to KO him at lower percents. The thing that prevents the match-up from being any better for Dorf is the Grab Release that Yoshi has on us that is nearly inescapable. If timed right, he can Grab Release us to the end of the stage, and then spike us down with Fair... not very nice. Just as long as you Power Shield the eggs, and watch out for his grabs (especially his running and pivot grabs), you should be able to win this with moderate to little difficulty.


Vermanubis: 20:80
Comment: Yes. It is that bad. I live in the most Yoshi inundated region in the ****ed world. We have Green Ace, Nacho, Kiwi and a few others. GAce and Nacho are arguably top 4 Yoshis. Yoshi can do all sorts of nasty crap to us. First of all, the only place where he can't CG us regardless of stage transformation is BF. Everywhere else the platforms are too high, or don't last long enough to be of consequence. His CG can lead to difficult-to-avoid spikes, to boot. We have no options versus his MASSIVE pivot grab grab, his egg camp opens up a ton of opportunities for him. Even if PSed, we're still in the worse position of the two. He isn't gimped very easily at all and he outframes just about everything we do with jabs, iDAs, BAirs and such. Only thing keeping this at bay for us is the fact that Yoshi can't really kill, whereas we can kill him fairly easily with a meaty blow.

If the Yoshi knows the MU... have fun. I had to fight Kiwi in tourney once. She's not as good as Nacho or GAce, but she's 50x as patient and annoying to fight, and knows the MU better. Each game went to like 30 seconds.

Makke: 30-70
Comments: Yoshi can easy gimp us, Nair us too far from the ledge and dair our recovery. The pivotgrab is annoying and **** Ganondorf, chain us for nice & FREE %s at the end. Yoshi need to keep his moves fresh to kill us with smash-moves.

A2ZOMG: 30/70
Yoshi is hard to approach, and unfortunately he doesn't really have trouble approaching you because your anti-air options are just bad. And his grab release chaingrab and combos on you are stupid. For the most part he controls the match, and he gets great reward doing so.

You can definitely kill him earlier with random Smashes and Flame Choke DA, but it's not really enough to make up for the fact you really just don't have a good answer to his aerials and his defensive game. I think someone mentioned he can GR U-smash you. That should kill you around 155 or so, but since it's not hard for him to get, it's definitely a threat.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
well duh, zelda's a broken character derp.
at the very least shes underrated in the current tier list
 

Claire Diviner

President
Joined
Oct 16, 2010
Messages
7,477
Location
Indian Orchard, MA
NNID
ClaireDiviner
Not to mention that Zelda - unlike Sonic - can kill at modest percentages with her Utilt, F/Usmash, Uair, and F/Bair (what my friends and I call the "Boom Kick"). I believe she's underestimated. The thing people tend to sneer at, is her predictably crappy recovery (a tiny ledge sweetspot doesn't help this), her size for her weight class, floatiness, and less than ideal out-of-shield options, since her grab - despite good range - is the laggiest non-tether grab in the game. Other than that, she can most certainly be very dangerous in the right hands and/or if underestimated.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Both Zelda and Sonic are tedious. Sonic doesn't punish your mistakes nearly as hard though.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Moving on:

:ganondorf: Vs :link2:

Z1GMA: 45 - 55
Comment: Link can keep us at bay effectively with his projectiles & Zair,
but, once we hit him and get the slightest momentum going, he goes bye bye.
 

smashkng

Smash Lord
Joined
Feb 11, 2009
Messages
1,742
Location
Malmö, Sweden
NNID
Smashsk
3DS FC
0318-7423-9293
Z1GMA: 45 - 55
Comment: Link can keep us at bay effectively with his projectiles & Zair,
but, once we hit him and get the slightest momentum going, he goes bye bye.

SMASHKNG: 45/55 (40/60 on wifi)
Comment: Make sure to learn to powershield his projectiles, it makes this matchup so much better. His Arrows and Boomerang are easy to powershield, though the Bombs aren't quite as easy. We have the killing advantage in this matchup, and I think we should use more ledge to invincible Uair here. Tipman gimps Link at any percent if he loses his jump, and spiking is also almost guaranteed death due his lack of vertical distance in his recovery. Beware Dair when we're below him, as none of our aerials are disjointed, though it also has like 53 frames landing lag. When we're offstage Arrows and Nair can gimp us, though his Nair is generally risky for him to use because ledge drop to invincible Uair ***** him offstage. Don't underestimate his recovery though because sometimes if you miss you can get edge hogged to death. Zair also stops many of our options when approaching and trying to hit him with an aerial, the best way to get through it is predicting his follow-ups.

Overall, he can hit more, but we get a better reward for every hit we get. If we spot dodge a grab we get a free Fsmash/Gerudo. Ftilt him at high percents near the ledge will KO him unless he predicts it and Whiplash (DIies down and tethers it) http://www.youtube.com/watch?v=rfn7f2S8I20 .

And also I don't think we can punish Fsmash unless we're at close range (with Dtilt). And to avoid shield stabs of his Usmash, tilt your shield up. After the 3rd strike we can Dtilt OoS (which works 100% of the time). SDI it if you get hit by it so you avoid being in a juggle position and then it'll never kill. If we're at 200%+ his Uthrow will kill but other than that his throws won't put you in a really dangerous position.
Japan vids with Dio vs Smasher http://www.youtube.com/watch?v=Mhg3LPt4O0M
http://www.youtube.com/watch?v=5atluqzAMys&feature=related
http://www.youtube.com/watch?v=TWcy1tI1FAY&feature=related
 

Exalted

Smash Lord
Joined
Jun 28, 2010
Messages
1,487
Location
Luleå, Sweden
Z1GMA: 45 - 55
Comment: Link can keep us at bay effectively with his projectiles & Zair,
but, once we hit him and get the slightest momentum going, he goes bye bye.

SMASHKNG: 45/55 (40/60 on wifi)
Comment: Make sure to learn to powershield his projectiles, it makes this matchup so much better. His Arrows and Boomerang are easy to powershield, though the Bombs aren't quite as easy. We have the killing advantage in this matchup, and I think we should use more ledge to invincible Uair here. Tipman gimps Link at any percent if he loses his jump, and spiking is also almost guaranteed death due his lack of vertical distance in his recovery. Beware Dair when we're below him, as none of our aerials are disjointed, though it also has like 53 frames landing lag. When we're offstage Arrows and Nair can gimp us, though his Nair is generally risky for him to use because ledge drop to invincible Uair ***** him offstage. Don't underestimate his recovery though because sometimes if you miss you can get edge hogged to death. Zair also stops many of our options when approaching and trying to hit him with an aerial, the best way to get through it is predicting his follow-ups.

Overall, he can hit more, but we get a better reward for every hit we get. If we spot dodge a grab we get a free Fsmash/Gerudo. Ftilt him at high percents near the ledge will KO him unless he predicts it and Whiplash (DIies down and tethers it) http://www.youtube.com/watch?v=rfn7f2S8I20 .

Japan vids with Dio vs Smasher http://www.youtube.com/watch?v=Mhg3LPt4O0M
http://www.youtube.com/watch?v=5atlu...eature=related
http://www.youtube.com/watch?v=TWcy1...eature=related

Makke: 40-60
Comment: The first one who get the opponent offstage wins. Link can effectivly ledge-hog us with his hookshot, But Ganons reverse uair gimp link and force him to die, easy easy.
Powershield his projectiles and get link offstage with ftilt fthrow or something. We all know Zair :/

Exalted: 47-53
Comment: Powershield. Alot. Arrows aren't too hard to deal with it, but Bombs will bounce off your shield if not PSed (might do so even if you PS, I forgot). Bombs are also very good at setting you up for some damage. Always be wary of where his Gale Boomerang is, as it can draw you into a Fsmash if you're clumsy. Zair is just annoying, especially if spaced consistently well. His Dair is very strong if used correctly and will bounce off your shield if Link isn't fastfalling. Our Dair is great, as is Gerudo. His recovery is arguably the worst in the game, so if you're smart off-stage gimping Link is a piece of cake. That said, Link can gimp us with Nair and can tether the ledge with his Clawshot.
 

Claire Diviner

President
Joined
Oct 16, 2010
Messages
7,477
Location
Indian Orchard, MA
NNID
ClaireDiviner
Z1GMA: 45 - 55
Comment: Link can keep us at bay effectively with his projectiles & Zair,
but, once we hit him and get the slightest momentum going, he goes bye bye.

SMASHKNG: 45/55 (40/60 on wifi)
Comment: Make sure to learn to powershield his projectiles, it makes this matchup so much better. His Arrows and Boomerang are easy to powershield, though the Bombs aren't quite as easy. We have the killing advantage in this matchup, and I think we should use more ledge to invincible Uair here. Tipman gimps Link at any percent if he loses his jump, and spiking is also almost guaranteed death due his lack of vertical distance in his recovery. Beware Dair when we're below him, as none of our aerials are disjointed, though it also has like 53 frames landing lag. When we're offstage Arrows and Nair can gimp us, though his Nair is generally risky for him to use because ledge drop to invincible Uair ***** him offstage. Don't underestimate his recovery though because sometimes if you miss you can get edge hogged to death. Zair also stops many of our options when approaching and trying to hit him with an aerial, the best way to get through it is predicting his follow-ups.

Overall, he can hit more, but we get a better reward for every hit we get. If we spot dodge a grab we get a free Fsmash/Gerudo. Ftilt him at high percents near the ledge will KO him unless he predicts it and Whiplash (DIies down and tethers it) http://www.youtube.com/watch?v=rfn7f2S8I20 .

Japan vids with Dio vs Smasher http://www.youtube.com/watch?v=Mhg3LPt4O0M
http://www.youtube.com/watch?v=5atlu...eature=related
http://www.youtube.com/watch?v=TWcy1...eature=related

Makke: 40-60
Comment: The first one who get the opponent offstage wins. Link can effectivly ledge-hog us with his hookshot, But Ganons reverse uair gimp link and force him to die, easy easy.
Powershield his projectiles and get link offstage with ftilt fthrow or something. We all know Zair :/

Exalted: 47-53
Comment: Powershield. Alot. Arrows aren't too hard to deal with it, but Bombs will bounce off your shield if not PSed (might do so even if you PS, I forgot). Bombs are also very good at setting you up for some damage. Always be wary of where his Gale Boomerang is, as it can draw you into a Fsmash if you're clumsy. Zair is just annoying, especially if spaced consistently well. His Dair is very strong if used correctly and will bounce off your shield if Link isn't fastfalling. Our Dair is great, as is Gerudo. His recovery is arguably the worst in the game, so if you're smart off-stage gimping Link is a piece of cake. That said, Link can gimp us with Nair and can tether the ledge with his Clawshot.

Sol Diviner: 40:60
Link isn't too bad. His projectile spamming with arrows and bombs are very annoying even with PSing. His spacing with his sword and Zair makes touching him a bit hard if the opponent knows how to space well. His Gale Boomerang - as good as it can be - is a double-edged sword for Link, as - if used/timed correctly - we can charge up a smash and let the Boomerang's current "deliver" our charged smash to him. A bit situational, but still a possibility. Link can gimp us quite easily with aerials, projectiles and Zair, which gives us a hard time. Thankfully, hir recovery is poor and thus can be gimped himself, though be mindful of his Up B, as it has surprising priority in the air, which can make our gimp attempts a bit difficult. The saving grace for Ganondorf in this MU is Link's size - making him vulnerable to even Choke → jab, our ability to severely punish him on his whiffs, and his poor recovery. Powershield when appropriate, punish his mistakes (like a mistimed smash), and knock him as far as you can off the stage. Also, be wary of Link's DACUS: it grants him surprising mobility and can rack up unwanted damage if we're not careful.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Z1GMA: 45 - 55
Comment: Link can keep us at bay effectively with his projectiles & Zair,
but, once we hit him and get the slightest momentum going, he goes bye bye.

SMASHKNG: 45/55 (40/60 on wifi)
Comment: Make sure to learn to powershield his projectiles, it makes this matchup so much better. His Arrows and Boomerang are easy to powershield, though the Bombs aren't quite as easy. We have the killing advantage in this matchup, and I think we should use more ledge to invincible Uair here. Tipman gimps Link at any percent if he loses his jump, and spiking is also almost guaranteed death due his lack of vertical distance in his recovery. Beware Dair when we're below him, as none of our aerials are disjointed, though it also has like 53 frames landing lag. When we're offstage Arrows and Nair can gimp us, though his Nair is generally risky for him to use because ledge drop to invincible Uair ***** him offstage. Don't underestimate his recovery though because sometimes if you miss you can get edge hogged to death. Zair also stops many of our options when approaching and trying to hit him with an aerial, the best way to get through it is predicting his follow-ups.

Overall, he can hit more, but we get a better reward for every hit we get. If we spot dodge a grab we get a free Fsmash/Gerudo. Ftilt him at high percents near the ledge will KO him unless he predicts it and Whiplash (DIies down and tethers it) http://www.youtube.com/watch?v=rfn7f2S8I20 .

Japan vids with Dio vs Smasher http://www.youtube.com/watch?v=Mhg3LPt4O0M
http://www.youtube.com/watch?v=5atlu...eature=related
http://www.youtube.com/watch?v=TWcy1...eature=related

Makke: 40-60
Comment: The first one who get the opponent offstage wins. Link can effectivly ledge-hog us with his hookshot, But Ganons reverse uair gimp link and force him to die, easy easy.
Powershield his projectiles and get link offstage with ftilt fthrow or something. We all know Zair :/

Exalted: 47-53
Comment: Powershield. Alot. Arrows aren't too hard to deal with it, but Bombs will bounce off your shield if not PSed (might do so even if you PS, I forgot). Bombs are also very good at setting you up for some damage. Always be wary of where his Gale Boomerang is, as it can draw you into a Fsmash if you're clumsy. Zair is just annoying, especially if spaced consistently well. His Dair is very strong if used correctly and will bounce off your shield if Link isn't fastfalling. Our Dair is great, as is Gerudo. His recovery is arguably the worst in the game, so if you're smart off-stage gimping Link is a piece of cake. That said, Link can gimp us with Nair and can tether the ledge with his Clawshot.

Sol Diviner: 40:60
Link isn't too bad. His projectile spamming with arrows and bombs are very annoying even with PSing. His spacing with his sword and Zair makes touching him a bit hard if the opponent knows how to space well. His Gale Boomerang - as good as it can be - is a double-edged sword for Link, as - if used/timed correctly - we can charge up a smash and let the Boomerang's current "deliver" our charged smash to him. A bit situational, but still a possibility. Link can gimp us quite easily with aerials, projectiles and Zair, which gives us a hard time. Thankfully, hir recovery is poor and thus can be gimped himself, though be mindful of his Up B, as it has surprising priority in the air, which can make our gimp attempts a bit difficult. The saving grace for Ganondorf in this MU is Link's size - making him vulnerable to even Choke → jab, our ability to severely punish him on his whiffs, and his poor recovery. Powershield when appropriate, punish his mistakes (like a mistimed smash), and knock him as far as you can off the stage. Also, be wary of Link's DACUS: it grants him surprising mobility and can rack up unwanted damage if we're not careful.


A2ZOMG: 45/55
Link in theory is awful for Ganon. He has a solid zoning game and is generally a pain to approach, and he has creative ways of getting good punishes. Furthermore, as we all know, only Link can defeat Ganon. Right?

BUT in actual practice, even though it is in fact difficult to approach Link, the possibility of gimping him extremely fast after getting him offstage is simply too good to ignore. U-air ***** his recovery. Tipman U-air (especially invincible ledgedropped!), strong hit U-air, chances are you will probably edgehog him easily if you get one good hit on Link offstage due to how strong your gimps are.

Just like any final boss, Link will be annoying. He will put up walls that are hard to break, and he'll probably do a lot of damage to you that you really can't do much about. But Link's vulnerability to juggles and edgeguards by far is something he has to worry about more than most of the abuseable tactics he has on you. I'm not suggesting you get careless against him though, since stuff like his D-air and his multiple high damage combos that he can start from projectiles or Z-air do in fact hurt a lot. But as long as you're patient, and if you can capitalize on him well when he's in trouble, this matchup is entirely winnable.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Moving on:

:ganondorf: Vs :jigglypuff:

Z1GMA: 35 - 65
Comment: Jiggly wants to wall you a lot.
Wall her back with well-spaced Uairs, Nairs & Bairs.
Fair totally destroys her, but use it very sparingly, or you'll get punished silly.

If she gets too confident in her walling, an up-angeled Fsmash in da face works.

Usmash works great if she full-hops her aerials, since the hitbubble of Usmash is huge in the
upper region.
And it's pretty hard to punish.

It doesn't take much effort at all to overrun her short-hopped aerials with a iDA.
Just don't be stupid with it, or she'll see it comming.
Hit her with it right before/right after the hitbubbles of her attacks activates.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
Z1GMA: 35 - 65
Comment: Jiggly wants to wall you a lot.
Wall her back with well-spaced Uairs, Nairs & Bairs.
Fair totally destroys her, but use it very sparingly, or you'll get punished silly.

If she gets too confident in her walling, an up-angeled Fsmash in da face works.

Usmash works great if she full-hops her aerials, since the hitbubble of Usmash is huge in the
upper region.
And it's pretty hard to punish.

It doesn't take much effort at all to overrun her short-hopped aerials with a iDA.
Just don't be stupid with it, or she'll see it comming.
Hit her with it right before/right after the hitbubbles of her attacks activates.

G~P: 50:50
sure jiggs can edgeguard, juggle, wall and everything, but the fact that you can kill her with about 5 hits cant be ignored, she has very little to combat the thunderstomp, and DA has enough to smash through her and-at about 80%-kill her, also u-air will outragne jsut abot all she has, and her lack of an up-b recovery means the tipman edgeguard works wonders if spaced correctly.
catch is that she can jsut wall you all day and not let you even attempt to hit her, all about the spacing in this one
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Z1GMA: 35 - 65
Comment: Jiggly wants to wall you a lot.
Wall her back with well-spaced Uairs, Nairs & Bairs.
Fair totally destroys her, but use it very sparingly, or you'll get punished silly.

If she gets too confident in her walling, an up-angeled Fsmash in da face works.

Usmash works great if she full-hops her aerials, since the hitbubble of Usmash is huge in the
upper region.
And it's pretty hard to punish.

It doesn't take much effort at all to overrun her short-hopped aerials with a iDA.
Just don't be stupid with it, or she'll see it comming.
Hit her with it right before/right after the hitbubbles of her attacks activates.

G~P: 50:50
sure jiggs can edgeguard, juggle, wall and everything, but the fact that you can kill her with about 5 hits cant be ignored, she has very little to combat the thunderstomp, and DA has enough to smash through her and-at about 80%-kill her, also u-air will outragne jsut abot all she has, and her lack of an up-b recovery means the tipman edgeguard works wonders if spaced correctly.
catch is that she can jsut wall you all day and not let you even attempt to hit her, all about the spacing in this one

Makke: 40/60 - 45/55
Comment: Jugglypuff isn´t gay as others characters (Because Jigglypuff is a Female) LOL
*Wall of Pain kill Ganon early, Neutral B is a bit annoying too.
---> Ganon have much against Jiggs, Range, Power, FlameChoke ---> Jab combo, Awesomeness, DI her throws and that shall not be too hard for Ganondorf

A2ZOMG: 20/80
Jiggs is extremely underrated and underplayed. And she has the tools to counter Ganon extremely well. Just virtually nobody plays this matchup correctly on either side.

Let's think for a moment what Ganon's weaknesses are. He sucks at anti-airs and zoning, and his recovery is very easy to gimp. Jiggs in fact is one of the best characters in the game by far at exploiting these weaknesses fundamentally. You literally cannot wall this character's approach. You lack the tools to anti-air her fullhop spaced B-airs with any consistency, while she has the mobility to BAIT AND WHIFF PUNISH ON REACTION. To make matters worse, her Pound basically beats EVERYTHING that is not named buffered U-air out of shield.

You can't really do anything to this character if she camps on a percent lead. Her aerial mobility is basically faster than your run speed. And when she gets you offstage, all it really takes for her to gimp you is a well-placed D-air, which will beat your recovery and semispike you into a position where you will be easily edgehogged.

Also, this character really doesn't die that easily. Sure it might be funny that she dies at like 70% from F-smash or F-air. But you're never going to land that on her if she's any good. D-air never kills her vertically since she's primarily in the air (good luck beating her B-air with it). U-air might KO her at like 90%...when it's fresh. Which it will never be. Flame Choke is also virtually useless in this matchup, since she risks virtually nothing pressuring you with fullhop B-airs.

All in all, it's entirely possible for Ganon to be completely unable to hit this character at all, while she's quite capable of gimping you retardedly easily. One of the most deceptively bad matchups in the game by far. Actually, it's only deceptively bad because people assume Jiggs is bad. Jiggs's tier position being compared to Ganon is completely unjustified.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
You must've fought some really good Jigglys, A2.

Let's think for a moment what Ganon's weaknesses are. He sucks at anti-airs
Ganon's AA isn't bad.
Not great, but not bad either.
 

smashkng

Smash Lord
Joined
Feb 11, 2009
Messages
1,742
Location
Malmö, Sweden
NNID
Smashsk
3DS FC
0318-7423-9293
Pound isn't lagless though, it has like 13 frames start-up and doesn't really kill. I don't see how Ganon won't land any move on Jiggs when he has large ranged Uair (it may even outrange DK's Bair). Ganon not hitting the opponent is just theorycrafting, it never happens in practice even though he does have a very hard time landing hits. And Jiggs' Bair does not really have a disjoint, so we can still beat it with our Uair like in MUs like DK and Kirby.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
You must've fought some really good Jigglys, A2.

Ganon's AA isn't bad.
Not great, but not bad either.
A long time ago I played teh_spammerer in this matchup. It was very unpleasant being in a position where everything you do gets whiff punished and almost every time you get sent offstage, you get gimped.

Ganon's anti-air is awful. Let's go over the options he has for anti-air.

U-smash is like frame 21 (11 frame charge release). The hitbox duration most importantly is only 3 frames, and 18 frames of ending lag is pretty whiff punishable considering the hitbox really doesn't reach that far.

Jab does piss poor damage, and only has a 2 frame duration, and 25 frames of ending lag. Furthermore it fails to cover most forms of fullhop spacing.

U-air is a good air to air move and has nice lingering frames and startup, but it does not hit most grounded opponents, especially if they crouch. Keep in mind, Jiggs's hard landing animation does in fact duck under most of Ganon's moves, meaning she is in fact able to fastfall airdodge and autopowershield some of your moves.

Retreat B-air is the same story as U-air, except it's slower, only has a 3 frame duration, and requires you to be facing backwards.

Fullhop N-air does not hit most grounded opponents, and while it has good lingering frames, Jiggs's B-air, F-air, and Pound usually can beat it.

Dash attack and Wizkick do not hit fullhoppers.

All in all the only move you really have a real chance of landing is U-air against a Jiggs that properly implements fullhop spacing, and she has the tools to guarantee a punish on whiff, which is especially problematic since you can only anti-air her B-air on prediction.

Pound isn't lagless though, it has like 13 frames start-up and doesn't really kill. I don't see how Ganon won't land any move on Jiggs when he has large ranged Uair (it may even outrange DK's Bair). Ganon not hitting the opponent is just theorycrafting, it never happens in practice even though he does have a very hard time landing hits. And Jiggs' Bair does not really have a disjoint, so we can still beat it with our Uair like in MUs like DK and Kirby.
Jiggs's B-air is in fact quite disjointed. Not as disjointed as it was in Melee, but it basically has the same range as your Jab, except Jiggs is infinitely better at spacing. You can literally powershield Jiggs's B-air, and be unable to punish it out of shield with U-air depending on how she spaces it.

Even if your U-air is a decent at best move at trading with Jiggs's infinitely superior spacing, Jiggs doesn't have to think twice to stop you from walling her. If you press a button not named shield, Pound beats it, and puts you in a position to be juggled. Yes you can U-air out of shield vs Pound, but in general the fact you need to shield a lot against Jiggs is really crippling due to how hard it is to punish her. And before you say Pound's 13 frame startup stops it from being a good move, good luck reacting to it while trying to play guessing games with Jiggs's 8 frame B-air.

Furthermore, it should be emphasized how much stale moves really really hurts Ganon in this matchup.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
A long time ago I played teh_spammerer in this matchup. It was very unpleasant being in a position where everything you do gets whiff punished and almost every time you get sent offstage, you get gimped.

Ganon's anti-air is awful. Let's go over the options he has for anti-air.

U-smash is like frame 21 (11 frame charge release). The hitbox duration most importantly is only 3 frames, and 18 frames of ending lag is pretty whiff punishable considering the hitbox really doesn't reach that far.

Jab does piss poor damage, and only has a 2 frame duration, and 25 frames of ending lag. Furthermore it fails to cover most forms of fullhop spacing.

U-air is a good air to air move and has nice lingering frames and startup, but it does not hit most grounded opponents, especially if they crouch. Keep in mind, Jiggs's hard landing animation does in fact duck under most of Ganon's moves, meaning she is in fact able to fastfall airdodge and autopowershield some of your moves.

Retreat B-air is the same story as U-air, except it's slower, only has a 3 frame duration, and requires you to be facing backwards.

Fullhop N-air does not hit most grounded opponents, and while it has good lingering frames, Jiggs's B-air, F-air, and Pound usually can beat it.

Dash attack and Wizkick do not hit fullhoppers.

All in all the only move you really have a real chance of landing is U-air against a Jiggs that properly implements fullhop spacing, and she has the tools to guarantee a punish on whiff, which is especially problematic since you can only anti-air her B-air on prediction.

Jiggs's B-air is in fact quite disjointed. Not as disjointed as it was in Melee, but it basically has the same range as your Jab, except Jiggs is infinitely better at spacing. You can literally powershield Jiggs's B-air, and be unable to punish it out of shield with U-air depending on how she spaces it.

Even if your U-air is a decent at best move at trading with Jiggs's infinitely superior spacing, Jiggs doesn't have to think twice to stop you from walling her. If you press a button not named shield, Pound beats it, and puts you in a position to be juggled. Yes you can U-air out of shield vs Pound, but in general the fact you need to shield a lot against Jiggs is really crippling due to how hard it is to punish her. And before you say Pound's 13 frame startup stops it from being a good move, good luck reacting to it while trying to play guessing games with Jiggs's 8 frame B-air.

Furthermore, it should be emphasized how much stale moves really really hurts Ganon in this matchup.
youre going on the basis that youre at the same skill level at teh spammerer, which is probably far from the truth
jiggly is good at wallig yes, but that doesnt hide the fact that ganon kills her at stupid percents even if his moves are stale
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Define "stupid percents even if his moves are stale".

You do not KO this character early unless she flat out ****s up. She on the other hand gimps you almost effortlessly with D-air.

Jiggs doesn't really just wall Ganon. She pressures him for free in his blindspot and Ganon can do nothing safe to consistently stop it. A more accurate statement is that it's impossible for Ganon to wall Jiggs.

But regardless, you probably won't win if she simply chooses to time you out on a percent lead.
 

TP

Smash Master
Joined
Sep 28, 2008
Messages
3,341
Location
St. Louis, MO
Full jump Dair.

Jiggs' primary zoning methods lose to it.

The matchup is impossible if you don't throw a full hop Dair into your SH Uairs to catch them off guard.

The matchup is winnable if you do.

TP awaaaaaaaaaay.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Fullhop D-air works just fine against the many stupid Jiggs players who insist on short hop spacing in this matchup. It still loses to Pound and Jiggs's superior Fullhop spacing. I don't see how it changes the matchup at all.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
in this game, under 100% is stupid percent's
also jiggly's dair surely cant be causing you trouble, particularly not gimping you, it has zero base knockback

also please tell me where ganon blind spot is, chances are your forgetting about those two little moves known as d-air and u-air.
also juggs fullhop still get slapped by our fullhop dair
 

Terodactyl Yelnats

Smash Ace
Joined
Oct 25, 2008
Messages
844
Location
B.C Canada
NNID
Perseids_Tero
Guys please try to keep these as personal Match up ratios. There's no need to debate on what another person's opinion is, leave that to an actual match up discussion.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Moving on:

:ganondorf: Vs :falcon:

Z1GMA: 51 - 49
Comment: Here it is, folks.
The manliest MU in the entire game (aside from Ganon-dittos, of course).

Falcon has:
Godly Jabs, Running Speed/Mobility, and a much better Grab.
Alsot: Knee of Justice, Flub Knee (gimp).
...Ganon doesn't like any of it.

We have:
Higher priority, better range, better damage, more KO-potential, and Gerudo.
Also: Stomp, Tipman (gimp), Ftilt.
...Falcon doesn't like any of it.

I feel both charaters are equally good at gimping each other,
but Ganon is better at setting gimps up.

Unless you Flame Choke him at 0%, iDA him for the awesome damage.
iDA won't kill Falcon early anyway, so use it for damage racking when you can.
Save Ftilt for Gimps/KOs.
 

DLA

"Their anguish was my nourishment."
Joined
Jun 28, 2008
Messages
3,533
Location
Chicago, IL
NNID
DLAhhh
Moving on:

Vs

Z1GMA: 51 - 49
Comment: Here it is, folks.
The manliest MU in the entire game (aside from Ganon-dittos, of course).

Falcon has:
Godly Jabs, Running Speed/Mobility, and a much better Grab.
Alsot: Knee of Justice, Flub Knee (gimp).
...Ganon doesn't like any of it.

We have:
Higher priority, better range, better damage, more KO-potential, and Gerudo.
Also: Stomp, Tipman (gimp), Ftilt.
...Falcon doesn't like any of it.

I feel both charaters are equally good at gimping each other,
but Ganon is better at setting gimps up.

Unless you Flame Choke him at 0%, iDA him for the awesome damage.
iDA won't kill Falcon early anyway, so use it for damage racking when you can.
Save Ftilt for Gimps/KOs.

DLA: 60-40 (Ganon's favor)

Easy mode :p Falcon's jab/grab game is overrated. And even though Ganon has no answer for it, Ganon still ties/wins everywhere else.

Get that falcon offstage and edgeguard him... it's soooo easy
 

Claire Diviner

President
Joined
Oct 16, 2010
Messages
7,477
Location
Indian Orchard, MA
NNID
ClaireDiviner
Moving on:

:ganondorf: Vs :falcon:

Z1GMA: 51 - 49
Comment: Here it is, folks.
The manliest MU in the entire game (aside from Ganon-dittos, of course).

Falcon has:
Godly Jabs, Running Speed/Mobility, and a much better Grab.
Alsot: Knee of Justice, Flub Knee (gimp).
...Ganon doesn't like any of it.

We have:
Higher priority, better range, better damage, more KO-potential, and Gerudo.
Also: Stomp, Tipman (gimp), Ftilt.
...Falcon doesn't like any of it.

I feel both charaters are equally good at gimping each other,
but Ganon is better at setting gimps up.

Unless you Flame Choke him at 0%, iDA him for the awesome damage.
iDA won't kill Falcon early anyway, so use it for damage racking when you can.
Save Ftilt for Gimps/KOs.

DLA: 60-40 (Ganon's favor)

Easy mode :p Falcon's jab/grab game is overrated. And even though Ganon has no answer for it, Ganon still ties/wins everywhere else.

Get that falcon offstage and edgeguard him... it's soooo easy

Sol Diviner: 50:50
Quite possibly the only real MU other than a Ganon Ditto that can truly be considered even: Ganondorf's priority, range and power against Falocon's speed, mobility, and string potential. In short, they each have what the other needs.

C. Falcon is not to be underestimated, as his speed and aerials can allow him some impressive strings if he gets that chance. Do not give him that chance. Stick to spacing and be on the defensive, but not too defensive, as you have the range and priority to be offensive as well. Choke outprioritizes Raptor Boost and near any of Falcon's other ground moves, so abuse the Choke, but don't overly rely on it, lest it becomes too predictable. Rack up as much damage as possible with iDA, and try to get Falcon in the air - that's where you can do some nasty things to him, including harrassing him with Uair, Bair, and Nair. Thunderstorming is also a nice toy for Dorf to abuse, and has surprising priority over Falcon's options. Falcon has to come in close to attack, and that's where we can win. As soon as we get him off stage, there are a myriad of options we can use to gimp him, including Uair tipman, edge-hogging, Fair, Wizard's Foot, Utilt (timed with Falcon's recovery), or just plain stomp him down with Dair.

Now it may seem like "Wow! Ganon's got it easy! C. Falcon can't win!". Alas, that's where one would be wrong. C. Falcon has many options to use against Dorf as well, despite his lack of priority. For starters, his grab range is greater than ours, which gives him a better out-of-shield option. What's more, the grab box of his Falcon Dive is better than Dark Dive's small window, which only exacerbates our problems. As mentioned before, he's a lot faster, having the second fastest ground speed in the game, and his aerial movement isn't bad either. He can juggle us with his aerials more easily than we can juggle him, since his aerials have lower knockback than ours, thus providing more string opportunities. Also, his "Knee of Justice" (I like to call it, "The Great Kneequalizer"), may be harder to sweetspot, but given our large size, that won't be a problem, so expect to see that as follow-ups to many of his strings - namely aerials. He can also gimp us with Falcon Kick, Falcon Dive (thanks to the grab box making the move a bit safe as a gimper), Uair (though not to the extent of ours), and Fair Knee (even if sourspotted, it will still ruin our recovery significantly), or simply Dair us to death. Another thing to note, is that his Falcon Punch comes out faster and has more range than our Warlock Punch, so watch out. Even though the attack is clearly telegraphed, you'd be surprised how often people can get caught off guard by it. Though small, another thing to note is that he's one of the few characters who cannot be jabbed after a Choke, so try some other way to follow up after said Choke.

Basically, play to your strengths and abuse your range and priority. Space them well, and don't whiff too much. You can probably get away with several consecutive whiffs, thanks to said range, but don't crack too much through mistakes, or Falcon will punish, as he has the speed to d*mn well do just that. He may lack the raw killing power, but his combo ability does make up for that, and he can just gimp us for kills, rather than use raw strength. Thankfully, we can do pretty much the same thing. Study his movements and habits and punish his mistakes. Once we get him in a choke, we can really rack up the damage needed for a surprise early kill once we get the chance.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
in this game, under 100% is stupid percent's
also jiggly's dair surely cant be causing you trouble, particularly not gimping you, it has zero base knockback

also please tell me where ganon blind spot is, chances are your forgetting about those two little moves known as d-air and u-air.
also juggs fullhop still get slapped by our fullhop dair
You obviously don't understand how Jiggs's D-air works.

Offensive collision ID 0-1: damage 2, direction 270, knockback growth 100, base knockback 20, connects only on grounded opponents.
Offensive collision ID 2-3: damage 2, direction 30, knockback growth 100, base knockback 10, connects only on aerial opponents.

Her D-air on grounded opponents is a high percent combo starter due to its meteor properties. Her D-air on aerial opponents however is the perfect move for gimping bad recoveries. It hits multiple times, its weak, and it drags you to be semispiked sideways. You really aren't making it back when Jiggs D-airs you out of your recovery.

Ganon's blindspot is above and in front of him. You can only hit this area with U-air, U-smash, and F-air, which don't really pose a threat to Jiggs. U-air out of shield is good, but will be stale as hell and thus isn't a KO move. F-air and U-smash are too slow and unsafe. If you fulljump D-air, it still loses to pound and well spaced fullhop B-airs.


:ganondorf: Vs :falcon:

Z1GMA: 51 - 49
Comment: Here it is, folks.
The manliest MU in the entire game (aside from Ganon-dittos, of course).

Falcon has:
Godly Jabs, Running Speed/Mobility, and a much better Grab.
Alsot: Knee of Justice, Flub Knee (gimp).
...Ganon doesn't like any of it.

We have:
Higher priority, better range, better damage, more KO-potential, and Gerudo.
Also: Stomp, Tipman (gimp), Ftilt.
...Falcon doesn't like any of it.

I feel both charaters are equally good at gimping each other,
but Ganon is better at setting gimps up.

Unless you Flame Choke him at 0%, iDA him for the awesome damage.
iDA won't kill Falcon early anyway, so use it for damage racking when you can.
Save Ftilt for Gimps/KOs.

DLA: 60-40 (Ganon's favor)

Easy mode :p Falcon's jab/grab game is overrated. And even though Ganon has no answer for it, Ganon still ties/wins everywhere else.

Get that falcon offstage and edgeguard him... it's soooo easy

Sol Diviner: 50:50
Quite possibly the only real MU other than a Ganon Ditto that can truly be considered even: Ganondorf's priority, range and power against Falocon's speed, mobility, and string potential. In short, they each have what the other needs.

C. Falcon is not to be underestimated, as his speed and aerials can allow him some impressive strings if he gets that chance. Do not give him that chance. Stick to spacing and be on the defensive, but not too defensive, as you have the range and priority to be offensive as well. Choke outprioritizes Raptor Boost and near any of Falcon's other ground moves, so abuse the Choke, but don't overly rely on it, lest it becomes too predictable. Rack up as much damage as possible with iDA, and try to get Falcon in the air - that's where you can do some nasty things to him, including harrassing him with Uair, Bair, and Nair. Thunderstorming is also a nice toy for Dorf to abuse, and has surprising priority over Falcon's options. Falcon has to come in close to attack, and that's where we can win. As soon as we get him off stage, there are a myriad of options we can use to gimp him, including Uair tipman, edge-hogging, Fair, Wizard's Foot, Utilt (timed with Falcon's recovery), or just plain stomp him down with Dair.

Now it may seem like "Wow! Ganon's got it easy! C. Falcon can't win!". Alas, that's where one would be wrong. C. Falcon has many options to use against Dorf as well, despite his lack of priority. For starters, his grab range is greater than ours, which gives him a better out-of-shield option. What's more, the grab box of his Falcon Dive is better than Dark Dive's small window, which only exacerbates our problems. As mentioned before, he's a lot faster, having the second fastest ground speed in the game, and his aerial movement isn't bad either. He can juggle us with his aerials more easily than we can juggle him, since his aerials have lower knockback than ours, thus providing more string opportunities. Also, his "Knee of Justice" (I like to call it, "The Great Kneequalizer"), may be harder to sweetspot, but given our large size, that won't be a problem, so expect to see that as follow-ups to many of his strings - namely aerials. He can also gimp us with Falcon Kick, Falcon Dive (thanks to the grab box making the move a bit safe as a gimper), Uair (though not to the extent of ours), and Fair Knee (even if sourspotted, it will still ruin our recovery significantly), or simply Dair us to death. Another thing to note, is that his Falcon Punch comes out faster and has more range than our Warlock Punch, so watch out. Even though the attack is clearly telegraphed, you'd be surprised how often people can get caught off guard by it. Though small, another thing to note is that he's one of the few characters who cannot be jabbed after a Choke, so try some other way to follow up after said Choke.

Basically, play to your strengths and abuse your range and priority. Space them well, and don't whiff too much. You can probably get away with several consecutive whiffs, thanks to said range, but don't crack too much through mistakes, or Falcon will punish, as he has the speed to d*mn well do just that. He may lack the raw killing power, but his combo ability does make up for that, and he can just gimp us for kills, rather than use raw strength. Thankfully, we can do pretty much the same thing. Study his movements and habits and punish his mistakes. Once we get him in a choke, we can really rack up the damage needed for a surprise early kill once we get the chance.


A2ZOMG: 5/5
A pretty even matchup. On paper Falcon really should win this matchup solidly since Falcon approaches a lot more easily than Ganon does, but you edgeguard better than he does and you have an easier time KOing him, and having higher reward on hit overall is helpful. Flame Choke is really good against him due to his bad options for escaping juggles and his low priority, and it would be wise to try to keep your DA or D-tilt fresh specifically for KOing him. Personally I would actually recommend saving D-tilt for KOing him over DA, since punishing with DA in this matchup is fairly important, especially since it's a good option for juggling him.

That's the good part of the matchup. The bad part is that his Jab is really annoying and leads to a free (dash) grab pretty much every time he lands it, and his Jab destroys spotdodges effortlessly, so pretty much never spotdodge against Falcon unless he's getting really obvious with SideBs and dashgrabs. His grab game is also annoying since his juggles are actually pretty stupidly good. His N-air and F-air are extra useful for him in this matchup due to how tall you are (even when crouching). You can expect him to approach a lot with N-air if he's good, although retreat D-airs and well-timed U-airs usually beat it. Always angle shield down if you're standing on a platform on BF because his SHF-air autosweetspots. Also be cautious of his F-air when you're offstage because he can combo it to U-air at certain percents, and it can be a good gimp tactic if you waste your jump in between hits.

Lastly, don't get too greedy when he does U-tilts, D-smashes, and B-airs. Those are safe on block, and all three of them can be used as KO moves. Generally speaking those are the moves to watch out for when you reach high percents.

All in all you don't want to be too reckless this matchup since Falcon does have the ability to punish your mistakes pretty hard. Take it slow and pick appart his playstyle, and capitalize on juggles, edgeguards, and techchases as much as possible. Your ability to KO Falcon, and his relative inability to KO you is what carries you in this matchup.
 

smashkng

Smash Lord
Joined
Feb 11, 2009
Messages
1,742
Location
Malmö, Sweden
NNID
Smashsk
3DS FC
0318-7423-9293
Z1GMA: 51 - 49
Comment: Here it is, folks.
The manliest MU in the entire game (aside from Ganon-dittos, of course).

Falcon has:
Godly Jabs, Running Speed/Mobility, and a much better Grab.
Alsot: Knee of Justice, Flub Knee (gimp).
...Ganon doesn't like any of it.

We have:
Higher priority, better range, better damage, more KO-potential, and Gerudo.
Also: Stomp, Tipman (gimp), Ftilt.
...Falcon doesn't like any of it.

I feel both charaters are equally good at gimping each other,
but Ganon is better at setting gimps up.

Unless you Flame Choke him at 0%, iDA him for the awesome damage.
iDA won't kill Falcon early anyway, so use it for damage racking when you can.
Save Ftilt for Gimps/KOs.

DLA: 60-40 (Ganon's favor)

Easy mode :p Falcon's jab/grab game is overrated. And even though Ganon has no answer for it, Ganon still ties/wins everywhere else.

Get that falcon offstage and edgeguard him... it's soooo easy

Sol Diviner: 50:50
Quite possibly the only real MU other than a Ganon Ditto that can truly be considered even: Ganondorf's priority, range and power against Falocon's speed, mobility, and string potential. In short, they each have what the other needs.

C. Falcon is not to be underestimated, as his speed and aerials can allow him some impressive strings if he gets that chance. Do not give him that chance. Stick to spacing and be on the defensive, but not too defensive, as you have the range and priority to be offensive as well. Choke outprioritizes Raptor Boost and near any of Falcon's other ground moves, so abuse the Choke, but don't overly rely on it, lest it becomes too predictable. Rack up as much damage as possible with iDA, and try to get Falcon in the air - that's where you can do some nasty things to him, including harrassing him with Uair, Bair, and Nair. Thunderstorming is also a nice toy for Dorf to abuse, and has surprising priority over Falcon's options. Falcon has to come in close to attack, and that's where we can win. As soon as we get him off stage, there are a myriad of options we can use to gimp him, including Uair tipman, edge-hogging, Fair, Wizard's Foot, Utilt (timed with Falcon's recovery), or just plain stomp him down with Dair.

Now it may seem like "Wow! Ganon's got it easy! C. Falcon can't win!". Alas, that's where one would be wrong. C. Falcon has many options to use against Dorf as well, despite his lack of priority. For starters, his grab range is greater than ours, which gives him a better out-of-shield option. What's more, the grab box of his Falcon Dive is better than Dark Dive's small window, which only exacerbates our problems. As mentioned before, he's a lot faster, having the second fastest ground speed in the game, and his aerial movement isn't bad either. He can juggle us with his aerials more easily than we can juggle him, since his aerials have lower knockback than ours, thus providing more string opportunities. Also, his "Knee of Justice" (I like to call it, "The Great Kneequalizer"), may be harder to sweetspot, but given our large size, that won't be a problem, so expect to see that as follow-ups to many of his strings - namely aerials. He can also gimp us with Falcon Kick, Falcon Dive (thanks to the grab box making the move a bit safe as a gimper), Uair (though not to the extent of ours), and Fair Knee (even if sourspotted, it will still ruin our recovery significantly), or simply Dair us to death. Another thing to note, is that his Falcon Punch comes out faster and has more range than our Warlock Punch, so watch out. Even though the attack is clearly telegraphed, you'd be surprised how often people can get caught off guard by it. Though small, another thing to note is that he's one of the few characters who cannot be jabbed after a Choke, so try some other way to follow up after said Choke.

Basically, play to your strengths and abuse your range and priority. Space them well, and don't whiff too much. You can probably get away with several consecutive whiffs, thanks to said range, but don't crack too much through mistakes, or Falcon will punish, as he has the speed to d*mn well do just that. He may lack the raw killing power, but his combo ability does make up for that, and he can just gimp us for kills, rather than use raw strength. Thankfully, we can do pretty much the same thing. Study his movements and habits and punish his mistakes. Once we get him in a choke, we can really rack up the damage needed for a surprise early kill once we get the chance.

A2ZOMG: 5/5
A pretty even matchup. On paper Falcon really should win this matchup solidly since Falcon approaches a lot more easily than Ganon does, but you edgeguard better than he does and you have an easier time KOing him, and having higher reward on hit overall is helpful. Flame Choke is really good against him due to his bad options for escaping juggles and his low priority, and it would be wise to try to keep your DA or D-tilt fresh specifically for KOing him. Personally I would actually recommend saving D-tilt for KOing him over DA, since punishing with DA in this matchup is fairly important, especially since it's a good option for juggling him.

That's the good part of the matchup. The bad part is that his Jab is really annoying and leads to a free (dash) grab pretty much every time he lands it, and his Jab destroys spotdodges effortlessly, so pretty much never spotdodge against Falcon unless he's getting really obvious with SideBs and dashgrabs. His grab game is also annoying since his juggles are actually pretty stupidly good. His N-air and F-air are extra useful for him in this matchup due to how tall you are (even when crouching). You can expect him to approach a lot with N-air if he's good, although retreat D-airs and well-timed U-airs usually beat it. Always angle shield down if you're standing on a platform on BF because his SHF-air autosweetspots. Also be cautious of his F-air when you're offstage because he can combo it to U-air at certain percents, and it can be a good gimp tactic if you waste your jump in between hits.

Lastly, don't get too greedy when he does U-tilts, D-smashes, and B-airs. Those are safe on block, and all three of them can be used as KO moves. Generally speaking those are the moves to watch out for when you reach high percents.

All in all you don't want to be too reckless this matchup since Falcon does have the ability to punish your mistakes pretty hard. Take it slow and pick appart his playstyle, and capitalize on juggles, edgeguards, and techchases as much as possible. Your ability to KO Falcon, and his relative inability to KO you is what carries you in this matchup.

SMASHKNG: 50/50

I've never stopped thinking that this MU is 50/50. Falcon has no disjoints at all except in Utilt and Usmash, and our disjointed moves are little more disjointed than his. I'm pretty sure this is one of our few MUs that we haven't the hardest time against (I think Link has harder). Our range is very useful in this matchup, and while Falcon has mobility, his moves themselves aren't so fast. Falcon is also a gimpable character, tipman to edge hog is a good gimp at mid to high percents when we hit through his Up b during start-up or directly from above him. We also kill earlier than he does, though he can gimp us at a little lower percents than we can on him because of our bad recovery and the flub Knee properties. Another fact is that Falcon also suffers from the RCO lag, though thanks to his mobility he has it easier avoiding punishment of that than us. Beware low % strings, so make sure to DI them well. And don't let him get to close to us or get jabbed to grab, but thanks to our range he won't have it so easy. And we can shield grab many of his unspaced moves because of his lack of disjoints, even his Fsmash from close range (though not his Dsmash). Only try to punish his Dsmash if you powershield it as well.

As of stages I think any neutral except YI is fine against him, while I'd always ban RC if it's allowed or otherwise Frigate, while Brinstar is a very good stage against him for us.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
Z1GMA: 51 - 49
Comment: Here it is, folks.
The manliest MU in the entire game (aside from Ganon-dittos, of course).

Falcon has:
Godly Jabs, Running Speed/Mobility, and a much better Grab.
Alsot: Knee of Justice, Flub Knee (gimp).
...Ganon doesn't like any of it.

We have:
Higher priority, better range, better damage, more KO-potential, and Gerudo.
Also: Stomp, Tipman (gimp), Ftilt.
...Falcon doesn't like any of it.

I feel both charaters are equally good at gimping each other,
but Ganon is better at setting gimps up.

Unless you Flame Choke him at 0%, iDA him for the awesome damage.
iDA won't kill Falcon early anyway, so use it for damage racking when you can.
Save Ftilt for Gimps/KOs.

DLA: 60-40 (Ganon's favor)

Easy mode :p Falcon's jab/grab game is overrated. And even though Ganon has no answer for it, Ganon still ties/wins everywhere else.

Get that falcon offstage and edgeguard him... it's soooo easy

Sol Diviner: 50:50
Quite possibly the only real MU other than a Ganon Ditto that can truly be considered even: Ganondorf's priority, range and power against Falocon's speed, mobility, and string potential. In short, they each have what the other needs.

C. Falcon is not to be underestimated, as his speed and aerials can allow him some impressive strings if he gets that chance. Do not give him that chance. Stick to spacing and be on the defensive, but not too defensive, as you have the range and priority to be offensive as well. Choke outprioritizes Raptor Boost and near any of Falcon's other ground moves, so abuse the Choke, but don't overly rely on it, lest it becomes too predictable. Rack up as much damage as possible with iDA, and try to get Falcon in the air - that's where you can do some nasty things to him, including harrassing him with Uair, Bair, and Nair. Thunderstorming is also a nice toy for Dorf to abuse, and has surprising priority over Falcon's options. Falcon has to come in close to attack, and that's where we can win. As soon as we get him off stage, there are a myriad of options we can use to gimp him, including Uair tipman, edge-hogging, Fair, Wizard's Foot, Utilt (timed with Falcon's recovery), or just plain stomp him down with Dair.

Now it may seem like "Wow! Ganon's got it easy! C. Falcon can't win!". Alas, that's where one would be wrong. C. Falcon has many options to use against Dorf as well, despite his lack of priority. For starters, his grab range is greater than ours, which gives him a better out-of-shield option. What's more, the grab box of his Falcon Dive is better than Dark Dive's small window, which only exacerbates our problems. As mentioned before, he's a lot faster, having the second fastest ground speed in the game, and his aerial movement isn't bad either. He can juggle us with his aerials more easily than we can juggle him, since his aerials have lower knockback than ours, thus providing more string opportunities. Also, his "Knee of Justice" (I like to call it, "The Great Kneequalizer"), may be harder to sweetspot, but given our large size, that won't be a problem, so expect to see that as follow-ups to many of his strings - namely aerials. He can also gimp us with Falcon Kick, Falcon Dive (thanks to the grab box making the move a bit safe as a gimper), Uair (though not to the extent of ours), and Fair Knee (even if sourspotted, it will still ruin our recovery significantly), or simply Dair us to death. Another thing to note, is that his Falcon Punch comes out faster and has more range than our Warlock Punch, so watch out. Even though the attack is clearly telegraphed, you'd be surprised how often people can get caught off guard by it. Though small, another thing to note is that he's one of the few characters who cannot be jabbed after a Choke, so try some other way to follow up after said Choke.

Basically, play to your strengths and abuse your range and priority. Space them well, and don't whiff too much. You can probably get away with several consecutive whiffs, thanks to said range, but don't crack too much through mistakes, or Falcon will punish, as he has the speed to d*mn well do just that. He may lack the raw killing power, but his combo ability does make up for that, and he can just gimp us for kills, rather than use raw strength. Thankfully, we can do pretty much the same thing. Study his movements and habits and punish his mistakes. Once we get him in a choke, we can really rack up the damage needed for a surprise early kill once we get the chance.

A2ZOMG: 5/5
A pretty even matchup. On paper Falcon really should win this matchup solidly since Falcon approaches a lot more easily than Ganon does, but you edgeguard better than he does and you have an easier time KOing him, and having higher reward on hit overall is helpful. Flame Choke is really good against him due to his bad options for escaping juggles and his low priority, and it would be wise to try to keep your DA or D-tilt fresh specifically for KOing him. Personally I would actually recommend saving D-tilt for KOing him over DA, since punishing with DA in this matchup is fairly important, especially since it's a good option for juggling him.

That's the good part of the matchup. The bad part is that his Jab is really annoying and leads to a free (dash) grab pretty much every time he lands it, and his Jab destroys spotdodges effortlessly, so pretty much never spotdodge against Falcon unless he's getting really obvious with SideBs and dashgrabs. His grab game is also annoying since his juggles are actually pretty stupidly good. His N-air and F-air are extra useful for him in this matchup due to how tall you are (even when crouching). You can expect him to approach a lot with N-air if he's good, although retreat D-airs and well-timed U-airs usually beat it. Always angle shield down if you're standing on a platform on BF because his SHF-air autosweetspots. Also be cautious of his F-air when you're offstage because he can combo it to U-air at certain percents, and it can be a good gimp tactic if you waste your jump in between hits.

Lastly, don't get too greedy when he does U-tilts, D-smashes, and B-airs. Those are safe on block, and all three of them can be used as KO moves. Generally speaking those are the moves to watch out for when you reach high percents.

All in all you don't want to be too reckless this matchup since Falcon does have the ability to punish your mistakes pretty hard. Take it slow and pick appart his playstyle, and capitalize on juggles, edgeguards, and techchases as much as possible. Your ability to KO Falcon, and his relative inability to KO you is what carries you in this matchup.

SMASHKNG: 50/50

I've never stopped thinking that this MU is 50/50. Falcon has no disjoints at all except in Utilt and Usmash, and our disjointed moves are little more disjointed than his. I'm pretty sure this is one of our few MUs that we haven't the hardest time against (I think Link has harder). Our range is very useful in this matchup, and while Falcon has mobility, his moves themselves aren't so fast. Falcon is also a gimpable character, tipman to edge hog is a good gimp at mid to high percents when we hit through his Up b during start-up or directly from above him. We also kill earlier than he does, though he can gimp us at a little lower percents than we can on him because of our bad recovery and the flub Knee properties. Another fact is that Falcon also suffers from the RCO lag, though thanks to his mobility he has it easier avoiding punishment of that than us. Beware low % strings, so make sure to DI them well. And don't let him get to close to us or get jabbed to grab, but thanks to our range he won't have it so easy. And we can shield grab many of his unspaced moves because of his lack of disjoints, even his Fsmash from close range (though not his Dsmash). Only try to punish his Dsmash if you powershield it as well.

As of stages I think any neutral except YI is fine against him, while I'd always ban RC if it's allowed or otherwise Frigate, while Brinstar is a very good stage against him for us.

Makke: 50 - 50
Comment: Most are said

G~P: 50-50
simply put, falcon has speed where we have power. and unlike most other fast character he has no real method of keeping usd from hitting him either
most things that i can input into this matchup has already been said, but this is by far the most hyped matchup in anjy low tier tournament, and even more hyped if it ever happens in a normal tournament
 
Top Bottom