TimYo
Smash Rookie
For whatever reason I've been struggling horribly with this matchup not having been put against a good ness very often. Are there any exploits to this MU or is it just hard?
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I'm almost positive dthrow doesn't chaingrab Ness. Maybe a regrab or two starting at 0%.CC Grab. Down throw chain grab into up smash at around 70-80%. Don't get caught off stage. </match up>
It for sure combos into up smash at early kill percentages though.I'm almost positive dthrow doesn't chaingrab Ness. Maybe a regrab or two starting at 0%.
You seemed to be saying we could chaingrab till upsmash kill percents. Yeah dthrow upsmash is a thing, but chaingrabs are not part of it.It for sure combos into up smash at early kill percentages though.
Ah whoops, yeah. I think the CG lasts until like, 20-30 percent on Ness. Let me know if I'm mistaken.You seemed to be saying we could chaingrab till upsmash kill percents. Yeah dthrow upsmash is a thing, but chaingrabs are not part of it.
I don't know. I've noticed myself not even using nair anymore now that if feels so much worse. People like Snake's nair have a similar trait where the hitbox isn't out as long as his legs are, but with Ganon it's much longer and feels like overkill. All of Snake's hitboxes are out for 3 frames for each of the 3 kicks, Ganon's are out for 2 frames for 2 kicks.it seems to be a pretty bad nerf for anything related to neutral, but is functionally the same, otherwise.
which is a pretty bad nerf for ganon : / that nair did so much.
Every time I miss a grab because of a short character in some kind of lower animation like gnw's DA I want to cry.I've noticed that when I nair into short characters on the ground, I'll occasionally miss the second kick.
Probably my own fault, since I'm not the most used to everything. Still though, **** short characters.
i haven't played much since 3.6, but i can't imagine something like dthrow-nair on a mid-damage semifloaty not working anymore. that's a pretty good sequence, dealing about 31 if both hits connect after the dthrow and not putting them too far away from you.I don't know. I've noticed myself not even using nair anymore now that if feels so much worse.
It used to be 12 active framesHonestly, it would be really nice if we got back even just 1 frame of the late hit flubs. 8 active frames -> 6 isn't so bad compared to 8-> 4.
Ganon didn't need a nerf, but nair did. Let's not kid ourselves, 3.5 nair was pretty silly. I don't think it's particularly unexpected to see it changed. What is surprising though is the lack of anything to compensate, because, just as you said, the cape buff is nice but not particularly significant.im a bit curious as to why ganon needed a nerf at all. Even with the buff in 3.5 it didnt feel like ganon was more then mid-tier to me. Maybe there were MU's that went pretty bad for certain characters against ganon but i cant think of which MU's those would be.
i guess the reflect is better but i feel that a nerf to a pivotal move like nair is worse then the buff he got for the reflect.
Okay so after mulling it over for a couple of days I think I've realized why the PMDT made this change.
3.5 nair was a pretty darn good move. It was a solid neutral option, it was a great anti-projectile tool, it comboes and racks up damage, and is safe on block. Though not as egregious as some other tools in this game they probably thought it was a tad overcentralizing and I don't think we can truly disagree with that. Only counterpoint that can really be offered is that perhaps it's not so bad for Ganon to have a move like that. That answer is that it probably isn't, but I guess for design reasons they still decided to change it.
So what ended up happening was we sorta got it spread it. 3.6 nair still retains it's combo ability, damage and while two frames less advantage on shield it's still positive. I do kinda wish I still had the 3 frame duration of the strong hit from 3.5 rather than Melee's 2 frame duration, as it's a bit awkward to hit with (or maybe something like 2 frame strong hit 2 frame weak hit). Improvements to cape carries the anti-projectile role, which is obviously less effective but I don't think it was within the PMDT's design goals for Ganon to be able to deal with projectile pressure with such ease. Cape could still stand to be a bit better though.
So that leaves that neutral aspect which unfortunately we got nothing to compensate for that loss. I don't have much to say in that regard other than I hope they've got some ideas that they wanted to refine further before publicly implementing them.
This is all just speculation though, we'll have to wait until we either get an explanation from a PMDT member, or if we see further changes in the finalized 3.6 release.
According to the patch list, regarding Snake's nair, "All hitboxes now last 4 frames each, instead of being 4-4-3," not 3 frames.I don't know. I've noticed myself not even using nair anymore now that if feels so much worse. People like Snake's nair have a similar trait where the hitbox isn't out as long as his legs are, but with Ganon it's much longer and feels like overkill. All of Snake's hitboxes are out for 3 frames for each of the 3 kicks, Ganon's are out for 2 frames for 2 kicks.
Honestly, it would be really nice if we got back even just 1 frame of the late hit flubs. 8 active frames -> 6 isn't so bad compared to 8-> 4.
Truthfully, chars that lost badly against Ganon (Bowser?) didn't lose badly because of nair. They lost badly because they got grabbed too easily and CG'd too hard and/or they were too heavily out-ranged and overpowered by Ganon's regular moveset. Even with the nair nerf, those MUs will stay the same unless the other char got some buffs that addressed this particular MU.im a bit curious as to why ganon needed a nerf at all. Even with the buff in 3.5 it didnt feel like ganon was more then mid-tier to me. Maybe there were MU's that went pretty bad for certain characters against ganon but i cant think of which MU's those would be.
Meh...I don't think that's the "wrong direction," per se. Call me old-fashioned, but I think Ganon works well as an extremely hard-hitting truck that you just want to stay away from. Thus, it makes sense that his neutral game has problems. I just wish that he had justifying rewards once he actually got in, and that's why I feel that a nair that's plus on block is perfectly fair.well, in theory afc is buffed, but as i said, i haven't really had a chance to test the di on it. but all that would mean is that we're more polarized into "run away REALLY hard or else ganon's gonna **** your **** like a *****." metas, which is kinda the wrong direction?
i dunno, i'm gonna try to make sense of some stuff odds was talking about (abuse dash attack more, float out of sh-bair as mixups, being the two i mostly remember) and see if it seems to work well.
Honestly, this looks mostly wrong or irrelevant/arbitrary to me. DKs will mostly remain grounded so they can maintain that Marth-level dash dance. His nair is a much more reliable hitbox than Ganon's nair, which isn't even that good at keeping opponents out, and he can also RAR bair so that which way he's facing isn't a problem. DK's ground game isn't only better because his normals have more range. It's better because DK is faster, has grounded moves that combo much better (especially his jab), and he has access to a much better SHFFL game. You also are failing to recognize/acknowledge that DK has a good burst option in his DA which can't easily be reacted to and can also be initiated from platforms. As such, he can remain very unpredictable during his DD and his time on plats. It's honestly not a good practice to assume that DKs are 'likely' to go for something, when something else is a better option, simply because some mid or low-level DKs do that (although it helps to be aware of the possibility).If DK is facing ganon in the air then i think ganon can outspace him pretty easy since DK's nair doesnt beat ganon's nair in range and DK's fair is too slow and can easily be reacted to in order to punish before or after. DK's ground game is better then ganon's due to having similar startup speed on their normals with DK having quite a bit more range. But i think it helps to know that in neutral DK is very likely to go for grab against shield instead of trying to rely on safe shield pressure whereas ganon has ac bair, ac nair, afc, gfc and grab to mix up shield pressure/punishes. my assumption is that despite DK having the ability to sit back and try to space ganon out, DK is going to be the more likely character for approaching in the MU. Im not sure why i feel this way but for some reason i feel that ganon's defensive game is better then DK's. maybe its that DK's normals seem more laggy and therefore dont allow DK the safety of throwing them out preemptively to cover ganon's possible approaches. Ganon on the other hand can preemptively throw out ftilt, jab and maybe dtilt with relative safety to cover DK's approaches. I might be completely wrong though.
ok fair enough i did figure that i could be very wrong.Honestly, this looks mostly wrong or irrelevant/arbitrary to me. DKs will mostly remain grounded so they can maintain that Marth-level dash dance. His nair is a much more reliable hitbox than Ganon's nair, which isn't even that good at keeping opponents out, and he can also RAR bair so that which way he's facing isn't a problem. DK's ground game isn't only better because his normals have more range. It's better because DK is faster, has grounded moves that combo much better (especially his jab), and he has access to a much better SHFFL game. You also are failing to recognize/acknowledge that DK has a good burst option in his DA which can't easily be reacted to and can also be initiated from platforms. As such, he can remain very unpredictable during his DD and his time on plats. It's honestly not a good practice to assume that DKs are 'likely' to go for something, when something else is a better option, simply because some mid or low-level DKs do that (although it helps to be aware of the possibility).
Boost Grab is really good vs crouch cancel, nair and dair are pretty good and dtilt is ok.Ganon can chain grab MK past 100%...
100%
That, combined with MK's very low weight, means chain grab into bair can KO from 0% with good stage position. I haven't played against a good MK, but I really find it hard to believe a MU where you can 0 death from one grab is really that horrible. Yeah, MK obviously has WAY better movement, pressure, Oos options, etc. but he's a fast faller with one of the lowest weights in the game, so that should be expected.
It's another one of those dumb MUs where one character has far superior neutral, but the other has absurd punishes if they make one mistake.
By the way, MK doesn't have a low crouch like kirby and jigglypuff, so he can't crouch under grab or jab. Also, ganon's jab and dtilt seems to set up for grab nicely.
Question, does MK have a good way to deal with crouch cancel? Not trying to be sarcastic, I really don't know.
well, mk gets to do absurd stuff right back to us, making the matchup revolve heavily around the neutral portion. gg, ganon sitting in a perfect weight/fall speed class for a lot of the cast to combo along with having a larger frame : /Ganon can chain grab MK past 100%...
100%
That, combined with MK's very low weight, means chain grab into bair can KO from 0% with good stage position. I haven't played against a good MK, but I really find it hard to believe a MU where you can 0 death from one grab is really that horrible. Yeah, MK obviously has WAY better movement, pressure, Oos options, etc. but he's a fast faller with one of the lowest weights in the game, so that should be expected.
It's another one of those dumb MUs where one character has far superior neutral, but the other has absurd punishes if they make one mistake.
well, then, i consider myself corrected. i haven't played against too many mk's, so i was probably misremembering the crouch part while using stuff i picked up talking with umbreon the other day to fill in blanks.By the way, MK doesn't have a low crouch like kirby and jigglypuff, so he can't crouch under grab or jab. Also, ganon's jab and dtilt seems to set up for grab nicely.
as smaug said, boost grab's pretty rad for mk. i don't know if he can outright space outside of our good cc options with any normal approach options (only thing i can think of would be dtilt, but i think ours is longer. his might be fast enough to beat our startup, but i doubt it. i also don't think mk uses dash-pivot/crouch-dtilt as an approach...), but he also usually doesn't approach directly and aims more for setting up a bad situation and baiting out a commitment, which is a rough endeavor for ganon to beat.Question, does MK have a good way to deal with crouch cancel? Not trying to be sarcastic, I really don't know.
Actually, while I don't know if it's optimal, I tend to use crouch-dtilt a lot in neutral, it has great range and is fast, the tip hit can set up a tech chase and the Roy hitbox can set up grabs and Nairs and stuff. Most of my neutral involves DD and then mixing up between poking with Dtilt and boost grab, all the while stuffing approaches with Usmash, Nair, and Bair.well, mk gets to do absurd stuff right back to us, making the matchup revolve heavily around the neutral portion. gg, ganon sitting in a perfect weight/fall speed class for a lot of the cast to combo along with having a larger frame : /
well, then, i consider myself corrected. i haven't played against too many mk's, so i was probably misremembering the crouch part while using stuff i picked up talking with umbreon the other day to fill in blanks.
as smaug said, boost grab's pretty rad for mk. i don't know if he can outright space outside of our good cc options with any normal approach options (only thing i can think of would be dtilt, but i think ours is longer. his might be fast enough to beat our startup, but i doubt it. i also don't think mk uses dash-pivot/crouch-dtilt as an approach...), but he also usually doesn't approach directly and aims more for setting up a bad situation and baiting out a commitment, which is a rough endeavor for ganon to beat.
the one thing id like to point out about this is while being able to jab and grab MK without the worry of MK crouching under it is nice but grab and jab are both terrible approach options for ganon in this MU because MK's range and quick attack options are going to punish ganon before hes even in in range to get a grab or jab and MK does not by any means need to approach in order to have those options covered. The reason that MK being short still effects the MU heavily is because, while marth has a similar neutral game vs ganon ganon can actually hit marth with AC nair from neutral which is one of ganon's only safe approach option in the MU, MK on the other hand cannot be AC naired because hes too short therefore forcing ganon to do a very late Lcanceled nair which isnt safe at all since MK can simply dash in, SH nair to punish any attempt on ganon's part to try using aerial pressure in neutral. Ganon's bair has the same problem in this MU, so neutral ends up coming down to MK doesnt have to approach at all and ganon doesnt have any sort of safe approach option on MK so MK is going to win neutral hypothetically speaking.By the way, MK doesn't have a low crouch like kirby and jigglypuff, so he can't crouch under grab or jab. Also, ganon's jab and dtilt seems to set up for grab nicely.
Yeah, but that's true for pretty much all of Ganon's MUs. Ganon has a few moves on MK that should be able to combo into a grab though, at least on a read.grab and jab are both terrible approach options for ganon in this MU.
Ganon can chain grab MK past 100%...
100%
That, combined with MK's very low weight, means chain grab into bair can KO from 0% with good stage position. I haven't played against a good MK, but I really find it hard to believe a MU where you can 0 death from one grab is really that horrible. Yeah, MK obviously has WAY better movement, pressure, Oos options, etc. but he's a fast faller with one of the lowest weights in the game, so that should be expected.
It's another one of those dumb MUs where one character has far superior neutral, but the other has absurd punishes if they make one mistake.
agreed. id say if MK makes the mistake of FHing then ganon should get a heavy punish.Yeah, but that's true for pretty much all of Ganon's MUs. Ganon has a few moves on MK that should be able to combo into a grab though, at least on a read.
A few random ideas I had:
Ganon will probably want to stay on the ground more often. Ganon should act like a wall; stage control will be important. We want push MK to the edge and limit his space. Ftilt to stop short hop approach, jab to stop boost grab approach, CC>dtilt to stop dtilt poke. If MK goes high, Ganon's uair and bair should beat most of MK's options. Make MK respect wiz kick.
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