VS MARTH
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so i got really bored again guys
First and foremost, the best way to avoid a combo is... that's right, don't get hit in the first place. However when playing as ganon, that's not exactly easy, not to mention in certain match ups a part of his early percent game is to potentially take a hit and counter back. Obvious part is obvious though, let's get to what I wanted to talk about.
Marth is a very nerve wracking character to play against when you don't have much experience against a tourney solid one. His speed, range, and stage control can be very intimidating. A few things to remember, ganon has the tiniest bit of longer range, just enough speed to use that range effectively, and can become an impregnable wall of high percent hit boxes.
When I first entered the tournament scene I, unquestionably, would get four stocked by marth's who were.. let's say, basic. What I mean by basic is, they knew a few tricks, some traps, but didn't have any solid spacing, didn't have any originality, and simply abused range, speed, and my excessive lack of DI/survival habits.
What I'm trying to say is, they four stocked me because I gave it to them on a silver platter. The very first thing I learned about marth is that, there are some things you just can not ever do against one, or you're stock vanishes. A few examples, being down thrown towards the edge, but just barely shy of being able to DI off and grab the ledge. In this position, marth effectively has a check mate. If you tech in place miss a tech, or tech roll into the edge, tipped fsmash, downtilt, whatever, if you tech into him, regrab, same scenario.
Second example, grabbed and thrown off the edge. From this spot, you don't jump. It's just that simple, but then what? All he has to do is edgeguard, or hog, you.
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I hope you're all with me on what I mean by marth traps now, being put in a situation where marth can, usually based simply on reaction, continue to at least keep whatever advantage he has on you, if not being able to take even more.
Now this is where stage control comes heavily into play. It's very important to know the certain spots on each map where marth essentially has one of those, if I grab you or hit you from this spot, I can follow up guaranteed and take a stock, or force you off the stage. Such examples, marth under platform ganon on platform, utilts all day into some aerial tip combo. Being hit onto a platform and forced into a tech -> get tip fsmashed. Etc.
Once you know these spots, you can avoid getting caught into them. This doesn't mean you can't ever be at one of these spots, more that you don't want to be committed to the spot. Committed in the sense, you're retreating with a roll or wavedash or advancing with an attack, every little thing you do in this game takes at least a tiny bit of commitment, even fox's shine, and that tiny little bit of commitment or that large chunk of it can always be exploited when foreseen by an opponent.
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Beyond knowing the, "do's and dont's" of the ganon vs marth match up, there are some necessary requirements for the player and not the character.
-Sufficient Tech Skill
---You can NOT miss l cancels as ganon, ever.
---Wavedash OoS is a life saver in this match up
---A strong edge game, marth is the king of gimping and edge guarding, ganon is the gerudo king, and he doesn't like to go out easily. Edge hop -> waveland -> jab/roll/etc, edge hop -> uair, invuln ledge stall, edge teching -> walljump -> up-b.
-Spacing
-Know your own traps >
-DI
-Awesome edge guarding
Gotta drive for two hours or so now, going to expand more on DI later tonight.