• 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!

How do you fight an aggressive G&W?

@HomE

Smash Ace
Joined
Nov 23, 2008
Messages
634
Location
Minnesota
Ok, so one of the people i play mains G&W and recently he is getting pretty good at the matchups vs all my mains (Gdorf, DK, kinda falco,) so my question is, how do you guys deal with super aggressive G&Ws?
 

Ray_Kalm

Smash Master
Joined
May 28, 2008
Messages
4,305
Location
Ontario, Canada
NNID
Ray_Kalm7
3DS FC
3626-0429-4546
Match-Up Ratio

40 - 60 in Mr. Game and Watch's favor.

Gerudo Effectiveness - Amazing

Possible Gerudo follow ups:

1.) Gerudo > Jab
2.) Gerudo > DTilt
3.) Gerudo > FTilt


The Stage(s)

Chose BF or Delfino Cruise.

Approach/Defense Options - Moderate

Things to watch out for: Now, the reason why Ganondorf doesn't win the match up is because ultimately, if he knows how to space turtles, you can't get close to him. They beat all of your approaches. His D-tilt is also good at stopping approaches, but if he starts spamming D-tilt, just D-tilt him, because it will beat his D-tilt. G&W's D-air edge guard by all practical means is impossible to avoid offstage.
__________________________________________________ ____________________

This is easily one of Ganondorf's best match ups against the top tier cast. Why? It's because you have RIDICULOUS combos on him. If he messes up his spacing even slightly, you have an opportunity to combo him to hell. D-air setups can take him from 0-60 in a matter of seconds if you read him right. Flame Choke COMBOS are guaranteed 20% on him at ALL percents, not to mention if you save your D-tilt or F-tilt, it can KILL HIM!

What you should know: F-tilt with precise timing trades hits with the B-air.

F-air slightly out ranges the B-air and D-tilt, one of the big reasons why G&W has to have better than usual spacing to win this match up.

D-tilt out ranges ALL of G&W's attacks.

F-smash is **** against his B-air with the right spacing.

It is also possible to shield all of the hits and Up-B him out of shield.

If you can stay close to G&W, jab out speeds his back air and has pretty good range, snuffing it before it comes out.

What usually works better is punishing the LANDING LAG of the B-air with a Flame Choke.


Aerial Options - Moderate

U-air I think has more range than any of G&W's attacks, but the hit box is situational, and doesn't work against his D-air 90% of the time which out prioritizes it, other then that Up-air to auto pioritize the other 4 aerials G&W has.

F-air is a awesome approach in this match-up, learned that from fighting A2Zomg. If you predict his b-air, and avoid the first bit of it, F-airing right then is slow enough to avoid the last couple of hits and then hit him.

Building up Damage - Moderate-Amazing
Our best choice of dealing damage would be Gerudo > DTilt, 21% if you're able to land it, and 12% for each other DTilt you do, and you could still follow up with other attacks from there (Gerudo,Wizkick).

Gerudo > FTilt does 22% but should be saved as a kill move against G&W.

Dealing with projectiles - Amazing

G&W's projectiles shouldn't bother you, as they are very easy to see and avoid.

Stomp

UpTilt, could shut down your stomp unless you've timed it percussively.

Upsmash could also stop your stomps and KO you along with it.

Edge Guarding

Spike - Amazing

Well maybe it's not as amazing, but G&W's recovery is a lot easier to spike then it seems, but you'll have to time yourself close to perfectly.

Tip Man -Amazing

Once again, time yourself. Tip man as soon as he's about to grab the ledge, or close to it, then Tip man away.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Run away from him an do B reversed Flame Chokes if he likes rushing down too much. If you have a full shield, I'm pretty sure it is possible to D-air or Up-B out of shield before the landing hitbox of his B-air comes out.

Space really well with F-airs, F-tilts, D-tilts, and Dash attacks, which all rival his insane priority if you space right. Make sure you save either F-tilt or D-tilt so that you can kill him from Flame Choke at like 110%. Dash attack kills him at like 80% fresh too keep in mind, and outspeeds a lot of his attacks.

If you're next to him, D-air. He can only do two things to counter this if he expects it. Up-B away, or U-tilt (risky). If he tries anything else, he eats it and takes 23%, and you get a combo on him at low percents.

Basically, play defensively for the most part unless you are right next to G&W. When you are right next to him, his options are fairly limited, slow, and weak in comparison to his options when you are outside of his range.

If you have any other questions, ask me. I play this matchup a lot on both sides. It's really a fun matchup if you know what you're doing.
 

2fAke

Smash Rookie
Joined
Nov 23, 2008
Messages
22
Location
Jasper TX
My wife mains G&W, but we're both casual. From what I've seen of G&w the Dair and Utilt are two of the worst things against Ganon. I generally stay away and punish. I find that the choke jab combo is ALWAYS guarunteed. Against G&W, if you want to constantly accumulate damage, follow up any missed F or Bair with a choke and then jab. It takes precise timing and the wrong wakeup response from G&W for the Ftilt or Dtilt to land afterwards, in my experience. A G&W dash attack, if predictable is easily abused by TSing (Short hop to down air.) A G&W jab spam can be DIed up into an aerial whiz kick. On corneria, beware of a G&W facing away and catching you from behind with the jab against the wing. If this happens, DI up and Ub to the wing tip. Anything else stacks needless damage. That tactic can be used on the ship of Rainbow Cruise and against the tree on Pokemon stadium.

If you allow for non tourney stages, pick pirate ship against G&W or Mario Circuit if you feel confident as the Murder choke jab at the edge of the screen equals low percent death. You can also use Uairs on that stage for low percent kills. Always remeber to punish and take as few risks as possible, no matter what stage you are on.

If you are under him, expect a Dair at anytime. Above, expect a Ub at any time. If you expect these at all times applicable, G&W's other moves have less a chance of harming you from directly aboveish or directly below. He's a lightweight and Ganon's Ftilt reaches further than his jab. No matter what, G&W always has the advantage if he's in capable hands, so don't do anything Highrisk unless you're absolutely sure. All from my limited experience, of course.
 
Top Bottom