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G&W's Back air

MoblinMan

Smash Apprentice
Joined
Jul 22, 2007
Messages
168
Location
Denver, Colorado
Basically, G&W's bair has multiple hits that you can't even jump out of. However, there exists a pause between the hits.

Right after the turtle's multi-hit bite ends, but before he lands and triggers the landing hitbox, it's possible to jump out of shield and T storm him.

the only downside I see to this is starting the Back air closer to the ground so it minimizes the pause between the end of the move and the time G&W hits the ground. This only happened once to me so someone with more experience could try this out, and tell me if it can work every time.

This could really help Ganon's match up in this situation, especially against the Game and Watches in tourneys they primarily camp with Bair.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Lol, if you want to get advice on G&W vs Ganondorf matchup, ask me. I actually use both characters and I've WON this matchup several times on the Ganondorf end.

What also works is well spaced F-tilts, D-tilts, and F-airs. The Flame Choke and Wizard's Foot are also capable of punishing his landing lag too.

Now the thing is if your shield takes one hit before he B-airs you (say a fullhopped F-air), it will always stab you unless you powershield it. The other attack you need to worry about since Ganon is big is his D-air, which fastfalls and has a landing hitbox.

Generally Ganondorf does really well against G&W if he's able to maintain space between him and G&W. However G&W can get really gay on you with Chef camping, and his Up-B cannot be punished at all in this matchup. One G&W who figured out my playstyle started to Up-B and fastfall aerials on me, and it got incredibly lame to deal with.

If you get one Flame Choke on G&W, you of course get a free Jab, F-tilt, or D-tilt. At low percents after you follow up with *insert attack, I suggest D-tilt*, you can get another Flame Choke and repeat the process on G&W. This will do almost 50% to G&W right off the bat easily if he doesn't jump away. If you land an F-smash immediately afterwards, you could KO him right then and there.

Punish his rolls because you can do that. Flame CHokes, Wizards Foots, and D-airs will teach him to stop rolling.
 

Sliq

Smash Master
Joined
Jan 13, 2006
Messages
4,871
Alll of GW's aerials are laggy. If you wanted, you could just short hop fair after all of the turtle hits, but before the ground hit.

If he does his dair, you should ALWAYS powershield the first hit of it, the jab or tilt him before he reaches the ground.

At higher percents you can up b out of shield after a lot of his ****, which isn't recommended, given how ******** his Smash attacks are.

Also, if you are getting baired by GW, hold up on the C stick, and smash up on the control stick. You can smash DI out of it and then either retaliate with Fair or a down b (depending on how well he is spacing).

Don't be afraid to f smash out of shield if he is spacing his aerials. Since he is spacing, you should hit with the tip of the hitbox, which will push him too far away to retaliate should he shield it.
 

MoblinMan

Smash Apprentice
Joined
Jul 22, 2007
Messages
168
Location
Denver, Colorado
Thanks for the info Sliq and A2Z. I had no idea so many things worked on G&W in this match-up.

I've got my first tourney tomorrow so this is really appreciated!
 
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