PaperstSoapCo
Smash Lord
Kirby..medium/big..
Pichu..medium/big..
Zelda..medium/big..
Bowser..medium..
Mewtwo..medium..
Y.Link..medium..
Pikachu..medium..
G&W..medium..
Yoshi..medium..
Luigi..medium/small..
Ness..medium/small..
Roy..medium/small..
DK..medium/small..
Mario..medium/small..
Dr.Mario..medium/small..
Ice climbers..medium/small..
Link..medium/small..
Samus..small..
Even or highly stage dependent
Ganon
Peach
Marth
Disadvantage
Sheik..medium/big..
Fox..medium..
Falco..medium..
C.Falcon..medium..
Jigglypuff..small...
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Below is a character specific list, pointing out advantages for each character in the match up. its a bit simple, I'll work on it though. Any suggestions will be great.
Legend
+ = good/advantage
- = bad/disadvantage
? = questionable
/ = Slight
Speed = Attack speed (don't wanna get anyone confused)
Lag = Jump lag and L-cancel lag
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Ganon
+Range
+Speed
+Mobility
+Evasive tactics
+Edge guarding
+Lag
+/Air mobility
-/Weight
-Recovery
?Power
Bowser
+Projectile
+/Weight
+/Edge guarding
-/Evasive tactics
-/Range
-Recovery
-Air mobility
-Mobility
-Lag
-Speed
?Power
Ganon
*Spikes (including reverse uair) can KO Bowser early due to his lack of a vertical recovery.
Bowser
*Fsmash can catch Ganon trying to sweet spot.
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Ganon
+Power
+Range
+/Weight
+/Edge guarding
-/Evasive tactics
-/Lag
-/Speed
-Mobility
-Air mobility
-Recovery
C.Falcon
+Mobility
+Air mobility
+Edge guarding
+Evasive tactics
+Lag
+/Speed
-/Range
-/Weight
-/Power
-Recovery
Ganon
*Diagonal up Ftilts often break up C.Falcon's SHFFL'd attacks.
*Reverse uair destroys C.Falcon's recovery.
*Jab clanks with C.Falcon's side b giving Ganon the counter attack.
C.Falcon
*C.Falcon can combo Ganon from grabs fairly easily.
*Utilt is actually useful for edge guarding unlike Ganons.
*SHFFLd nairs can suffocate Ganons game.
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Staying grounded in this match is crucial. Going aerial in most of your approaches will get you combo'd. C.Falcon can run way faster than Ganon and has a faster jump. That is where angled up ftilts really come in play. Spacing is key. A well timed angle up ftilt is the best way to kill his general shorthop approach, nair and knee. When angle up ftilts start keeping Falcon ground based he will try to grab, gentlemen or side b as an alternative to going into the air. Keep a jab ready when you see he is dash dancing waiting to get close for any of these. You don't always have to wait for him. Close the gap and make him commit to something early. Whiffing anything can put either of you in a compromising situation so use baits carefully and stay accurate. You can always CC nairs if you can't tilt in time. Although if you space bair or fair extremely well it can also do the trick. Backwards perfect wavelands work great for setting yourself up for a shieldgrab after you've baited his approach. Once you get the grab, you're in. Using dthrows to jab and uthrow to jab/tilt/uair on double jumps. Tech chasing C.Falcon is pretty simple. He doesn't roll far and comboing dair to side b to an aerial should be more than enough to get him off stage. Teching is important because it almost always guarantees a stock. Edge guarding him is too easy. Unfortunately if C.Falcon get's to tech chase you, you'll be killed easy. DIing his hits are important. Always DI away from uair combos and DI the knee diagonally up & towards but very slightly more upwards. If up & towards were 45° the DI would be about 50°. When recovering just go as deep onto the stage as you can. C.Falcon will just knee you if you try to land by him while he is edge hogging. No real way to get around this cause of his speed but never make it easy for him. A few notes from ACE's analysis and Magus' input on best survival DI of the knee. ACE's original post is very different from this and more in depth on tech chasing. Thanks for the input guys.
Reverse uair give's C.Falcon no hope of coming back. You can use angle down ftilts for sweet spots to but be careful of techs to up b. A nice tip to not get mind gamed by C.Falcons mobile yet vulnerable recovery is when he is recovering from way above the stage reverse uair when he gets to the height of the edge not when he gets close to you. Don't let that back and fourth movement trick you, it means nothing if you know the edge is where he is aiming for. You can tease him with a few reverse uairs or just edge hog after two. Bairs also get the job done.
#1. Do NOT DI into knees and uairs. You'll be asking to be in a combo video.
#2. Do NOT tech in place. Teching in place is a horrible idea since C.Falcon might be heading over with a knee if he thinks you'll miss the tech.
Ganon's favor
Battle field
Yoshi story
C.Falcon's favor
Final destination
Pokemon stadium
Toss up
Big blue?
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Ganon
+Speed
+Edge guarding
+/Power
+/Lag
-/Evasive tactics
-/Air mobility
-/Range
-/Mobility
-/Weight
-Recovery
Donkey Kong
+Edge guarding
+Range
+/Weight
+/Mobility
+/Evasive tactics
+/Air mobility
-/Power
-/Speed
-/Recovery
-/Lag
Ganon
*Spikes (including reverse uair) can KO DK early due to his lack of a vertical recovery.
Donkey Kong
*Cargo up throw can set up for an easy charged punch.
*Uair can combo Ganon well due to his weight.
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Ganon
+Range
+Power
+Weight
-/Air mobility
-/Edge guarding
-/Speed
-/Mobility
-Evasive tactics
-Recovery
-Lag
Dr.Mario
+Projectile
+Mobility
+Evasive tactics
+Lag
+Edge guarding
+/Recovery
+/Speed
+/Air mobility
+/Power
-Range
-Weight
Ganon
*Ganon can use the cape recovery (Dr.Mario recovering) to his advantage with uair and semi-spike.
*Spacing with tilts and bair can keep Dr.Mario at a comfortable distance.
*Using up B to recover faced away from the stage can save you sometimes from the cape.
Dr.Mario
*His cape can and almost always will kill Ganons recovery.
*Dash attack cant be shield grabbed until Dr.Mario's head is in grabbing range.
*At certain percents dtrow to fair connects.
*Cape = teh ****.
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Ganon
+Power
+Range
+Weight
+Edge guarding
-/Air mobility
-/Mobility
-Speed
-Lag
-Recovery
-Evasive tactics
Falco
+Projectile
+Evasive tactics
+Speed
+Lag
+Edge guarding
+/Air mobility
+/Mobility
-Power
-Range
-Weight
-Recovery
Ganon
*Any of Falco's recoveries reverse uaired = free stock.
*Ganon can chain grab Falco.
*Dair/Dsmash/Gerudo dragon are great set ups for airs.
*PSing is your best friend.
*Upthrow to downB connect around 65% if the miss the DI.
*Dtilt to fair combo at mid to high percents.
Falco
*Blasters can destroy Ganons recovery with wizards foot.
*Ganons lack of a sweet spot can get him spiked.
*Shine combos makes Ganon mince meat.
*Utilt can combo Ganon well.
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Falco can gain control of the match off the bat with his lasers. Getting close isn't the problem keeping good spacing and staying mobile in shield helps keeping Falco from cross you over. Full jumping over his lasers can occasionally land you easy fairs or dairs. It's best though to keep your approach ground based when being camped. Dealing with his pillar game can be very frustrating but shield grabbing him during it is possible as long as you grab quick enough he won't be able to even get a dair off on you by starting it the moment he leaves the ground going upwards. If he short hops into a dair afterward he will get grabbed, and if he full jumps out of the shine he will get grabbed if his jump a frame too slow or if he hit you with a shine recently giving it less hit lag and shield stun. JC shines are able to hit you though if you simply try to shield grab the shine normally. Holding away helps here in two ways. One is if you do happen to get hit by a shine, he'll be very unlikely to get a good combo off of it in that situation. 2nd is that by holding away, your shield ASDI will almost always put you out of range of any JC shines he may do after the 1st and you'll grab him. If done right, it pretty much leaves him with full jumping out of his shine and WDing away out of the shine or he will get grabbed.
If you get combo'd it is best to DI away and make sure you tech when you get the chance. Teching in place or not tech at all will result in you getting worked hard. When you get Falco on his back, just like Fox, his tech roll is short and he will get hit into some damaging combos if you land a dair or pop him onto a platform with any aerial. It's tough to get your turn to deal the damage so you want to make sure you read his rolls well. Thanks to Magus' shield grabbing pillar analysis and animated gif. Very helpful. His original post is more in-depth. Linguini also has a great interpretation of the match. His post here.
Falco off stage at any percent always has a high KO possibility. When you get him off stage if he is above the edge watch to see if he is going to illusion or upB. Sweet spot illusion attempts can be edge guarded with angle down ftilts, reverse uair, dair and dtilt to fair. Jabs and bair are great for countering illusions that are above the edge. It is possible to edge guard holding the edge by using RLD and ledge hopped uairs to switch things up. At 0:35 is a good example in this match. When Falco is off stage in his upB animation jump out and trade hits. Most of the time he will fall to his death. You can use fair if he is about the edge and reverse uair or stomp if he is under. Stages like FD can let Falco ride his up B along the side of the stage to shorten the vert of his up B and keep him from over shooting the edge. He won't be doing this when you're near by but do keep in mind which types of stages he won't be able to do this on so you can decide whether you want to attack above the edge or the edge itself as you're racing to get the edge guard.
#1. Do not DI towards Falco during a pillar combo. DI away.
#2. Do not make it a habit to tech in place when spiked towards the ground during a combo. DI away or behind him.
Ganon's favor
Battle field
Brinstar
Jungle 64
Falco's favor
Dreamland
Yoshi story
Pokemon stadium
Toss up
Mute city
Final destination
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Ganon
+Power
+Range
+Weight
+Edge guarding
-/Air mobility
-Mobility
-Evasive tactics
-Speed
-Lag
-Recovery
Fox
+Mobility
+Evasive tactics
+Speed
+Lag
+Edge guarding (can anyone say "shine")
+/Recovery
+/Projectile
+/Air mobility
-Power
-Range
-Weight
Ganon
*Firefox is an easy way for Fox to get spiked.
*Ganon can chain grab Fox.
*Dair/Dsmash/Gerudo dragon are great set ups for airs.
*Upthrow to downB connect around 65% if they miss the DI.
*Dtilt to fair combo at mid to high percents.
Fox
*Ganon can be waveshined with little effort.
*He can also be shined off stage with ease due to his recovery.
*Uair combos can rack up some major damage.
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Fox's speed is great but land dashes really do balance the movement on the playing field in spacing situations. The fact that you get punished if you whiff moves near Fox forces you to be accurate. Retreating fairs is a wonderful way to feel out your opponent and keep the space. It's a great counter for nair happy Foxs. Going aggressive vs Fox has to be pressure based. Utilizing jabs, tilts and uair works wonders for playing aggressive and pressuring Fox. Playing close has it's consequences if you miss spacing and don't apply pressure. You can get crossed over easy and get caught in heavy shield pressure. DIing away and CCing nairs and jabbing is a good way of avoiding Fox's heavy cross over game. When recovering unless you get a guaranteed sweet spot it's best to recover from above the stage and take the hits that follow if you can't get away with mind gaming a ledge grab. This match up is really tough until you get Fox in a teching situation. He doesn't tech roll far and dair follow ups can combo into something very damaging and a easy edge guard. To get Fox on his back you can use the basic hard hitting moves like fair, dair and bair and even dthrow to jab to get Fox on him teching. Gaining control in this match is hard but when you get your opportunities your few hits really do count when taken.
Any time you knock Fox offstage he should be dead. Generally you want to stay on the stage unless he up Bs too close but it is possible to use RLD and ledge hopped uairs to switch things up. On stage, your best edgeguards for a sweet spot attempt are reverse uair, dair, angled down ftilt and dtilt to fair. Fox illusions that are done a bit above the ledge can be jabbed if you can't bair in time. If he is coming from underneath the stage and you know the up B will overshoot, bair is a great option. Stages like FD can let Fox ride his up B along the side of the stage to shorten the vert of his up B. It happens at 0:18 in this vid. Understand which types of stages he won't be able to sweet spot or throw you off on. If he decides to recover from above the stage bair is probably you best option. - ACE's analysis with a few extra notes. Thanks for a great analysis. His original post is more in-depth.
#1. Do not get off stage unnessecarily. It is an easy way to lose a stock at any percent to a shine spike.
Ganon's favor
Battle field
Jungle 64
Brinstar
Fox's favor
Fountain of dreams
Green greens
Toss up
Yoshi story
Final destination
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Ganon
+Power
+Range
+Weight
+Evasive tactics
+/Speed
+/Edge guarding
+/Recovery
+/Lag
-/Mobility
-Air mobility
Game & Watch
+Air mobility
+/Recovery
+/Mobility
+/Disjointed hitbox
-/Projectile
-/Power
-/Speed
+Edge guarding
-/Range
-/Lag
-Weight
-Evasive tactics
Ganon
*Ganons uair can destroy G&W recovery.
Game & Watch
*G&W can crouch out of Ganons grab range.
*Dtilt is great for edge guarding and can kill at rather low percents.
*G&Ws warp possibly has enough space to avoid Ganons uair at the edge.
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Ganon
+Power
+Edge guarding
+Range
+Weight
+/Evasive tactics
-/Air mobility
-/Mobility
-/Speed
-/Lag
-Recovery
Ice climbers
+Evasive tactics
+Speed
+Projectile
+Edge guarding
+/Lag
+/Air mobility
+/Recovery
+/Mobility
+/Disjointed hitbox
+/Range
-/Power
-Weight
Ganon
*Nana doesn't recover when spiked unless Popo jumps out to save her.
*When Popo gets Dair'd his upB doesn't save him if he's alone and a good distance from the stage.
*Reverse uair on grounded ICs sends them far due to their low traction.
Ice climbers
*Ice climbers can chain grab/grab combo Ganon due to his size and weight.
*Ganon cannot successfully grab Ice climbers often without the Nana interrupting.
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Ganon
+Mobility
+Power
+Range
+Weight
+/Evasive tactics
-/Speed
-/Edge guarding
-/Lag
-Air mobility
-Recovery
Jigglypuff
+Air mobility
+Recovery
+Edge guarding
+/Lag
+/Evasive tactics
+/Speed
-/Range
-Mobility
-Power
-Weight
Ganon
*Properly placed uairs can hit in an angle good for an anti WoP.
*Dtilt and ftilt help maintain space between Jigglypuff and Ganon.
*Pivoting Fsmashes are a great counter for a whiffed pound.
*Pivoting Ftilts can be great for retaliating against shortly retreated bairs.
*Down throw to fair lands on Jiggs at %40+ percent.
*Dthrow to upsmash can KO at early percents if not DI'ed.
Jigglypuff
*WoP can combo Ganon 4-5 hits off the stage.
*Utilt/uair + rest can equal a deadly combo that Ganon isn't immune to (bair to uair is an other dangerous rest set up).
*Jigglypuff can crouch out of Ganons grab range.
*Jigglypuff can rest you at the end of your down b if they predict it.
*Jigglypuff grabs the ledge while you're recovering forcing you to land on the stage also leads to a free rest
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Before I hit on specific strategies in this match know that the aerial and ground fighting are very different but have common advantages for both players. In the air the player who has their back turned and is higher in the air has priority over the other players character. On the ground who ever holds onto the spacing of their tilts and grabs gains advantage on the ground. With that in mind a lot of your game is just getting that favorable spacing and keeping it. There are three pivotal aspects that will determine how much pressure you could put on Jiggs.
Countering Jiggs on a jump or aerial is something that needs to be implemented into the match to gain early percents and give you presence when you're on the ground. Using moves like angle up ftilt, jabs, or even uairs are great for trading or intercepting an aerial from Jiggs while on the ground. Not doing this will result in you getting crossed over and guessing when your jumps and aerial attacks won't get countered themselves. Once Jiggs becomes accustomed to this they won't be as aggressive which will insight more aerial combat.
Aerial combat is simple, bairs are both of your best pokes but Ganon can use reverse uairs to fight and beat out bairs if he is higher than Jiggs in the air. Fair is also a great poke from Jiggs but it's important not to get over zealous and hurry to throw fairs of your own out. the punch is great but you gotta pick em out when you think it'll hit and not bluff with it much.
Spacing your ground moves and aerials. This is very important and is a nice reason to play Jiggs to teach you overall spacing because you need to space your tilts and aerials to their fullest extent without being inaccurate. Too close and Jiggs will cross you up and duck your jabs, grabs and ftilts. Fight too spaced and you lose your influence in the match. Spacing determines how relevant you are in the match.
The rest is basic and keeping the best spacing will give you the game.
This is kinda odd in this match and doesn't present itself unless Jiggs is at stage height. Angle down ftilts are nice along with reverse uair. Unless you think you can successfully edge guard Jiggs then those tools are probably best versus a pound recovery but if you think it will just lead to whiffs and a easy recovery landing a bair or two to get damage instead is a nice substitute for those low percent edge guards. Getting edge guarded isn't so bad as long as you DI away from combos and bring the fight under the stage. Tech bair on Jiggs' dsmash is a great tool and merits a free recovery when succesful.
#1 Do NOT DI up during a bair combo off stage. You're gonna have to DI away when you can to avoid a massive combo.
#2 Do NOT dthrow fait and put Ganon over Jiggs' hitbox. Space the punch or Jiggs will be able to rest you.
#3 Do NOT grab, jab or straight ftilt a crouching Jiggs.
Ganon's favor
Yoshi story
Battle field
Fountain of dreams
Jiggs' favor
Pokemon stadium
Dreamland
Toss up
Final destination
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Ganon
+Power
+Edge guarding
+Range
+Weight
-/Mobility
-/Speed
-Evasive tactics-Lag
-Air mobility
-Recovery
Kirby
+Lag
+Edge guarding
+Air mobility
+/Evasive tactics
+/Mobility
+/Speed
+/Disjointed hitbox
-/Recovery
-Power
-Range
-Weight
Ganon
*Up smash knocks Kirby out of his stone form if both hits land.
*Its retardedly easy for Ganon (or anyone) to shake out of Kirby's back or forward throw.
Kirby
*Kirby can suck Ganon (...) and walk off the ledge, occasionally receiving cheap KO's.
*Kirby can crouch out of Ganons grab range.
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Ganon
+Power
+/Range
+/Weight
+/Mobility
+/Edge guarding
-/Evasive tactics
-/Speed
-/Air mobility
-Recovery
-Lag
Link
+Lag
+Edge guarding
+Projectile
+Disjointed hitbox
+/Air mobility
+/Recovery
+/Evasive tactics
-/Speed
-/Mobility
-/Range
-/Weight
-Power
Ganon
*Reverse uair can cut through Links recovery with no repercussions.
*Ganon can chain grab Link.
Link
*Boomerangs/arrows/bombs can clog up the playing field
*Utilt can combo Ganon.
*A returning boomerang can knock Link out of a grab.
*Up B can semi spike Ganons recovery far too easily... FAR TOO EASY!
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Ganon
+Power
+Range
+Weight
+Edge guarding
-/Air mobility
-Speed
-Mobility
-Evasive tactics
-Lag
-Recovery
Luigi
+Mobility
+Evasive tactics
+Speed
+Lag
+/Edge guarding
+/Projectile
+/Air mobility
-Power
-Recovery
-Range
-Weight
Ganon
*Reverse uair can send Luigi sliding across the stage due to his low traction.
Luigi
*Luigi can attack and retreat quickly with SH airs to landdash
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Ganon
+Range
+Power
+Weight
-/Air mobility
-/Edge guarding
-/Speed
-/Mobility
-Evasive tactics
-Recovery
-Lag
Mario
+Projectile
+Mobility
+Evasive tactics
+Speed
+Lag
+Edge guarding
+Recovery
+/Air mobility
-/Power
-Range
-Weight
Ganon
*Ganon can use the cape recovery (Mario recovering) to his advantage with uair and semi-spike.
*Spacing with tilts and bair can keep Mario at a comfortable distance.
*Using up B to recover faced away from the stage can save you sometimes from the cape.
Mario
*His cape almost always kills Ganons recovery.
*Uair and utilt combo well against Ganon.
*Dash attack cant be shield grabbed until Mario's head is in grabbing range.
*Cape = teh ****.
*Fair to fsmash works on Ganon at mid percents.
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Ganon
+Weight
+/Power
+/Edge guarding
-/Range
-/Air mobility
-/Evasive tactics
-/Recovery
-Speed
-Lag
-Mobility
Marth
+Disjointed hitbox
+Mobility
+Evasive tactics
+Speed
+Lag
+Edge guarding
+/Range
+/Air mobility
+/Recovery
-/Power
-Weight
Ganon
*Reverse uair can hit Marth's recovery when sweet spotted.
*Bair can get through a lot, if not all of Marth's airs.
*Light shielding by the edge causes Marth's upB to push you into an edge hog.
*Gerudo dragon when blocked can push Marth far enough to avoid getting shield grabbed.
*Downthrow leads to uair or bair almost always.
*At 0% you can down throw and get an other grab on Marth.
*Marth's SH double fairs can be intercepted with uair out of shield after blocking the first one.
Marth
*Ganon can get comboed by fairs and nairs.
*Fsmash has a huge hitbox that is impenetrable by Ganon's airs or tilts when spaced right.
*The third hit of dancing dolphin (downB only) knocks Ganon far enough for him to shield grab
*Fthrow and dthrow leave Ganon open for easy tech chases.
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When fighting Marth spend a decent amount of time with your back toward him. Bairs are great vs his nairs and fairs. Careful when spacing this that you don't get fsmashed. When facing Marth, generally keep a safer distance so that it's easier to space the fair. ACE's favored approach is perfect wavelanding to ftilt from a shorthop or double jump. It covers a lot of ground, which is very useful against Marths that love to keep their distance. When Marth is on the edge you can keep the pressure on him with bair. You can also fair him when he gets up and sheilds to reset him back off stage. Don't let him lure you in too close to the edge. Try to mindgame him into thinking it's ok to get up and then bair him. Fair is optional but more situational. When the bair is timed right it covers many options (get up, get up attack, ledgehop - depending on inv. frames). Jumping onto one of the lower platforms on YS, DL64, and BF can lure Marth into a false sense of security and he will try to get up from the ledge, which sets up for a drop-through bair. You just have to get used to dropping through the platform and bair'ing as soon as possible. Kage is really good at this. - ACE's analysis with a few extra notes. Thanks for a great analysis.
It's pretty safe to run out or stay on stage wait for Marth. Reverse up air is standard. Even though you can always light shield by the edge, reverse uair is the surest option you have. Light shield edge hogs are almost always effective. Sometimes you can miss the edge hog if Marth hits the shield right which isn't fun at all. Your two favorable options are get the edge hog and KO or get the edge hog and have Marth land on stage. When he lands you can ledge hop uair or ledge hop grab. Marth's vulnerability during his recovery is an issue he has for who ever he's facing and it's no different with Ganon.
#1. Unless you're at very high percent DIing into or up from fairs is a big no no. DI away.
#2. When recovering with an up B from above unless you're sure of it never go to the edge. It's best to just land right next to Marth and reduce your chances of getting gimped or tippered.
Ganon's favor
Battle field
Dreamland
Marth's favor
Fountain of dreams
Toss up
Yoshi Story
Pokemon stadium
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Ganon
+Power
+Weight
+/Range
+/Lag
+/Edge guarding
+/Evasive tactics
-/Air mobility
-/Mobility
-/Speed
-/Recovery
Mewtwo
+Evasive tactics
+/Projectile
+/Mobility
+/Speed
+/Edge guarding
+/Recovery
+/Air mobility
-/Lag
-/Range
-Power
-Weight
Ganon
*Dtilts set up Mewtwo for airs at low percents.
Mewtwo
*Fair combos work well on Ganon in low/medium percents.
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Ganon
+Power
+Range
+Weight
+Edge guarding
+/Evasive tactics
-/Mobility
-Air mobility
-Speed
-Lag
-Recovery
Ness
+Speed
+Lag
+Edge guarding
+Air mobility
+/Projectile
+/Mobility
+/Evasive tactics
+/Disjointed hitbox
-/Recovery
-/Range
-Power
-Weight
Ganon
*Ness' recovery leads him to get edgehogged or retaliated on easily.
Ness
*SHFF'd fairs and dash attacks can out range some of Ganons attacks with its disjointed hitboxes.
*Ness can crouch out of Ganons grab range.
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Ganon
+Power
+Range
+Weight
+Edge guarding
+/Mobility
+/Evasive tactics
-/Air mobility
-Speed
-Lag
-Recovery
Peach
+Projectile
+Recovery
+Air mobility
+Speed
+Lag (float cancel)
+Edge guarding
+/Power
+/Disjointed hitbox
-/Mobility
-/Evasive tactics
-Range
-Weight
Ganon
*Ganon can catch Peach's turnips and use them to his advantage.
*SHFF reverse uair + ftilt works well on peach due to her good traction.
*Dair beside a recovering peach can spike her without much risk of the umbrella interrupting you.
*When you catch a sword you can still do your aerials with it in hand.
*Dthrow to usmash can kill Peach at 60% on stages with low ceilings
*When Peach's dsmash is fully blocked you can get a free upB out of shield.
Peach
*Peach can do aerial attacks with turnips in hand.
*Downsmash edge guard disables Ganons ability to edge tech and survive.
*Float canceled dsmash combos work good on Ganon.
*Usmash has priority and makes Peach's head and arms invincible causing some hurt to Ganon's air game.
*Ganons edge tech can get him sucked into multi hits if Peach downsmash.
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This is one of the few match ups where Ganon is actually faster on foot than his opponent. With that at hand his waveland attacks are phenomenal for spacing and closing the gap. Regardless though Peach's up close game is great and she can also camp pretty safe. Ironically in the air Peach is very vulnerable. If she messes up a float cancel chain shield grabbing dthrow to uair at low mid percents is a great way to put her in a position she doesn't want to be in. Bair and uair are best spacing tools you have when she's grounded. Angle up ftilt is also good for capitalizing on low floated aerials. A difficult approach to deal with is turnip throw to fair. You can handle this by uairing Peach through the turnip or jumping and catching then Z dropping the turnip asap. When recovering you can avoid dair to nair by DIing down during dair. Recovering from under the stage isn't fun but it is a better option that getting any more damage. Spacing is key in this match but most important is not getting caught up in your shield. You need to use your speed and stay aggressive to keep Peach from exercising her priority on you.
They're many ways to edge guard Peach. When Peach approaches from under the stage reverse uair always wins. As soon as her upB peaks the umbrella losses it's hitbox for a moment. That is your opportunity to uair. When she approaches from above the stage you can dair parallel to her and spike with your side if you choose not to bair. Peach can get far up when recovering. A nice technique you can do to reach her is grab the edge and ledge jump (not ledge hop) then double jump. Ganon gets tons of vert doing this. From there you can do what is necessary.
#1. Do not CC dsmash. That's a gimme.
#2. Do not jump through platforms into a dsmash.
#3. Do not catch turnips and attempt to throw them at close range. If you catch em in the air release em with Z.
Ganon's favor
Battle field
Dreamland
Rainbow cruise
Peach's favor
Fountain of dreams
Toss up
Mute city
Final destination
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Ganon
+Edge guarding
+Power
+Range
+Weight
+/Evasive tactics
-Recovery
-Air mobility
-Speed
-Lag
-Mobility
Pichu
+Recovery
+Mobility
+Evasive tactics
+Air mobility
+Speed
+Lag
+Edge guarding
+/Disjointed hitbox
-/Projectile
-Range
-Weight
-Self inflicted damage
-Power
Ganon
Pichu
*Pichu can crouch out of Ganons grab range.
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Ganon
+Edge guarding
+Power
+Range
+Weight
+/Evasive tactics
-Recovery
-Air mobility
-Speed
-Lag
-Mobility
Pikachu
+Recovery
+Mobility
+Evasive tactics
+Air mobility
+Speed
+Lag
+Edge guarding
+/Disjointed hitbox
+/Projectile
-/Power
-Range
-Weight
Ganon
Pikachu
*Pikachu can crouch out of Ganons grab range.
*Pikachu's jumping speed and nair outprioritize a lot of Ganons airs.
*Uair can kill Ganon at 0%! GIMP KO!
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Ganon
+Power
+Weight
+Edge guarding
+/Range
+/Speed
-/Air mobility
-/Evasive tactics
-/Lag
-Recovery
-Mobility
Roy
+Disjointed hitbox
+Mobility
+Evasive tactics
+Air mobility
+Edge guarding
+/Lag
-/Speed
-/Recovery
-/Range
-Power
-Weight
Ganon
*Reverse uair can kill Roy's recovery, though usually it'll be a trade of blows.
*Roys aerials can be CCld and countered if he hits with the tip.
Roy
*Ganons strength works against him if Roy uses his counter.
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Ganon
+Edge guarding
+/Power
+/Range
-/Speed
-/Weight (Ganon =109/Samus = 110)
-/Mobility
-/Air mobility
-/Evasive tactics
-Recovery
-Lag
Samus
+Lag
+Edge guarding
+Recovery
+Projectile
+/Evasive tactics
+/Speed
+/Weight
+/Mobility
+/Air mobility
-/Power
-/Range
Ganon
*Reverse uair, edge hog is a free stock on Samus once she has used her grapple.
*Gerudo punch can go past Samus' missiles (close shot missiles get you on occasion).
*Downthrow can lead to a lot of airs including double bairs (depending on DI and percent).
*CCing does not exist for Samus in this match up
Samus
*Missle spamming can destroy Ganons recovery with wizards foot.
*Utilt is an ultimate edgeuarder Vs Ganon.
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Ganon
+Power
+Range
+Weight
+/Edge guarding
-Evasive tactics
-Speed
-Lag
-Air mobility
-Mobility
-Recovery
Sheik
+Mobility
+Evasive tactics
+Speed
+Lag
+Edge guarding
+Air mobility
+/Recovery
+/Projectile
-Power
-Range
-Weight
Ganon
*Ganon can chain grab Sheik.
*Dtilt to uair combos at mid plus percents.
*Dthrow to fsmash combo and mid percents when she DI's behind Ganon.
*Dthrow to bair/fair works at 80%+.
Sheik
*Sheik can chain grab Ganon (in NTSC).
*Tilt combos work good on Ganon.
*Needles can be used to destroy his recovery.
*Sheik can crouch out of Ganon's grab range.
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Each character can potentially take huge percents if the initial hit is right. Stomp to grab can be a fierce opener on Sheik but the main focus needed to be successful in this match up is staying ground based. Sheik's jump is a lot faster than yours but luckily her short hop is trash. Using angle up ftilts can contend with any of her short hop aerials. Crouch canceling her hits is key at low percents. Chain grabbing her is simple. Follow the DI but if it is behind you, you need to jump cancel grab. Escaping her chain grab is pretty simple once you understand it. It is best to DI in front of her. Alternate between hard and light DI's. This would force Sheik to either run forward and grab or walk forward and grab. Not one of these option covers both DI's so if she misinterprets the DI or hesitates you can jump out. In the air uair is best vs Sheik if she is facing you. Her fair is very fast and has huge range. Fortunately when Sheik is above you she is very vulnerable. Hitting her out her second jump will put her on the defensive so play your cards right and watch for needles as she tries to find a way to land. Learning a strong ground game and not being compelled to only use your aerials will make this match a lot easier. A few notes from Dorsey and ACE. Their post #257 and on contained valid info that was omitted here. Thanks for your input guys.
Off stage if she is above the edge it's best to edge hog and follow her with a grab or bair depending how close to the edge she lands. When attempting to grab her off of her landing from an up B make sure you wait just a bit before you grab or she'll duck your grab. If Sheik tries to protect the edge by throwing needles you can light shield by the edge and have the needles hit your shield and pop you onto the edge. Her recovery from under stage or straigt across at edge level is vulnerable to aerials and tilts. It is when Sheik during her up B DI's down into the edge from above that she grabs with invulnerability. If you see she see isn't in the position to do this you can edge guard accordingly just like you would on anyone else with a vulnerably recovery.
#1. Do NOT DI back and forth during a chain grab, it's useless. Pick a direction and alternate the intensity of your DI.
#2. When recovering do NOT DI a tilt in any direction but away.
Ganon's favor
Pokemon stadium
Battlefield
Sheik's favor
Fountain of dreams
Mute city
Final destination
Toss up
Yoshi story
Dreamland
------------------------------------------------------------------------------------
Ganon
+Edge guarding
+Power
+/Range
+/Weight (Ganon =109/Yoshi = 108)
+/Evasive tactics
-/Lag
-/Speed
-Recovery
-Air mobility
-Mobility
Yoshi
+Lag
+Projectile
+Mobility
+Edge guarding
+Air mobility
+/Evasive tactics
+/Speed
-/Range
-/Weight
-Power
-Recovery
Ganon
*Any of Ganons airs can neutralize Yoshi's second jump at fairly low percents.
Yoshi
*DjC can sneak in airs even if Yoshi's hit.
*F/Utilts can combo Ganon.
*Yoshi can occasionally crouch out of Ganons grab range (when he rocks back).
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Ganon
+Power
+Range
+Weight
+Edge guarding
-/Evasive tactics
-/Mobility
-/Speed
-/Air mobility
-/Recovery
-Lag
Y.Link
+Lag
+Projectile
+/Disjointed hitbox
+/Mobility
+/Evasive tactics
+/Speed
+/Edge guarding
+/Air mobility
+/Recovery
-Power
-Range
-Weight
Ganon
*Reverse uair can cut through Y.Links recovery with no repercussions.
*Ganon can chain grab Y.Link.
Y.Link
*Boomerangs/arrows/bombs can clog up the playing field
*Utilt can combo Ganon.
*A returning boomerang can knock Y.Link out of a grab.
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Ganon
+Power
+Weight
+Mobility
+/Range
+/Edge guarding
+/Evasive tactics
-/Speed
-/Lag
-Recovery
-Air mobility
Zelda
+Recovery
+Air mobility
+Edge guarding
+/Evasive tactics
+/Speed
+/Lag
-/Projectile
-/Range
-/Power
-Weight
-Mobility
Ganon
*Ganon can double jump over her fair and proceed with a counter.
Stage CounterPicks
Zelda
*At low percents Zelda can catch Ganon with two fairs in a row.