These are my jotted match-up regimens. I don't intend on competing anymore, so I figured I would share.
I hope they help.
They will not be updated.
MARTH VERSUS
remember to look at marth after a throw to watch his hand return to his side to know you can output a move again
typically approaching with aerials is not safe and is better to stay ground game or zone with them, and space them.
a lot of good dashdance neutral game, and combo-ing from throws into kill moves, and maintaining stage control.
FOX - dashdance, chain grab, then pivot grab at 20% or uptilt techchase, 30% grab again upthrow, uptilt regrab,
upthrow upair/uptilt combos, upthrow into tipper fsmash. Platforms are good for combos. strike down to FoD or BF, then counter
to FD, BF. Yoshi's is harder to deal with if they go in super aggressive, but perhaps. fast fall to edge when they shine you off immediately and get back quick
or get up safe with ledge hop up-air, or standing get up, etc. if they counter to stadium thats chill. dtilt/sheildbreaker/fsmash great edgeguards spaced, or take edge bair,
dont get hit with firefox. FD is not rly one sided with marth fox. If they go hard you have to go harder. fthrow dtilt is dece to send off stage to edgeguard.
get tech reads and grab. uptilt to fsmash tippers. and upthrow to tipper fsmash at late%. uptilt+upairs juggles when they are above on platforms as well.
bair from edge also decent edgeguard.
ban dream land. counter to FD, BF. stadium isn't in foxes favour by that much.
FALCO - powershield or waveshield lasers in neutral. platforms are good for combos and mix-ups in neutral.
its better to either camp edge and wait for them to error an approach and throw off gimp with wavedashback shield or shieldgrab (DD pivot grab if that doesn't work),
or if they are camping, just run toward pressure and same strat on other side, switching sides if need be. if you chain grab, dtilt or get a bit of % first.
mainly gimp and edgeguard. techchase if needed. platforms are good for combos. platforms also make it harder for them to send lasers.
being swift and gimping with dthrow or fthrow+dtilt is key. side b or non tipper fair closes out the stock when they are in firebird off-stage.
uptilt up-air combos from upthrow are very similar to fox and work better with platforms. and can kill off upthrow+tipper fsmash/uptilt+tipper fsmash.
clipping falco out of his recovery with dtilt or jab after throwing them offstage is what screws them. then just follow up firebird with side+b/fair.
BF is good. Stage isn't so significant. FD can be iffy. stadium is fine, ban dream land.
SHEIK - dashdancing into a grab, or run/wavedash dtilts in neutral is key. if dtilt confirms, dash-grab will. pummel and upthrow, uptilts & upair/aerials,
rack damage juggling and take edge on every edgeguard. punish sheiks landing up+B lag from edgehog. Stadium is good. BF can work.
Yoshi's can work. fthrow fsmashing them sometimes tippers but depends on DI.
if you fthrow past 90% and they di outward, punishing her techland with a walk forward tipper-downsmash can work, as long as there is stage space for it.
although not simple to land. probably most important matchup to have down of all. landing the bair from edge edgeguard also kills.
always anticipate needles. you can crouch them/ out maneuver them but anticipating is best.
biggest opening for the kill move is punishing her up+b landing lag from edgehog. with fsmash/up+b etc. or punishing her fthrown DI with the killmove.
dashdancing to grab well, and capitalizing off every throw with juggles/combos to not let her back is very key.
Stadium and BF are good. FD is volatile for both. yoshi's can work.
PUFF - her roll is short and she is small. so maintain pressure/stage control. dashdance in neutral, and wait for her to error, punish it, and keep her out.
downthrow to fsmash is good. uptilt her at high% to kill. or side+b uptilt to kill.
if she crouches under you dash grabbing, she can rest you.
so space dtilts and stack aerials/juggles to rack up damage, and grab her when shes stuck, or errors an approach. don't stretch too far to hit her out there,
stay in vicinity and punish when she gets back near stage.
dont give her any breathing room, and don't be caught hesitating. play it safe and win neutral.
rack up damage by comboing from throw, or just tilts/aerials. just chip away until the kill move. space well and zone her.
counter to Stadium or FD. ban dream land. they will ban yoshi's. if they don't, go there.
PEACH - Peach can also not deal with your range and zoning, unless she has a turnip. if she ever is far away, run in and dtilt. punish every turnip pull.
like puff her rolls not good, and zoning fairs can work, but look out for her dash-attacking your short hop. get a dtilt grab, or a dashdance grab.
fthrow and fairs to fsmash body her early, or fthrow fsmash if bad DI. her up B isn't that good. so
roll or get up attack an edgehog. just keep her out and apply pressure and punish. and combo hard off grab, and most importantly, always
interrupt turnip asap. very close range isn't safe, but you can zone her out of stage and combo her, and apply
pressure. peach often tries to roll and airdodge past your zoning so punish that and throw them back out and zone again.
small stages with platforms are good, you can juggle her well with up-air from below. don't give breathing
room. she can't deal with being stage pressured so punish her always. juggling her, and edgeguarding her, and not allowing her breathing room
or turnips should do it.
Ban dream land. counter to stadium.
GANON - Ganon thrives off of breathing room. Do not hesitate for him.
rush in hard, or dashdance and punish off openings, but watch out for his fist.
fthrow into aerials, and fsmash. juggle him. fair is good and combos.
never allow him to re-adjust. maintain zoning him off and not allowing him to gain footing.
he is slow. grab and punish his laggy moves.
his recovery is slow and not too hard to follow up on edgeguarding.
you can out-run his grounded wizard foot and grab the lag.
ganons develop tendencies and habits out of his vulnerability between moves, so discover them punish them.
just maintain knocking him around. maintain stage control. dont get hit with fist. fsmash kills.
Yoshi's island does not work any more in your favour than his.
Ban dream land. Counter to stadium, BF, or FD.
FALCON - Uptilts combo into themselves on him. Platforms are good for combos, and up-airs + uptilts from below them early. you can duck under his dair when below
the platform on BF. He wants to chaingrab you. you have to combo DI (di away) everything. FD is bad. fthrow-techchase him early stock. techpunish with dash-attack
is good, and sets up into uptilts and up airs or Fsmash. his recovery is easy to follow up on or edgehog and punish. fsmash is a good combo finisher,
and upthrow to tipper fsmash kills at very high%. I like to catch him full momentum nair approaching with standing SH nair.
at 100% he gets a free downthrow knee kill. dtilt is a good edgeguarding and spacing tool as well as early stock%.
he sucks offstage without a jump. if you are killing him every time you get him off stage without a jump you are probably swagging.
early stock game is mostly dtilts/ fthrow techchases to mid% then juggle comboing from mid% to the kill move.
uptilts to upairs best past 30/40% with platforms. platforms will help.
Ban FD. Yoshi's counter. or perhaps stadium.
DOC - Doc can't deal with getting zoned, your stage control and well-spaced shorthop fairs, he will get roll read. Dtilt is good also.
juggle him with uptilt upairs also, and edgeguard him like Peach.
keep pressure, dont let him camp. slice pills or run under them. Dtilt also a good edgeguard.
you can kill him by edgeguarding, his recovery is not very good.
his go-to is jab dsmash, or dthrow to fair kill, or bair edgeguards and his sidestep is also fast. dont let him get in very close range.
Ban dream land. yoshi's is good, stadium, BF. doesn't matter a whole lot.
MARIO - Really similar to Doc, but firespit has different priorities, and mario deals with being juggled easier. Keeping him offstage is better cuz of his very
bad recovery. Mario can be fast, so zone him away and control stage.
Ban dream Land.
ICs - Dtilt is your amazing best move to keep them out. Kill nana. then kill popo. Spamming dtilt probably very good at separating
and allowing to kill nana, and then throw-combo killing popo. Edgehog them.
Counter to Stadium.
MARTH vs MARTH - the Fthrow into Fsmash combo coverage dictates the matchup. marth juggles marth well. walk-off-stage drop-zone shieldbreaker as marth is recovering
edgeguards his recovery very well and closes out the stock.
I hope they help.
They will not be updated.
MARTH VERSUS
remember to look at marth after a throw to watch his hand return to his side to know you can output a move again
typically approaching with aerials is not safe and is better to stay ground game or zone with them, and space them.
a lot of good dashdance neutral game, and combo-ing from throws into kill moves, and maintaining stage control.
FOX - dashdance, chain grab, then pivot grab at 20% or uptilt techchase, 30% grab again upthrow, uptilt regrab,
upthrow upair/uptilt combos, upthrow into tipper fsmash. Platforms are good for combos. strike down to FoD or BF, then counter
to FD, BF. Yoshi's is harder to deal with if they go in super aggressive, but perhaps. fast fall to edge when they shine you off immediately and get back quick
or get up safe with ledge hop up-air, or standing get up, etc. if they counter to stadium thats chill. dtilt/sheildbreaker/fsmash great edgeguards spaced, or take edge bair,
dont get hit with firefox. FD is not rly one sided with marth fox. If they go hard you have to go harder. fthrow dtilt is dece to send off stage to edgeguard.
get tech reads and grab. uptilt to fsmash tippers. and upthrow to tipper fsmash at late%. uptilt+upairs juggles when they are above on platforms as well.
bair from edge also decent edgeguard.
ban dream land. counter to FD, BF. stadium isn't in foxes favour by that much.
FALCO - powershield or waveshield lasers in neutral. platforms are good for combos and mix-ups in neutral.
its better to either camp edge and wait for them to error an approach and throw off gimp with wavedashback shield or shieldgrab (DD pivot grab if that doesn't work),
or if they are camping, just run toward pressure and same strat on other side, switching sides if need be. if you chain grab, dtilt or get a bit of % first.
mainly gimp and edgeguard. techchase if needed. platforms are good for combos. platforms also make it harder for them to send lasers.
being swift and gimping with dthrow or fthrow+dtilt is key. side b or non tipper fair closes out the stock when they are in firebird off-stage.
uptilt up-air combos from upthrow are very similar to fox and work better with platforms. and can kill off upthrow+tipper fsmash/uptilt+tipper fsmash.
clipping falco out of his recovery with dtilt or jab after throwing them offstage is what screws them. then just follow up firebird with side+b/fair.
BF is good. Stage isn't so significant. FD can be iffy. stadium is fine, ban dream land.
SHEIK - dashdancing into a grab, or run/wavedash dtilts in neutral is key. if dtilt confirms, dash-grab will. pummel and upthrow, uptilts & upair/aerials,
rack damage juggling and take edge on every edgeguard. punish sheiks landing up+B lag from edgehog. Stadium is good. BF can work.
Yoshi's can work. fthrow fsmashing them sometimes tippers but depends on DI.
if you fthrow past 90% and they di outward, punishing her techland with a walk forward tipper-downsmash can work, as long as there is stage space for it.
although not simple to land. probably most important matchup to have down of all. landing the bair from edge edgeguard also kills.
always anticipate needles. you can crouch them/ out maneuver them but anticipating is best.
biggest opening for the kill move is punishing her up+b landing lag from edgehog. with fsmash/up+b etc. or punishing her fthrown DI with the killmove.
dashdancing to grab well, and capitalizing off every throw with juggles/combos to not let her back is very key.
Stadium and BF are good. FD is volatile for both. yoshi's can work.
PUFF - her roll is short and she is small. so maintain pressure/stage control. dashdance in neutral, and wait for her to error, punish it, and keep her out.
downthrow to fsmash is good. uptilt her at high% to kill. or side+b uptilt to kill.
if she crouches under you dash grabbing, she can rest you.
so space dtilts and stack aerials/juggles to rack up damage, and grab her when shes stuck, or errors an approach. don't stretch too far to hit her out there,
stay in vicinity and punish when she gets back near stage.
dont give her any breathing room, and don't be caught hesitating. play it safe and win neutral.
rack up damage by comboing from throw, or just tilts/aerials. just chip away until the kill move. space well and zone her.
counter to Stadium or FD. ban dream land. they will ban yoshi's. if they don't, go there.
PEACH - Peach can also not deal with your range and zoning, unless she has a turnip. if she ever is far away, run in and dtilt. punish every turnip pull.
like puff her rolls not good, and zoning fairs can work, but look out for her dash-attacking your short hop. get a dtilt grab, or a dashdance grab.
fthrow and fairs to fsmash body her early, or fthrow fsmash if bad DI. her up B isn't that good. so
roll or get up attack an edgehog. just keep her out and apply pressure and punish. and combo hard off grab, and most importantly, always
interrupt turnip asap. very close range isn't safe, but you can zone her out of stage and combo her, and apply
pressure. peach often tries to roll and airdodge past your zoning so punish that and throw them back out and zone again.
small stages with platforms are good, you can juggle her well with up-air from below. don't give breathing
room. she can't deal with being stage pressured so punish her always. juggling her, and edgeguarding her, and not allowing her breathing room
or turnips should do it.
Ban dream land. counter to stadium.
GANON - Ganon thrives off of breathing room. Do not hesitate for him.
rush in hard, or dashdance and punish off openings, but watch out for his fist.
fthrow into aerials, and fsmash. juggle him. fair is good and combos.
never allow him to re-adjust. maintain zoning him off and not allowing him to gain footing.
he is slow. grab and punish his laggy moves.
his recovery is slow and not too hard to follow up on edgeguarding.
you can out-run his grounded wizard foot and grab the lag.
ganons develop tendencies and habits out of his vulnerability between moves, so discover them punish them.
just maintain knocking him around. maintain stage control. dont get hit with fist. fsmash kills.
Yoshi's island does not work any more in your favour than his.
Ban dream land. Counter to stadium, BF, or FD.
FALCON - Uptilts combo into themselves on him. Platforms are good for combos, and up-airs + uptilts from below them early. you can duck under his dair when below
the platform on BF. He wants to chaingrab you. you have to combo DI (di away) everything. FD is bad. fthrow-techchase him early stock. techpunish with dash-attack
is good, and sets up into uptilts and up airs or Fsmash. his recovery is easy to follow up on or edgehog and punish. fsmash is a good combo finisher,
and upthrow to tipper fsmash kills at very high%. I like to catch him full momentum nair approaching with standing SH nair.
at 100% he gets a free downthrow knee kill. dtilt is a good edgeguarding and spacing tool as well as early stock%.
he sucks offstage without a jump. if you are killing him every time you get him off stage without a jump you are probably swagging.
early stock game is mostly dtilts/ fthrow techchases to mid% then juggle comboing from mid% to the kill move.
uptilts to upairs best past 30/40% with platforms. platforms will help.
Ban FD. Yoshi's counter. or perhaps stadium.
DOC - Doc can't deal with getting zoned, your stage control and well-spaced shorthop fairs, he will get roll read. Dtilt is good also.
juggle him with uptilt upairs also, and edgeguard him like Peach.
keep pressure, dont let him camp. slice pills or run under them. Dtilt also a good edgeguard.
you can kill him by edgeguarding, his recovery is not very good.
his go-to is jab dsmash, or dthrow to fair kill, or bair edgeguards and his sidestep is also fast. dont let him get in very close range.
Ban dream land. yoshi's is good, stadium, BF. doesn't matter a whole lot.
MARIO - Really similar to Doc, but firespit has different priorities, and mario deals with being juggled easier. Keeping him offstage is better cuz of his very
bad recovery. Mario can be fast, so zone him away and control stage.
Ban dream Land.
ICs - Dtilt is your amazing best move to keep them out. Kill nana. then kill popo. Spamming dtilt probably very good at separating
and allowing to kill nana, and then throw-combo killing popo. Edgehog them.
Counter to Stadium.
MARTH vs MARTH - the Fthrow into Fsmash combo coverage dictates the matchup. marth juggles marth well. walk-off-stage drop-zone shieldbreaker as marth is recovering
edgeguards his recovery very well and closes out the stock.