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Data The Dark Arts of Ganon (Match-Up Discussion)

Xinc

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The Dark Arts of Ganon (Match-Up Discussion & Guide)


We will go by order of the roster with one character per week.

Anyone can commentate on the match-ups, of course, and we will use all opinions and take them with notice. For each discussion we'll send over one of the Dark King's messenger to invite the arch rival who dairs to challenge our lair.. to set up a tea and biscuit discussion with them.. with evil of course. I will make a cross over every character we've finished ranking a ratio with at the end of their weeks'.

Since the 3DS and Wii U Versions of Smash Bros. are different from the previous installment the format of what we have to discuss will be pretty different from the way match-ups were discussed before.



Before going on, here are some wordings that you should get familiar with.

Gerudo - Flame Choke, with the aerial version often being called aerial gerudo or aerudo
WDK - The second wizard kick down + b special custom move for Ganondorf, called Wizard Drop Kick
Tech - Pressing a specific button (in most cases R or L) when in hitstun to grab a wall, or reflex off the floor.
Ratio - A certain percentage of chance at winning compared to your opponent's character if both players were to play their respective characters at the highest levels of gameplay with every factor of the current, developing and upcoming metagame and game effects included.


FORMAT OF THE GUIDE:
Character Description: (A General Canon and Smash Bros Description of the respective characters)
Gerudo Follow Ups (If not Teched): (Hits you can land after flame choke if the opponent does not tech, or if it's best to try chasing the opponent with another gerudo or grab due to slow rolls)
How to Deal with Projectiles: (What moves clash with projectiles? Does Wizard Kick go over? Should I shield, dodge or clash more often?)
Understanding the Match-up: (Whether it's best to wait it out patiently, or be very aggressive)
Summary of the Match-up: (How the match-up will end up feeling like in general)
CM Ratio of the Match-up: (The finalized ratio of the match-up determined by the judges if custom moves were used)
Ratio of the Match-up: (The finalized ratio of the match-up determined by the judges if no custom moves were used)
Videos:


Huge Disadvantage Small Disadvantage Even Small Advantage Huge Advantage

WEEK 1: MARIO


Character Description: Mario (Japanese: マリオ Hepburn: Mario?) is a fictional character in the Mario video game franchise, created by Nintendo's Japanese video game designer, Shigeru Miyamoto. Serving as the company's mascot and the eponymous protagonist of the series, Mario has appeared in over 200 video games since his creation. Depicted as a short, pudgy, Italian plumber who resides in the Mushroom Kingdom, his adventures generally center upon rescuing Princess Peach from the Koopa villain Bowser. His younger brother is Luigi.

Gerudo Follow Ups (If not Teched): For a full chart of gerudo follow ups for all characters, click here.

How to Deal with Projectiles: While Mario can try to run away while spamming Fireballs which force you to be more conservative about your Wizkick/DA usage, the thing you most need to worry about concerning Mario's fireballs is honestly his ability to edgeguard with them. He CAN punish your recovery relatively easily with Fireballs, and while that by itself might not gimp you, it can make it easier for him to set up his N-air and Cape for gimps. His FLUDD is also actually better in this game, due to pushing characters slightly further and not clanking against hitboxes. Be very careful about how you use your jumps when Mario is in range to FLUDD you offstage, and keep in mind the option of using Wizkick to quickly recover low to avoid Mario's FLUDD. Fireballs can be more of a help than a hindrance to Ganon, since he usually throws them in the air, and it's in essence free time for Ganon to close the gap. He's also good at jumping around our shields, so OoS NAir in this MU is basically a good way to "swat the fly," as it were. When they jump while shooting fireballs, it seems to be common for them to go for a grab. I believe a pivot ftilt or fsmash could handle this pretty well. Once this is covered, they'll likely try a more hands-on approach, which works in dorf's favor as he has the tools to punish shields and rolls(Which again seems common as they expect an attack.).

Understanding the Match-up: The bulk of Ganondorf's moves outrange Mario's, which puts Mario in a precarious situation of trying to alternate between zoning Ganon out with Fireballs and trying to approach for grabs and up tilts at low percents. In the air, Ganondorf has a clear advantage in range, but due to Dorf's weight, Mario can juggle Ganon with continuous up air strings. But in mid-percents, Mario can only rely on getting those singular hits that Ganondorf can clearly have an easier time doing than the plumber. Combined with the kill potential every single one of his moves has, Ganondorf beats Mario in the mid percents.

Summary of the Match-up: At low percents, Mario puts on his rubber boots and goes fishing for those Dthrow setups, which puts a nice dent in us.

As long as you don't let Mario get close enough to D-air your shield (which is safe on block and leads to nasty pressure opportunities), Ganondorf can usually try to just overpower Mario with longer ranged and harder hitting moves. Mario has more trouble punishing Ganondorf's D-tilt than most characters, and F-tilt is lethal against Mario's short recovery, and pivot F-tilt can cover a lot of Mario's approaches pretty well. I'd also recommend trying to space aggressively with F-air on Mario's shield if you have time to do it in between fireballs as it can be difficult for him to contest. Just be aware of Mario crouching, as I am certain he can still duck under a number of Ganondorf's moves like Jab and Wizkick unless I'm mistaken.

TL;DR: 50/50 Play smart around fireballs. Respect that Mario does rack damage quickly and quite reliably on Ganondorf, and can still be a nuisance to recover against, meaning Mario can steal momentum from Ganon easily if you get careless. While these things are very strong against Ganondorf, Mario overall is not actually difficult for Ganondorf to handle in neutral due to his much lower range and damage per hit. Furthermore Ganondorf's F-air and F-tilt in this game are more effective for walling out Mario's approaches used wisely, and Mario also can be edgeguarded relatively easily by Ganondorf similarly.

Custom moves imo don't really swing this matchup. Both benefit about equally from customs. We know what WDK does for Ganon generally speaking giving Ganondorf a superior recovery, escape options, approach options, etc. Mario with Explosive Jump Punch and Gust Cape still can be quite threatening as the two moves combined give Mario better KO options, recovery, and spacing tools.

CM Ratio of the Match-up: 50:50 - Even

Ratio of the Match-up: 50:50 - Even

Videos: https://www.youtube.com/watch?v=HLSi1gQJd9I Vs. Mario (5:57 - 12:19)

Credits for Input: @ Ray_Kalm Ray_Kalm @ A2ZOMG A2ZOMG @ Vermanubis Vermanubis @ Xinc Xinc @ Lozjam Lozjam @rahsosprout @ Opana Opana @ Z1GMA Z1GMA

WEEK 2: LUIGI


Character Description: Luigi (Japanese: ルイージ Hepburn: Ruīji?) is a fictional character featured in video games and related media released by Nintendo. Created by prominent game designer Shigeru Miyamoto, Luigi is portrayed as the slightly younger but tallerfraternal twinbrother of Nintendo's mascot Mario, and appears in many games throughout the Mario franchise, frequently as a sidekick to his brother.

Gerudo Follow Ups (If not Teched): For a full chart of gerudo follow ups for all characters, click here. Luigi has very long rolls, so be wary.

How to Deal with Projectiles: Keep your distance with fireballs, Ganondorf has no answer to them and if he hops in the air, you can outspeed him there because Luigi's aerials are faster asides from maybe Uair. I'm pretty sure one of the few characters Luigi can outspeed dashing is Ganondorf, so you can use that to your advantage.

Luigi's fireball are probably one of the best projectiles against Ganon in the game. Why? Think about it. First off, they come out relatively fast, and Luigi has only a few frames of lag (he will 95% of the time go unpunished). But more importantly, Luigi can just sit there and not only force Ganon to approach, but stay in shield and use mindgames to mess with Ganon. < What I just stated is the main problem in the entire match-up, that, Luigi literally gets another very powerful option against Ganon while staying in shield. Against many other characters, even including the two arrow shooting Pits, Ganon can change between his wizkick, gerudos, and dash attacks. But against Luigi, none of that would work. And to go on even further about those amazing fireballs, Ganon will lack safe aerial approaches. Luigi wants to force you in the air, and that's where he can either retreat and camp more, or dominate with his aerials.

Understanding the Match-up: Luigi has things which could completely shut Ganon down. Out of the many good players distinctive characters I've fought so far, I had the hardest time against a Luigi.

Ganon has a very very tough time grabbing Luigi due to Luigi's relative safe moves on shield. Ganon's other moves are too slow to punish.

Luigi's D-throw is somewhat similar to Ganons', with a lot of combos early on (which Ganon will have to take) the only way to truly break out of Luigi's early D-throw combos is to shift yourself after getting hit and time a Nair. Luigi's D-throw near the edge is what you really have to watch out for - if you shift horribly you can get a powerful spike which will kill you if you're around 55-65% or higher.

Summary of the Match-up: Luigi's excellent on stage, but he easily dies when he's offstage, victim to Ganon's tipman, stomp, and bair, depending on how he tries to recover. He also gets a bit of trouble in the air, where Ganondorf can knock him around with up air.

It's important to space properly. Ftilt blocks several of his approach on, while choke is another alternative. Ganon should be careful about the Cyclone, because it's different to break through. Also, Ganondorf should be careful to not just attempt to follow up, but just punish whiffed attacks. Luigi's traction is still bad, meaning he slides away upon his attack being shielded.

Luigi's fireballs are the bane in this matchup. Ganondorf needs to play smart and patiently, not getting hit by those fireballs. He can retreat, swat them away, or shield, but beware of any stray cyclones Luigi may send your way. Luigi also has a good down throw chain on Ganon, like Mario, and can rack up some damage, so it's crucial for Ganondorf to be careful.

All in all, Luigi dies extremely early if Ganondorf is a smart player, because Luigi should NOT be coming back when he's far offstage outside several exceptions.

In summary, I think Ganondorf can kill Luigi very early due to sheer power and if Luigi is below the stage, he's dead. But like others have said, Ganondorf has no answer to fireballs, and his attack speed is generally able to box Ganondorf around along with Luigi being able to pull some nasty combos on Ganondorf too. They are both able to punish each other well with whiffed moves and what not [Ganondorf can kill Luigi after a misplaced tornado, missile, uppercut especially]. Both are about the same movement wise, with Ganondorf have a slight edge in the air speed wise, and Luigi being faster dash wise on the ground.

With all that said, let's get to where Ganon shines in this match-up. Luigi is very light. I mean very light. And we all know how hard Ganon hits but against very light characters like Luigi, you will kill him early of course. Moves that wouldn't kill mid weight characters like Mario for example (NAir) will work on Luigi during high percentages. Rage is very helpful for Ganon this game, so even after taking a beating don't give up. Rage will help you kill at percentages you won't expect.

Luigi's recovery. Perfect for tipman practice. Really, one of the easier recoveries for Ganon to work with.

Luigi's shield traction makes Ganon dash attack and some other aerials safe on shield hit. Very helpful after all those fireballs you'll get thrown at you, for you to make your next move.

CM Ratio of the Match-up: 45:55 - SMALL DISADVANTAGE

Ratio of the Match-up: 45:55 - SMALL DISADVANTAGE

Videos: https://www.youtube.com/watch?v=E9p0bijvQdc

Credits: @ Y Yonder @ Xinc Xinc @rahsosprout @ Ray_Kalm Ray_Kalm @Thunderstorm


WEEK 3: PEACH
Character Description: Princess Peach (Japanese: ピーチ姫 Hepburn: Pīchi-hime) is a character in Nintendo's Mario franchise. Originally created by Shigeru Miyamoto, Peach is the princess of the fictional Mushroom Kingdom, which is constantly under attack by Bowser. She often plays the damsel in distress role within the series and is the lead female. She is often portrayed as Mario's love interest and has appeared in nearly all the Mario games to date; with the most notable being in Super Princess Peach where she is the main playable character.

Gerudo Follow Ups (If not Teched): For a full chart of gerudo follow ups for all characters, click here.

How to Deal with Projectiles: Peach's projectiles are turnips, which have been nerfed from Brawl. The pulling time of the turnip takes significantly longer, which makes it more unsafe to pull a turnip when Ganondorf is close enough to punish her. Hence, Ganondorf should do all he can to remain close to Peach.

In the scenario Peach DOES get a turnip out, she can jump cancel throws or jump high and pelt them at you to stop your ground approaches. With a turnip, she could also simply Z-drop the turnip or do other mixups that gives you grief.

Most of your aerials sans Dair can swat away turnips, which helps mitigate this issue.

Understanding the Match-up: Peach is the only character that has great access to mobility through floating, which allows her to be very agile and unpredictable. She can use Quick Float Release, which allows her to pseudo-wavedash and increase her movement options.

Peach has a good air and ground game, which when combined with float, gives Ganondorf trouble in landing a clean hit on her. Her down-throw can lead to combos on Ganondorf, leading up to an forward tilt, and can trap into an up tilt afterward. Peach has superior ground game to yours, and when she is armed with a turnip, things can go south very quickly for Ganondorf. It's best to be passive aggressive; stay close, but not close enough to be hit by any of her moves. Ganondorf is a slow character and lacks movement options, so it is safer to not swing recklessly, which leaves him wide open for a counterattack. Peach can autocancel her moves while floating, such as her fair, which has good knockback and damage, which allows her attacks to be safer.

Peach has a good shield pressure on Ganondorf and can easily frame trap him. If you are stuck in that situation, do what you can to get to safer ground, but not too far away for her to start pulling out turnips, which will make the battle another uphill one.

What Ganondorf can do against Peach is play patiently. Like many other matchups, spacing is crucial. What Ganondorf wants to do is be right outside Peach's Nair range when Peach is grounded, which is her blind spot, and he has several tools just for that, thanks to his long body limbs.

A move that outspaces Peach's nair is Ganon's nair. The double kick from Ganondorf's legs outranges Peach's arms, hitting her while keeping yourself safe. Overall, Nair and Uair are Ganondorf's best tools to fight against Peach.

When Peach is in the air, Ganondorf can give her a hard time with up air, the attack that can safely challenge most of Peach's aerials in the air, outside a perfectly spaced fair. Peach usually goes for the air if she feels you are grounded. Getting Peach up into the air is a powerful method for Ganondorf to rack up damage.

The key to this matchup is to deliver mixups and use your good spacing moves. Moves such as Nair, f-tilt, U-air, D-tilt (on grounded Peach), and Gerudo Flame Choke are great moves to throw Peach off her game and start to gain momentum. Once you have momentum, you can more easily start throwing moves at her. This is especially easy if she doesn't respect your moves. Ganondorf has great long-reaching moves that can spell a disaster for Peach if she doesn't give Ganondorf respect.

Once you have Peach off the stage, be prepared for her to recover from down low. The reason for this is if she recovers high, Ganondorf gets a free up air for her troubles. Bear in mind, Peach's parasol stops your Wizard's Foot and Dair, which makes edgeguarding Peach from recovering from below extremely difficult.

Summary of the Matchup: Peach's excellent air and ground game gives Ganondorf trouble of actually getting in and hitting her, but she is a light character, meaning she dies earlier to most of Ganondorf's stronger attacks at mid-percents, and even earlier when rage effect is taken into consideration.

The problem with Ganondorf blasting Peach into oblivion comes with Peach's float cancel, which gives Peach a lot more mobility than Ganon. She can deliver high shield pressure and good frame traps to Ganon, and with a turnip, she can zone out Ganondorf easily.

She also has a blind spot, which is right outside her nair range, that Ganon can exploit. Peach cannot do anything except to get away, or bait out an attack. A smart Peach has to respect your moves, just as you have to respect her when she's dealing shield damage or zoning you out. Ganondorf has the tools to take care of Peach, but needs to play cautiously.

CM Ratio of the Match-up: 45:55 - SMALL DISADVANTAGE

Ratio of the Match-up: 45-55 - SMALL DISADVANTAGE
Credits: @TTTTTsd @Dark.Pch @ Vermanubis Vermanubis @ Xinc Xinc

Thanks for all your input!

For next week, Week 4, we shall analyze Bowser.

WEEK 4: BOWSER
Character Description: Bowser, sometimes known as King Koopa (Japanese: 大魔王クッパ, Daimaō Kuppa or "Great Demon King Koopa"), is the main antagonist of the Mario series and the King of the Koopa. He has repeatedly kidnapped or attempted to kidnap Princess Peach and take over the Mushroom Kingdom. He has also attempted to conquer other lands, such as the Mushroom World, Dinosaur Land, Sprixie Kingdom, and even the entire universe. Despite his villainous nature, he has occasionally helped the heroes of the Mushroom Kingdom against common threats and participates with them in their numerous sporting events in spin-off games.
Gerudo Follow Ups (If not Teched): For a full chart of gerudo follow ups for all characters, click here. If unteched, Bowser is vulnerable to jab, side tilt, and down tilt. A short hop stomp also covers of his unteched options of rolling in, away, getting up and getup attack due to Bowser's large size.

Teching into place will still lead to down tilt, and down tilt will still catch Bowser if he rolls away. Choking to jab can lead to other followups as well.

How to Deal with Projectiles: Bowser's only projectile is Fire Breath. Bowser spews fire; the range decreases if the button is held too long. The outer layer of the flames deal damage but do not cause flinching.

The endlag from the Fire Breath is long enough for a well-spaced Ganondorf to punish with a Wizard's Foot. Despite the endlag from the WizKick, meaning there is no guarantee of a followup, it is still a good punish option.

Fire Breath can also be punished through reads or good reaction. Full hop fast fall F-air or N-air will knock Bowser away and cancel Fire Breath. Due to the endlag from Fire Breath, it is an attack that can be punished on reaction.

Understanding the Match-up: Both of these characters are heavy damage dealing characters, both with a different playstyle. Bowser is graced with superior grounded mobility; he has fire breath to control the stage, a good grab range, and a great Out of Shield option in Whirling Fortress (up B), which is a good way to punish Ganon's unsafe approaches, as well as gain distance. Whirling Fortress is a multi-hit move with he final hit being a stronger hit that launches you away. On the ground, Whirling Fortress has punishable landing lag, meaning if it is shielded or if it misses, Ganondorf can easily retaliate with Wizard's Foot, if Bowser is far apart, or forward smash if Bowser is close enough. However, Bowser can has many ways to approach and close in with Up-B through Dodge Canceling. If anticipating Whirling Fortress, Ganondorf should shield, or if there is enough space to punish the endlag, use Side-B. Bowser has setups that lead to said move, such as jab1, his fastest move. It's important to bear in mind Bowser's arms are invincible on the attacks that use them, which include jab1, jab2, Down Tilt, and Side Tilt, but he leans into those attacks, which means he is still vulnerable.

Bowser is fairly decent at punishing Ganondorf as well as Ganondorf can punish him. Bowser has seen an increase in mobility and range, especially grab range. Not only is Bowser's grab range very large, his pivot grab range is great as well. This means spacing aerials on Bowser is not as safe as it is on most others, due to the ease Bowser can have when retaliating with a shield grab. Due to the nature of Ganondorf's Wizard's Kick, Bowser can also punish the endlag of that move as well. Bowser's options are, when confronted with Wizard's Kick: grab, Flying Slam (Side B), and Bowser Bomb (down b). Fire Breath, when active, can also cancel Wizard's Kick, and halt any punishment from going through. In addition, due to both Bowser and Ganondorf's mass, Bowser can deliver the maximum damage from his Nair, which will cause Ganondorf to fall back. All that percent matters in the long run, especially through his down tilt and forward tilt in higher percents, both of which have good kill potential.

Ganondorf, on the other hand, suffers from mobility, but can capitalize far harder when punishing, and is more capable in chaining consecutive attacks. Because Bowser is a character with large mass and heavy weight, he is easily punished, as well as juggled with up air, a move with disjointed hitboxes through his feet. To get back down, Bowser has few options, such as dair, Bowser Bomb, and air dodge. Though the timing is difficult, Bowser's dair loses to the transcendent up air, as well as up smash. Up air can juggle past air dodge as well, but again, the timing must be precise. Bowser Bomb can also be punished through up air if Ganon is in the air, or a properly spaced forward smash. Both dair and Bomb are extremely laggy moves, so a skilled Bowser would use them carefully.

Despite most of Ganondorf's moves requiring a lot of commitment and being more punishable, his aerial moves have far less lag than Bowser's, as well as outspace. Bowser is more mobile on the ground, but Ganondorf's best bet is to take Bowser to the air and juggle him there. However, Ganondorf should be careful not to go too much in the air, or he will be victim to Bowser's up smash, which has also a landing hitbox, which makes air dodging less safe.

There tends to be something similar to a rock-paper-scissors effect in this matchup, in which Bowser's Fortress beats the majority of Ganondorf's moves, but is beaten (through the endlag) by his choke, which leads to a lot of follow ups and potential problems for Bowser. However, choke is beaten by Fire Breath, if it misses, which is beaten by a well spaced Wizard's Foot, which is also beaten by Out of Shield Fortress.

Arguably, on the ground, Ganondorf's best move to use against Bowser would be the Flame Choke. If unteched, Flame Choke leads to numerous options. Ganondorf can send Bowser up high with down tilt, to the side with side tilt, and just a little bit away with jab. Of these three followups, the first two have kill potential. Alternatively, short hop down air also beats many options, such as rolling in, rolling out, getting up, no reaction, and get up attack. Another punish for rolling towards Ganon is turn around Forward Smash, which will deliver massage damage, and seal stocks at mid to high percents.

If teched, it is important to note due to the short duration of his tech roll and his size, a Bowser rolling away from Ganon will still eat a down tilt. That said, down tilt covers many options.

When Bowser is offstage, it is important to note the nature of Whirling Fortress, Bowser's Up-B move. It travels far horizontally, but is poor vertically. This means it is difficult to down air spike him , as well as hit him with other aerial moves when Ganondorf is above him. The exception is Wizard's Foot; the initial hitbox will go through Bowser's Up-B and spike him down anyway. However, it is very difficult to interrupt Bowser's Up-B when Ganon is above him, due to the spikes on Bowser's shell when he spins. However, if Ganon is below or near-level to Bowser, an up air will interrupt Bowser's recovery.

Although both characters have suicide options, Ganondorf's kills his opponent first, while Bowser dies first in his variant. This is important to note in a gamebreaker. Ganondorf's aerial choke is very limited in usage and can only be used near the ledge, while Bowser's offers more range and distance. However, Bowser's flying slam can be controlled by the one with a lower percent. Ganondorf can take control of this move and win a match if the Bowser player carelessly uses Flying Slam with a higher percent.

Summary of the Match-up: The battle between the two evil kings is truly a battle to behold. Both parties hit hard and can exploit a weakness the other has. Ganondorf can take advantage of Bowser's large stature to pull off choke strings and follow ups, while Bowser is far more mobile than Ganondorf on the ground, which forces Ganondorf to play more defensively than he would like.

Bowser has more options than Ganondorf in terms of dealing damage and does not need to commit as Ganondorf does. However, Ganondorf excels at ending stocks easier than Bowser, as well as continuing combo strings. Ganondorf's aerials also outspace Bowser's, though by a margin, which means in the air, Ganondorf has a slightly better time getting momentum. Due to Ganon's effective juggling game on heavier characters, as well as good offstage game, Ganondorf can easily combo Bowser even up to mid or high percent, and even end stocks.

CM Ratio of the Match-up: 50:50 - Even

Ratio of the Match-up: 50:50 - Even

WEEK 5: Please discuss and analyze the other major dinosaur/dragon and how he matches up with the Lord of Evil: Yoshi
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Yoshi:
Character Description: Yoshi (ヨッシー Yosshī), once romanized as Yossy,full name T. Yoshisaur Munchakoopas, is a fictional anthropomorphic dinosaur (referred to as a dragon at times) who appears in video games published by Nintendo. He debuted inSuper Mario World (1990) on the Super Nintendo Entertainment System as Mario and Luigi's sidekick (a role he has often reprised), and he later established his own series with several platform and puzzle games, including Super Mario World 2: Yoshi's Island. He has also appeared in many of the spin-off Mario games including the Mario Party, the Mario Kart, and the Super Smash Bros. series, as well as in other various Mario sports titles. Yoshi belongs to the species of the same name which comes in various colors, with green being the most common.

Gerudo Followups (untouched): For a full chart of Gerudo follow ups for all characters, click here. Ganondorf has access to forward tilt and down tilt if the opponent does not tech, due to Yoshi's relative girth, which enables Ganondorf to use forward tilt, a good horizontal killing move, or simply to knock Yoshi away. Down tilt is a good vertical move to kill or pop Yoshi in the world.

How to Deal with Projectiles: Yoshi's only projectiles are his up-B, Egg toss. Although Ganondorf can easily power shield it on the ground, Egg Toss is a larger problem if he is in the air. In the air, the move forces Ganondorf to make defensive reactions to avoid the egg, such as air dodge, mid-air jump, Wizkick, or take the hit; this can allow Yoshi to punish Ganondorf. Coupled with his good pressure options, Egg Toss allows Yoshi to gain stage control and momentum, forcing Ganondorf in a bad position and even have to approach Yoshi. It doesn't help Ganondorf's situation that the eggs deal decent damage as well.

Understanding the Matchup: Both Yoshi and Ganondorf excel in punishing each other and racking up damage. Yoshi has great mobility coupled with a good projectile and good pressure options. Furthermore, Yoshi has access to Egg Lay, which can take advantage of Ganon's lack of reliable OoS moves, which can be avoided through a well timed spot-dodge. However, spot dodging is punishable, which makes this option less valuable of an answer. If caught, especially off stage, it is imperative to mash buttons to escape the egg.

It doesn't help Ganondorf's case that Yoshi has a jab that starts at Frame 3, which is a very fast jab, which can lead to many other follow ups that can pressure Ganondorf quite well, namely grab or up smash, the former being able to land some additional moves, whereas the latter can kill at higher percents.

Due to Yoshi's jump mechanics, Ganondorf has a bit of difficulty edge guarding or gimping Yoshi. The double jump mitigates the knockback Ganondorf would deal to Yoshi at lower to middle percents, which would otherwise result in the loss of a stock.

Lastly, Ganondorf can easily be juggled by Yoshi due to his weight and size. It doesn't help that Yoshi has Egg Lay, which can force a reaction from Ganon to avoid getting trapped in the egg; Ganondorf needs to perfectly time his spot dodge in order to escape (or roll away). In that scenario, Yoshi can punish most of Ganondorf's actions with his good pressure options.

However, Ganon can easily turn the tides on Yoshi. Especially if he manages to get a Flame Choke on Yoshi, which can lead to "Big Damage" on the dinosaur. Furthermore, Yoshi's ground movement options are easier to predict, which can lead to great punishment.

When caught in a Flame Choke, Yoshi is victim to many of Ganondorf's follow ups, especially if Yoshi fails to tech the side B. Yoshi's size is large enough to make him victim to Ganondorf's jab, forward tilt, and down tilt, the last two crucial in ending stocks early. A roll towards tech can be checked by another choke to reset the situation, while a roll away can be covered by a Wizard's Foot. Flame Choke is critical in this matchup, as it is a very potent move that will more often than not lead to another move and prohibit Yoshi's movement options; given all of Ganondorf's moves deal large damage, even with Yoshi's heavier weight, Ganondorf does not need many hits to close a stock. Flame Choke is also crucial because it acts as a "de-staling" move, keeping other potential kill moves from becoming stale.

Despite Yoshi being able to juggle Ganon, Ganondorf has an easy time juggling Yoshi as well. Due to Yoshi's size and weight, Ganondorf's up air can easily rack up damage and trap Yoshi in the air, leaving very few options for him to take to return safely, the most reliable being air dodging, which is easily baited and punished. Though Ganondorf should be careful for rogue Yoshi Bombs.

Lastly, a great Ganondorf should be aware to perfect shield. Particularly, in this matchup, a lot of Yoshi's moves are punishable through Powershield. Specifically, Ganondorf can punish Yoshi's neutral air, down air, and egg toss, and retaliate on the first two with a good down throw and followup. With moves that bypass shields, such as Yoshi's Egg Lay and grab, Ganondorf should jump. For those with prolonged grabs, there is a short period of time of lag that Ganondorf can take advantage of and punish.

Ganondorf needs to understand Yoshi's special jump mechanics, as well as Smash 4's physics, as he can take advantage of the rapid shield generation to even not-perfect shield, but just simply shield Yoshi's down air, a move with tremendous shield damage, and counter with a shield grab.

Ganondorf has several stages that he prefers to face Yoshi on. The first is Battlefield: the smaller stage does little to help Yoshi's egg toss shenanigans. In addition, the platforms offer protection to Ganon from eggs. The smaller stage also allows Ganondorf's speed to be less relevant, as he has a far easier time approaching. The platforms are also a main factor in the matchup. If Ganondorf chokes Yoshi below a platform, Yoshi is sent high enough to be sent to the platform, which can lead to followups, especially if Yoshi fails to tech. Regardless, up air is able to catch Yoshi, tech or no, but a sweetspotted up smash can hit a Yoshi that fails to tech far easier.

Another decent stage is Smashville. which also is a small stage. Though wider than Battlefield, Ganondorf does not have a difficult time approaching Yoshi like he does in Final Destination. The small blast zones in Smashville allows Ganondorf to more easily kill Yoshi, and the moving platform may be a good trapping tool, as well as a small protection factor from stray eggs. However, be careful not to get juggled onto that platform, as it will lead to potential catastrophic results, the best case scenario with Ganon ending with more damage, and worst case is him losing a stock.

Summary of the Matchup: Yoshi has an advantage in this matchup due to his superior mobility and Egg Toss option, which prevents Ganondorf from approaching safely. Ganondorf must play cautiously, due to Yoshi's good options in delivering pressure.

However, Ganondorf has several answers to Yoshi. If Yoshi is in the air, Ganondorf can defeat Yoshi by delivering a well spaced Nair or Up Air. Up Air is a potent juggling move which will rack up damage, while neutral air is reserved for when Yoshi is close to Ganondorf. If spaced correctly, Ganondorf's up air will outrange anything in Yoshi's arsenal, though he must be wary of Yoshi's Down-B. Similarly, Similarly, if Yoshi is parallel to Ganondorf, his neutral air can outspace Yoshi's.

On the ground, Ganondorf's Flame Choke is his best move, as it gives him many options to take care of Yoshi with. If untouched, he can use down tilt and forward tilt. Especially in high percents, this will lead to Yoshi's death. However, Ganondorf doesn't just need to do that, especially since Yoshi can evade those moves with a good tech roll. Hence, Ganondorf needs to add mixups.

Like most other match ups, Ganondorf needs to play defensively and trade hits with Yoshi before retreating. This is exemplified in this matchup. Since Ganondorf's moves mainly are risky and require commitment, he can be easily punished. Thus, he should not be recklessly throwing out moves. Instead, he should be slowly closing in the distance and searching for a mistake Yoshi makes and be close enough to capitalize on it. Once Ganondorf punishes Yoshi enough without overcommitting, he should back away from any retaliation from Yoshi and repeat the process, and try to end the stock.

CM Ratio of the Matchup: 45-55 SMALL DISADVANTAGE

Ratio of the Matchup: 45-55 SMALL DISADVANTAGE

Thanks to: @Scarlet Jile @ A2ZOMG A2ZOMG @JmacAttack @ Ray_Kalm Ray_Kalm @ Vermanubis Vermanubis @ Z1GMA Z1GMA @ividal @MagiusNecros @ Opana Opana @Z-Bone @GSM_Dren @ Sykkamorre Sykkamorre @_Magus_ @CelestialMarauder~ @Regralht @WarioWaft @Drexel

We had a lot of deep and involved discussions this week! Thanks again, everyone!

For WEEK 6, we will be discussing Rosalina and Luma!
Rosalina_and_Luma.JPG

Rosalina + Luma
Character Description: Rosalina (known as Rosetta (ロゼッタ Rozetta) in Japan) is a fictional character in the Mario franchise by Nintendo. She debuted in Super Mario Galaxy, where she acted as a major non-player character who resides in the Comet Observatory, the game's hub world. She is the adoptive mother of the Lumas, a fictional species in the game, and also watcher of the cosmos. In the game's storyline, the Comet Observatory was attacked by Bowser, leaving her stranded in space without a source of power. In return for Mario's help in collecting Power Stars and repowering the Observatory, Rosalina agrees to help Mario rescue Princess Peach, whom Bowser had kidnapped.
Gerudo Followups (unteched): Rosalina is not susceptible to any Gerudo followups. This is one of the few match ups in which Flame Choke is one of the worst possible moves, especially when Luma isn't separated from Rosalina, as Luma can hit Ganondorf away to keep Rosalina safe.
How to Deal with Projectiles: Luma is her projectile. Because Luma acts like an additional wall of defense, it is vital to strip Rosalina of that defense. Rosalina can send out Luma as a projectile (which has the potential to kill at higher percents). Sending out Luma will also prompt Rosalina to call it back, which does have some lag, making it punishable. Similarly, Star Bits (side B) has noticeable end lag, which can be punished, despite the smaller window.
To get rid of Luma for 13 seconds before another spawns, Ganondorf should manage center stage control, which will make it easier to bait out Luma and knock her off the stage. Mainly, in order to win this matchup, Ganondorf must be prepared to defeat Luma and afford to take on Rosalina with aggression but be careful enough to avoid excessive punishment.

Understanding the Matchup:

Inherently, Rosalina is a defensive character who relies on the placement of Luma to dish out damage to opponents. Rosalina, unlike the Ice Climbers, spawns Luma every 13 seconds upon Luma's death, meaning Rosalina can afford to camp Ganondorf until the 13 seconds are up and a new Luma is born. This means Ganondorf is forced to play aggressive against Rosalina, which is a problem considering Ganondorf's below-stellar approach game, sluggish run speed, and size. Ganondorf has a strict timeframe to get past Rosalina's defenses and strike, which gives Ganondorf something to worry about.

As a defensive character, Rosalina has a decent grab range, a good projectile (Luma) that acts as an extension of herself, long-lasting aerials, a disjointed up air and down air, which means she can juggle (up air) and gimp (down air) easily. Luma prevents the majority of Ganondorf's approach options, nullifies his Flame Choke, and makes his Wizard's Foot risky.

Rosalina's grabs are amongst the most disastrous for Ganondorf. Because he's heavy, Rosalina can easily juggle him with up airs from a single grab. Not only that, but if Rosalina takes Ganondorf off stage, she can easily gimp him. Ganondorf has a below-stellar recovery, while Rosalina has a great recovery.

However, Ganondorf can also take advantage of bypassing Rosalina's defenses even if Luma is on the stage. This is done through trading hits (hitting the Luma), which will usually result in Ganondorf being punished, but separating Luma from Rosalina. Key moves to separate the two are: throws (especially forward throw), Wizard's Foot, Ftilt, dtilt, and nair. Ganondorf can also take advantage of Rosalina's recall of Luma, which although has a hitbox, also has lag. The lag is the key component for Ganondorf to gain momentum of the match and possibly knock Rosalina off stage.

In this matchup, control of center stage is vital. Rosalina wants to gain control of this area in order to mitigate any potential Luma losses. If she gains control of the center stage, Luma will be less likely to be hit by a strong move and fall off the stage. To win this matchup, Ganondorf thrives off reads, baiting, and poking. Side tilt and down tilt are excellent poking tools with long range and low cool down that separate Rosalina and Luma.

In the air, Ganondorf's neutral air and up air can potentially give Rosalina a hard time especially juggle her due to her abysmal air speed, but her aerials last a long period of time, which make them difficult to punish. She has good aerial pressure, having moves that linger and can pressure Ganondorf, meaning Ganondorf should be aware of Rosalina's options and take in her options when juggling her.

Off-stage, Rosalina has a good recovery that reaches a long distance, and can be angled in many different ways. However, a well-timed up air will swat Rosalina away reliably. On the converse, Ganondorf should recover low in an attempt to avoid her down air.

Bear in mind, Ganondorf is a heavy character, meaning he can take many hits on stage and survive. In this matchup, Ganondorf needs to carefully take that into consideration and trade moves wisely. He must be aggressive in order to win this matchup. Rosalina, on the other hand, is a very light character. One strong attack and she will have trouble recomposing herself. However, the biggest issue is to bypass Luma. To win, Ganondorf must take any and all openings Rosalina leaves and punish her with all his might. Rosalina should not be surviving above 100%, as a rogue smash attack will kill her.

Customs to consider:

Warlock Blade: This move has a large hitbox that rewards Ganondorf if he hits Rosalina at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control.

Flame Chain: As Flame Choke is weakened through Luma's presence, it is far simpler to use a multi-hitting attack to separate Rosalina from Luma.

Dark Fists: This move has super armor and the first hit will link to the second, which is a killing blow. This can punish juggle opportunities, and has giant knock back. It kills really early and delivers another potent move to Ganondorf's killing options.

Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Second off, it can protect Ganondorf from juggles. The grounded version can even bypass Luma and put Ganondorf in a positive position.

Short Summary of Matchup:

The purpose of the matchup is to eliminate Luma or separate her from it as long as possible while dealing out your damage. This is truly a disadvantage for Ganon, especially with the Luma on standby. Ganondorf has several moves, namely short hop neutral air, down tilt, and Wizard's Foot, that can poke, and even hit both Rosalina and Luma.

Poking is vital to this matchup, as Ganondorf cannot afford to give Rosalina too many opportunities to punish him, since Rosalina has a good juggle game, as well as a gimp game. Poking Rosalina becomes easier due to her tall body structure. If landing a solid hit on her, Ganondorf can easily kill Rosalina due to her being a light character.

That being said, in the air, Ganon needs to be careful of Rosalina's nair, fair, and dair have long lasting hitboxes. He needs to play safely and not get punished too much, but at the same time, separate Rosalina from Luma. One reliable way to do that is with the Wizard's Foot, but it requires trading with a shield grab.

Ganondorf also has a good gimping game against Rosalina as she does against him. Whereas Rosalina's down air gives Ganondorf a hard time, if Ganondorf gets Rosalina off stage, a well timed up air will intercept her recovery.

Worthwhile custom moves to consider in this matchup are: Warlock Blade (2-neutral), Flame Chain (3-side), and Wizard's DropKick (2-down)

CM Ratio of the Matchup: 33:67
Ratio of the Matchup: 33:67
FOR WEEK 7, WE WILL BE DISCUSSING Mr. Game & Watch!

Mr._Game_&_Watch(Clear).png

Mr. Game& Watch
Character Description: Mr. Game & Watch (Mr.ゲーム&ウォッチ, Misutā Gēmu ando Wotchi) is a Nintendo video game character. He is the signature character of the handheld Game and Watch games. He's been featured in a large number of titles, and has appeared as a playable character in Super Smash Bros. Melee and Super Smash Bros. Brawl. Mr. Game & Watch first appeared in the Game & Watch video game Ball, a title in which the player must simultaneously juggle three balls at once.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Ganondorf has access to forward tilt, down tilt, jab out of a non-tech choke due to Game and Watch's stature when on the floor. Due to Mr. Game & Watch's slow rolls, it is also simple to react on following up another Flame Choke.

How to Deal with Projectiles: Mr. Game & Watch has access to Chef, which spews projectiles of 5 different trajectories. Each projectile is shot out with one of five trajectories, and the next one will not be sent the same way. Because the move is spammable, it can be a good camping option. It would help to take into consideration with the way each projectile is shot out. However, there is also punishable lag with the startup, meaning a Warlock Blade custom may be the safest option to counter it. If the projectile is sent high, a Flame Choke or Wizard's Foot will still be able to connect, however. Otherwise, a shield grab if Ganondorf is close enough (to get hit by the pan) ought to quit projectile spamming.

Understanding the Matchup: Both Mr. Game & Watch and Ganondorf excel in punishing each other and racking up damage. Mr. Game & Watch has a great juggle game, and has good kill moves. However, Ganondorf does not need as many kills. Each of his attacks deal massive damage. Taking into account Mr. Game & Watch's light weight, this means a well-placed smash attack will kill Mr. Game & Watch rather early. Ganondorf doesn't need to go offstage in order to kill Mr. Game & Watch, which is great, because Mr. Game & Watch has a good recovery that is difficult to gimp. Hence, Ganondorf should play defensively and space well to land solid hits, punishing any moves left wide open.

Primarily, Ganondorf's preferred spacing move is down tilt, which outranges Mr. Game & Watch's own down tilt, and comes out quickly. It sends Mr. Game & Watch up and away if it connects, leaving Ganondorf room to recover if he is in a tough situation. Most of Ganondorf's moves outrange Mr. Game & Watch's, including down tilt, up air, and neutral air. Not to mention, these moves deal a lot of damage in Mr. Game & Watch's case; it doesn't take a lot of these kinds of hits to connect to send Mr. Game & Watch away.

If Ganondorf manages to get a Flame Choke, one of the best moves against Mr. Game & Watch, he can terrorize the 2-D man. Be cautious though, as Mr. Game & Watch can use forward air to hit Ganondorf out of Flame Choke on reaction, but that shouldn't be discouraging, as Flame Choke is a deadly move that severely limits Mr. Game & Watch, especially if he doesn't tech. Forward Tilt kills Mr. Game & Watch around 70%, meaning Ganondorf can kill Mr. Game & Watch from a Choke followup. Down tilt is also a viable killing option out of choke, but kills upwards instead of on the side, so Ganondorf needs to take into account stage boundaries. Jab is not a killing move out of choke, but could be used to swat away Mr. Game & Watch. Overall, this is not used as much as the previous two. Ganondorf can also take advantage of Mr. Game & Watch's slow rolls, meaning it is possible to run and Flame Choke again if Mr. Game & Watch rolls away, or even jump and down air if Mr. Game & Watch rolls behind.

Mr. Game & Watch has several tools to make his fight more bearable, however. First, Mr. Game & Watch has a low crouch that ducks under a large portion of Ganondorf's moves. Several moves that cannot hit are: neutral air, jab, reverse up air, down smash, forward smash (when not angled down), back air, grab, Wizard's Foot, and Warlock Punch. Ganondorf struggles when he gets grabbed by Mr. Game & Watch, as a down throw can lead to a quick up tilt or neutral air, which can rack up damage very quickly. Mr. Game & Watch also has access to a jab with quick startup, as well as a 6-frame startup grab, which can lead to the deadly juggling game Ganondorf will have to play.

When Ganondorf knocks Mr. Game & Watch into the air, be wary of the down air. It beats all Ganondorf's aerials, but comes with landing lag. Be sure not to overextend Ganon's reign of terror, or you may easily lose the momentum you worked so hard to get.

Lastly, Mr. Game & Watch can easily gimp Ganondorf's lackluster recovery, meaning Ganon mains need to be very cautious when recovering back up onto the stage. It doesn't help that ledge-snap mechanics make frame 1 vulnerable, as Mr. Game & Watch's dash attack can hit under the stage, but hugging the stage so the Up-B uppercut goes through can swat him away. Mix up the recovery game to keep your foe guessing!

Custom moves play a big part into this matchup, as Ganondorf gets additional killing options.

-Warlock Blade is a good move for stage control. Despite its long startup, its wider space and shield damage mechanics near the tip makes it a better alternative than the default. It is a great counter to Chef.

-Dark Fists has super armor at the first fist which is great if you want to trade hits. Because the first hit will usually lead to the second, which kills at very low percents, Ganondorf can very easily close stocks easily. This is also a great move while recovering since the second hit will usually send Mr. Game & Watch attempting to gimp further away so recovering will be easier. The only drawback to this move is the slower startup, but for another KO option that can not only kill earlier, but also be a good Out of Shield option, Dark Fists is a good custom to consider.

-Wizard's DropKick is an additional recovery method to prevent us from getting gimped. It is a good mobility option and counters Short-Order Chef, since the projectiles don't go nearly as high, meaning DropKick will go right through it. However, it can lose to regular Chef though.

Summary of the Matchup: Overall, Ganondorf is really powerful on the ground, whereas Mr. Game & Watch is great at juggling Ganondorf. In order to win, Ganondorf should do whatever he can to stay close to the ground and prevent Mr. Game & Watch from being below him. Stages like Battlefield help this exponentially. Ganon should do his best to play defensively and space moves carefully to avoid getting grabbed or juggled by Mr. Game & Watch. Moves like aerial Flame Choke are great to trap Mr. Game & Watch to the ground and set up for other potential moves.

Most of Ganondorf's primary killing moves are tilts and smashes. This means he should forcing Mr. Game & Watch to stay grounded. Flame Choke is an excellent move for that. If Mr. Game & Watch fails to tech it, he can lose a stock as early as 70%, meaning Ganondorf only needs a small number of moves to reach killing capacity. Combined with rage, Ganondorf can kill even earlier.

CM Ratio of the Matchup: 60-40 SMALL ADVANTAGE

Ratio of the Matchup: 55-45 SMALL ADVANTAGE

Thanks to: @ A2ZOMG A2ZOMG @HeavyLobster @ Ray_Kalm Ray_Kalm @ Xinc Xinc @ Opana Opana @JmacAttack @TriTails @jahkzheng @GhostPikmin @BBC7 @ Vermanubis Vermanubis @Kofu @Blobface

Next week (Week 8), we will be discussing Wario!

Wario:
Character Description: Wario (ワリオ) is a fictional character in Nintendo's Mario series who was designed as an antagonist to Mario. He first appeared in the 1992 Game Boy title Super Mario Land 2: 6 Golden Coins as the main antagonist and final boss. Originally portrayed as an exaggerated version of Mario, his name is a combination of Mario's name and the Japanese word warui (悪い), meaning "bad". Wario was first designed by Hiroji Kiyotake, and is voiced by Charles Martinet, who also voices many other characters in the series.

Since his debut, Wario has become the protagonist and antihero of the Wario Land and WarioWare series, spanning handheld and console markets. In addition to appearances in spin-offs in the Mario series, he appears in cameos for Kirby Super Star Ultra, Densetsu no Stafy 3 and Pilotwings 64. He has also been featured in other media such as the Super Mario Adventures graphic novel. The character has received a largely positive critical reception and has emerged as a well-established mascot for Nintendo.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Wario is a character with a wide hitbox. The choke, if untouched, will lead to jab, down tilt, and forward tilt. Wario is fairly heavy and has a fair horizontal recovery with his bike, so down tilt at higher percents will seal the stock.

He's also a fairly small character, which means he takes a longer time to hit the ground. This allows for a bigger opportunity to follow up upon reaction. His tech animation has a lot of lag, meaning it is easy to punish Wario out of choke, even if he techs. Tech back roll could lead to another choke or down air, while tech away could be punished by Wizard's Foot or run forward Flame Choke.

How to Deal with Projectiles: Wario's bike is his only projectile. Unfortunately, when he throws it at you, it's a big thing, so it will do a fair amount of damage, but that's not compared to the trouble Ganon faces when Wario hits Ganon while he's on the bike. But Ganondorf has several answers to this. The bike isn't that fast, so it's punishable with a Out of Shield Up Air or Neutral Air. This works and can break the bike, even if Wario is on it.

Understanding the Matchup:

Wario has a great air game, attributed to his faster air speed and low-lag aerials. His forward aerial and neutral air are very good spacing and poking tools that knocks the opponent back, as well as his back air (though that is lesser used). His down air is reliable for punishing when Ganondorf gets past his forward aerial wall, but can be shield grabbed. Wario's up air is a fairly good juggling move. It lost some kill power from Brawl, but good at keeping his opponent above. Considering Ganon's weight, being above Wario is not an ideal situation.

However, a large majority of Ganondorf's moves outranges Wario's stubby limbs. His neutral air and up air are excellent answers to Wario's forward aerial wall, neutral air, and back air. Down tilt is a wonderful spacing tool, as is forward tilt. These moves are great in the neutral, as it allows Ganon to gain momentum by knocking Wario off balance. Forward tilt is a bit more dangerous, however. Wario's bite goes through Forward Tilt, meaning Ganondorf will end up in Wario's mouth if he forward tilts, as the hitbox in forward tilt doesn't come out until Ganon's foot is extended.

Wario's bite is a command grab that pummels his opponent before the opponent escapes. Though risky, it can also be used as a suicide move off-stage at higher percents, as the opponent cannot escape as easily. As Ganondorf, this usually shouldn't happen, as up air below Wario goes through bite. On-stage, down tilt and Wizard's kick beat Bite. If Ganondorf trades with Wario's Bite, his release animation is shorter than Wario's, thus giving him a frame advantage.

Flame Choke is a very devastating move against Wario, due to Wario's slow tech and susceptibility to jab, down tilt, and forward tilt when he fails to tech the Flame Choke. This means Ganondorf can very easily gain the advantage when he successfully Flame Chokes, and even seal the stock. Though less common due to Wario's walling ability, aerial Flame Choke is also a powerful option. Because Wario has a laggy tech roll, it is not difficult to punish Wario's next move on reaction.

Do not be deceived by Wario's good air game, which may make him seem light. Wario has a weight of 104 (he's pretty heavy), so he doesn't die off the top until higher percents. Also, due to his bike recovery properties, it is also difficult to kill on the sides. That being said, it is fairly difficult to kill Wario early, though a Wario without a motorcycle is far easier to gimp than a Wario with a motorcycle. By leaving the motorcycle away from Wario and not letting him break it or eat it, Wario will suffer immensely in recovering. A forward throw or down throw will easily isolate Wario from his bike, if it's onstage. Down Throw can lead to a string of up airs at lower percents, racking up Wario's percent to very dangerous numbers.

Similarly, Wario has a bit of difficulty killing Ganondorf as well. Despite that he has a good recovery game, which enables him to go deep for edge guards, he can't edge guard other than bike and Waft. In neutral, his smash attacks have a high amount of startup lag and cool down, which makes it easy for Ganon to punish if whiffed.

Ganondorf can also juggle Wario quite mercilessly. Wario has no moves that can contest against Ganondorf's up air, and has no other options to protect himself other than Air Dodge, which is very punishable.

Be very wary of the Waft. It doesn't have that much reach, but when fully charged, it is very deadly, capable of killing at lower percents near the edge of the stage. It's a good punish option on rolls, and when combined with bikes, which punishes on GUA and simple get ups, this can be quite difficult when you're on the ledge.

Ganondorf does have several good moves that can potentially kill Wario. Down tilt and forward tilt are great examples of moves that are versatile and have extended reach, which can knock Wario far back (forward tilt) or upwards (down tilt), and even seal stocks at higher percents. If Wario is enjoying his time in the air, an up smash can be a good killing option. Despite it having a bit of startup lag, up smash has IASA frames, which allows Ganondorf to safely retreat or try another shot against Wario if he evades the first up smash. Flame Choke is another great move that sets up to Wario's death. Out of Flame Choke, down tilt, forward tilt, and jab are possible to punish a lack of tech. However, down air to punish tech rolls or roll towards can also end a stock, as can several other methods.

Customs to consider:

Warlock Blade: This move has a large hitbox that rewards Ganondorf if he hits Wario at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting Wario's air game.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish juggle opportunities, and has giant knock back. It kills really early and delivers another potent move to Ganondorf's killing options.

Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Second off, it can protect Ganondorf from juggles. It is also fairly decent at interrupting Wario's aerial game.

Short Summary of Matchup:

Wario has great air speed and low lag aerials, which means he'll be spending a lot of time in the air. In his arsenal, he has his aerials, as well as Bite, in the air. With these moves in his arsenal, Wario can put up a wall; aerials send opponents away from Wario, and Bite stops them to rack up damage before sending the opponent away. The crucial problem Wario has in the matchup against is that Ganon has far more range than Wario does. Every single one of Ganondorf's aerials (the safest being neutral air and up air) can safely outrange Wario's aerials, and even most, if not all, of Wario's moves. Other moves that easily outrange Wario's moves are: Forward Tilt (though it loses to Bite) and down tilt. In addition, a well-timed forward air or back air can also clash with Wario's aerials and help Ganondorf immensely. Wario also has a "safe" option in the form of the Bike. It is great at racking up damage against Ganondorf, but Wario himself is extremely vulnerable when he's on. Up air, Neutral air, and Forward Air can all easily dismount Wario from the bike. If Wario is above you, you want to stay at an advantageous angle below him in order to clip him with up air.

For the sake of your stock, also pay attention to Wario's Waft meter. If he starts glowing yellow, that means he is fully charged. Also, killing Wario doesn't refresh the meter. Being careful and staying away from the ledge will help your character survive far longer.

Wario is a fairly heavy character. This means it will be difficult to kill Wario early. Combined with access to the Bike, Wario will survive horizontally for a long time. However, without the bike, Wario's recovery becomes abysmal, as Corkscrew does not help much with horizontal recovery and has low vertical recovery. Isolating Wario from the Bike can help gain Ganon the momentum, and even the stock. The key move to racking up damage is Flame Choke, as Wario has a slow tech roll, allowing for easier tech roll reactions.

CM Ratio of the Matchup: 60-40 SMALL ADVANTAGE

Ratio of the Matchup: 55-45 SMALL ADVANTAGE

Thanks to: @ A2ZOMG A2ZOMG @JmacAttack @TriTails @Blobface @ Opana Opana @ Z1GMA Z1GMA @ Ray_Kalm Ray_Kalm

FOR NEXT WEEK (Week 9), WE WILL BE DISCUSSING BOWSER JR.


Bowser Jr.
Character Description: Bowser Jr., or simply "Jr." as he was only referred to originally in his debut appearance, is Bowser's son, the Koopa King's heir to the throne, and as such he is the secondary antagonist in the Mario series. Bowser Jr. first appeared in Super Mario Sunshine, and has since then helped his father to kidnap Princess Peach and battle Mario and Luigi in many subsequent games. Bowser Jr. wants nothing more than to do his father's evil will, and Bowser's rarely seen emotional side is often brought out by his interactions with his son.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Bowser Jr is a character with a wide hitbox. The choke, if untouched, will lead to jab, down tilt, and forward tilt. He is fairly heavy and has a fair horizontal recovery with his bike, so down tilt at higher percents will seal the stock.

He's also a fairly large character, which means he takes a longer time to hit the ground. The larger frame allows for a bigger opportunity to follow up upon reaction. Tech back roll could lead to another choke or down air, while tech away could be punished by Wizard's Foot or run forward Flame Choke. Overall, Bowser Jr. has bad options out of choke.

How to Deal with Projectiles: Cannonball and MechaKoopa are extremely slow projectiles that can be easily avoided. Ganon can shield, roll past, and dodge. With customs on, Wizard's Dropkick also goes above both projectiles. These projectiles are not safe to use against Ganon, as they do not hinder him.

Cannonball can be easily dodged due to its slow movement. Also, if Ganon grabs MechaKoopa, he establishes stage control. Not only can Jr not spawn another MechKoopa, but the timer resets upon picking it up. This will limit Jr's stage control, something he is prominent at due to MechaKoopas.

Understanding the Matchup:

First, Bowser Jr. (now henceforth referred to as Jr.) has a large body frame, making it easier for Ganon to hit. But he is also quite heavy, meaning that it will take some effort to kill him off the top. It's important to note that hitting Jr. (not the car) deals more damage than hitting the car itself. Despite Jr's projectiles, up close, Ganon has the advantage due to wider hitboxes that Jr. lacks. Instead, his long range moves have a lot of lag, making it far easier for Ganon to punish.

However, Ganon needs to respect Jr's disjointed hitboxes. Dash attack has a large disjointed hitbox, but can be punished with a forward tilt or grab. Jr's up smash has a lot of range as well. However, shielding the attack will push Ganon back, but enough to safely use a down tilt while Jr is doing the handstand animation. Jr's down smash is the same. It has a lot of range, but if Ganon shields it, he can safely counter with an Out of Shield Forward Smash. Jr's Forward Smash, however, is a multi-hit move that has a small amount of range in front of him. The last hit deals the most damage and knock back, meaning Ganon should respect it. Jr also has a fair with a lot of range and is long lasting, so Ganon should take caution and not approach recklessly. Jr's car also acts as a projectile. If Ganon hits Jr's car, the damage will be slightly reduced. In addition, Jr's Up-B car projectile is a powerful projectile with good range and damage.

As with most match ups, Ganon's Flame Choke is amongst his best moves against Jr. Not only does Jr have a large mass, which allows follow ups of down tilt, jab, and forward tilt, but Ganon also has options that he can execute upon reaction on Jr's tech rolls. Examples of these are Wizard's Kick to tech away, down tilt to tech in place, and down air to tech in place, regular get up attack, and tech behind. The sheer number of moves Jr is vulnerable to after Flame Choke allows Ganon to be creative and not have to worry about a stale down tilt.

On the edge, Jr. is very vulnerable, especially to down tilt. His head pokes a little above the ledge, meaning down tilt will be able to poke Jr. In addition, once his ledge get up attack is finished, the hitbox is immediately over. It does not linger like other characters' meaning that Jr. can get grabbed or hit immediately if Ganon shields his ledge get up attack.

If Ganon anticipates and respect Jr's possible moves, then it shouldn't be difficult to avoid being killed, since Jr's kill moves are often telegraphed (Up-B/ Up-B to fair/Side smash). However, Ganondorf should be wary of Jr in the air since he has good control, especially with the Kart. In addition, Jr can cancel all aerial lag if he can land the last hit of his down air.

This doesn't mean Ganon can just simply walk over Jr. Jr has a fairly good recovery game, which makes it difficult to gimp. Jr. is able to swing his hammer after his Up-B, meaning he can intercept Ganon's attack. In addition, the Kart offers good horizontal recovery, especially the second side b custom, Koopa Drift, which offers him more horizontal recovery. Furthermore, Jr can do under the stage recoveries, ensuring some safety. Picking a stage with walls such as an Omega stage may prove beneficial. It also offers him a lot of aerial mobility, which can be very problematic for Ganon if he tries to approach.

Jr. also has good Kart options, such as Kart canceling, which can force Ganon to dodge or shield it, but be punished. Kart mixups when Jr's recovering make it also quite difficult to juggle Jr. Jr can also do Kart>Up-B>Hammer, but that can also be very obvious since he is charging at Ganon. However, when the Kart is grounded, it is susceptible to attacks, such as Ganon's Forward Smash.

If offstage, be careful of Jr's options. Jr. has good ledge trap options. Up Smash lasts for a long period of time, which can punishes when they are recovering from the ledge. Combined with the MechaKoopa projectile, Ganondorf should be cautious and search for any mistakes Jr. may make. Jr. also has disjointed attack in his aerial moves, which combined with his projectile game, forces Ganon to be a bit more cautious with his approach against Jr.

Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards , and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options.

Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Second off, it can protect Ganondorf from juggles. It is also fairly decent at interrupting Wario's aerial game. But it is 4 frame slower than regular Wizard's Foot and is weaker. The aerial variant also does not provide the meteor smash the aerial Wizard's Foot provides. Hence, Ganondorf loses an offensive option, but becomes less susceptible to projectiles (especially the projectiles BJJ is close to). But it leaps over Jr's projectiles, making it a reliable rushdown move.

Short Summary of Matchup:

Overall, Ganon has a slight advantage over Jr due to larger range and easier kill moves. Jr's kill moves are extremely telegraphed, so it is far easier to avoid. Flame Choke, Ganon's best move, opens a lot of options that can keep the infamous Choke to down tilt combo fresh. On the stage, Ganon has to close in the distance by avoiding Jr's projectiles and Kart shenanigans. Once Ganon gets in, Jr receives a lot of pressure. However, Jr has very good recovery, so it will be difficult for Ganon to kill Jr that early.

Jr. and Ganon are both heavyweights (though Jr is lighter), which means barring gimps, both shouldn't die that early. Jr has a special mechanic in which hitting the kart deals less damage, while hitting Jr deals more damage. This is important if one needs to decide his possible options when faced against Jr. Jr has a lot of flexibility in the air as well, with access to the Kart, which can lead to many shenanigans that give Ganon some trouble if he juggles Ganon into the air. However, on the ground, Ganon tends to have more of an edge, as BJJ's projectiles are easy to avoid, thus he can avoid them and can get close. Ganondorf can also attack Jr with more moves at a farther due to his large range.

CM Ratio of the Matchup: 60-40 SMALL ADVANTAGE

Ratio of the Matchup: 55-45 SMALL ADVANTAGE


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FOR NEXT WEEK (Week 10), WE WILL BE DISCUSSING DONKEY KONG


Donkey Kong:
Character Description: Donkey Kong is an anthropomorphic mountain gorilla appearing in the Donkey Kong and Mario video game franchises. A popular character, he has appeared in many video games.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Donkey Kong is a fairly large character but is unaffected by down tilt or forward tilt. Jab is the only option outside of Flame Choke guaranteed if not teched. It is possible to choke him again if you read him, as well as punish a back roll with another Choke. Similarly, it's possible to read a back roll and down-air (stomp)

How to Deal with Projectiles: Luckily for us, Donkey Kong does not have any projectiles outside of the custom Hot Slap, which is good for anti-air. It is great vertically, but has little horizontal reach. It is possible to punish to cool down of the move with a fast move like Wizard's Foot.

Understanding the Matchup:

DK vs Ganon is a very volatile matchup. DK has better range than Ganon does and is generally better on the ground. Both are very good at juggling each other, but Ganon is far better on the air. DK having longer reach can afford to play the spacing game (footsies) more easily, but Ganon can intercept and punish any of his moves if he leaves an opening. Flame Choke is also a good way to reset the situation and swat away DK with a jab.

In addition, Ganon is far better in the air. His neutral air and up air are wonderful launching moves that send DK away and can regain center stage easily. Furthermore, Neutral air allows Ganon to dominate in the air, as it is long reaching and comes out quickly, beating all of Dk's aerials. Forward Tilt is also a great spacing move, but is also the primary killing move at higher percents.

On the ground, DK outshines Ganon. DK's ground mobility is great and his cargo up throw to up air can be disastrous for Ganon. DK can approach more easily, his down B beating a large portion of defensive grounded options, while his forward tilt and up tilt can beat short hop approaches. Furthermore, Ganon's size makes him victim to eating DK's back air.

In the air, DK's large mass leaves him vulnerable to Ganon's back air, which deals a hefty 16-17% per hit. His wide frame can cause him to eat multiple back airs at lower percents. Since all of Ganon's moves deal high damage, Dk doesn't want to trade with him.

DK's Headbutt and Hand Slap eat shields, so spacing is crucial, as well as power shielding. Dk's Stubborn Headbutt has super armor (so it can stop combos and juggling) while focus slap has kill power but less range. Against these moves, timing is everything. Wizard's Foot will be able to hit without having to trade during the cool down period of Hand Slap, so be careful about timing.

Edgeguarding DK may seem extremely difficult at first. All of DK's recoveries are very good horizontally, but bad vertically, and can be intercepted. DK's safest way or recovery in several match ups is to bait out edge guard attempts from afar and up-B to reach the ledge. Predict this and use up air to counter his recovery. You should be able to cover many of his options with either up air or neutral air, both of which swat him away. If he is caught with little choice but to recover from being booted by forward tilt, forward air or spike should also neuter him. Out of Kong Cyclone, Ganon can up-air from under, which will swat DK away far easier than if he hits from above (requires timing) or on the side (very difficult). There are also frames where DK is vulnerable, and Ganon can land a Stomp on him during Kong Cyclone if he's above DK.

Cyclone Kong will most likely be the custom seen more. It's difficult to punish, especially with stages with platforms, as they only make punishing it difficult. It's possible to spot dodge the cyclone and punish, but the horizontal speed may be difficult to punish.

Bear in mind that both characters have recoveries with flaws and early gimps are possible on either side, making this matchup very volatile, especially when characters are off-stage.


Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards , and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. If launched in the air, DK can die at a ridiculously early percent.

Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. This is especially important if Storm Punch is one of DK's customs, as Ganon can more easily get back on stage. Also, it can avoid DK's dash attack and punish it if timed properly.


Stages to consider:

Normally, Ganon prefers platforms, but since DK has better reach as well can retreat safely on platforms with his specials (customs), a flatter stage will hinder DK as he will be less inclined to use them as they will be less safe.

Final Destination: Though Ganon doesn't benefit anything from this stage, DK loses more usage with his custom moves, making this matchup easier for Ganon.

Duck Hunt: While Duck Hunt is normally one of the stages Ganon doesn't like, in this matchup, he benefits far more. Ganon's ledge jump is extremely high, which allows him to reach the high platform on the tree, avoiding ledge traps. The grass cover is abusable and the Dog platforms are less advantageous for DK as well. Also on the chance DK decides to get up on the high tree, Dark Fists will be able to hit him hard.

Though it appears Smashville and Town & City also give this benefit to Ganon, the platforms still can be abused by DK. Please be careful.

Short Summary of Matchup:

What Ganon wants is to pop DK a little bit into the air above him. DK's options in this area are nonexistent, which allows Ganon to juggle him easily. What DK has going for him in this matchup is that he has a superior ground game, being able to out-space Ganon and having a good juggle game with barrel-grab up throw to up air. What Ganon has to counter this is his ability to trade with DK, and that he is far more superior in the air (when below DK). Furthermore, Ganon deals more damage, which is why trading is a good option as Ganon.

Overall, the matchup is very close, but there will definitely be many surprises in the matchup, especially with customs turned on. Storm Punch and Cyclone Kong are two of most confusing and deadliest moves in DK's arsenal (Please don't use flame choke if you anticipate Storm Punch coming, you'll be just knocked away), so Ganon needs to play more conservatively.

Because DK is heavy, Ganon should aim for killing DK on the side at a low trajectory so DK will be pressed to recover in an obvious manner. Forward Tilt is a prime example of this at mid to high percents.

CM Ratio of the Matchup: 50-50 - EVEN
Ratio of the Matchup: 55-45 - SMALL ADVANTAGE

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FOR NEXT WEEK (Week 11), WE WILL BE DISCUSSING DIDDY KONG!


Diddy Kong:
Character Description: Diddy Kong (ディディーコング Didī Kongu?) is a fictional character in the Donkey Kong series of video games, first appearing in the 1994 game Donkey Kong Country. He is a young spider monkey who lives on Donkey Kong Island in the Kongo Jungle, and is identified by his red cap, which has a Nintendo logo on it, and a red shirt with two stars. He is described as the "wannabe nephew" of Donkey Kong in the Donkey Kong 64 manual and occasionally as a chimpanzee, despite his monkey-like tail. He was originally created by Donkey Kong Country developer Rare as an updated version of Donkey Kong Jr., but renamed due to Nintendo's response.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Diddy can be punished with a down tilt or a side tilt. Both are extremely strong options and kill fairly early. Furthermore, it's possible to follow up a roll away (if predicted) with a Wizard's Foot or Dash attack, while it's also possible to punish a roll behind with a down air. If Diddy does a Get Up Attack or just remains still on the ground, a pivot angled down forward smash will connect as well.

How to Deal with Projectiles: Bananas give Ganondorf a fair amount of trouble. Bananas that are thrown on the ground can be grabbed and used against Diddy with a dash attack. Or kick over it with Wizkick or any of its customs. Be careful of the end lag from the dash attack though as it could lead you to punishment if unspaced properly. Avoid getting hit with a Banana, be it either shielding, dodging, dash attack, or just avoiding it. Diddy can lead to up air followups despite the nerf of his up air due to Ganon's weight. Diddy Kong's custom Up-B, as well as default, also packs a punch when he's hit out of it, so be careful when edge guarding. On the other hand, Peanut Popgun is not a big problem for us due to the slowness of the projectile.

Understanding the Matchup:

Yes, we are aware Diddy got nerfed. Ganon should still play very patiently against Diddy Kong. Diddy Kong still has a wide range of quick aerial moves with good mobility, despite having his range nerfed.

Diddy armed with a banana to hit at you is very dangerous since it can lead to grab combos, so please be careful to not get hit by his bananas. It's important to bait Diddy to throw away the bananas you can be aware of where to avoid it.

Flame choke is the best move to use on Diddy, since it resets Diddy's momentum and can net you followups. If unteched, Ganon will be able to followup with a down tilt or forward tilt, both which can kill Diddy if he fails to tech it. Near the edge, it is better to use forward tilt due to Diddy's weaker recovery and net kills fairly early, meanwhile Diddy may have to be around 115% in order to die from a down tilt.

Dash Attack is by far the best move to use in this matchup. This does not mean you should be reckless with it as it has punishable lag and is punishable on shield. Dash Attack's utilities in this matchup is 1. the burst of speed from the attack, which could mess up momentum for Diddy, 2. it catches bananas in on the ground and you can use it yourself, and 3. the weaker hitbox, if it hits Diddy, can connect to an up air. At lower percents, the strong hit of dash attack can lead to a grab, while the weak hit will do the same starting roughly 15%. At roughly mid-20s, the strong hit will lead to short hop up air, while mid-thirties up to app. 45% can have a full hop up air to connect. However, the weak hit will still connect with an up air until even 90% (and even an up smash at that percent given DI). Near the edge, up air can kill Diddy at that percent.

Up Smash is a great move in this matchup as well. Outside of Monkey Flip, the large range of Ganon's up smash stops a lot of Diddy Kong's approaches. In addition, the IASA frames can trick opponents to thinking they're safe when they are actually not.

As far as aerials go, Diddy's aerial game far out-mobilizes Ganon's. However, Ganon does have up air to clip Diddy on the off chance he goes too far high up. Additionally, Ganon has neutral air, which out-spaces Diddy's aerials, despite having a higher end lag. Ganon should make sure Diddy is never below him, in which Diddy will be able to juggle Ganon with his aerials. If in that situation, do not panic. Remember that although punishable, Wizard's Foot can net you a surprise KO, or at the very least, send Diddy away from you. Do not air dodge recklessly, nor waste your second jump.

Grabs: Down throw is your best combo move. It can lead to Dash Attack, Wizard's Foot, and up air at lower percents, while Down throw will true combo to Wizard's Dropkick (WDK) from 43-66%. Forward throw racks up damage and resets the situation. It can also be used to send Diddy off-stage, allowing us to edge guard. Back throw is a similar situation, but deals less damage than forward throw. Lastly, up throw doesn't have much viable usage here other than sending Diddy Kong up in the air. The lack of hitstun from the move as well as the distance Diddy is sent makes it difficult to followup.

Edgeguarding: Diddy Kong is not known for having a good recovery. Ganon's aerials are perfect for intercepting recoveries (every single one). RAR back air can be used to attack Diddy's that try to recover high, while down air can be used to intercept Diddy's recovering from under (but that can lead to getting hit to the barrel). Neutral air swats Diddy away and is a generally safer option compared to the rest of the aerials, but allows Ganon to safely recover back on stage, despite whether Diddy uses Monkey Flip or barrel. RAR up air/ ledge jump up air follows the same principle of RAR back air, intercepting Diddy's that try to recover from above. Falling up air off the stage clips Diddy's trying to sweetspot the stage with Monkey Flip or barrel. Lastly, forward air clashes with Monkey Flip and can swat Diddy away. If you're mid-stage and find Diddy off-stage, Wizard's Foot can boost you near the ledge. If you sweetspot the ledge, you can use any of these aerial moves to send Diddy away.

Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. If launched in the air, Diddy can die at a ridiculously early percent.

Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Also, it's weaker than Wizkick but could also true combo Diddy at mid percents from down throw.


Stages to consider:

Battlefield/Miiverse: Though you're also victim to being juggled by aerials, Diddy's banana game is not as threatening. Also, your up airs can also juggle Diddy as well. In addition, the location of the platforms can net you a sweet spotted up smash if you are right below Diddy.

Dreamland 64: This stage is similar to Battlefield, but the ceiling is higher. This allows Ganon to live up to higher percents. Overall, Ganondorf should be focusing on killing vertically at higher percents and trying close stocks along the sides at mid high percents.


Short Summary of Matchup:

Despite Diddy's nerf, Ganon should still play very patiently against Diddy Kong. Diddy Kong still has a wide range of quick aerial moves with good mobility, despite having the weakening of his up air. Overall, Ganon outranges Diddy, being able to play the spacing game without much to worry about.

However, Diddy has access to bananas, which can lead to tripping you and a grab, which can lead to additional followups. It's important to not get hit by a banana. Luckily, all of Ganon's down B specials as well as dash attack go through the banana. Dash attack is arguably Ganon's best move in the matchup, due to the ability to followup at percents as high as 90 from a sour spot dash attack. Up Smash, dash attack, and grabs are key to this matchup.

Be sure to edge guard Diddy as well. He doesn't have a good recovery and swatting him away will very likely seal a stock.

CM Ratio of the Matchup: 45-55 SMALL DISADVANTAGE

Ratio of the Matchup: 45-55 SMALL DISADVANTAGE

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FOR NEXT WEEK (Week 12), WE WILL BE DISCUSSING Link!




Link:
Character Description: There are many incarnations of Link, each possessing the Spirit of the Hero, with some of them being blood related as well. They are chosen by the Goddesses to protect the land from evil whenever deemed necessary. In the majority of Zelda games, their adventures take place within Hyrule, traveling through the land, collecting important items, and defeating a wide variety of enemies while trying to save both Princess Zelda and her kingdom from the clutches of Ganon, Vaati, or other villains.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Link can only be hit by a jab, which is good for resetting the situation. Furthermore, it's possible to follow up a roll away (if predicted) with a Wizard's Foot or Dash attack, while it's also possible to punish a roll behind with a down air. If Link does a Get Up Attack or just remains still on the ground, a pivot angled down forward smash will connect as well.

How to Deal with Projectiles: Link's specials are all projectiles, sans the Spin Attack. He has a great deal of midrange tools, ranging from boomerang and arrows to keeping you away, bombs to disrupt your momentum and to use in combos, and tethers to also start combos. One piece of advice would be to ban Battlefield, as Link will be unable to camp under platforms and attack you safely with up smash. Similarly, if you can also ban Final Destination, Link will be unable to camp you with arrows and boomerangs. Perfect shielding goes a long way, as you don't receive any pushback or eat any shield damage.

Understanding the Matchup:
Link's neutral game is a zoning-type game. He wants to keep you out with his projectiles and pressure you into approaching when he's prepared to punish you. Your goal as Ganon is to get in without being punished and be able to get out safely, or potentially kill Link.You have the tools to do this.


The problem Link suffers is the same most characters suffer; it's that he's not that good when he's above a character. Whereas Link is great at combo-ing, the same could be said for Ganon against Link. Link's weight and fall speed make it simple for Ganon to use simpler combos at lower percents (down throw-> wizard's foot) without fearing retaliation, and still end up close enough to attack again. At low-mid percents, Ganon can also down-throw up air Link, which puts him in a precarious position and Ganon is a position to tech chase Link if he would fall onto the stage.

Ganondorf is great at tech-chasing. He has a lot of options, especially out of flame choke. If Link fails to tech, Ganondorf can jab Link in order to send him away and prepare for another attack (Wizard's Foot or dash attack being extremely viable). Similarly, he can punish Link's rolling options with a Wizkick if Link tech rolls or just rolls away, grab if he techs in place, a forward smash or stomp if Link rolls behind.

Grabs: Link's throws do not kill at a reasonable percent other than up-throw which still kills later than ideal. What you want to do is be careful about his grab range. Being grabbed and being unable to mash out spells a down throw at low percents which will rack up your damage counter very quickly, not unlike Mario's throw combos.

Edgeguarding: Link's up-B can hit before he snaps on the ledge so trumping Link may be a bit difficult. It's easier to hit Link from below or at horizontal, as Spin Attack doesn't cover that. Similarly, aerial Wizard's Foot will clash, and if it hits the meteor hitbox, Link will be spiked downwards with tremendous force.

Customs to consider:
Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.


Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air.

Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Also, it's weaker than Wizkick but could avoid some projectiles and knock Link into an unfavorable position, especially if off-stage.

Stages to consider:
Smashville: Though you're also victim to being juggled by aerials, Ganondorf can also do the same to Link. He doesn't get the safety of platforms to hide under from Battlefield, nor can he afford to camp Ganondorf with projectiles, given such a small stage.


Short Summary of Matchup:

Link saw a giant buff to the point where getting too close can get us grabbed, which can lead to up tilt juggles and potentially death. So don't be surprised if you recklessly rush in and find yourself 60% from a combo.

Be careful about Link's tilts as they have the potential to go through or clash with Ganon's if timed correctly. However, sans down tilt, they are unsafe on shield, meaning shielding and punishing is ideal.

The key to this matchup is staying midrange and avoiding Link's projectile attacks, and catch him making a mistake. It's also possible to grab his bomb and throw it back at him and close in the distance safely that way. Be sure to not overextend yourself and back out when Link has the opportunity to retaliate or you may find yourself going from 0 to 60.

CM Ratio of the Matchup: 45-55 SLIGHT DISADVANTAGE

Ratio of the Matchup: 45-55 SLIGHT DISADVANTAGE

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For the next week (week 13), we will be discussing Zelda!

Zelda:
Character Description:
Princess Zelda is the eponymous name commonly given to the females born into the Royal Family of Hyrule in The Legend of Zelda series. With the exception of Link's Awakening, Majora's Mask, and Tri Force Heroes, an incarnation of Zelda or one of her alter egos has always been one of the central characters in the series.
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Zelda is victim to a down tilt follow up if she fails to tech, (kills at 110). Zelda's tech roll away is impossible to follow up, unless she doesn't have enough space for the full tech roll, as she rolls too far and too quickly for even a buffered Wizard's Foot to punish. If she does a Get Up Attack or just remains still on the ground, a pivot angled down forward smash will connect.


How to Deal with Projectiles: Zelda's specials, like Links, are all projectiles, outside of Farore's Wind. Din's Fire is great for hindering distance, as is the Phantom (down B), but both are relatively slow. The Phantom is even easier to punish since if you connect a strong enough move, Zelda will be unable to use it for a few moments after it has been destroyed. Nayru's Love (default B) punishes you if you get too close and has a fair range, and is able to knock you away. Power-shield (or block the phantom) those the projectiles, and refrain from being too close to Zelda unless you're sure she will be unable to either grab or use Nayru's Love.

Understanding the Matchup:

Zelda's neutral game is a zoning-type game. She wants to keep you out with her projectiles and Nayru's Love and pressure you into approaching only to grab you and do down throw follow ups. Your goal as Ganon is to get in without being punished and be able to get out safely, or potentially kill Link.You have the tools to do this.The key to this is to be very accurate with your spacing, being just enough to avoid her tilts and Nayru's Love, but close enough so Din's Fire and Phantom will be risky. Aptly put, approaching will be a pain.

The key to beating her normal range while still being in range to punish her Din's Fire/Phantom is to use spacing moves, such as Down Tilt. Dash attack on the other hand is a risky move, as the end lag can be easy to punish, despite the range it offers.

Another positive thing is that Zelda is light. So trading is almost always a good option to rack up damage against her, so a stray Dash Attack or down tilt can kill under 140%.

The problem Zelda suffers is the same most characters suffer; it's that she's not that good when she's above a character. Zelda's weight and fall speed make it simple for Ganon to use simpler combos at lower percents (down throw-> wizard's foot) without fearing retaliation, and still end up close enough to attack again. She also has terrible landing options, so trapping her in the air to rack up damage is a positive opportunity.

Simply put, Ganondorf needs to be very careful against an experienced Zelda, especially when he wants to Choke. She can just tech-roll away. You can try to trap her by limiting her space so her tech-roll doesn't go as much and you can Wiz-Kick though.

Grabs: Zelda's throws do not kill at a reasonable percent, but she has the potential to rack up your damage with down throw followups (This is because you're heavy and floaty). What you want to do is be careful about his grab range. Being grabbed and being unable to mash out spells a down throw at low percents which will rack up your damage counter quickly. She also has a good dash grab range, so be careful.

Edgeguarding: Zelda's Up-B is very fast and also powerful in the second hit. You may want to consider trumping her or punishing an unsafe landing on the ground, as it's difficult to punish Farore's Wind on it's own. However, if it's clear she's too close and you can punish, a stray Back air or Forward air will do the trick.

Recovering: Try to mix up your recovery a bit and definitely save your jump. Sometimes going a bit deep and hugging the stage is useful to avoid Zelda's down air Gimp.

Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. However, it can be an option if you find yourself a bit too far away from Zelda.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Also, it's weaker than Wizkick but could avoid some projectiles and hits at Zelda into an unfavorable position, especially if hitting her off-stage.

Stages to consider:

Try to avoid flat stages and counter pick to Dream Land. Please ban FD first, as that's Zelda's most advantageous stage.

Battlefield: Zelda has less room to use her projectiles and the taller boundary may help you survive from her Up-B. Fair and Bair can kill super quickly near the edge of the stage.

DL64: Like Battlefield - less room to use projectiles.

Lylat: Up smash becomes infinitely easier here and trapping Zelda on a platform can be disastrous for her.

T&C is possible as the platforms can offer some refuge from direct attacks.

Short Summary of Matchup:

The key to this matchup is staying close but not close enough to eat Nayru's Love. Poking moves like down tilt, forward tilt, jab are extremely useful in this. In addition, neutral air is also a good poking move, having two hits, but has some end lag.

Zelda has fast tilts and a great off-stage game with her down air. She can afford to go down deep, since she has a good recovery. Engaging Zelda off-stage may be a bit risky, as she can retaliate quickly with a move of her own without much worry for up-B.

CM Ratio of the Matchup: 50-50

Ratio of the Matchup: 50-50


Thanks to: Vermanubis Vermanubis @Abbey Street @TheArabSamurai A2ZOMG A2ZOMG @Rebel13 Sykkamorre Sykkamorre @Shmeckie @Jyro @Alacion @Rickster @_Magus_ @Swoops @TriTails @DarkFox207



FOR NEXT WEEK (WEEK 14), WE WILL BE DISCUSSING THE DITTO: GANONDORF!


Ganondorf:
Character Description: Known as the Great King of Evil or the Dark Lord, is the primary antagonist of the majority of games in the Legend of Zelda series. Ganondorf was born a member of the Gerudo; as the only male member to be born in a hundred years, Ganondorf is made either the King of the Gerudo or the Guardian of the Desert, depending on the game. Gifted with powerful magic, Ganondorf often seeks the omnipotent Triforce to grant his wish of conquering the entire world. He frequently wields the Triforce of Power, and stages coups against the Royal Family of Hyrule to take the Hyrulean Throne by force.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Ironically, Ganondorf is not vulnerable to any followups out of a non-teched choke. However, you can punish a predicted roll-away with a Wizard's Foot or a sour spot Dash Attack for a Up Air follow up (True combo!! From this point forward, known as Castle Flip: http://smashboards.com/threads/lab-the-castle-flip-da-sourspot-to-up-air-combo-chart-wip.420749/ ), roll-towards with an angled down forward smash or Down air, and Getup Attack with a Down air or pivot angled-down forward smash.

How to Deal with Projectiles: No projectiles here. We're all good.

Understanding the Matchup:

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. His moves are fairly large, fittingly. Being good at your tech skills will be important, yes, but the battle truly lies within your wits. The smarter Ganon will usually win, despite the difference in tech-skill. Adapting to your opponent's play style is key.

Ganon's slow movement speed makes it important to space with aerials, so you can hit your enemy without putting yourself at risk. On the ground, Ganondorf's key moves to poke at his opponents are down tilt, forward tilt, forward smash, jab, and SH Up air. Forward Smash is a unique move that beats most footsie games (outside down tilt), as it has a deceivingly large range, and offers a large reward.

In the air, Ganondorf has one of the worst air speeds in the game. He descends slowly, in short. This makes his landing options very obvious. He could land regularly, which he can be punished before he does so. It's also possible to bait a down air or Wizard's Foot, punishing the recovery frames from those moves.

Reading Ganondorf's double jump and causing your opponent to waste it is basically piling him more damage, and most times will result in death. Ganondorf does not have a good recovery, so conserving the midair jump is essential for recovering. Otherwise, relying on the Up-B without a double jump to aid your return to the fray will be hazardous.

Speaking about recovery, Ganondorf has THE BEST ledge grab in the entire game. Coupled with the fact Ganon has very few moves that can hit on opponents on the ledge, and that Ganondorf's uppercut from the Up-B can be used to discourage ledge trumping, his options to hit opponents on the ledge are low. Of course, ledge trumping is still important to discourage ledge stalling. Unfortunately, that's one of the few ways Ganon can discourage ledge-stalling.

Grabs: Ganondorf's main grab in this matchup are the down throw and the forward throw to rack damage. Down throw racks up damage, especially with the new Nair followup. BUT… Up air sends your opponent at an awkward upwards trajectory where you can bait him to use Wizard's Foot or Down Air to try to kill you, especially if you're at a higher percent. Up Throw should be one of those niche moves that you use to throw your opponent off guard.

Edgeguarding: Up air and neutral air are your friends, as they have wide range. If you can, a down B to spike your opponent is another way, but to not die, you have to make sure to get hit by the grab hitbox of the Up-B so you'll get sent away due to the lack of grab armor.

Recovering: The uppercut from Ganon's Up-B can pop past the stage and hit you if you're close enough. Please mix up your recovery a bit and definitely save your jump.


Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Also, it's weaker than Wizkick but could avoid some projectiles and hits Ganon into an unfavorable position, especially if hitting him off-stage. It also is a guaranteed followup from down throw at lower to mid percents.



Stages to consider:

It's all in your personal preference. Battlefield is great if you're looking for early KOs with an Up-Smash through the platform, while Final Destination is great if you're looking for a simple fight with no gimmicks.



Short Summary of Matchup:

Adapting to your opponent's play style is key. Ganon can be played many different ways, but what remains the same is that you make one mistake, you get big damage. The matchup is riddled with baiting, footsies, and overall Ganon knowledge.

Ganon's not a fast character, and this goes for both ground and air speed. Using that to your advantage is great, but one should not forget they suffer the same issue. What you do have is a great ledge-stall game. It's hard for your opponent to touch you without suffering the dangers of a Ganoncide, as Ganondorf has the lowest positioning on the ledge.

Try to use your second jump efficiently, as it's important for your recovery game. The Up-B is simply not a recovery that has a lot of horizontal reach, so be careful.


CM Ratio of the Matchup: Mirror / 100-0

Ratio of the Matchup: Mirror / 100-0


Thanks to: @ A2ZOMG A2ZOMG @ Ray_Kalm Ray_Kalm @ Opana Opana @ Z1GMA Z1GMA @Gold_TSG @_Magus_ @TheArabSamurai



FOR NEXT WEEK (Week 15), WE WILL BE DISCUSSING SHEIK

Sheik:
Character Description:
Sheik is Princess Zelda disguised as a male Sheikah. He claims to be the survivor of the Sheikahs. Sheik aids Link on his quest by teaching him various warp songs with his Harp. He does not reveal his identity or motives to Link until all the Sages are freed. (excerpt from ZeldaWiki: Sheik)
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Sadly, Sheik is not vulnerable to any followups out of a non-teched choke. However, you can punish a predicted roll-away with a Wizard's Foot, roll-towards with an angled down forward smash or Down air, and Getup Attack with a Down air or pivot angled-down forward smash.

How to Deal with Projectiles: Needles are extremely annoying. Powershielding helps save your shield HP. It provides a good deal of stun, but thanks to Ganondorf's heavy weight, it doesn't really hurt him from afar. Needle spam can only do so much, but will most definitely happen in wide stages like FD and Duck Hunt. Also, needles can be used against an offstage Ganon to lead to a Bouncing Fish, so be wary. Air Dodging is definitely one answer, but it's not a one-size-fit-all one. Another answer if you're nearby is to go for a short hop Aerial Flame Choke. It's possible to punish the needle toss animation, aiming at the cool down. This can be conditioned with a lot of empty jumps, prompting her to punish your landing. Reading the needles, as well as having good reaction time to Air Dodge, matters. The other projectile, grenade, is punishable. Just running through with a Dash Attack can do the trick if you're nearby.

Understanding the Matchup:

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. As Sheik is a character whose moves have little to no end lag, Ganon will find himself smacked around very easily. Although Sheik is great at landing hits and netting early kills, her kill potential is not high. Hence, the most important thing to do is stay alive and wait for an opening before punishing. Of course, do not underestimate her kill moves, as down throw at higher percents can lead to 50-50s with up air or Vanish. On the other hand, Ganon's moves are fairly large, and some of his best moves are deceivingly fast, fittingly, so he CAN punish Sheik. Hence, spacing and playing safe is a great way to go.

Sheik, in all senses, is the opposite of Ganon. While Ganon's attacks are strong, but slow, Sheik's attacks are swift, but not strong. They chain together quickly and can give anyone a headache. But her hitboxes are NOT large or wide, while Ganon's are fairly big. However, these aren't the only opposites they have. Ganon's air speed is fairly slow. BUT Sheik's is far faster. Use this to employ followups from a throw, or simply from Nair. It's possible to read a tech from a SH Nair and land a choke from it. She is also a light character, which makes her combo-bait for our throws, if we land it. In addition, we can also kill her early with well spaced tilts. Of course, Sheik has a good horizontal recovery, as she doesn't go helpless from Bouncing Fish. Down Tilt is usually preferred as a killing option, while Forward Tilt serves as one as well, but also an option to get Sheik offstage.

What Sheik capitalizes in is her punish game, which is rendered weak in this matchup. Her opportunities to punish Ganon are basically the same things she can do in neutral. Ganon is too heavy to kill regularly. Hence, Ganon should be living to higher percents and be able to get Sheik to rage as well in several hits. If that's the scenario, her throw combos will stop working, thanks to rage. As such, shielding will become a far safer option.

One important factor to take in this matchup is to simply take Sheik's hits. Your hits do far much damage, such that one rogue forward tilt does roughly 2-3 Sheik fairs. Any trades will usually be in your favor, so if you spot a trading opportunity, take it, unless your stock is in jeopardy (unless if it'll put hers in one too).

Sheik will most likely play defensively to avoid getting caught by Ganon's hitboxes, and bait Ganon into overextending himself. The issue here is Sheik can afford to camp out Ganon with needles, and Ganon struggles with approaching. When approaching Sheik, dashing is not recommended, as it 'locks' Ganon into one direction, and only roll back and jump as his only retreating option. It's true that his walk is also slow, but it's better to have multiple weaker options than have few exploitable ones. Dash attack only when you're punishing, or aiming for the weak hit in order to do the Castle Flip. Hence, I stress this: Do not overcommit, or you'll get punished. If you do overcommit, try to reset the situation and swat Sheik away. It's important to note that Ganon's dash attack at low percents, sourspot or sweetspot can lead to a grab.

Snuffing Sheik's approach: Needles will be primarily employed to discourage your approach and disrupt your movement options, using the stun to be able to come in and dash grab or fair. Sheik's SH fair has impossibly low cool down, while SH Nair is also safe, due to its long-lasting hit-box, both of which can be follow-upped by a Forward Tilt. Ganon's SH Nair can clash well with these and swat Sheik away, while gaining momentum, but it can be baited. Despite the buffs to Ganon's Nair, there's enough end lag for Sheik to come in and punish. Against Needles, walk and empty jump to screw up Sheik's timing.

IF CAUGHT ABOVE: from down throw> up air, or trapped from a platform, you're in a rock paper scissors scenario. Jumping puts you in a worse scenario, but can escape an up air which has the potential to cause deaths, but can set you up for a Fair followup. (In this situation, if you read this, jump and aerial Wizkick is a good mixup option). Air Dodging can escape the up air, but can get you caught by Vanish. Hence, be wary from down throw, as those 50-50s at around 100-140% can net you still. However, getting past that percentage can make those followups difficult for Sheik, and not getting killed is the only thing you need at that point.

Remember that you only need to land around 8-10 good hits to take care of Sheik. A good choke can lead to a chain of chokes, even though there is no guaranteed followup. Also, feel free to utilize the aerial variant (Aerudo) as Sheik cannot tech it. If she just rolls away, you can down tilt immediately. Otherwise, shield to avoid the Get up attack, and grab; OR choke again for a series of chokes. Also, be aware that the Aerudo deals more damage than regular flame choke and has a slightly faster startup.

Gaining center stage control matters in this matchup, but not as much since you're getting tossed around a lot. But it helps mitigates any risks you may take from getting knocked offstage. In addition, getting center stage lessens Sheik's movement options and can prompt her to approach you, which can be advantageous to us. BUT if you see a Sheik dashing forward, she is most likely going for a dash grab, which Sheiks use to employ for her various throw combos. Be wary.

Punishing a Whiff Hit: Sheik has a very quick jab. They'll usually cover their whiff with a jab instead of a spot dodge or shield. It's technically a better option, so finding a way around it helps. Brace yourself for a shield grab out of the jab, or a well spaced down or forward tilt.

Recovering: Recovering low is great since although Sheik is great at hitting horizontally, she struggles with hitting deep down, as she needs to go down fairly low. Saving your second jump will also go a long way, as it will prevent you from getting baited as well as allow you to return onstage safely. Ganondorf's recovery gives a lot of vertical distance, so recovering from below is not a bad idea. Also feel free to hold back when recovering to give that uppercut to an antsy Sheik, as it'll push her away and give you time to get back on stage safely.

Of course, mixing up your recovery is extremely vital. If you see a Sheik preparing to dip low or cut your descent, you can overshoot your recovery from up high in order to throw her off balance and force her to recover. It can even set her up in a trump situation. A well timed (emphasis on well timed, as for this you need to be precise and hit the back air once she grabs the ledge, you can hit her before she goes too high) back air will be able to hit her. However, it's safer to recover low, but remember to tech Sheik's run off back air.

If you see Sheik coming horizontally with a Fair or Bouncing Fish, you can Nair instead of air dodging (which isn't advised) to swat her away. The rework on Nair makes it come out faster. The larger range helps us hit Sheik before she hits us.

Against a Sheik trying to land: Wizard's Foot (Wizkick) is great at covering her landings. It's a fast and relatively powerful move that can cancel at the ledge. Sheik wants to reset the situation, or fair to regain momentum. Sheik, more often than not, will be able to jump away and bouncing fish, which is difficult to catch. Try not to overextend yourself, but if you find Sheik may be coming down at an obvious location, Wizkick can help.

Grabs: Ganondorf's main grab in this matchup are the down throw and the forward throw to rack damage. Down throw racks up damage, especially with the new Nair followup. BUT… Up throw sends your opponent at an awkward upwards trajectory where you can reset the situation with Sheik on top, and wanting to come back down. You can punish her for that with an up air.

Edgeguarding: Vanish is unpunishable but there IS a 2 frame window for you to Ganoncide Sheik but hovering near the ledge and holding back when Sheik's recovering. With the right timing, Ganon will grab Sheik and throw her down to the Shadow Realm. If Sheik's recovering low, it's not a bad idea to try to punish the startup frames of vanish. Bouncing fish to the ledge, however, can be snagged with a well timed up air.

Sheik, when recovering from the ledge, has several options: ledge hop or drop down double jump forward air, which can be punished by a Nair. Ledge jump Bouncing fish is also an option for her, but we can spot-dodge this and punish her for it.


Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO. More importantly, it's good to discourage a Sheik from trying to hit you with a wall of fairs, thanks to the super armor and massive kill power.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Also, it's weaker than Wizkick but could avoid some projectiles and hits Sheik into an unfavorable position, especially if hitting her off-stage for a followup. It also is a guaranteed followup from down throw at lower to mid percents.



Stages to consider:


Battlefield is your best bet in this scenario, despite Sheik having the chance to kill you a bit earlier off the top with her up air.

Lylat is generally a good Ganon stage, but it benefits both parties. Sheik can needle spam and can run away, but Ganon can make use of the higher platforms with up smash, back air and forward air. Just watch out for the lip.

Smashville is another good option as the smaller base platform allows you to approach with less distance, and the moving platforms, although Sheik can use it to extend combos, we can also use it for aerial chokes and up air shenanigans.

Dream Land 64 is another not-bad option. Unlike Battlefield, it has a lower ceiling, but the stage itself is larger, making approaching more difficult than its more aesthetic counterpart. It's a pretty decent stage if you have rage and need to land one solid kill. Hence, pick this stage if you feel comfortable with the three platforms and BF is banned.

Final Destination is not as bad an option as it sounds. Despite Sheik has the option of needle spamming you, it's harder for her to kill you off the top, but she can still gimp you on the sides.

Duck Hunt is a wide stage, but the ducks help with stale moves and the high blast zones make it difficult for Sheik to land an up air kill against you. However, the wide stage gives Sheik a lot of room to run and camp. Although you can also play defensive and stay away from the needle distance, you're expected to approach if you're not in the lead.

Please ban T&C. It does nothing to you other than make the matchup easier for Sheik, since she has more room to move around now. The platforms help with her up air chains, and the wide stage area encourages needle spam.



Short Summary of Matchup:

While Sheik is quick and fast, Ganon is slow but strong. She has a lot of tools she can employ against you, but the most important thing is to stay alive. Conserve your second jump if you're knocked offstage, and recovery wisely. It shouldn't be a surprise to you that you're going to get hit a lot in this matchup. It's fine. Don't worry. On average, you can match a 3-6 hit combo from Sheik, and even do more than just break even, with a tilt or smash attack.

Sheik's fast, but it's important to understand her frame data to see her openings. We rely on reads, which require understanding and conditioning of our opponent. This is one matchup you don't want to be super aggressive in. Play defensive and look for openings. Oh, and also practice techs so when you recover, you don't get clipped by a back air, as well as perfect shielding so you can power shield needles.

CM Ratio of the Matchup: 30-70

Ratio of the Matchup: 30-70


Thanks to: @ A2ZOMG A2ZOMG @Gold_TSG @_Magus_ @TheArabSamurai @Blobface @Abbey Street @Theosmeo @adom4 @NEStalgia314 @jmanup85 @Shmeckie Vermanubis Vermanubis @super fan bros Xinc Xinc @WwwWario Z1GMA Z1GMA @Scarlet Jile @HeavyLobster @Spark31 @MagiusNecros @mgleed Opana Opana


FOR NEXT WEEK (WEEK 16), WE WILL BE DISCUSSING TOON LINK


Toon Link:
Character Description: Toon Link first appeared in The Wind Waker and Phantom Hourglass, with big eyes and an expressive face. He lived peacefully on Outset Island until a bird captured his little sister, and he came to her rescue. In The Wind Waker, he had to crawl, press up to walls, and the like. His green clothes were worn on his 12th birthday and are the lucky outfit of the hero of legend.


Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Toon Link is vulnerable to jab, down tilt, and forward tilt followups off a missed tech. Given Tink’s light weight, landing a FTilt or DTilt at a higher percent can seal a stock.

How to Deal with Projectiles: TL, like Link, has access to bombs, arrows, and boomerangs, as well as his hookshot. Tink is very good at spacing and keeping Ganon at bay. The trick is to shield away or catch the bombs, and shield the arrows, boomerangs, and hookshot. All of these three are slower than Link’s, and TL’s floatiness makes it easy to figure out what action he will do. Perfect shielding is even better since you don’t get any pushback and can immediately retaliate. In addition, catching TL’s bomb allows you to control spacing as well and discourage TL’s followups, such as boomerang to fair combo.

Understanding the Matchup:

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. TL is far more agile and able to maintain stage control due to his smaller height, despite his large head. TL will most likely play defensively and only come in when a projectile hit will confirm in order to follow up on that hit. The issue is that TL can afford to projectile camp Ganon, as Ganon struggles with approaching.

This doesn’t mean Ganon will suffer immensely. Ganon can powershield the projectiles away. His goal is to break TL’s zoning by approaching, and hitting him hard. TL does not have many good throw options, other than back throwing Ganon near the ledge when he’s at high percent, so you’re usually safer in your shield. Walking may also be another option better than running, since you can swat extra damage on TL if he wanders too close with a tilt or jab.

Ganon himself does really well when he lands a dash attack (weak hit) for a castle flip. The sheer power and knockback will put TL in an awkward position. In addition, a grab is a great way to land around 30 damage on TL, as down throw to nair nets around that damage and also send TL in a strange position. Down throw to up air will work at medium percent.

If you overextend, it’s best for you to regain some ground before resetting situation. That way you won’t eat up too much extra damage.


Snuffing TL's approach: Projectiles will usually be thrown at you, and a hit confirm will let TL come in to swat you with a fair. In addition, try not to let yourself get above of him, especially at low percents, since up air strings will rack up damage fairly quickly. Catching bombs and throwing them back at TL is a great way to halt his momentum. It can also lead to a followup depending on his DI, such as another choke, or neutral or up air depending on position.


IF CAUGHT ABOVE: TL will most likely be trying to string up airs for when you get back down, or hit you with an up air if you’re at higher percent to get a kill. Be careful about up air since the hitbox lasts a long period of time. In other words, using your double jump to escape may be a great idea. Air dodge with caution, since although the weak hit of Up air won’t kill, it’ll position TL for another up air, since it will still push you up.

Remember that you don’t need to land many hits to take care of TL, thanks to his light weight. A good choke can lead to a chain of chokes, thanks to his slower get up roll. Feel free to utilize the aerial variant (Aerudo) as well. Also, be aware that the Aerudo deals more damage than regular flame choke and has a slightly faster startup, and can lead to another grounded choke.

Gaining center stage control matters in this matchup, since you’re trying to limit TL’s running space. It also helps mitigates any risks you may take from getting knocked offstage. In addition, getting center stage lessens Sheik's movement options and can prompt her to approach you, which can be advantageous to us. BUT if you see a Sheik dashing forward, she is most likely going for a dash grab, which Sheiks use to employ for her various throw combos. Be wary.

Punishing a Whiff Hit: Grab if TL gets too close. Forward Tilt, Down Tilt, and Up Smash are relatively fast moves as well, in addition to dealing massive damage and knockback.

Recovering: Recovering low is not a bad idea since TL wants to refrain from going low, save for a down air suicidal spike. Fair has a bit too much cooldown for TL, as does bair, to intercept your recovery. Saving your second jump will also go a long way, as it will prevent you from getting baited as well as allow you to return onstage safely, as well as safely intercept TL’s edgeguard. Ganondorf's recovery gives a lot of vertical distance, so recovering from below is not a bad idea at all. Also feel free to hold back when recovering to give that uppercut to TL, as it'll push him away and give you time to get back on stage safely. But be careful, since TL can just opt to down air near the ledge and it’ll hit you if your opponent expects it.

Of course, mixing up your recovery is extremely vital. TL does have several options to hit you recovering low, such as pelting you with bombs or boomerangs, if you at a horizontally low angle.


Against a TL trying to land: Wizard's Foot (Wizkick) is great at covering his landings. It's a fast and relatively powerful move that can cancel at the ledge. TL usually plays keepaway, and is floaty, which means it’s easier to anticipate where TL will be landing. Up air clashes with down air, but can kill at higher percent, or just simply send TL in an awkward upwards angle. A dash attack is also another viable option, sending TL back into the air and killing at higher percents, or the weak hit setting up for a castle flip.

Grabs: Ganondorf's main grab in this matchup are the down throw and the forward throw to rack damage. Down throw racks up damage, especially with the new neutral air or up air followup. Up air and Nair send TL in awkward positions where they have to get back on the ground. BUT… Up throw sends your opponent at an awkward upwards trajectory where you can reset the situation with TL on top, and wanting to come back down. You can punish attempts to come back down, which prevents TL from going back to playing keepaway against you.

Edgeguarding: TL’s recovery goes farther than Link’s, but has less protective space. This means most aerials will be able to clash with TL’s up-B, and swat him away. Down air is considerably the most useful if TL isn’t hugging the stage. Forward air, neutral air, and back air are also good moves to keep TL away from the ledge.

TL’s primary method of recovering from the ledge against you is to either throw a projectile at you to swat you away, or hit you with a fair. Both of these are blocked by shield, and punished accordingly.


Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO. It can also hit a projectile TL throws to extend its duration and catch TL in it, before hitting him for massive damage and knockback, potentially killing him insanely early.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can bypass TL’s usual projectile wall in a pinch, and send him offstage at an awkward angle. Be sure not to overuse this, however, as it is easily punished.



Stages to consider:


Battlefield is your best bet in this scenario. TL can give you some trouble with up air strings by trapping you on a platform, but since TL has bad landing options, you can do the same, if not more. Unlike Link, TL does not have as much range to fully benefit from Battlefield’s platforms.


Lylat is generally a good Ganon stage, but it benefits both parties in which both characters can easily get stuck under the lip of the stage, leading to massive rage. TL can make use of Lylat’s main platform to projectile camp, while Ganon can make use of the three higher platforms for early Kos and platform trapping.

Smashville is another good option as the smaller base platform allows you to approach with less distance, and the moving platforms. Overall, the stage is fair for both parties.

Dream Land 64 plays a lot like the matchup on BF. Unlike Battlefield, it has a lower ceiling, but the stage itself is larger, making approaching more difficult than its more aesthetic counterpart. It's a pretty decent stage if you have rage and need to land one solid kill. Hence, pick this stage if you feel comfortable with the three platforms and BF is banned.

Final Destination is not as bad an option as it sounds, but TL is extremely comfortable here with no platforms. Even though you can make use of his bad landing options, he can make life a bit boring and hard for you by pelting you with projectiles.

Duck Hunt is a wide stage, but the ducks help with stale moves and the high blast zones make it difficult for Sheik to land an up air kill against you. It benefits TL more than you, since he’s far agile than you and he can use that fact to weave in and out, forcing you to approach.

Please ban T&C. It does nothing to you other than make the matchup easier for TL



Short Summary of Matchup:

Toon Link’s matchup against Ganon is similar, but not the same as how Link should play against him. Ganon benefits that TL is lighter and has less range, but dislikes how TL is far more mobile, making it harder to hit him. Being mobile means TL can weave in and out easily, and combined with a strong projectile game, TL can afford to camp Ganon.



However, the easiest thing to do when faced with this is to shield (preferably powershield). TL does not have good grab options and his grab itself is punishable so it’s encouraged to shield TL’s projectiles unless you’re at a high percent, in which back throw for TL becomes a kill option. Overall, you will be approaching as Ganon, and blocking what TL pelts at you. Tilts are great at swatting away TL and getting good damage, while up smash is a great way to punish TL trying to come in to throw a Fair at you. Overall, knocking TL offstage and taking advantage of his linear recovery (but one that travels farther than Link’s) will be beneficial to winning the matchup.

CM Ratio of the Matchup: 50-50

Ratio of the Matchup: 50-50


Thanks to: A2ZOMG A2ZOMG Vermanubis Vermanubis @adom4 @Blobface @_Magus_ Z1GMA Z1GMA Opana Opana


FOR NEXT WEEK, WE WILL BE DISCUSSING SAMUS

Samus:
Character Description: Samus Aran is the protagonist of the Metroid science fiction action-adventure game series by Nintendo. She was introduced in the 1986 video game Metroid.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters, click here. Thanks to the recent patch, Ganondorf now gets jab out of grounded choke. In lower percents, you can get another choke or land a wizkick. Her tech roll is not fast, around Sheik speed, so you can punish accordingly.

How to Deal with Projectiles: Samus is a fairly versatile character, with the ability to fade back and forth with the tether attack, missles, and her Charge Shot. Powershielding is a great way to block, and DA is a good way to pierce through any holes in her defense. It temporarily makes Ganon's hitbox smaller, which can help avoid Zair. Grounded Wizkick clashes with missiles (not super missiles), Forward tilt clashes with any missile, Dash Attack will clank with Missiles. A fresh fair or Bair will clash with a fully charged Charge Shot.

Understanding the Matchup:
Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. Samus is able to maintain a good keepaway game thanks to her projectiles. However, the nature of her projectiles will make it difficult for her to spam.


Ganon struggles to approach, which means the wall Samus puts up can prove to be a challenge.
This doesn’t mean Ganon will suffer immensely. Ganon can powershield the projectiles away. His goal is to break Samus's zoning by approaching, and hitting her hard. Baiting Samus' grab is a good idea since it's laggy, but the range is fairly big, so you might want to exercise caution. Walking may also be another option better than running, since you can swat extra damage on Samus if she gets a little bit careless with spacing.


Ganon himself does really well when he lands a dash attack (weak hit) for a castle flip. The sheer power and knockback will put Samus in an awkward position, upwards. In addition, a grab is a great way to land around good damage on Samus, as down throw to nair nets around 29-30 and also send Samus in an uncomfortable diagonally upwards position. Down throw to up air will work at medium percent.

If you overextend, it’s best for you to regain some ground before resetting situation. That way you won’t eat up too much extra damage. Samus has a good combo game with her aerial juggles, especially up air. Backing away can mitigate unnecessary damage you take.

Snuffing approach: Projectiles will usually be thrown at you. This includes Zair and missles. It's possible for Samus to land a throw (usually down throw) for fair followups. Powershield, and try not to commit to any laggy options unless you're sure the hit will land.

IF CAUGHT ABOVE: Samus will usually go for up airs for when you get back down, or hit you with an up air or Up B for a combo finisher if you’re at higher percent to get a kill. Be careful about up air since it juggles easily. In other words, using your double jump or air dodge to escape may be a great idea, but it can be read. Air dodge with caution, since although the Up air won’t kill, it’ll position Samus for another up air, since it will still push you up.
Remember that Samus has a good tether grab so it's a bit easier to kill her from up high rather than on the edge, unless you're positioned perfectly for an edgeguard through up air or lingering Fair hitbox. Samus is fairly floaty, so trapping her in the air is also a good option, as her landing options are average. Landing a choke can lead to a chain of chokes, but Ganon gets no free kill options out of outrageous percentages from choke, since jab is the only non-teched followup. Feel free to utilize the aerial variant (Aerudo) as well. Also, be aware that the Aerudo deals more damage than regular flame choke and has a slightly faster startup, and can lead to another grounded choke.


Gaining center stage control matters in this matchup, since you’re trying to limit Samus' movement options, but also be wary about what Samus does. Cutting off the distance itself isn't good enough since Samus can come in with a grab and get a lot of damage off you. Also beware of a rogue Dash Attacker from Samus. It sends up at an upwards trajectory, making it easy to string up airs, or end with a Nair. But getting stage control also helps mitigates any risks you may take from getting knocked offstage since it becomes harder to knock you out. In addition, getting center stage lessens movement options and can prompt her to approach you, which can be advantageous to us. The buff from the jab allows us to beat Samus' approaches in the short hop or pressure Samus' shield.

Punishing a Whiff Hit: Samus' grab is the most punishable option, as well as up-B out of shield in a non-platform stage. Depending on distance, you can follow up with Forward Smash, forward or down tilt, grab, up air, Wizkick (either variant), and down smash for optimal damage dealing. Punishing Dash Attack, one of Samus' more common combo starters, can be done after anticipating where Samus will end up after the DA. Choke and grab (space dependent) are possible followups and can ruin Samus' momentum.

Recovering: Samus has access to a spike that only truly spikes when her opponent is directly under her. Otherwise, it sends them the direction it hit them at a diagonally down angle. Recovering low is not a bad idea since Samus only has that spike or Bair as an option, but a seasoned Samus will be able to read your recovery easily. (Get ready to tech!) Doing it early can be good too, though, since you could evade the hitbox and have your grab or uppercut activate first (You generally want the grab since uppercut is a hitbox and then both Ganon's and Samus' hit will clash. Recovering up high isn't bad either, but fast fall if needed since Samus might be tempted to hit you with Bair, Nair, or Fair. Saving your second jump will also go a long way, as it will prevent you from getting baited as well as allow you to return onstage safely, as well as safely intercept an edgeguard attempt. Ganondorf's recovery gives a lot of vertical distance, so recovering from below is not a bad idea at all. Also feel free to hold back when recovering to give that uppercut, as it'll push her away and give you time to get back on stage safely.
Of course, mixing up your recovery is extremely vital. Being too predictable is just asking to get intercepted.
Against a Samus trying to land: Wizard's Foot (Wizkick) is great at covering landings if you're unsure what to do. It's a fast and relatively powerful move that can cancel at the ledge. Samus and is floaty, which means it’s easier to anticipate where Samus will be landing. Up air clashes with down air, but can kill at higher percent, or just simply send Samus in an awkward upwards angle. A dash attack is also another viable option, sending Samus back into the air and killing at higher percents, or the weak hit setting up for a castle flip.
Aerial Approach: It's really important to realize that Samus's aerials are outranged by Ganon's aerials, especially Nair. If Samus is in the air and you powershield a Zair, you can Full Jump and Nair to swat Samus away.


Grabs: Ganondorf's main grab in this matchup are the down throw and the forward throw to rack damage. Down throw racks up damage, especially with the new neutral air or up air followup. Up air and Nair send her in awkward positions where they have to get back on the ground. BUT… Up throw sends your opponent at an awkward upwards trajectory where you can reset the situation with Samus on top, and wanting to come back down. You can punish attempts to come back down, which prevents Samus from going back to playing keepaway against you. Back throw serves a decent use if you're trying to gimp Samus by getting her off the stage and intercepting her Up-B or Zair.

Edgeguarding: Samus' recovery game is not very good. A panicked tether recovery can be intercepted by tipman up air, or bair. Aerials, especially dair and Down B, will clash with her up B, which can lead to an early stock loss for Samus.

Samus's primary method of recovering from the ledge against you is to either throw a missile or charge shot at you to swat you away. Both of these are blocked by shield, and punished accordingly. Many Samus' like to Zair or Fair as recovery from the ledge. You can also punish these with a powershield/shield + Up air.


Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO. It can also hit a projectile Samus throws to extend its duration and catch Samus in it, before hitting him for massive damage and knockback, potentially killing him insanely early.
Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can bypass Samus's usual projectile wall in a pinch, and send him offstage at an awkward angle. Be sure not to overuse this, however, as it is easily punished.


Stages to consider:

Smashville is the best bet. Samus doesn't get the ability to trap you on platforms with her up airs like in BF, nor can she camp us with her projectiles and make approaches difficult in FD. She doesn't have enough room to camp, and also loses out on juggles.

Duck Hunt is a wide stage, meaning you can get camped, but the ducks help with stale moves and the high blast zones make it difficult for Samus to land an up air kill against you. It benefits Samus more than you, especially the right side thanks to the tree that can help you get a sweetspotted up smash. The higher ceiling makes it harder for Samus to kill you but you can kill easily off the sides.

Final Destination is not as bad an option as it sounds. Although you struggle with approaches and can be camped, you won't have to worry about extended up air combos from Samus. Also Samus doesn't have good landing options either, so take advantage of that.

Lylat is generally a good Ganon stage, but it benefits both parties in which both characters can easily get stuck under the lip of the stage, leading to massive salt. Samus can make use of Lylat platforms for up air, and the main ground for camping. However, catching Samus on a platform with an up smash can spell certain death for her.
Battlefield is not your best bet in this scenario. Samus will have the ability to give you a lot of up air trouble, even though Ganon also benefits from BF.


Dream Land 64 plays a lot like the matchup on BF. The wind is also detrimental to you as Ganon, so DL64 should be striked before BF.

Please ban T&C. It does nothing to you other than make the matchup easier for Samus due to the low ceiling.

Short Summary of Matchup:

Playing the MU is basically a watch and bait game. A single Dash Attack or grab can lead to many combos. Samus has the tools to camp you as well as juggle, but Ganon has the destructive power Samus lacks. The best thing to do is to get Samus above you and take advantage of it. Similarly, try to force a roll and punish. Though it has good distance, it is slow.
However, the easiest thing to do when faced with this is to shield (preferably powershield). Overall, you will be approaching as Ganon, and blocking what Samus throws at you. Tilts are great at swatting away Samus and getting good damage, while up smash is a great way to punish Samus' bad landing options. Overall, knocking Samus offstage and taking advantage of her will be crucial to winning the matchup.


CM Ratio of the Matchup: 45-55
Ratio of the Matchup: 45-55


Thanks to: A2ZOMG A2ZOMG Vermanubis Vermanubis @adom4 @Blobface @_Magus_ Z1GMA Z1GMA Opana Opana I'll tag more people later. I should not be writing this at work.

NEXT WEEK IS ZSS!



Zero Suit Samus:
Character Description: Samus is an ex-soldier of the Galactic Federation who turned into a Galactic bounty hunter, usually fitted with a powered exoskeleton with weapons that include directed-energy weapons and missiles. Throughout the series, she executes missions given to her by the Galactic Federation while hunting the antagonistic Space Pirates and their leader Ridley along with the parasitic energy-draining organisms called Metroids. Appearances of Samus outside the Power Suit occur mostly in cutscenes, such as ending screens showing Samus in more revealing clothing. Metroid: Zero Mission also introduced the Zero Suit, a form-fitting jumpsuit that she dons below the Power Suit.

Gerudo Followups (unteched):
For a full chart of Gerudo follow ups for all characters, click here. Ganondorf gets down tilt out of choke. If you manage to get it on ZSS around 90, it can kill with or without a decent amount of rage.
How to Deal with Projectiles: ZSS is a versatile character, but her paralyzer only has limited distance, and can be powershielded. Also be mindful of her side B, which sends you away, as well as her down smash, which will stun you at a close distance.

Understanding the Matchup:

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. This makes things easy for ZSS since she can weave in and out with her paralyzer, better speed, and good aerial moves. Ganon needs to be careful to space properly or will die to her Boost Kick (Up B), which can lead to a death.

On the other hand, ZSS falls at a fairly fast speed but is light, which means she needs to be very careful when approaching since Ganon’s attacks can spell death to her, should he land it. Her fast fall speed makes it so she is weak to sour spot dash attack followups, even at higher percents. That means she can be juggled, AND can get sent to death by a sour spot DA setup.

This match is very reliant on your mixups and DI, since a missed DI can lead to a loss of stock.


Snuffing ZSS’s approach: Projectiles and tethers will be smacked at you, occasionally followed by a grab as bait. Mix up your defensive options by rolling, jumping, and power shielding. Spot dodging is also a very useful move, since thanks to the nerf on her grab, Ganon won’t get grabbed if he dodges ZSS’s tether grab.

ZSS is especially great with pressuring Ganon due to her ability to confirm out of paralyzer. This means that you have to definitely play around ZSS’s projectile and mobility. If caught by a grab, a down throw to up air is sure to come, so be sure to mash.


IF CAUGHT ABOVE:

You really don’t want to get above ZSS since up airs rack up damage super easily, and can rack up to a Boost kick, which can kill at low percents. If you do get caught, check out this link: https://www.youtube.com/watch?v=WQD6fPQXYwE

As you can see, DI’ing can save your life against Boost Kick.

At the same time, don’t be predictable with air dodges or waste your second jump. A ZSS could easily read the air dodge and wait for it to end and still Up-B you anyway. So air dodge with caution.

Your second jump is your lifeline to get back on the stage. You can use it to gain a little vertical momentum and slide away from ZSS.

Punishing a Whiff Hit: It happens that ZSS can mistakenly throw out an unsafe aerial or dash attack. When doing so, punish accordingly. Your fastest (but least damaging move) is your jab. It goes far and deals up to 10. A little bit slower, but Dash Attack, wizkick, grab, and choke are also viable options to punish on reaction.

Recovering: You generally want to recover low since ZSS’s flip kick can spike. Recovering low means that ZSS does not get that opportunity. So try to use the Up-B below the stage to recover, and choke only when you’re sure ZSS isn’t in a position to spike.

Against a ZSS trying to land: ZSS has an escape option in her Flip Kick. The Flip Kick allows her to safely move away from any situation. To boot, the first few frames provide invincibility, so punishing her from flip kick is hard. Try not to commit, but forcing her flip kick out can help.

Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage. Up air is a weaker move with less usability, but it can be just to send ZSS above you and play mindgames.

On the other hand, be careful of ZSS’s grabs. Down throw leads to up airs, while back throw near the ledge, if DI’ed incorrectly, can lead to flip kick to spike you downwards. (Hi Nairo). These are her more common throws.

Edgeguarding: ZSS has several options of recovery, which does help her regular lackluster boost kick recovery. The tether side B helps her a lot in terms of recovery, even though it’s reckless to use it against Ganondorf. (Ganon has a quick punish on block). Down B (Flip Kick) also helps in that it’s invincible at the beginning and can spike any ambitious edgeguarders. The key to edge guard that move is to wait and beat it with up air. The regular boost kick can be clashed with tipman/up air from under, as well as back air.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.


Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO. It can also hit a projectile ZSS throws to extend its duration and catch ZSS in it, before hitting him for massive damage and knockback, potentially killing him insanely early.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can bypass ZSS’s laser stun, so you will be able to hit her out of it without having to jump.

Stages to consider:

Battlefield is your best bet in this scenario. ZSS can give you some trouble with up air strings by trapping you on a platform, but you can do the same, if not more from a DA and just up airs.

Lylat is generally a good Ganon stage, but it benefits both parties in which both characters can easily get stuck under the lip of the stage, leading to massive salt. ZSS projectile camp on the main platform, while Ganon can make use of the three higher platforms for insanely early Kos and platform trapping, resulting in numerous juggles. One should be predicting a Flip Kick to save ZSS though, and can try to punish if she does land on another platform with up air or Aerudo (air side B).

Smashville is another good option as the smaller base platform allows you to approach with less distance, and the moving platforms. Overall, the stage is fair for both parties. ZSS can shark under the stage, pro tip.

Dream Land 64 plays a lot like the matchup on BF. Unlike Battlefield, it has a lower ceiling and it’s harder to land an up smash on the platform. The stage itself is larger, making approaching more difficult. It's a pretty decent stage if you have rage and need to land one solid kill. Hence, pick this stage if you feel comfortable with the three platforms and BF is banned, but there are better options.

Final Destination is not as bad an option as it sounds, but ZSS can camp well without platforms, since Ganon’s slow and can find it difficult to punish Flip Kick. Don’t get discouraged by the projectiles and plow on ahead.

Duck Hunt is a wide stage, but the ducks help with stale moves and the high blast zones make it difficult for ZSS to land a Boost Kick kill against you. ZSS benefits more than you, since she has more leg room, and can just make life difficult by weaving in and out. Maybe the dog and ducks can help you?

BAN: Town and City. Ganon normally can live a little longer than most from Boost Kick, but Town and City’s low ceiling just means he’ll die earlier. ZSS will also live longer thanks to the longer side boundaries.

Short Summary of Matchup:

ZSS is a fast faller, but is a light character. Ganondorf benefits from this by being able to land several strong hits and potentially juggle ZSS. However, she’s more mobile, which makes it difficult to hit her. In addition, the paralyzer does nothing but really give Ganon something to worry about since she can confirm things on hit.

However, there isn’t a one size fit all answer to this. ZSS has many options that can give Ganon problems. ZSS does have enough lag on her missed tether grab for a quick punish which Ganon should always take advantage of. Powershield, spot dodge, and jump over projectiles, and do whatever you can to rack up damage, and net a quick kill. Overall, killing ZSS vertically is easier to confirm, since she has many options to return back on the stage, but be sure to not make your up smash too predictable. On the plus side, you can trade with her aerials since you outrange her and deal more damage. Overall, you’ll want to play very passive aggressive and punish her for unsafe moves.


CM Ratio of the Matchup: 45-55

Ratio of the Matchup: 40-60

Thanks to: @Theosmeo @Abbey Street


FOR NEXT WEEK, WE WILL BE DISCUSSING PIT.


PIT:

Character Description-
Pit is a fictional character and the protagonist of the Kid Icarus series, first appearing in Kid Icarus for the Nintendo Entertainment System in 1986 and later appearing in Kid Icarus: Of Myths and Monsters for the Game Boy in 1991.
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets jab as a punish off an unteched choke. As a mixup, you can Wizkick after at lower percents.

How to Deal with Projectiles: Pit’s arrows aren’t too terrifying, but they’re pretty good harassment. He can use them to try to gimp you offstage or just to stifle an approach. If offstage, swat those arrows away with an aerial (up air is safest). Your return won't be hindered any longer!

Understanding the Matchup:

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. This makes things easy for Pit to hit you with those arrows as well as hit your giant hurtbox. Ganon needs to be careful to space properly or will eat up a lot of damage from Pit.

On the other hand, Pit isn't all that heavy, which means he won't be able to take that much of a beating from our beloved Dark Lord. He also can't close out stocks too easily, relying on Dair, his UpperArm Dash (Side B), and Smash attacks. This means you'll be able to survive longer. Pit's attacks also aren't that great range-wise which means you can out-space him. Of course, he can avoid that by using retreating aerials with his multiple jumps.

This match is very reliant on DI, since an incorrect DI will make you eat a lot of percent. Also, keeping your movement options unpredictable is another thing that will be useful in throwing Pit off his game.

You will have a bad time with the neutral since Pit's aerials auto cancel on a short hop. You'll have to play footsies, which isn't all that bad considering your giant hitboxes and the large damage output you provide. You can afford it, but Pit will always have an easier time weaving in and out, as well as just snuffing approaches. If he does get a little too close for comfort, a jab can push him away and you can try again.

Please do try to tech when you're expecting to get footstool'ed: https://www.youtube.com/watch?v=KmxZuZlEQ80

Snuffing Pit’s approach: Pit generally doesn't want to approach you. Because he has a projectile, he'll be more likely to keep spamming it to force you to approach. Try not to get baited too hard into overcommitting and power shield arrows. If you manage to get ahead by sealing one of his stocks, bear in mind all of Pit's aerials auto cancel out of a short hop so be wary when throwing out an attack. If you want him away from you, jab. It's a good GTFO move with a good range. Pit is also not so good on block, which means you have the time to hit him if you manage to block a move he hits your shield with.


IF CAUGHT ABOVE:

You really don’t want to get above Pit. Pit has pretty good juggling tools at mid percents. Try to get down on to the floor without being too predictable. Options here include: double jump, getting down to the ledge, air dodging, using an aerial, and Wizkick to speed up your descent.

Punishing a Whiff Hit: When Pit hits you with a hit, you really want to hit him hard and stay near him as long as you possibly can. One way how you can do that by using the choke. It steals all momentum from Pit and puts you in a good position. Being able to jab him out of choke is great too. If you see that Pit’s spacing isn’t the best, you should take into consideration that Dash Attack can collide with Pit, ruining his spacing.

Recovering: You generally want to recover low, but since Pit has many jumps, it’s crucial for you not to expend your second jump. But at the same time, you want to keep your recovery unpredictable. So it’s not strange to recover high. Mix it up. If you’re up high, you can even Wizkick so you can grab the ledge or hit Pit. The move has tremendous knockback, so it’s a threat.

Against a Pit trying to land: Pit has multiple jumps, remember, so don't try doing anything too committal. Jump to force a midair jump, throw out an up air. These moves don't have a lot of end lag so you can afford to throw them out without discarding the advantage you are in. Up air is especially good since Pit's down air is severely outranged by up air.

Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage.

It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

Edgeguarding: Pit does NOT have any hitbox on his Up-B, which means it’s easy to gimp him with a rogue up air. Of course, you need to watch out how many jumps Pit has, since he can throw off your timing but opting to stall his recovery back to the ledge.

All Ganon's aerials can snuff his recovery pretty well. However, bear in mind that Pit doesn't go into helpless after his side B, which is also another recovery option. If you manage to pressure Pit to the point where he will recover high, use Up air or predict his landing in order to punish.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can throw off arrows, so you will be able to hit him out of it without having to jump.

Stages to consider:

Final Destination: There are no platforms for Pit to trap you on, which means he has less ability to juggle you. FD does give Pit a bit of breathing room, but the stage isn't big to the point where Pit can just recklessly camp. Manage space carefully. Pit's punish game on this stage is more limited.

Battlefield: If you're on this stage, you want to be careful of Pit's juggling moves as well as being able to trap you on platforms. Luckily, you can do the same. Use your Dash Attack to pop Pit up and trap him with up airs, aerials, and kill him with a sweetspotted up smash.

Lylat Cruise: This is a mix between FD and BF. It's a good stage if FD is banned. There is less room for Pit to run around it. Sure, you can get trapped on the platforms, but you can also trap Pit on the platforms. And all three platforms are in the perfect position for your Up smash.

Smashville: Be very careful and mindful of where that moving platform is. Pit can use it to camp as well as extend combos, while you are a bit too slow to take advantage of that platform to its fullest extent.

Fountain of Dreams: Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Still, on this stage, it's doable.

BAN: Town and City. Ganon normally can live a little longer than most, but Town and City’s low ceiling just means he’ll die earlier especially thanks to Pit's juggling moves and his side b, which hits straight up and is a potent killing move with super armor.

Duck Hunt: Pit will be able to camp you silly with arrows and swat you away in this stage. If you're fighting Pit here, you're going to have to really fight to get even close to him.

Short Summary of Matchup:

Pit has a better neutral than you, with moves that have far less end lag. Play the footsie game and look for any weaknesses. Capitalize off of it, be it a grab, a tilt, or an aerial. Grabs are devastating to Pit thanks to the numerous followups you can give to him.



CM Ratio of the Matchup: 45-55

Ratio of the Matchup: 45-55

Thanks to: @Theosmeo @Abbey Street



FOR NEXT WEEK, WE WILL BE DISCUSSING PALUTENA.

RYU:

Character Description: Ryu, the wandering warrior, is a video game character and protagonist of the Street Fighter series, first appearing in the original Street Fighter. He is an experienced martial artist, highly focused on his training, aiming to become the strongest he can.

Gerudo Followups (unteched): Ganondorf does not get any followups off an unteched choke on Ryu. You’re going to have to rely on reads if you want to get a punish.

How to Deal with Projectiles: Ryu’s only projectile is Hadoken and the Shakunetsu Hadoken. The regular Hadoken variant clashes with jab, dash attack, but stops Wizard’s kick.

The Shakunetsu Hadoken is a multihit projectile with low priority. This means Wizard’s kick goes right through it without clashing, so you can use it to punish Ryu. Dash attack works similarly.

Understanding the Matchup:

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. Lacking a projectile, Ganondorf needs to get in a range where Ryu can’t exactly hit him, but where Ryu throwing out Hadokens can be punished.

Because Ryu’s aerials are fairly low lag, and his attacks just simply string together, it’s hazardous to approach Ryu recklessly. Ryu’s not that good at approaching either, so you don’t have to feel pressured into approaching. Hence, the name of the game is to play more towards the mid-range. Play passive aggressively, looking for openings at a distance where Ryu will have trouble hitting you.

You don’t want to get too close to Ryu. Ryu’s kit revolves mainly on his true Shoryuken (TSRK for short). This move can kill as early as under 100% with rage, which is almost as strong as Ganondorf’s attacks. Approaching Ryu in the air would also be a problem since his strong Up tilt is a disjointed anti-air move that’ll knock Ganon upwards, and at low percents, can combo into weak Shoryuken.

On the plus side, the majority of Ganon’s kit can outrange Ryu while staying at a safer range. This includes his jab, tilts, forward smash, and aerials. It’s possible to play patiently and beat Ryu despite Ryu being able to seal a stock as early as Ganon with TSRK.

This match is very reliant on your mixups and DI once you do get hit, since a missed DI can lead to a loss of stock. This also goes for his up tilt strings. Ganon is at the weight where light up tilt strings can rack up percent very easily. This means you need to pay very close attention to Ryu and not rush in. Ganondorf does have options to beat Ryu but it requires patience and analyzing habits, as well as managing space.

During this MU, you’ll find Ryu relying a little more on his Focus Attack and Hadoken since we have few moves that are multi-hit, and that we don’t have a projectile. To beat Focus Attack, you have three options: Nair, Flame Choke (aerial flame choke is a little better due to better range), and Dark Dive. Nair is a move that hits twice, so it’ll break Ryu’s FA. However, Flame Choke and Dark Dive are grab moves, which bypass the FA. Flame Choke is great at resetting the neutral, sending Ryu into a disadvantageous state where you can punish his get up option. Dark Dive is not a great punish move but it can be used if Ryu lands on your shield. Lastly, aerial Wizard’s Foot is an option since the shockwave does count as a second hitbox.

Against his Hadoken, you must understand there is some endlag. If Ganondorf is positioned in a way he can perfect shield and Wizkick or Dash attack Ryu, that’s the ideal punish. It’s possible to jump in order to read Ryu’s Hadoken, and then throw out an aerial to hit Ryu.


Snuffing approach: When approaching, Ryu tends to leave out several gaps. Ryu has a low air acceleration and low mobility. This means if Ryu decides to approach, he’ll also be likely to throw out a Hadoken or Shakenetsu Hadoken for Ganon to have to avoid. This way Ryu can close distance. If a Hadoken is thrown, then all Ganon has to do is perfect shield and then punish Ryu’s approach with an aerial or tilt that outranges Ryu. If it’s the red fireball, a perfectly timed Wizkick can punish Ryu also. It’s possible to, however, roll back or jump away from the fireball, but that’s playing Ryu’s game.


IF CAUGHT ABOVE:

Ryu has a lot of good anti-air moves so it’s best to recover away from Ryu. If caught above, try to mix up your descent to the stage with an air dodge, Wizkick, double jump, or no reaction. Be warned though. Up air and strong up tilt are Ryu’s two best options for anti-airing. They’re both disjointed so wizkick as an option will fail since the hitbox of wizkick is on Ganon’s foot, which is also his hurtbox.

Punishing a Whiff Hit: Generally, Ryu’s commonly used moves are rather low-committal, barring Shoryuken. To punish TSRK, punish Ryu before he hits the ground. That could be done by a tilt or Smash if you have the time. However, Ryu does have endlag on his Smash attacks, Hadoken, and Tatsumaki (if shielded). Dash attack and Wizkick can punish those moves well.

Recovering: Ryu isn’t that great off-stage, so recovering low is your best bet. Be careful and mix up your timing though, because Ryu can attempt a Tatsumaki edgeguard to 2-Frame Ganon’s recovery.

Against a Ryu trying to land: If Ryu’s going to get back on stage, he will be recovering away from you, air dodging, or Focus Attacking to sponge up an attack. Nair beats the latter of these two and is the most optimal of these punishes. However, if Ryu is trying to just get back on stage far away from you, you can opt to wizkick if you don’t think he will FA. Otherwise, letting him recover and punishing him with another move is OK.

Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. However, it can be sponged with FA. Forward throw is a great way to rack up damage, while back throw to knock someone off stage to force a recovery. Up air is a move that’ll usually work, but it can also be absorbed by FA. Nair is your best punish if you anticipate Ryu going for a FA, since both hits will break it.

On the other hand, Ryu’s main grabs aren’t that great. Down throw can lead to several combos or juggle opportunity for Ryu, while Back air can send you off the stage or a tech chase, but it’s not too bad.

Edgeguarding: Ryu has several options for recovery but only Shoryuken is really hard to block. If he expects an attack, he’ll use the Focus Attack and Dash Cancel to get some space. This is remedied by multi-hit moves or grab hitboxes. Namely, your nair will break his FA.

Tatsumaki (side B) is the next option. Ryu can opt to use the descending tornado kick, or expend his jump for additional height. The best way to intercept Tatsumaki is up air from below or dair/Wizkick from above. The hitbox of Ryu’s side B reaches horizontally so it’s best to attack from above or below. However, with strict timing, fair and nair can also connect.

Hitting the Shoryuken is a little bit more difficult, but can be done by facing the stage while being offstage and using Nair to intercept Ryu’s Shoryuken recovery.

However, it’s also possible to 2-frame Ryu’s ledge snap with aerial Flame Choke. It’s advantageous to do this if you’re ahead in stocks, or if you have the same number. Hold down when using side B and Ganon’s choke duration will extend instead of Ganon ledge-snapping. He’ll then Ganoncide Ryu.


Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.


Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO. It also breaks through Hadoken, but fails to beat Focus Attack.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can bypass Hadoken, so you will be able to hit him out of it without having to jump.

Stages to consider:

You are a lot of good stages with Ryu, so bear in mind that Ganon won’t benefit too much in his stage picks. For stage picking, it’s picking from personal preference, playstyle, or just simply not letting your opponent get a big advantage.

Battlefield is your best bet in this scenario. Although Ryu also is great at this, his aerial mobility isn’t the best and can be telegraphed. If you get him above the main platform, you can have an easier time racking up damage and trapping him up there. It’s also crucial to keep him up trapped so he lands right on your sweet-spotted up smash. Be careful though – you can get juggled too, so don’t overextend or fight too close range to Ryu. The ceiling is a bit high so you won’t die early from TSRK.

Lylat is generally a good Ganon stage, but it benefits both parties in which both characters can easily get stuck under the lip of the stage, leading to massive salt. Pay attention to when the ship tilts because that’s when you know where you’ll die to a TSRK at a lower percent. Like Battlefield, you want to pop Ryu up onto the platforms without having the same happen to you.

Smashville is another good option as the smaller base platform allows you to approach with less distance, and the moving platforms. Overall, the stage is fair for both parties. Pay attention to the moving platform because that’s where Ryu wants you to be. The platform means he’ll kill you at an earlier percent.

Final Destination is not as bad an option as it sounds, but space control will be very vital. Try to play at a distance where Ryu can get punished by throwing out Hadoken. Don’t get discouraged by the projectiles and plow on ahead. You won’t die too early here since the lack of platforms means Ryu will have to actually get you above 100% to kill you without rage.

Dream Land 64 plays a lot like the matchup on BF. Unlike Battlefield, it has a lower ceiling and it’s harder to land an up smash on the platform. The stage itself is larger, making approaching more difficult. It's a pretty decent stage if you have rage and need to land one solid kill. Hence, pick this stage if you feel comfortable with the three platforms and BF is banned, but there are better options.

Duck Hunt is a wide stage, but that’s both a good thing and a bad thing. Ryu has an easier time managing space, but you also have more space to run around away from Ryu. (Ledge cancelled Wizkicks are a thing) Bear in mind that a whole ledgejump on the left side of the stage can land you right on the platform, if you want to run away. Be careful of the dog though. Landing a smash while you’re both on top of the dog is great, but you really don’t want to eat a TSRK on the dog. This stage requires more patience than the others.

BAN: Town and City. Ryu thrives off the low ceiling as well as the additional room to run around. Ganon’s slow so this is a really bad idea since Ryu can afford to throw Hadokens to control space.

Short Summary of Matchup:

Play at a mid-range, at a distance where your down tilt can outrange Ryu's light/strong down tilt, and punish Ryu's moves with pivot F-tilt, down tilt, Wizkick, Dash Attack, or grab. Be sure to punish Hadoken since there is enough endlag for that to happen. Ryu's approach is lackluster, so be wary for what Ryu may be up to. Overall, you can kill either horizontally or vertically, depending on the stage.

If you do get caught by Ryu's up tilt strings, be aware that you can recover with your up b until 55% if he has low rage. If you're above that percent, try to DI towards the platforms, or just away from the edge of the stage. Mix it up a little. Since Ganon's fall speed isn't exactly terrible, it can be easy to confuse the Ryu player. But if you're above the stage, a direct descent is sure to get punished since Ryu has good disjointed anti-air moves. Try to recover on the ledge, on a platform, or at a safe distance from Ryu.

Overall, you want to play in a scenario where Ganon can pressure Ryu without having to throw out too many unsafe moves. Space is crucial to this matchup, while throwing out moves won't work here. DI well and make sure you do not eat a Focus Attack, since Ryu combos off those well.

CM Ratio of the Matchup: 40-60

Ratio of the Matchup: 40-60

Thanks to: the Ryu and Ganon JMU contributors


FOR NEXT WEEK, WE WILL BE DISCUSSING ???

Dr. Mario

Character Description: Dr. Mario is the persona Mario takes in the Dr. Mario series of games. Under this identity, Mario dons a lab coat, a head mirror, and a stethoscope around his neck. He first appeared in his titular game, Dr. Mario. Dr. Mario and Nurse Toadstool, his assistant nurse, work at the Mushroom Kingdom Hospital, where Dr. Mario eliminates Viruses and other diseases by using Megavitamins, which has been the standard for subsequent games starring him.
Gerudo Followups (unteched): Dr. Mario is susceptible to down tilt and forward tilt if he fails to tech the choke. However, if Doc DI's in, forward tilt will miss.

How to Deal with Projectiles: Powershield those pills on stage, or Dash Attack right through. Doc’s fireballs have quite a bit of stun and work very similar to Mario’s fireballs. Doc however does not have the mobility to consistently run away from Ganon to spam pills. Doc’s pills mainly have the power to edgeguard you offstage so you should be careful when recovering low. Stay in a midrange so you can punish an unsafe pill with a Dash Attack, as it has reasonable end lag.

Understanding the Matchup:

You’ll find many similarities between this matchup and Mario’s, as they are very similar in nature. The majority of Ganondorf’s moves outrange Doc’s. Doc wants to approach and land tilts and combos in order to rack up damage. Ganon’s a heavy character so he can be juggled easily by Doc’s string of aerials, notably up air.

One key thing to note as Doc is his short hop is much shorter than Mario's. This means he can auto-cancel back air in a short hop and use that as a spacing tool as well as a GTFO tool. That back air can interrupt many of your moves due to the quick speed it comes out, as well as the low end lag.

Barring Fair and Dair, Doc’s aerials are fairly low lag, and his attacks are harder to punish when he throws them out. Against Doc, Ganon doesn’t have to approach as much as it is important to gain stage control. , it’s hazardous to approach Doc recklessly. Doc has a similar approach game to Mario, but also lacks his range. Don’t have to feel pressured into approaching. Hence, the name of the game is to play more towards the mid-range. Play passive aggressively, looking for openings at a distance where you can punish a pill throw but not close enough for Doc to reach you.

You don’t want to get too close to Doc, as Doc's kit revolves around landing a grab to rack up damage. From juggling you with up airs out of a grab to back airing you offstage, Doc can punish Ganon very harshly. In addition, his fair sweetspot can kill earlier than most aerials, and that can be used as a combo finisher! If you ever do get caught in his combo, be sure to pay attention to your percentage, and mixup your DI. .

Snuffing approach: When approaching, Doc can throw out a pill, falling aerial, or a grab. You really don’t want to get grabbed by Doc, so you should powershield or jab. Try to maintain your distance, or back away and punish any unsafe approach with a tilt or Dash Attack. Popping Doc up into the air is a pretty big deal for Doc.

It's also possible for Doc to throw out a RAR Short hop Back air or a weak neutral air to send you reeling back. These are fairly safe options but do trade with Ftilt if you see it coming. It's also not out of the question for a pivot up smash, as Doc shares a unique property where his head is invulnerable during the initial part. It will clash with ftilt however.



IF CAUGHT ABOVE:

Ganon needs to not get caught above Doc, since his up air combos will make it difficult for Ganon to make it back to the ground. In this case, try not to expend your second jump. Instead, save your jump for a time when you’re sure you can make it to the ledge or ground safely. Similarly, Doc can read your air dodge and hit you with any other aerial, so be careful about that also. A surprise Wizkick might help you, but use it only if you're sure Doc is going to try to string another move against you.

Punishing a Whiff Hit: Doc is one of those characters with a frame 3 nair that can break your combos, so you should be aware a rogue nair (granted it’ll be weak) can come out to hit you if you’re not doing a true combo. However, if your aerial outranges the nair (which it should), you’re in good shape. Up B OoS for Doc is also very strong, so please be careful of that option.

Recovering: Pills will be Doc’s safest way to edgeguard you, or at least set up. Depending on the stage you’re on, he’ll have less or more options if he can wall jump. Hugging the stage so your uppercut comes out is a safer means of not getting gimped, and also ensuring your uppercut beats a tornado edgeguard.

Use your second jump wisely. It’s also not a bad idea to recover high, but since Doc has cape also, it’s a risky manuever. Also try not to stay on the ledge for too long – a dash attack can stage spike you!

Against a Doc trying to land: Aerials with long range and long lasting hitboxes, namely up air, really do give Doc a difficult time once he’s in the air. Since your aerials just outrange his, you can afford to bait a reaction and punish. Up air is a prime example since it covers a large amount over Ganon’s head, so it’s fairly safe.

Grabs: The main grab Doc will be utilizing to optimize his punish on grabbing you is down throw at mid percents. This is a combo throw that will juggle you for some hefty percent. Up throw at low percents can also combo into back air to set up into something else. Lastly, forward throw and backthrow are used mainly to throw you off the level. You won’t have to worry about back throw killing you until you’re over 120 near the ledge, however.

Edgeguarding: Doc has two very short recovery methods – Rising tornado and Up B. Used in tandem, he can mix you up. However, Ganon’s aerials just simply outrange Doc so a simple Nair can spell doom for Doc. Long range aerials that last for a long time will do the trick just fine. If you’re feeling gutsy and Doc is recovering with his tornado too close to the stage, a Wizkick will also do the job. You do need to be wary of the stage you're on, as if you're on a stage where Doc can also wall jump to extend his recovery, getting back to the stage becomes easier for him.

Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out Side B.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can bypass pills, so you will be able to hit him just on pure reaction.

Stages to consider:

You do have some stages with Doc, so bear in mind that Ganon won’t benefit too much in his stage picks. For stage picking, it’s picking from personal preference, playstyle, or just simply not letting your opponent get a big advantage.

Battlefield is your best bet in this scenario. Doc's kills are mainly in the horizontals, and the wider ceiling and stage blast zones will help you survive until unreasonably higher percents. Doc's recovery is limited as he cannot wall jump. The platforms will offer some protection against pills, as well as provide safe haven if you recover up high. As you, Ganon, have enough sheer power to knock Doc offstage, or just kill him up high with a Down Tilt, this is your optimal stage against Doc.

Dream Land 64 plays a lot like the matchup on BF. Unlike Battlefield, it has a lower ceiling and it’s harder to land an up smash on the platform. However, Doc can wall jump on the edge, making recovery somewhat easier for him. The lower ceiling can help you net kill moves earlier than Battlefield, which is a tradeoff.

Rarely is there a time that Town and City is a good stage for Ganon, but this is a stage where Ganon can benefit well. The lower ceiling allows Ganon to net kills earlier from down tilt, as well as abuse Doc's lackluster recovery with side tilt. As Doc's main killing options kill on the side, the longer blast zones will allow you to live a little longer. Occasionally, the platforms will also be positioned to help you get back on stage safely.

Lylat is generally a good Ganon stage, but both characters are privy to getting stuck underneath the stage, which enables Jank to be a leading factor in the matchup. The platforms help shield you against Doc's pill rush, as well as provide Ganon momentary invincibility if he gets stuck in a combo - Ganon can tech on the platform and use that as an opportunity to escape from Doc. An ideal tactic is to get Doc stuck above the platform and rack up damage each time he descends unsafely. The platforms are positioned well so a sweetspot up smash can hit Doc from under the platform, killing very early.

Smashville is basically that safe stage that benefits both parties. The platform offers you safety from pills and can help you recover high. Similarly, Doc sees the same thing in respects to recovering. He also benefits from the flat stage as it can help him continue his combos/strings. Try to maintain your space.

BAN: Final Destination is not the stage you want to go to, as Doc does not have to worry about any platforms interrupting his strings. You will want to ban this stage, otherwise you will find your percent rack up fairly quickly. Try not to get discouraged if you are on this stage, however. Wall him out.



Short Summary of Matchup: Although they are similar, you should not be treating the matchup the same as how you would treat the Mario v Ganon matchup. Doc is not as mobile which offers a little more opportunities for punishing, but he racks up damage very similarly. Doc's boon in the matchup is his potent grab game, which he will be trying to utilize against you. Try not to get caught in his short, stubby arms, or else you'll be reliant on your DI and the stage platforms to save you from additional punishment.

In other words, Doc has an easy time if he's below you as he can juggle you. The opposite is the same, however, as Ganon. Doc has a good OoS option (Up B) and also has a frame 3 Nair to help him escape combos. Hence, you need to space your aerials accordingly so your move will come out without Doc's Nair hitting your hurt box.



Mixing up your recovery is vital for both characters. Ganon does not want to get gimped by a pill, while Doc needs to make sure his recovery isn't obvious - any of Ganon's aerials outrange him. Being hit offstage as Doc will equal a loss of a stock.





CM Ratio of the Matchup: 55-45

Ratio of the Matchup: 55-45

Thanks to: the Doc and Ganon JMU contributors



FOR NEXT WEEK, WE WILL BE DISCUSSING CLOUD

CLOUD:
Character Description: Cloud Strife is the main protagonist in Final Fantasy VII and Final Fantasy VII: Advent Children, and also appears in the spin-off games of the Compilation of Final Fantasy VII, including Dirge of Cerberus -Final Fantasy VII- and Crisis Core -Final Fantasy VII-, as a supporting character. He is to be the main character again for Final Fantasy VII Remake.

An arrogant and proud swordsman at first, Cloud introduces himself as a former member of an elite warrior unit called SOLDIER who has turned mercenary, and uninterested in anything beyond his hired task at hand. He later discovers the truth about his past and, with the help of his friends, learns there is more to being a hero than possessing physical strength and fame, developing compassion for the world and people he fights to protect.


Gerudo Followups (unteched): Cloud, like many DLCs, is not vulnerable to any followup out of choke. Thus, you’re going to have to read his get up option in order to punish him.

How to Deal with Projectiles: He’s only got one. The power beam is slow and can be powershielded. Overall it doesn’t prove too big a threat. However, the limit version deals massive shield damage and has killing potential. Avoid that one by jumping or just shielding if your shield is healthy.

Understanding the Matchup: One important thing to bear in mind before we begin discussing how Ganondorf can beat Cloud is that with most top tiers, this battle will be an uphill one. You, as the Ganondorf player, will have to play safely and not recklessly throw out too many hitboxes, as Cloud has superior frame data as well as range. Ganondorf needs to rely on openings and exploit Cloud’s bad recovery options.

Another important thing to take note is the difference of physics between Cloud and Limit Cloud – his run speed and air speed are increased. This allows Cloud to more easily navigate the stage, but it also makes him more vulnerable to our attacks. With a higher air speed, Ganondorf’s weak dash attack, as well as throws, allow him to combo Cloud more effectively.

Snuffing approach: Cloud himself will be more inclined to stay back and charge limit. However, if Cloud does decide to approach, understand that as long as you are below 180, none of his throws will kill you, so feel free to shield (though several of his moves eat up shield, such as both variants of Cross Slash).

Cloud has a wide reaching nair with low ending lag, so try not to get hit by it. Usually, they’ll fade back from an aerial so grabbing won’t work. Down tilt out of shield, however, will be able to hit recklessly spaced aerials.

Dealing with limit: In Cloud’s Limit state, he’s able to pull off KOs more efficiently. Aside from his better movement, he gets to have any special as a powerful KO option (or in the case of Up-B, also a recovery option). With a better recovery, he can go farther offstage to intercept Ganondorf’s already-bad recovery and still recover without fear of losing a stock.

Ganondorf’s best option to deal with limit is to throw Cloud offstage and intercept his second jump, forcing Cloud to use his limit to recover. Limit Blade beam and Limit Cross Slash deals a lot of shield damage, as well as KO potential, so it’s vital to avoid it. In addition, limit cross slash has very low lag, which means he can followup almost right after he throws it out. If you shield this move, most of your shield will already be eaten up, so it’s in your best option to avoid a shield break and release shield.


IF CAUGHT ABOVE:

Ganon needs to really not get caught above Cloud since his up air combos are devastating – it’s impossible to just Wizkick down since up air beats Wizkick. Save your double jump and retreat to the ledge or read an up air and air dodge right through.

Punishing a Whiff Hit: There are several moves in Cloud’s arsenal that has a fair amount of endlag for you to punish with a grab, Wizard’s Foot, or Dash Attack. Optimally, the weak hit of Dash Attack is your best option, as it can lead to devastating footstool combos that can tack on over 40%, or if Cloud is around 80%, forward air can kill. However, Flame Choke punishes a shield and resets momentum, which is also an optimal punish against a shield-happy opponent.

Recovering: Against Cloud, recovering isn’t as difficult as it is for other matchups. This is because Cloud himself has a very linear recovery without limit and suffers a large risk of getting swatted away with Ganon’s aerials. Do, however, bear in mind not to hang on the ledge for too long as Limit Cross Slash and Dair spike are ways for Cloud to punish.

Against a Cloud trying to land: Cloud’s landing isn’t easy to punish since his Down air covers a large distance under him. You may want to opt for just simply follow him downwards and shark him with an up air once the down air animation ends, or punish his landing with Wizkick or a grab.

Grabs: Cloud’s grabs do not net any free followups for him. Even if he did, they wouldn’t be especially powerful. Cloud would only grab to throw you offstage or, if you’re at a very high percent like 180, up throw to kill off the top. Cloud’s grabs cannot kill otherwise.

Edgeguarding: Without limit, Cloud’s recovery is a short two-hit recovery similar to Ike’s. However, it’s far more punishable. As there is a timeframe Cloud is unable to tech the wall, RAR nair as well as most other aerials are enough to intercept Cloud’s recovery. However, with limit, Cloud travels much farther and becomes very difficult to intercept offstage. It’s better to let him burn his limit and then try again. Edgeguarding Cloud is one of the most crucial things to learn in the metagame. Luckily, Ganon’s ability to edgeguard effectively should make it so Cloud will not be coming back. Any and all aerials are fit to edgeguard Cloud, as he cannot tech during his Climhazard, but beware of his limit Climhazard, as it is especially quick and has high knockback.

Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can bypass pills, so you will be able to hit him just on pure reaction.

Stages to consider:

In this stage selection, it’s not a matter of which stage benefits Ganon, but which stage you feel more confident on – the matchup will be hard either way.

Battlefield: This stage is optimally fair for both characters. Ganondorf can afford to hold some safety on the main platform, hiding from Cloud’s swords. Off the top platform, Ganon can kill extremely early. However, Battlefield’s larger blastzones do make it harder to net a kill, so do your best to gimp Cloud.

Final Destination: The flat platform gives Ganondorf a harder time to navigate against Cloud, who also gains more up air shenanigans to pull against Ganondorf, as Ganon cannot simply retreat to a platform like he does in BF. However, this neutral stage also allows Ganon to shark Cloud when he’s above and rack up easier damage with a weak dash attack. Lack of floating platforms on Smashville means Cloud will not be coming back if gimped hard enough.

Smashville: As stated earlier, you’re going to need to be aware of floating platforms on this stage. Although Cloud will almost always be able to punish for landing on the platform, it will give you your second jump back, which will allow you another chance at the ledge. The floating platform can also add or detract from your combos, so pay close attention. Aside from that, it plays a lot like FD. You can also use a balloon to unstale a move.

Lylat: Beware the tilting ledge! The three platforms do not offer too much protection against a Cloud below you, as up airs are Cloud’s way to get you up and above. However, you should be able to recover back onstage if you save your second jump (at least to the ledge). Focus on the best way to beat Cloud – finding ways of hitting him offstage. If you’re lucky enough and your gimp attempt didn’t work, he might get gimped by the stage instead.

Dreamland 64: It plays a lot like Battlefield, but the lower ceiling and the Whispy being able to slow down your already-slow movement option makes it less optimal against Cloud. Although you have moves that can kill Cloud earlier, you are left at a more dangerous scenario if you are subject to being juggled.

BAN: Town & City will be the most difficult of all these stages (barring DH, but it’s banned as of this point in time). The low ceiling may benefit you, but it also benefits Cloud tremendously from up air strings, as well as the larger stage giving him more mobility to weave back and forth. The horizontal blastzones are larger which gives him a chance to recover with limit, while we die if we’re sent too far.


Short Summary of Matchup: Beating Cloud offstage is easy. However, how do you fight him onstage? He has as much range as you, and has better frame data. He’s more mobile, to boot. Play patiently and look for any openings. Getting a grab on a Cloud and being able to follow up on a down throw is a good start, as down throw can lead to many possible followups. Including if you’re in the position to ledge-cancel Wizkick, you can followup with up air to gimp Cloud.

Playing patiently and not recklessly rushing in is key to the matchup. Punishing unsafe attack options Cloud throws out, baiting him to attack, and conditioning your opponent will be valuable tools to beat your opponent.


CM Ratio of the Matchup: 40-60

Ratio of the Matchup: 40-60

Thanks to: the Cloud and Ganon JMU contributors, Z1GMA Z1GMA


FOR NEXT WEEK, WE WILL BE DISCUSSING ???


D3 boys.


Character Description: King Dedede (Japanese: デデデ大王Hepburn: Dedede Daiō?) is a fictional character and the primary antagonist in Nintendo's Kirby video game series created by Masahiro Sakurai and developed by HAL Laboratory. Dedede first appeared in the 1992 video game Kirby's Dream Land as the main villain. He returned for all other games of the series except Kirby & the Amazing Mirror (2004) and Kirby and the Rainbow Curse (2015), also appearing in several Kirby comic books, in the 2001 anime series and in the Super Smash Bros. series, more specifically Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U.

King Dedede is the self-proclaimed king of Dream Land and the "arch-frenemy" of Kirby. Although Dedede is typically a major antagonist of the Kirby series, his moral character has been debated by video game critics; this is courtesy of his goals being driven by greed and selfishness rather than outright maliciousness, as well as demonstrating traits of camaraderie alongside Kirby in regards to either serious threats (such as in Kirby 64: The Crystal Shards), or easy-going moments (such as in the minigames where Dedede is featured as a playable character), as well as many of his roles as the antagonist actually being the result of another enemy controlling him (such as in Kirby's Dream Land 2 and Kirby's Dream Land 3).


Gerudo Followups (unteched): Contrary to popular belief, Dedede is NOT perfect. Dedede with his large penguin mass is subject to many followups if he fails to tech the choke. Jab, Forward Tilt, and Down Tilt are all viable options out of an unteched choke, as well as other reads such as down air on a get up attack.

How to Deal with Projectiles: He’s only got one and it’s kind of slow (f29). Gordo itself isn’t the best projectile, but you should pay attention to what trajectory DeDeDe will be throwing it at. Higher trajectory allows you more ease to use Dash Attack for good followups. The timing for hitting the Gordo back also changes somewhat.

Understanding the Matchup: As Dedede himself has a hammer to control range, we ought to be staying further away from him or midrange. Further from him is far less optimal however, as he will have the opportunity to turtle up and throw Gordos and f-tilt you when you’re too close.

However, don’t rush in too haphazardly. Just like how Dedede is good combo bait for Ganon, Ganon is even better combo bait for Dedede. Space out your attacks but don’t let Dedede go too far back or he can toss Gordos at you.

Optimally, Ganondorf functions well mid-range. Jab, frame 7, comes out much faster than Dedede’s jab and matches Dedede’s grab. You’ll find your jab, Dash Attack, and Wizard’s Foot to be more of the commonly used moves in this matchup. Jab tosses away Dedede when he’s too close while Dash attack and Wizkick close distance quickly, put Dedede in a disadvantageous position, and snuff Gordos.

However, in the air, Dedede’s moves are able to outrange many of your own. However, the flaw here is that they take long to startup aside from Nair. Jab or a well spaced aerial can beat them out. Only his up air, however, is a potent kill move vertically. The rest send you more on a diagonal angle on the side.

Approaching: Try to approach Dedede with tilts, dash attack, well spaced aerials, or even RAR back airs. Most of these moves don’t have as much commitment, which makes it far less punishable by Dedede. However, he does have a chance to counterattack if your moves are not spaced well enough.

Snuffing approach: Dedede most likely won’t be the one approaching you, but if he is, he’ll be doing a similar tactic to you – RAR Back airs. If spaced well enough, he won’t be susceptible to grabs. Instead, try to perfect shield it and punish it with a Wizkick. If not, let it go. Don’t let him pressure you into making any mistakes like dropping your shield since he can expend another jump and bair again.

IF CAUGHT ABOVE: Dedede doesn’t really have too many tools when we’re above him, but up air is a dangerous juggling tool that can lead to obnoxiously early (for heavyweights) kills. As the range is quite huge, be careful and try not to be directly above Dedede – try not to get baited into an air dodge. Dedede with multiple jumps can take advantage to bait an air dodge and punish with up air.

Punishing a Whiff Hit: Many of Dedede’s moves either have high startup or high endlag. If you’re in the former half, try a quick punish. Moves like bair, if blocked, will eat Wizkick or Dash Attack. However, even slower moves like Dash Attack, which are very committal, can eat our FSmash or a choke – whatever move you want to do, barring Warlock Punch and Up tilt. If Dedede is in the position that we can’t really get too close without him being able to shield, Flame Choke can beat the shield that will most likely come out. Remember Wizkick is unsafe on block.

Recovering: Mix up your recovery. Dedede having multiple jumps gives him opportunity to hit your further offstage, so it wouldn’t be out of the question to use Dark Dive earlier or speed up your descent with a Wizkick. Try not to stay on the ledge too long either, since Dedede’s Dash Attack can easily KO you at the ledge.

Against a Dedede trying to land: Shark Dedede – in other words, try to stay near his descent vertically. Multiple jumps gives him more chance to throw off your timing so it’s a good idea to punish him when he’s almost back down to the ground. Powershield his Fair or Bair he will most likely throw on the way back down and swat away the Gordos. A tilt or grab can punish Dedede, putting him back up or offstage, which is where you want him.

Grabs: Ganondorf’s main throw would be the down throw, as it nets good followups from Dash Attack to Up air and Nair, or even footstool combos. These moves all rack up damage fairly quickly and can lead to Dedede being in an awkward position. Up throw would be to get Dedede above you while Forward and Back throw are used to knock Dedede offstage and rack up damage.

Optimally Dedede also has good down throw combos against Ganondorf, racking up damage fairly quickly. His down throw to footstool is something to be wary of. Try to stay out of his grab range, or jab, as it beats grab.

Edgeguarding: Having multiple jumps and an up-b with armor and intangibility makes it difficult to punish when he’s offstage. However, the armor does not go on his head, so a well-timed down air can smack Dedede down to the pits of hell. Dededes occasionally drop down and up air through the stage if you’re too close. You can shield it, jump over it, or avoid it. Be sure to capitalize on the lack of invincibility when he grabs the ledge. Wizkick spike or down air works enough to kill.

Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Great if you get sent too far back.


Stages to consider:

Battlefield: A great option against Dedede. This stage allows you to properly trap Dedede on platforms (as he has less safe landing options aside from his double jump). Battlefield is often considered Ganon’s best stage and this matchup shows why. The only problem is that Dedede is also a heavyweight. Combined with the large blastzones, killing Dedede may be a struggle and he may survive past 140 without a sweetspotted Dash Attack.

Final Destination: Another great option. As Dedede doesn’t have many great vertical combo options, you don’t have to worry about being juggled too much here. The platforms aren’t as needed. Granted, both characters can still combo each other, but Ganon gets a lot out of the open space against Dedede. The smaller blastzones also help seal a stock quicker.

Lylat: Another Ganon best stage. It’s a bit awkward for Dedede to recover low at times, as he can get gimped by the stage. As well, he can have trouble landing from the platforms, where Ganon can shark under.

Dreamland 64: There’s not too much difference in this matchup – BF and DL64 should be played almost the same way. The only difference is that kills will be earlier due to the smaller blastzones and Whispy will be able to hinder and annoy our movement.

Town & City: It’s a lot like Smashville, but the platforms are actually in a better position for you. The smaller vertical blastzone allows you to kill earlier with vertical kill moves while the faster moving platforms can potentially save you. Unlike on Smashville, it’s a little harder for Dedede to take advantage of Town & City platforms. The only con is the larger main platform gives Dedede more room to move away and retreat. Usually against Dedede you’ll ban this or Smashville.

BAN: Smashville: What you’ll opt to ban is up to your personal preference. In the case of Smashville… Fair’s fair... but the platform can actually help save us from an imminent demise, as Dedede’s moves often knock us too far to recover. However, recovering to the platform when it’s obvious can lead to us still dying if Dedede makes it in time. The platform is far better for Dedede.


Short Summary of Matchup: From the information gathered, it’s safer to play midrange against Dedede. Play at the range your tilts can hit Dedede while he won’t be able to hit you, but stay farther away so his grab doesn’t get you. Try not to commit too much against Dedede – he’s slow, but he has a decent grab game and keepaway game. More often than not, he’ll be killing you off the side than off the top. If you do end up above him, try not to let him get directly below you or else you’ll be in a 50-50 situation where you can get baited into air dodging – a Dedede up air can kill you.

However, his attacks are pretty committal barring a few moves. Either there’s a high startup or high cooldown. Punish the move accordingly with your own powerful moves.

Try not to get too frustrated if Dedede is at a high percent and isn’t dead yet. He’s also a heavyweight like you and will most likely be thinking the same thing. Keep spacing well.


CM Ratio of the Matchup: 50-50


Ratio of the Matchup: 50-50


Thanks to: the D3 and Ganon JMU contributors


FOR NEXT WEEK, WE WILL BE DISCUSSING ???


Villager


Character Description: Villager (むらびと, Villager) is a newcomer in Super Smash Bros. 4. Villager was revealed during E3 2013 on June 11th, 2013 during the first reveal trailer for Smash 4, and alongside other newcomers announced during E3 2013, Wii Fit Trainer and Mega Man. Similar to the Wii Fit Trainer, Robin, and Corrin, players are able to play as male and female versions of the Villager. There are four male and four female variations available. He was also among the first wave of amiibo figures that are compatible with SSB4.


Gerudo Followups (unteched): Villager is subject to down tilt and forward tilt. Given his lighter weight (25th lightest in the game) and lack of hitboxes on recovery, a single unteched choke can lead to a high amount of damage or a loss of stock.


How to Deal with Projectiles: He’s all loaded with those. Fair, Bair, Lloyd Rocket, and Timber are all notable moves. At a range, fair and bair won’t kill, but are very annoying. At higher percents and up close, these moves, however, become kill moves even though they aren’t exactly safe on block (You can grab them if they end up too close to you or jab if you powershield)


Lloyd Rocket doesn’t deal too much damage but interrupts your Wizkick and most other moves. It serves also as an annoyance onstage – Villager’s way of controlling distance from you. However, you can powershield it and jab Villager if he’s using it to approach you.


The tree itself deals a lot of damage, so you don’t want to be around if it comes down. But at the same time, be wary of the axe Villager has. Remember this move is a three part move and Villager can only safely do this move if you’re on the other side of the stage or offstage. Villager might plant the tree near the ledge to bait you into rolling on the stage. Otherwise, the axe can kill you at oddly high percents.


The last move you should note is forward smash, which works as an edgeguarding move. Do your best to mix up your recovery and you should be able to avoid it. In tandem with Dash Attack, it can be deadly recovering from below.


Understanding the Matchup: This will be a difficult matchup if you struggle against projectiles since Villager’s loaded with them. Practicing powershielding to optimize punishing whiffed hits will be crucial before facing a Villager. The main problem in this matchup is getting in and staying in, as Villager’s kit revolves around keeping you out and hitting you hard once you make a mistake in committing. Do your best not to recklessly throw moves out as our moves have higher startup and endlag, so it’s easier to punish as Villager.


However, you should also try to keep yourself midrange! Villager’s frame 3 jab can interrupt many of our moves but our tilts will outspace that, as well as the small-ranged nair. That way we won’t eat up useless damage and lose our positioning.


Approaching: Face it – with a character loaded with projectiles, you’re going to have to approach or else Villager will control your space and trap you in the corner. Manage your powershielding and options out of shield or you won’t be able to retaliate on a punished move. Your best options OoS are jab, grab, tilts, dash attack, or Wizard’s Foot.


Snuffing approach: It is essential for you to manage space against Villager and predict what he’s going to do to you. Sometimes, Villager will use Lloyd Rocket to force a reaction out of you. As Lloyd Rocket clanks with WizKick, this leaves you with limited options such as jumping or shielding. Powershielding and jabbing if Villager is nearby will push him/her away and that’ll be the end of that. Occasionally, Villager can opt to mixup by trying to get behind you with Nair or Bair. Tilting can help make that more tolerable, swatting them away. It’s also possible for Villager to mixup a fair/bair, forcing a shield, before grabbing. There is time to react to that and roll away, however.



IF CAUGHT ABOVE: You don’t have to worry too much if Villager is directly below you. The only moves he can use are nair and Up air, both of which don’t kill. Although up smash is still an option if you’re too close to the ground. There’s less pressure, but don’t land too close to Villager since he can just swat you away with ftilt. If you’re high enough, however, you can use Wizkick and cancel the last few frames with any other move.


Punishing a Whiff Hit: Villager’s best ability is to play keepaway and coming in when he can throw a combo at you and kill. Maximizing your punish outside a jab or Dash Attack will be more difficult. You will need to condition his reactions to you and take advantage accordingly. For example, if he’s shielding, feel free to grab or Flame Choke, while if he spotdodges an incoming attack, Wizard’s Foot is an option since it beats spotdodge. Trying to land Dash Attack is also an option, as you can mixup or even land a kill confirm off weak dash attack.


Recovering: Mix up your recovery. If you’re expecting Villager to forward smash and drop a bowling ball, you may opt to recover early with your Up-B. Villager has dash attack, which tosses a pot at you. It can go offstage and force you to recover low, so keep your options open!


Several other options are to recover with flame choke, mixing up the timing (Better with a stage with platforms), as well as descending faster before Villager gets near the ledge with Wizkick – you can ledge snap if the distance is right. If you’re feeling gutsy, try to time it so your uppercut (up B) clashes with the bowling ball. That can save you from an imminent demise.


Against a Villager trying to land: Stay close on his tail – Villager does not have great landing options or the ability to cover himself. He can stall in the air with Lloyd, air dodge, or cover a little bit with down air. However, our aerials outrange his. If you’re directly below Villager, feel free to up air. If you’re on the side, he can use fair/bair to send you away, but Ganon’s Nair/Bair can hit him first, if timed correctly. Hence, getting Villager into the air and trapping him on a platform is a good way to rack up damage.


Grabs: Ganondorf’s main throw would be the down throw, as it nets good followups from Dash Attack to Up air and Nair, or even footstool combos. These moves all rack up damage fairly quickly and punish the Villager even to the point of death from one grab and punish. Up throw would be to get Villager above you while Forward and Back throw are used to knock Villager offstage and rack up damage.


Optimally Villager will be using back throw near the ledge at higher percents to kill/gimp you. Try not to let Villager bait you too close to the ledge at high percents. Most of Villager’s other throws are just for stage control and distance management.


Edgeguarding: Villager’s recovery goes a great distance and functions a lot like ROB’s. Although he can stall in the air, the downside to this great recovery is the lack of hitboxes. That means he is edgeguard bait. Sure, Villager likes to cover the ledge with Lloyd Rocket, which is easily beaten by shield, but outside of that, he’s a target offstage. Occasionally, Villager will do his best to stall the recovery if you’re going to edgeguard him, so do your best to hit him with a long lasting hitbox. However, Villager can also dip down under the stage to recover on the other side. Ganon’s unable to retaliate against that, as he is too slow. So the main goal in edgeguarding is to keep Villager off the stage on one side only.


In addition, practice the Ganon’s Bair lagless ledgejump in case Villager decides to forgo recovering to the ledge and just recovers over the stage. This will maximize punishes as you have less landing lag frames to worry about.


Customs to consider:


Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.


Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.


Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Great if you get sent too far back.


Stages to consider:

Battlefield: Battlefield and DL64 are your best stages against Villager. On the bad side for BF, blastzones are higher, which means it’ll be harder to kill Villager. However, the platforms mean you will have an easier time trapping Villager on top of a platform and punishing his attempts to try to land.

Dreamland 64: The lower vertical ceiling means your tilts and kill moves will kill slightly earlier. However, be wary of the wind, which will slow down your attempts to approach. In addition, try not to get stuck at the lower pineapple on the stage when recovering from down low.

Lylat: You’re vulnerable to getting camped by Villager and stuck under the Lylat stage itself, but this is still a good stage. Trapping Villager on any of the three platforms can be disastrous for him, as Ganon can easily punish his get up options, as well as recovering options back to the main platform.

Town & City: The larger of the two Animal Crossing stages has an incredibly low ceiling, which means you can more easily kill Villager off the top with down tilt, dash attack, and aerials, namely up air. However, the larger side blastzones mean Villager can survive an attack that kills off the side and come back. Also pay close attention to the platforms on T&C, as they travel faster than that of Smashville’s. They can aid your recovery, as well as Villager’s – you can use them to mixup your recovery when you’re offstage. If you’re onstage, try to shark under the platform and punish either option (drop down or landing on the platform). The larger main platform means, however, you will have a slightly harder time approaching as Villager has more room to maneuver.

BAN: There are two options you can choose to ban here. (Bear in mind T&C is also an option if you don’t like the stage)


Final Destination: Camping galore for Villager. It’ll be a struggle to get in without a platform. However, once you get in, do your best to stay in (but don’t overextend). Villager can technically juggle you with up air strings, but they won’t amount to too much. Try to get in and get Villager above you or offstage. The smaller blastzone in this stage allows Ganon to kill a tad earlier, though not as early as Town and City.

Smashville: The same concept as FD. However, the platform only really helps Villager. Ganon has too much landing lag on his recovery to make use of the SV platform – Villager can just come in and hit him back off with Fair/Bair. Also the larger blastzone will ensure Villager can survive a tad bit longer.


Short Summary of Matchup: Closing the distance against Villager will be hard as Villager is loaded with projectiles just ready to be thrown at you. Do not overcommit or you will eat a lot of damage. Keep yourself at midrange until you can pop Villager above you or knock him offstage. When that happens you have an opportunity to rack up a lot of damage on him.

Killing him, on the other hand, will be easier vertically. This is because Villager can recover well offstage (though he’s subject to Ganon’s aerial edgeguarding onslaught), but also because he’s not heavy. Down tilt and Dash attack will kill him well. Overall, this matchup is doable, but Ganondorf must be patient and ready to shield incoming projectiles. An opportunity will soon reveal itself, do not worry.

CM Ratio of the Matchup: 40-60
Ratio of the Matchup: 40-60



Thanks to: the Villagers and Ganon JMU contributors during year 2016.

FOR NEXT WEEK, WE WILL BE DISCUSSING Dark Pit
DARK PIT:



Character Info: Dark Pit is a character from the Kid Icarus series. He is a rival and clone of Pit, created after Pit destroyed the Mirror of Truth. He is almost physically identical to Pit, but wears a black outfit, has black hair and red eyes. He also has a more serious and aggressive personality.



Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here:http://imgur.com/9LhItgJ . Ganondorf gets jab as a punish off an unteched choke. As a mixup, you can Wizkick after at lower percents.



How to Deal with Projectiles: DarkPit’s arrows aren’t too terrifying, even worse than Pit's since they’re pretty good harassment only when you're on stage. They cannot really gimp you offstage, but can only use to stifle an approach or hit you if you're directly horizontal to the stage. It's stronger and faster when uncharged, but it's easy to block and punish if you power shield. He can use them to try to gimp you offstage or just to stifle an approach.



DIFFERENCES BETWEEN DARK AND REGULAR PIT: We've went over Pit before so why don't we go through the differences between the two. This will accentuate the changes we need to take into consideration.



* Jab is weaker (1 percent at the finisher)



* Forward tilt has reduced knock back. This means he can't use it as a safe GTFO move, but he can use it as a way to set up locks.



* Silver Arrows deal more damage and are faster uncharged. However, they don't bend much so he has to actually physically intercept you off the stage if you're within recoverable distance.



* Electroshock Arm (Side B) is a stronger move and sends at a diagonal trajectory. This means he's quite dangerous near the ledge. It's also safer on shield due to the electric effect since you get knocked a bit farther back.



Understanding the Matchup:



A lot of how the matchup works between Ganondorf and Pit is similar to this matchup. Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. This makes things easy for Dark Pit to hit you, no thanks to your giant hitbox. Ganon needs to be careful to space properly or will eat up a lot of damage from Dark Pit. Namely, grabs and aerials will be the name of the game for DP to start hitting you.



On the other hand, DP isn't all that heavy, which means he won't be able to take that much of a beating from our beloved Dark Lord. He also can't close out stocks too easily, relying on Smash attacks and the Electroshock Arm. This means you'll be able to survive longer as long as you don't leave yourself wide open. Pit's attacks also aren't that great range-wise which means you can out-space him. Of course, he can avoid that by using retreating aerials with his multiple jumps.



This match is very reliant on DI, since an incorrect DI will make you eat a lot of percent. Also, keeping your movement options unpredictable is another thing that will be useful in throwing Dark Pit off his game.



You will have a bad time with the neutral since, like Pit, Dark Pit's aerials auto cancel on a short hop. You'll have to play footsies, which isn't all that bad considering your giant hitboxes and the large damage output you provide. You can afford it, but Dark Pit will always have an easier time (though harder than Pit) weaving in and out, as well as just snuffing approaches. If he does get a little too close for comfort, a jab can push him away and you can try again.



Please do try to tech when you're expecting to get footstool'ed: https://www.youtube.com/watch?v=KmxZuZlEQ80



Snuffing approach: Dark Pit generally doesn't want to approach you since your damage output is far higher than his. Because of this, you'll want to trade with as many moves as you can. Because he has a projectile, he'll be more likely to keep spamming it to force you to approach. Try not to get baited too hard into overcommitting and power shield arrows. If you manage to get ahead by sealing one of his stocks, bear in mind all of Dark Pit's aerials auto cancel out of a short hop so be wary when throwing out an attack. If you want him away from you, jab. It's a good GTFO move with a good range. Dark Pit is also not so good on block, however slightly better than Pit due to his electroshock arm, which means you have the time to hit him if you manage to block a move he hits your shield with.



IF CAUGHT ABOVE:



You really don’t want to get above Dark Pit since has pretty good juggling tools at mid percents and can punish your landing with his side b, which can kill more reliably near the ledge. Try to get down on to the floor without being too predictable. Options here include: double jump, getting down to the ledge, air dodging, using an aerial, and Wizkick to speed up your descent.



Punishing a Whiff Hit: When Dark Pit hits you with a hit, you really want to hit him hard and stay near him as long as you possibly can. One way how you can do that by using the choke. It steals all momentum from Dark Pit and puts you in a good position. Being able to jab him out of choke is great too. If you see that Dark Pit’s spacing isn’t the best, you should take into consideration that Dash Attack can collide with him and clash with projectiles, ruining his spacing and get you closer to him. Once you're there, he's in for a rude awakening.



Recovering: You generally want to recover low since Dark Pit can't do much against Ganon offstage outside his aerials with limited range, but since Dark Pit has many jumps, it’s crucial for you not to expend your second jump. But at the same time, you want to keep your recovery unpredictable. So it’s not strange to recover high except the shield can bounce you away. Mix it up. If you’re up high, you can even Wizkick so you can grab the ledge or hit Pit. The move has tremendous knockback, so it’s a threat.



Against a Dark Pit trying to land: Dark Pit has multiple jumps, remember, so don't try doing anything too committal. Jump to force a midair jump, throw out an up air. These moves don't have a lot of end lag so you can afford to throw them out without discarding the advantage you are in. Up air is especially good since Dark Pit's down air is severely outranged by up air. Other moves you can do are forward air and neutral air since they last long enough to beat any air dodge (and have enough strength to demolish a building).



Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage.



It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.



Edgeguarding: Like Pit, Dark Pit does NOT have any hitbox on his Up-B, which means it’s easy to gimp him with a rogue up air or even down air. Of course, you need to watch out how many jumps Pit has, since he can throw off your timing but opting to stall his recovery back to the ledge.



All Ganon's aerials can snuff his recovery pretty well. However, bear in mind that Dark Pit doesn't go into helpless after his side B, which is also another recovery option, albeit a laggier option. If you manage to pressure Dark Pit to the point where he will recover high, use Up air or predict his landing in order to punish. Generally you shouldn't let him get back to the ledge, but he'll still be in an awkward position there anyway. Wizkick him if he tries to get there, or intercept him with an aerial if he tries to air dodge and use a jump to get back to the stage. Trump-> back air is also another option.



Customs to consider:



Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.



Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.



Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Since arrows don't really bend so much, WDK is a good option to return to the stage, especially on stages with large horizontal blast zones. Lastly, WDK is a great combo tool after down throw, since it lasts a longer percentage range - Like Wizard's Foot, it can be edgecancelled, which can lead to an aerial followup.





Stages to consider: (Basically the same)



Final Destination: There are no platforms for Dark Pit to trap you on, which means he has less ability to juggle you - he can juggle you, but it's more limited. FD does give Dark Pit a bit of breathing room, but the stage isn't big to the point where he can just recklessly camp. Manage space carefully. Pit's punish game on this stage is more limited, yet your lack of mobility sorely stands out.



Battlefield: If you're on this stage, you want to be careful of Dark Pit's juggling moves as well as being able to trap you on platforms. Luckily, you can do the same. Use your Dash Attack to pop Pit up and trap him with up airs, aerials, and kill him with a sweetspotted up smash or outrange him with down tilt or forward smash kills.



Lylat Cruise: This is a mix between FD and BF. It's a good stage if FD is banned. There is less room for Dark Pit to run around it. Sure, you can get trapped on the platforms, he won't be able to capitalize too much on it, whereas you can capitalize a LOT from just a sourspotted Dash Attack (sweetspotted at low percents) popping him up on a platform. And all three platforms are in the perfect position for your Up smash.



Smashville: Be very careful and mindful of where that moving platform is. Dark Pit can use it to camp as well as extend combos, while you are a bit too slow to take advantage of that platform to its fullest extent. In addition, he can use it as another crutch with returning back on stage. The good thing is that Ganon can do it too and Dark Pit won't be able to capitalize on that too much unless you're at a high percent where forward throw can kill or he's standing right on it.



DL64: Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Still, on this stage, it's doable.



BAN: Town and City. Unlike the Pit matchup, Dark Pit's only real move that can kill you off the top is up smash - he doesn't have Pit's side B. This stage just isn't as great as the others, but it can be as good as DL64. Dark Pit can run around a bit more and can return safely from farther distances, but that's all he really gets in the matchup outside of some jank.



Short Summary of Matchup:



Dark Pit has a better neutral than you, with moves that have far less end lag. Play the footsie game and look for any weaknesses. Capitalize off of it, be it a grab, a tilt, or an aerial. Grabs are devastating to Dark Pit thanks to the numerous followups you can give to him. Once you get him offstage, use your aerials to force him to expend his jump and make bad recovery decisions. The pressure can condition Dark Pit players to recover a bit higher, which gives you ample time to punish, as there's no hitbox on the up-b.



Try not to get grabbed since that's a way how combos get started. Instead, trade. Jab can trade with anything while flame choke just resets momentum. If you're at a high percent, try not to stay too close at the ledge since Dark Pit will be waiting for an opportunity to use Side B, which is harder to punish. It's this big difference that makes the matchup matter and slightly harder than Pit's.



Just play midrange and DP will have a hard time hitting you.





CM Ratio of the Matchup: 45-55



Ratio of the Matchup: 45-55



Thanks to: @Theosmeo@Abbey Street









FOR NEXT WEEK, WE WILL BE DISCUSSING LUCAS.

Character Description: Lucas is the main protagonist of Mother 3. The son of Flint and Hinawa, he is characterized as more timid than his twin brother, Claus. While playable briefly during the prologue of Mother 3, he is an NPC for the first three chapters of the game, with Flint, Duster, and Salsa being the main characters of those chapters. After reappearing in the climax of Chapter 3 against the Pork Tank, he becomes the main playable character after the three-year time skip to Chapter 4, and retains this role for the remainder of the game.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be devastating for Lucas at high percents.

How to Deal with Projectiles: Lucas' special moves all consist of projectiles. The one you'll encounter the most on stage is PK Fire. It's a single hit move that hits you around the torso. But because it's a single hit move, it can be easily power shielded and punished at midrange with a Wizard's Kick or a dash attack. It mainly serves as a GTFO move to swat you away.

The next projectile will be more common as a weapon to harass you when you're offstage and trying to recover, or when you're very high up. PK Thunder is a multi-hitting projectile that can be swatted away with up air. Do your best to avoid it because it can interrupt your recovery.

PK Freeze and PSI Magnet aren't common at all in this matchup - PK Freeze can be used for hard reads against you when you're offstage, but recovering low to auto-snap on the ledge is a way to avoid that. PSI Magnet has a lingering hitbox at the end, but you can interrupt the laggy move with most moves like Wizkick.

Understanding the Matchup:

Lucas is a character who boasts a great punishing game out of grab, but doesn't really have many tools that are far reaching with low startup or end lag. He has powerful smashes that are easily punishable in neutral, but has a good reach with his PK Fire to bat characters away. He has a weak recovery, like Ness, but also has a tether, which aids in his return to the stage combined with his wonderful second jump.

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. This means Lucas can SH PK Fire to keep Ganon out, as well as use the tether Rope Snake. Of course, the drawbacks to this can be mitigated by power shielding, but bear in mind tomahawks and actual grabs from Lucas. Powershielding is important in most match ups, especially in this one where projectiles are common.

On the other hand, Lucas is fairly light, which means he won't be willing to trade with Ganondorf. Instead, he'll most likely be playing a hit-and-run game, using his projectiles to wall you out and manage space before coming in with a strong combo before ending the stock with a kill throw. This means you'll be able to survive longer if you power shield his attacks and play at midrange. Up close, however, Lucas's attacks outside of his tether grab/snake are outranged by your tilts, namely down tilt.

This match is very reliant on DI, since an incorrect DI will make you eat a lot of percent, especially to prevent a footstool combo. Also, keep your movement options unpredictable, but be adamant on invading Lucas' space.

It's not too bad to play Lucas in neutral as long as you space yourself. Lucas doesn't really do so well when he's at range from your down tilt, as he has few attacks that can hit with it. In addition, throwing out PK Fire or Rope Snake can be extremely punishable in midrange. Hence, do your best to stay in down tilt/forward tilt range. Getting there isn't too difficult as you have the tools to keep Lucas from threatening you with Zair, even when you're further away. Dash Attack and Wizkick both pop Lucas up into a disadvantageous state, and can even lead to a giant chunk of damage depending on whether you get the weak or strong hitbox. However, if you're playing the footsies game against Lucas and he gets too close, just jab him away. Jab also has a ridiculous range which is fast enough to beat Lucas' far reaching moves.



Snuffing Lucas’s approach: Lucas will be utilizing Rope Snake and PK Fire to utilize space, but may also opt to throw out a grab in order to start up low percent Nair strings or just footstools in general. Jab will be a good way to send Lucas away. However, you can also opt for Nair to snuff aerial approaches, as well as take advantage of the long lasting Nair2 hitbox to disrupt Lucas' approach options.



IF CAUGHT ABOVE:

Being above Lucas means you're at risk of getting up aired, which isn't as bad since it's weaker than Ness'. But you're going to still want to steer clear as Lucas can attempt to footstool you and start some combo that will rack up a lot of damage.

Punishing a Whiff Hit: When Lucas fails to hit you, you're going to want to capitalize off it. If the move is a low end lag move like a jab, grabbing him is a good option, otherwise a jab to smack him away is also preferable if he's a little bit farther off. If the move is fairly committal, a tilt, dash attack, flame choke, or aerial will suffice. These moves put Lucas in a difficult position that you can use to capitalize even further. In addition, bear in mind the lean back from Forward Smash can help you evade a move from Lucas and then immediately retaliate.

Recovering: PK Thunder will be a main tool when you're recovering, and that's just plain annoying. However, the low knock back of the move will allow you to act fairly quickly. Try to mix up your recovery. As Lucas has a fairly high end lag with PK Thunder, recovering high isn't a terrible idea when he's using said move.

Against a Lucas trying to land: What does Lucas have when he's in the air above you? Like most characters, he is reduced to aerials, air dodge, and double jump. However, Lucas has a great double jump that he can use to regain space and retreat to a safer area. Trying to get Lucas to expend his second jump to capitalize off it is crucial, as most players know air dodging is highly punishable. Aerials are generally not a Lucas player's go to also, as Ganon's up air outranges any of Lucas' aerials. Once Lucas descends back down from his double jump, note his positioning to you and punish accordingly. If he's more horizontal, use Nair, as the move's long lasting hitboxes will beat out air dodge. If he's aiming for the ledge, you can opt to let him on, trump him, or punish with a Wizard's Foot.

Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage.

It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

At the proper distance, ledge canceled Wizkick to up air can set up for a gimp against Lucas.

Edgeguarding: Lucas is highly vulnerable when setting up for PK Thunder, but you should note where he is when he's using it. Usually Nair will beat out PK Thunder, but Dair can hit Lucas if intercepted properly.

All Ganon's aerials can snuff his recovery pretty well. However, bear in mind that Lucas can opt to use the rope snake to snap on the ledge , which is also another recovery option. Getting there and throwing out an up air can stop it. But many Lucas users will throw out PK Fire to cover the ledge, so be prepared.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can throw off arrows, so you will be able to hit him out of it without having to jump.

Stages to consider:

Battlefield: If you're on this stage, this is your best bet. Lucas's ability to trap you on a platform isn't that bad, so you can make it back to the main platform, as his aerials are not too much to write home about, range wise. It'll be harder for him to kill off the top, so just make sure you don't run into any rogue smash attacks and you should be clear. Also, be sure to knock Lucas off stage as much as you can.

Final Destination: There are no platforms for Lucas to trap you on, which means he has an easier time juggling you off a single grab. FD does give Lucas a bit of breathing room. Manage space carefully, since your opportunities aren't terrible on this stage.

Lylat Cruise: This is a mix between FD and BF. Tri-platforms are great because they can screw up Lucas's timing with his grab strings. Lylat, outside of BF, is probably Ganon's best stage. The tilting stage can block PK Fire and you can just DA/Wizkick without too much risk, though you shouldn't overdo it.

Smashville: Be very careful and mindful of where that moving platform is. Use it to extend your recovery, and position yourself so Lucas won't get any good grab followups off you.

DL64: Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Still, on this stage, it's doable.

BAN: Town and City. Ganon normally can live a little longer than most, but Town and City’s low ceiling just means he’ll die earlier especially thanks to Pit's juggling moves and his side b, which hits straight up and is a potent killing move with super armor.



Short Summary of Matchup:

Like many other characters, Lucas has a better neutral than you, with moves that have far less end lag and projectiles that give you a bad time. But most of your moves outrange his own. Play the footsie game and look for any weaknesses. Capitalize off of it, be it a grab, a tilt, or an aerial and do your best to take it as far as you can without overextending. Capitalize Lucas when he's offstage - hit him hard since he's a sitting duck, so you should aim to get him offstage as much as you can.



CM Ratio of the Matchup: 45-55

Ratio of the Matchup: 45-55

Thanks to: All the participants of the Ganon and Kirby MU; @Litany



FOR NEXT WEEK, WE WILL BE DISCUSSING MegaMan.

MEGAMAN:
Character Description:

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be devastating for Megaman at high percents. Mainly FTilt will be the move to kill as Megaman is worse offstage and Ganon can use his recovery against him.

How to Deal with Projectiles: Megaman's arsenal is filled with projectiles, including lemons (3 jabs, dash attack, and neutral air), Metal Blade, Crash Bomber (side B), and Leaf Shield.

Pellets/Lemons are used to wall you out and have a surprisingly high knockback base for a jab. You can beat it by using dash attack or Wizard's Foot, as both attacks go through the pellets. However, Wizard's Foot is not intangible during startup, so you can be interrupted by pellets before the move comes out.

Metal Blade on its own does not pose a serious threat. It's a weak projectile that can be thrown by any character in any direction, but with the right setup, Megaman can rack up a lot of percent and even kill you with his Up Tilt Shoryuken from a footstool combo. Try not to be under him when he has a metal blade, or he'll Z-drop it and do some Kameme-stuff.

Crash Bomber can be used to edgeguard on the stage or just interrupt your attacks. It passes to your opponent upon contact and can be shielded, but deals fair shield damage. It's not too troublesome if you have a lot of space.

Leaf Shield isn't very useful in neutral either, but if you're offstage, it is a devastating edge guarding move that can also eat your inputs from returning to the stage, making you burn a jump or air dodge after being hit by the shield. Be careful and try to work around that by either baiting Megaman to jump early or recovering early.

Understanding the Matchup:

Megaman's strengths are in his keep away game, gimping game, and footstool setups. Hence, Megaman excels in a range away from Ganon's down or forward tilt and can throw out a projectile without getting punished by a far-ranging move.

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. This means Megaman can harass Ganon with lemons (jab), as well as other projectiles. What Ganon has that can beat that, however, is with his burst options, which are his flame choke (to punish shield), dash attack and Wizard's Foot, both of which easily beat Megaman's projectiles, but have to be timed correctly.

Another thing going for Megaman is that he is fairly heavy, being tied for 15th heaviest in the game. What this means is he won't be dying easily. However, Megaman is susceptible in the air and it's your job as Ganon to take advantage of that crippling weakness. Megaman players know this and will cover themselves as to not get hit upwards or offstage. On the other hand, Lucas is fairly light, which means he won't be willing to trade with Ganondorf.

This match is very reliant on spacing, as if you space incorrectly, Ganon will not only be unable to enter Megaman's range, but will be punished heavily for trying so. Keep your movement options unpredictable, but be adamant on invading space through passive-aggression.



Snuffing Megaman’s approach: Megaman does not fair well when he is cornered. He does not do well when he is within Down tilt range also. Keep him there, as well as well as keep him out of your up air range, because this means he'll be able to do odd metal combo setups on you.



IF CAUGHT ABOVE:

Being above Megaman isn't as bad as it sounds, but you really should try not to be directly above him, as up air can kill very early. Avoid that tornado and descend back on stage with numerous options, including going to the ledge

Punishing a Whiff Hit: Megaman's not going to want to be close to you, but if he does get close through some spacing error, you want to capitalize off it. Jab is for quick punishes that send him away, while Wizkick and Dash Attack can be used to pop Megaman upwards. Both of those moves are rather quick and bypass lemon pellets Megaman's prone to throw out. If you can land the weak hit of Dash Attack, you can get many other followups and even a kill, so try your best to capitalize off it. In addition, Flame Choke is a good option as it resets neutral, putting Megaman in a bad state.

Recovering: You must mix up that recovery. Megaman has the Metal Blade to cover attempts from below, the crash bomb to punish ledge-hang, as well as leaf shield, which can (weakly) gimp you. Recovering up on a platform isn't a bad thing, nor is speeding up your descent with Wizkick and then rolling back on stage when Megaman predicts your ledge hang.

Against a Megaman trying to land: What does Megaman have when he's in the air above you? Like most characters, he is reduced to aerials, air dodge, and double jump. However, Metal Blade can be a slight hindrance if you're directly below him, though you can take the item yourself with an air dodge or aerial. He can use his second jump to maintain distance away from you horizontally, using Jab and Fair to stop your approach. Wizkick is a good answer to this. If you do let him get back to the ledge, however, you can trump him or bait him to roll or jump. Those options are exploitable.

Mainly the idea is if he's descending within your range, use an aerial, namely up air. However, if you're expecting a badly spaced aerial, use the lean back with Forward Smash to punish him.

Grabs: Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage. At low percents, you can string together a Down throw to Nair to Wizkick, which already brings Megaman to mid percent.

It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

At the proper distance, ledge canceled Wizkick to up air can set up for a gimp opportunity.

Edgeguarding: Megaman will oftentimes use Crash Bomber to cover his ledge hang option. However, Megaman doesn't have a hitbox on his recovery move, which gives you the chance to intercept him with no chance of retaliation. Namely, moves like up air, back air, and fair all clip Megaman's recovery.

All Ganon's aerials can snuff his recovery pretty well. However, bear in mind that Megaman can opt to recover high and still use his double jump as another option. So be sure to bear that in mind when he has ample room to recover and intercept accordingly.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does beat out her Side B.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can throw off arrows, so you will be able to hit him out of it without having to jump.

Stages to consider:

Final Destination: Arguably one of the best stages for Ganon in this matchup, but also a benefit to Megaman with footstool combos and overall camping. Megaman has no chance of hiding under platforms on this stage. As long as you don't overextend, you shouldn't be dying easily here. The only issue here is getting camped out, and rage works in your benefit.

Smashville: Similar rules to FD. The one singular platform can help you tremendously in your recovery. Megaman also doesn't have as much room to hide on this stage, so try not to stay on that platform for too long.

Battlefield: If you're on this stage, you might be able to survive longer, but the annoying issue is Megaman will be trying his best to shark you under the platforms. Although you're normally good at this stage, the large blast zones will make it easier for Megaman to stay alive longer. Not as recommended, but you can also trap HIM over the platforms also.



Lylat Cruise: This is a mix between FD and BF. Try to stick in the main platform. On the plus side, Megaman can die easily from Lylat Jank.

DL64: Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Still, on this stage, it's doable. Try not to get pineapple'd

BAN: Town and City. Ganon normally can live a little longer than most, but Town and City’s low ceiling just means he’ll die earlier especially thanks to Pit's juggling moves and his side b, which hits straight up and is a potent killing move with super armor.



Short Summary of Matchup:

This game is basically cat and mouse. Megaman wants to keep you out until a chance to punish you for overextending arises. At the same time, you want to play the midrange game and trap Megaman through limiting his runaway space. If you get him offstage, do your best to make sure he stays there.



CM Ratio of the Matchup: 40-60

Ratio of the Matchup: 40-60

Thanks to: all you jmu ppl



FOR NEXT WEEK, WE WILL BE DISCUSSING Pika.
Pikachu:
Character Description: Pikachu is the mascot in Pokemon. He is #25 in the Pokedex as the Electric Rodent Pokemon. He is best known as the partner of Ash Ketchum and Red.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be devastating for Pikachu, thanks to his light weight. Good luck getting that choke, though.

How to Deal with Projectiles: Pikachu's projectile, thunder shock, isn't really a big deal unless you're offstage. Powershield it and plow on through. If you're offstage, try not to get your recovery clipped by it - your uppercut will clash.

Understanding the Matchup:

Not even on paper can we write Pikachu as a decent matchup - this is plain terrible. Despite Pikachu's weaknesses in getting hit by followups from Flame Choke, the rat is just too agile and quick to be punished easily. Coupled with Quick Attacks and a good keep away game allowing Pikachu to use hit-and-run tactics, Pikachu is amongst one of Ganon's hardest match ups. This matchup will require you be able to not only read your opponent well enough to intercept his options, but also be familiar with spacing in order to take advantage of his glass-cannon factor.

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. Pikachu can afford to come in, deal his damage, and get out. However, Pikachu has some trouble killing barring gimping and a grab setup. This means it's crucial for Ganon to stay alive as long as possible to utilize rage. This being said, trading is the best thing Ganon can do, as Pikachu can't take nearly as many hits as Ganon. What Ganon has, are his burst options, which are his flame choke (to punish shield), dash attack and Wizard's Foot/ These moves grant a quick boost and can pop Pikachu out of an approach.

The best thing to do is to remain midrange, so Pikachu will struggle to use quick attack or melee attacks without getting punished. Pikachu's range is not good, so make sure he stays at down-tilt length.



Snuffing Pikachu’s approachThunder jolts and quick attacks are generally the name of the game for approaching. Thunder jolt itself can be blocked fairly easily, but you need to be careful the way you do it as Pikachu can close distance very easily. Powershield, roll, dash attack are all viable.



IF CAUGHT ABOVE:

You really don't want to be caught directly above Pikachu, as thunder spikes can cause early KOs. Aside from that, Pikachu can't do too much to you other than shark you and wait for you to get back on the ground.

Punishing a Whiff Hit: It's not easy to punish a whiff hit from Pikachu, but it's doable. Do your best to limit his space and them punish where you think he'll end up. Jab and tilts can trade


with anything Pikachu throws out and can even kill at higher percents. Feel free to throw out an up smash just as a warning, so Pikachu will be weary about approaching you too closely. Up smash is known for its deceptively low cool down. If Pikachu whiffs a grab, you have a good amount of time to followup with a grab or flame choke. Normally Pikachu will try to cover a missed move with jab, which loses to dash attack and Wizkick.

Recovering: Pikachu's going to want to land those gimps against you, and with Thunder Jolt being able to cling on the ledge, it becomes difficult to maintain a good way back onstage. So mix it up - sometimes recover high, sometimes low, just to throw Pikachu off. If he's too close to the ledge, forgo the auto-ledge snap and use the uppercut to send him up.

Against a Pikachu trying to land: Other than slowing down his descent, Pikachu doesn't have much going on when he's landing. His aerials get outranged by Ganon's, so his only options when Ganon is below Pikachu are air dodge, double jump, throw out an aerial, or maybe use thunder to stall or discourage sharking. Just wait for Pikachu to act and an up air can beat out or trade with everything Pikachu has.

Grabs: Pivot grab tends to be good in this matchup since it offers a little bit more range. Be sure to use those throw followups from down throw to rack on some damage on Pikachu. Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage.

It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

At the proper distance, ledge canceled Wizkick to up air can set up for a gimp opportunity. Thanks to Pikachu's light weight, he can die pretty quickly to a strong aerial move at mid-percent.

Edgeguarding: Pikachu will use thunder jolt as a safe measure, but also can use Bair or Nair to send you away from the ledge. It's important that you don't get hit by those moves. So don't be shy about recovering high, but also mix it up so it's harder for Pikachu to find out where you're going.

All Ganon's aerials can snuff Pikachu's recovery well but the thing is you have to be able to predict where Pikachu will be, or else you'll miss. Being offstage against Pikachu isn't ideal - trumping is another safer, but less reliable option. Trump Back air is a good way to seal a stock. You can also fake-trump to bait a reaction and then punish that reaction. Usually a choke to punish roll, or a pivot Up smash to flame choke can work also.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does offer a lot of range

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 30% with rage and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can throw off thunder jolts, so you will be able to hit him out of it without having to jump.

Stages to consider:

Final Destination: One of the rare times when FD is better than Battlefield. Pikachu benefits enormously from Battlefield thanks to the platforms. Quick Attack basically becomes a safe teleport that becomes even harder to intercept. Here, you run the risk of being camped by thunder jolt, but it's not too bad. It's a little less safe for Pikachu to use Quick Attack shenanigans and his kill options outside of a grab to thunder are less, which leads to this stage being pretty decent.

Smashville: Similar rules to FD. The one singular platform can help you tremendously in your recovery. Less room to hide, and you can shark under that one platform if Pikachu ever ends up there. Make sure to use that platform as an aid to your recovery. Remember that this stage is not big, so use the smaller size to corner that rat for extermination.

Town & City: This stage isn't terrible, compared to most other match ups. You'll be able to net a vertical kill earlier, but you run the risk of having a more mobile Pikachu on your hands. Smaller blast zones will help you out though.

Battlefield: If you're on this stage, you might be able to survive longer, but so will Pikachu. With Tri-Platforms, Pikachu becomes far more dangerous as he comes much harder to hit. Your best bet on this stage is to try to keep him grounded. Maybe try to capitalize off a Flame Choke and keep it going.

Lylat Cruise: This is a mix between FD and BF, but with tilts and tri-platforms. Try to stick in the main platform. Pikachu loves this stage almost as much as Battlefield, as it's perfect for Quick Attack cancel stuff. However, we don't die nearly as quick due to jank. Just try to get him offstage [OpieOP] or take advantage of the smaller blast zones, especially when the ship is tilting.

BAN: DL64 Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Of course this means you can kill earlier also, but the slightly higher platforms also means it's harder to shark as your up smash won't go through it.



Short Summary of Matchup:

This game is amongst one of Ganon's worst match ups as Pikachu is an agile fighter who is difficult to hit. If you can get him in the air, however, he will be significantly worse as he will have a harder time just intercepting any aerial you throw to rack up damage. Offstage is also good, as with every other character - try to intercept the quick attack. Do your best. You can do this.



CM Ratio of the Matchup: 30-70

Ratio of the Matchup: 30-70

Thanks to: all you jmu ppl



Kirby is next!
Kirby:
Character Description: Kirby, the lovable pink puffball not named Jigglypuff.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be devastating for Kirby, since he's not exactly heavy. He'll die at a decent percent from a down tilt.

How to Deal with Projectiles: Aside from Kirby's final cutter up b, you don't have to worry about anything. Even that projectile is pretty bad as an option since you can punish it from a power shield, and then wizkick.

Understanding the Matchup:

This matchup is a fairly volatile matchup - neither character wants to approach the other as death awaits the one who makes a single error.

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. On the other end, Kirby himself has a very linear approach option, almost like Ganon's. Because he's lighter, approaching Ganondorf poses a higher risk to Kirby and hence, trading with Kirby is not out of the question for Ganon. Kirby wants to get in safely, land a grab and nail a combo, before getting out without suffering Ganon's power. As Kirby has some good kill potential, Ganon wants to not approach as much, and stay at a down tilt range to punish anything Kirby can throw out, but also not get punished.



Snuffing Kirby’s approach- Kirby doesn't have any projectiles outside of Final Cutter to give you a hard time. However, he has a good run speed and a good grab. Combined with aerials with minimal lag, and you have yourself a character you don't want to be at a disadvantageous state against. Try to anticipate Kirby's approach options; he is a bit more predictable when he's in the air, so anti-air him. If he's fishing for a grab, spot dodge or roll away. .



IF CAUGHT ABOVE:

As long as you're not that close to Kirby, the only big risk is a rogue up air. Try to retreat horizontally at a distance where Kirby will have to work at to punish your landing. Aside from that, don't be that close up to Kirby - he has a predictable jump so you can make use of that. If you're far up, you can even use aerial Wizkick to speed up your descent.

Punishing a Whiff Hit: Since Kirby's moves consist of quick frame data but low range, you're going to want to be out of his range so you can punish appropriately. If you're close and you manage to dodge or block a hit, use a grab and followup with your preferred aerial. Otherwise, dash attack and either side or down tilt will work well to punish. Pushing Kirby to have less space in order to force an action, whether rolling or jumping, is also great in optimizing your position since you can also make sure Kirby pays for it. Feel free to throw out an up smash just as a warning, so Kirby won't haphazardly descend on top of you for risk of dying off the top. Up smash is known for its deceptively low cool down.

However, Kirby has a 6 frame grab, so you can use that to wind up a punish accordingly.

Recovering: Kirby has 5 midair jumps so you need to be wary on how you're recovering. This means you have to mix it up and save your second jump. Recovering early isn't a bad option, nor is fast falling and then using your third jump.

Against a Kirby trying to land: Kirby doesn't have much going on when he's landing other than to dodge or expend his jumps. His aerials get outranged by Ganon's, so his only options when Ganon is below Pikachu are air dodge, double jump, throw out an aerial which will get outspaced, or the YOLO Down B Stone. Just wait for Kirby to act with a bait (just getting directly below Kirby works wonders) and up air can beat out or trade with everything Kirby has outside Stone.

Grabs: Pivot grab tends to be good in this matchup since it offers a little bit more range. Be sure to use those throw followups from down throw to rack on some damage on Kirby. Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack, as said previously, provides a lot of utility in that it can set up for juggles and a lot of damage. Forward throw is a great way to rack up damage, while back throw to knock someone off stage. Back throw isn't as good against Kirby since he has multiple jumps, but it's still decent for positioning.

It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

At the proper distance, ledge canceled Wizkick to up air can set up for a gimp opportunity. Thanks to Pikachu's light weight, he can die pretty quickly to a strong aerial move at mid-percent.

Edgeguarding: Kirby has many opportunities to edge guard Ganon with quick aerials and many jumps. Thankfully, outside of Bair, Nair, and Dair, they won't interrupt you too much if you save your double jump. Still, don't get caught offstage at higher percents, otherwise you won't make it back.

All Ganon's aerials can snuff Kirby's recovery well thanks to Kirby's recovery still being linear. However, be careful when you commit or you can get spiked by Kirby's Final Cutter. If you don't feel like being offstage against Kirby, you can opt to trump Bair or just fake trump and punish the getup option accordingly.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does offer a lot of range

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 30% with rage and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can throw off thunder jolts, so you will be able to hit him out of it without having to jump.

Stages to consider:

Final Destination: A flat stage is good for Ganondorf since it limits Kirby's approaching ability to something far more linear. You'll be able to anticipate what Kirby's up to on FD since there are no tri-platforms for Kirby to circumvent directly approaching you.

Smashville: Similar rules to FD. The one singular platform can help you tremendously in your recovery. Less room to hide, and you can shark under that one platform if Kirby ever ends up there. Make sure to use that platform as an aid to your recovery. Remember that this stage is not big, so use the smaller size to corner that rat for extermination.

Town & City: This stage isn't terrible, compared to most other match ups. You'll be able to net a vertical kill earlier, but Kirby can survive a little earlier as well as kill you earlier with up throw.

Battlefield: If you're on this stage, you might be able to survive longer, but so will Kirby. With Tri-Platforms, keep the approach and defense simple while trying to ground your opponent. Your best bet on this stage is to try to keep him grounded. Maybe try to capitalize off a Flame Choke and keep it going. Up smash and up air goes through platforms if you want to hit him safely.

Lylat Cruise: This is a mix between FD and BF, but with tilts and tri-platforms. Try to stick in the main platform. It's good for this matchup since trapping Kirby on a platform can lead to him dying early from your tipper Up Smahs.

BAN: DL64 Like Battlefield, but worse. Whispy's gusts of wind worsen your approach and the ceiling is lower, which means you'll have a harder time living at higher percents. Of course this means you can kill earlier also, but the slightly higher platforms also means it's harder to shark as your up smash won't go through it.



Short Summary of Matchup:

This matchup isn't bad at all. Both characters are explosive and can net dangerous things off a single grab or hit. Do your best to stay alive while keeping Kirby at a midrange and you won't go wrong. Punish accordingly.



CM Ratio of the Matchup: 50-50

Ratio of the Matchup: 50-50-

Thanks to: all you jmu ppl



FOR NEXT WEEK, WE WILL BE DISCUSSING Zard.
Charizard:
Character Description: Charizard, the fire pokemon

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be great for getting Zard offstage or just above you. Jab is also an option for quick swats away.

How to Deal with Projectiles: Bait out Zard's down B (rock smash) as it has super armor. If you're feeling gutsy, you can charge up a Warlock Punch as he rock smashes. Zard's Flamethrower can be beaten with Wizard's Foot.

Understanding the Matchup:

This matchup is a match that's not too difficult for either side. Both Ganondorf and Charizard have options to kill each other fairly easily, and are big targets, which means hitting each other isn't difficult either.

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. Overall, Ganondorf's damage output is stronger than Charizard's, outside his tipper Back Air, so trading isn't a bad idea. Each and every one of Ganondorf's aerials are great in this matchup, as they're all big and can trade with Charizard's. Sure, gimping Charizard isn't as easy as it sounds, but with moves that hit like a truck, he'll die quickly anyway.



Snuffing approach- Charizard has several options to approach you, but they're fairly unsafe. B-reverse aerial flamethrower can be used to send you away, while his quicker tilts can do the same purpose but with farther range and more potent power. His dash attack loses to shield, and you can spot dodge his grab. If he's approaching from the air, be wary as his Nair auto cancels and he may come down with it.



IF CAUGHT ABOVE:

Try not to get hit by an up air, as Charizard's up air is pretty strong and can kill early. Retreating to the ledge is a good option, since Charizard doesn't have as many good options outside of Nair and Dair. Speeding up your descent is also a great option, as Wizkick can auto cancel at a specific height and you'll be able to act almost immediately out of it.

Punishing a Whiff Hit: Outside of tilts, Charizard's moves have a pretty high cool down and can guarantee a followup if improperly spaced. Grab out of shield and jab are the easiest ones to pull off, but Dash Attack can be used as a burst option to send Charizard out on a vertical angle, which can put him in an even worse position.

Recovering: Remember Charizard has two midair jumps - as bad as they are, it's crucial to remember Charizard has an additional option in returning to stage. The other options are his Up-B, Fly, which has armor, and side B, flare blitz. If he tries using Flare blitz on you, use Warlock Punch to ruin his day, as it's true.

Against a Charizard trying to land: Charizard has several options outside of air dodge when he's directly above you. Usually if they're expecting a hit, Rock Smash will be the move of choice as it offers armor. Try to attack on the opposite side, or set up for a stronger move. Another safer option would be to expend one of his two midair jumps to get up to safety. He may come down with a Nair as it's a large hitbox and may beat out a few of Ganon's moves. The last option is if he's facing against you is to throw out his Bair, which is an obscenely strong far reaching aerial.

Grabs: Pivot grab tends to be good in this matchup since it offers a little bit more range. Be sure to use those throw followups from down throw to rack on some damage on Zard. Down Throw can lead to Nair, up air, and Dash attack at lower percents. Dash Attack provides a lot of utility in that it can set up for juggles and a lot of damage, as well as bait out a Rock Smash. Forward throw is a great way to rack up damage later on, while back throw to knock someone off stage. Back throw isn't as good against Zard since he has multiple jumps, but it's still decent for positioning.

It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

At the proper distance, ledge canceled Wizkick to up air can set up for a gimp opportunity. Charizard has a bad recovery in general, and he has a big hurt box which makes him extremely susceptible to offstage shenanigans.

Edgeguarding: Charizard has many opportunities to edge guard Ganon offstage, so recover wisely. Fair and Nair swat you away, so be sure to save your jump to avoid getting gimped. If you do air dodge past Charizard, you can use Up B and latch onto Charizard and put him in a bad position instead. Thankfully, Charizard's range in edge guarding is not as far reaching, so just play carefully.

In Charizard's case, Nair can pretty much beat out anything outside Flare Blitz and Fly, which has super armor. And even then, if you're expecting a Fly directly from down under, a down air can do the job just as well. Overall, Charizard is more vulnerable off-stage than he would have you believe.



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does offer a lot of range, more than flamethrower.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 50% with rage and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can also leap over projectiles, so you will be able to hit him out of flamethrower without having to jump.

Stages to consider:

Final Destination: A flat stage is good for Ganondorf since it limits Kirby's approaching ability to something far more linear. You'll be able to anticipate what Kirby's up to on FD since there are no tri-platforms for Kirby to circumvent directly approaching you.

Smashville: Similar rules to FD. The one singular platform can help you tremendously in your recovery. Less room to hide, and you can shark under that one platform if Charizard ever ends up there, as non-mobile as he is. Make sure to use that platform as an aid to your recovery, even though you'll probably still get swatted with a fair for your troubles. Remember that this stage is not big, so use the smaller size to corner that rat for extermination.

Battlefield: If you're on this stage, you might be able to survive longer, but so will Charizard. With Tri-Platforms, keep the approach and defense simple while trying to ground your opponent. Your best bet on this stage is to try to keep him grounded. Maybe try to capitalize off a Flame Choke and keep it going. Up smash and up air goes through platforms if you want to hit him safely.

Lylat Cruise: This is a mix between FD and BF, but with tilts and tri-platforms. Try to stick in the main platform. It's good for this matchup since trapping him on a platform can lead to Charizard dying early from your tipper Up Smash.

BAN: DL64 Like Battlefield, but worse. Whispy's gusts of wind worsen your approach as well as your defensive game, and the ceiling is lower, which means you'll have a harder time living at higher percents. Of course this means you can kill earlier also, but the slightly higher platforms also means it's harder to shark as your up smash won't go through it.

Town & City: This stage isn't terrible, compared to most other match ups. You'll be able to net a vertical kill earlier, but Charizard has a good kill throw that can kill you off the top. Plus, eating an up air isn't great either.



Short Summary of Matchup:

This matchup is volatile at best. Both characters are explosive and can net dangerous things off a single grab or hit. Do your best to stay alive while keeping Charizard at a midrange and you won't go wrong. Punish accordingly and bait Zard into making reckless decisions. Take into consideration his additional jump as an option, and you'll go far and be able to limit his options.



CM Ratio of the Matchup: 50-50

Ratio of the Matchup: 50-50-

Thanks to: all you jmu ppl



FOR NEXT WEEK, WE WILL BE DISCUSSING ...
Meta Knight
Character Description: Meta Knight, the rival and occasional ally of Kirby, was once an oppressor of the Smash Brawl roster.

Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters sans DLC, click here: http://imgur.com/9LhItgJ . Ganondorf gets forward and down tilt out of an unteched choke, which can be great for getting Meta Knight above you or offstage. Considering Meta Knight's weight, he may die fairly earlier from down tilt.

How to Deal with Projectiles: What projectiles?

Understanding the Matchup:

This matchup is a match that's very straightforward but difficult for Ganondorf, and not half bad for Meta Knight. Meta Knight has his famous ladder combo which can be started with dash attack or down throw, as well as great speed, while Ganon has his raw power and ability to provide Meta Knight as much damage as he gets back.

Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. Overall, Ganondorf's damage output is stronger than Meta Knight, so trading isn't a bad idea. Each and every one of Ganondorf's aerials are great in this matchup, as they're all big. However, be wary of Meta knight off stage, as his multiple jumps can gimp you. You can do the same thing to him. Staying in down tilt range is good.



Snuffing approach- Meta Knight is well known for a straightforward approach with dash attack or grab to start up a ladder combo. Ganondorf being big does not make it any more difficult. Spot dodging Meta Knight is a good idea, if you're expecting a dash attack or grab coming, but that'll leave you open to a pivot grab, so another option is to jab him away or roll away. If you're already attacking, the worst that can happen is a clank. Dash Attack is great to cross Meta Knight up, and to stop his approach.





IF CAUGHT ABOVE:

Don't let Meta Knight bait out an air dodge otherwise you will end up in a stairway to heaven. Instead, plan your descent carefully. If you need to speed it up, Wizkick is your option. Air dodging and jumping to retreat to a ledge is another option.

Punishing a Whiff Hit: Meta Knight doesn't have too high end lag so you can't get away with too much. Flame Choke, grab, jab, and tilts are all good options to hit Meta Knight on a whiff hit. Otherwise, stay in that medium range (down tilt range).

Recovering: Meta Knight having multiple jumps is going to make it difficult to recover. Plan your recovery wisely, otherwise you'll end up gimped. Use all your resources to get back to ledge, but don't waste them. In other words, don't recklessly expend your double jump before getting back to ledge.

Against a Meta knight trying to land: I'm afraid Meta Knight has many options to bypass sharking attempts. Stay aware of how many jumps he has left and try to bait out an air dodge to punish accordingly - in the air, Nair and Up Air are good options. If he's retreating to ledge, dash attack or Wizkick can deter that.

Grabs: Don't get grabbed. At lower percents you'll suffer less, but mid percent is when it's crucial. However, if you're grabbing, down throw is the best throw for damage racking and putting MK in a precarious situation. It is possible to land a lot of devastating damage from just a single grab. If you're skilled at Footstools, landing a weak dash attack can follow up into a footstool>down air.

At the proper distance, ledge canceled Wizkick to up air can set up for an offstage opportunity. Despite Meta Knight's great jumps, his recovery outside that can be intercepted.

Edgeguarding: Recover wisely. Use all your resources, and know when you're not going to make it. If Meta Knight recklessly comes down to intercept you, take him down with you.

Dair and Wizkick (aerial) can intercept Meta Knight's recovery, so feel free to give him a bad time



Customs to consider:

Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup. But it does offer a lot of range, more than flamethrower.

Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% with rage and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO.

Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. It can also leap over projectiles, so you will be able to hit him out of flamethrower without having to jump.

Stages to consider:

Final Destination: A flat stage is good for Ganondorf since it limits Meta Knight's approaching ability to something far more linear. Meta Knight's options are far more limited and he'll have more trouble killing you without triplats.

Smashville: Similar rules to FD. The one singular platform can help you tremendously in your recovery. Less room to hide, and you can shark under that one platform if MK ever ends up there, as non-mobile as he is. Make sure to use that platform as an aid to your recovery, even though you'll probably still get swatted with an aerial for your troubles. Remember that this stage is not big, so use the smaller size to corner that rat for extermination.

Lylat Cruise: This is a mix between FD and BF, but with tilts and tri-platforms. Try to stick in the main platform. It's good for this matchup since trapping him on a platform can lead to Charizard dying early from your tipper Up Smash.

Battlefield is a dangerous place for both of you - trapping Ganondorf with a ladder combo can spell death, but not as early as other stages thanks to Battlefield's large blast zones. The same goes for Ganon, but trapping Meta Knight on a platform and then using tipper up smash can spell death earlier than expected.

BAN: DL64 Like Battlefield, but worse. Whispy's gusts of wind worsen your approach as well as your defensive game, and the ceiling is lower, which means you'll have a harder time living at higher percents. Of course this means you can kill earlier also, but the slightly higher platforms also means it's harder to shark as your up smash won't go through it.

Town & City: This stage isn't terrible, compared to most other match ups. You'll be able to net a vertical kill earlier, but Meta Knight has that nasty ladder combo. All it takes is one up air.



Short Summary of Matchup:

This matchup is volatile at best. Both characters are explosive and can net dangerous things off a single grab or hit. Do your best to stay alive by keeping Meta Knight at a midrange and you won't go wrong. Punish accordingly and bait him into making reckless decisions. Take into consideration his additional jumps as an option, and remember your overall damage output is much higher than his, despite his higher speed and gimping power.



CM Ratio of the Matchup: 45-55

Ratio of the Matchup: 45-55

Thanks to: all you jmu ppl



FOR NEXT WEEK, WE WILL BE DISCUSSING ???.
 
Last edited:

A2ZOMG

Smash Legend
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A2ZOMG
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Ganondorf vs Mario...from what I'm seeing is pretty much identical to how it played in Brawl, though it got slightly easier for Ganon who benefits more from Smash 4 changes as a whole. Ganondorf in this game would beat Mario minus that Mario actually has some dumb things in this matchup that bring it about even that you have to respect.

Ganondorf has particularly bad options and physics to break out of Mario's low percent juggles, meaning when Mario grabs you at the start of a stock, you probably will have to accept that you're getting frame trapped and comboed to about 60-70% before you can retaliate. Might not sound much different from Brawl, although airdodging out of Mario's combos was easier for Ganon before, while it doesn't really work in this game. Ganon's N-air is just slightly too slow to easily interrupt Mario's juggles from what I've seen. You can still try to do that at certain heights, but it generally won't directly beat Mario's U-tilt.

While Mario can try to run away while spamming Fireballs which force you to be more conservative about your Wizkick/DA usage, the thing you most need to worry about concerning Mario's fireballs is honestly his ability to edgeguard with them. He CAN punish your recovery relatively easily with Fireballs, and while that by itself might not gimp you, it can make it easier for him to set up his N-air and Cape for gimps. His FLUDD is also actually better in this game, due to pushing characters slightly further and not clanking against hitboxes. Be very careful about how you use your jumps when Mario is in range to FLUDD you offstage, and keep in mind the option of using Wizkick to quickly recover low to avoid Mario's FLUDD.

That being said, as long as you don't let Mario get close enough to D-air your shield (which is safe on block and leads to nasty pressure opportunities), Ganondorf can usually try to just overpower Mario with longer ranged and harder hitting moves. Mario has more trouble punishing Ganondorf's D-tilt than most characters, and F-tilt is lethal against Mario's short recovery, and pivot F-tilt can cover a lot of Mario's approaches pretty well. I'd also recommend trying to space aggressively with F-air on Mario's shield if you have time to do it in between fireballs as it can be difficult for him to contest. Just be aware of Mario crouching, as I am certain he can still duck under a number of Ganondorf's moves like Jab and Wizkick unless I'm mistaken.

TL;DR: 50/50 Play smart around fireballs. Respect that Mario does rack damage quickly and quite reliably on Ganondorf, and can still be a nuisance to recover against, meaning Mario can steal momentum from Ganon easily if you get careless. While these things are very strong against Ganondorf, Mario overall is not actually difficult for Ganondorf to handle in neutral due to his much lower range and damage per hit. Furthermore Ganondorf's F-air and F-tilt in this game are more effective for walling out Mario's approaches used wisely, and Mario also can be edgeguarded relatively easily by Ganondorf similarly.

Custom moves imo don't really swing this matchup. Both benefit about equally from customs. We know what WDK does for Ganon generally speaking giving Ganondorf a superior recovery, escape options, approach options, etc. Mario with Explosive Jump Punch and Gust Cape still can be quite threatening as the two moves combined give Mario better KO options, recovery, and spacing tools.
 
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Lozjam

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I would also like to add Mario's Fire Orb custom special will shut down almost all of Ganon's approaches. Not even the WDK can get past it. So, you just need to play smarter. If Mario pulls out a Fire Orb, I find it best to jump over it and either counter with a Dair, Fair, or Uair. The Fire Orb gives considerable amounts of lag so we can use that to our advantage. Also, off stage, WDK also does a really good job countering FLUDD. It still allows you to act out of it and either WDK again, or use your version of the Up Special, whatever that may be. WDK is also effective against Mario's fireball and punishing Mario for using it. Furthermore, Ganondorf's Flame chain is extremely effective against Mario. It has priority over a ton of Mario's moves because it has great range, and can be used to punish missed Dair's and Fair's.

Besides custom moves, Ganondorf's Dtilt has more range than almost all of Mario's moves and is fantastic for spacing. Also, do not use an Aerial Wizards Kick while Mario is on the ground. Mario's USmash has priority over it, and can definitely be used for punishing. Though, the aerial Wizards Kick is very effective at shutting down Mario's combos and makes them scared to utilt combo you. You may use that to your advantage. Mario's Fair is also quite dangerous against an off-stage Ganondorf, but you can Uair and hit Mario instead. Just be careful and have good timing.

I agree that the ratio is 50/50. Though with custom moves giving Ganon much needed approaching options against Mario's projectiles. I would say that the Custom Move ratio is about 55/45. Play smart against Mario, and you will most certainly win.
 

A2ZOMG

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You can literally roll around Fire Orb and punish it if you see it coming. I don't honestly see much reason for Mario to use it. What's more annoying however is his Fast Fireball custom. Fast Fireball does less damage, but is well, much faster and less laggy. That custom makes Mario more tedious to approach overall and shorthopped can still be effective against WDK. In exchange though it's not as useful for edgeguarding or approaching, though considering that Ganondorf's recovery is pretty solid with WDK, Mario probably will prefer the Fast Fireball against Ganondorf at any rate.
 

Lozjam

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You can literally roll around Fire Orb and punish it if you see it coming. I don't honestly see much reason for Mario to use it. What's more annoying however is his Fast Fireball custom. Fast Fireball does less damage, but is well, much faster and less laggy. That custom makes Mario more tedious to approach overall and shorthopped can still be effective against WDK. In exchange though it's not as useful for edgeguarding or approaching, though considering that Ganondorf's recovery is pretty solid with WDK, Mario probably will prefer the Fast Fireball against Ganondorf at any rate.
Yes, but Mario himself can use the Fire Orb to punish easily. But also, the fast fireball also leaves Mario very vulnerable when Ganondorf is attacking diagonally below Mario. Mindgames with Aerial WDK and Grounded WDK can also disregard Mario's fast fireball. Uairs will be Mario's worst nightmare with the fast fireball. Furthermore, the Fire Orb does deal a lot of damage for a projectile. And can lead into Mario uptilt combos, and can be used to approach Ganondorf and punish his roll. It gives a lot of control to Mario. Something that is not good for Ganondorf as Ganondorf needs control in order to be successful.
 

DLA

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I appreciate the nod Kalm, but I feel like I have quite a while until I can get an accurate feel for any matchups. I haven't even been to an offline Smash 4 tournament yet, and For Glory is hardly a way to judge matchups at a high level. While I'd be happy to help once I feel like I know what I'm talking about, you might not hear anything from me for a while. I'd rather say something I'm confident in, than take guesses and pass them off as fact.
 

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Played like 20 matches in For Glory against someone who had a respectable Mario, I echo A2ZOMG's opinion on the matchup. I was pretty amazed at how fast and secure Mario's low % combos on me were, but the range and power of Ganon's attacks over Mario's, as well as Mario's relative paucity of effective KO moves (especially on a heavy character like Ganon), got me the win. Just keep him at arm's (leg's?) reach and Ganon wins.
 

Opana

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Not as bad as brawl imo, but Diddy still gives me a hell of a time. Anybody have any tips?
 

Z1GMA

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If Mario is poking you with aerials, Uair OoS, or Shield Drop DA works.
Powershielding his aerials on reaction is pretty hard, so you'll have to predict his aerials if you wanna powershield.

Dtilt is very effective against a grounded Mario. It can both poke him and punish some of his attacks.
Don't get predictable with it, though, or he will powershield it.

If he wants to Utilt Juggle you, try to Vector up and Wizkick down, as aerial wizkick hightens you hurtbox i bit.
A good Mario can react to this, though, thus shielding it and starting over.

Once you get Mario into the air, challenge him with Uair. You'll win the majority of times.
If he airdodges close to the ground, punish with Gerudo for damage, or Ftilt or Fsmash for the kill, if you're close enough.

Ganon gimps Mario to hell and back off stage, but so does Mario to Ganon.

50 : 50
 

Opana

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I feel that5 Mario has an edge to a point, but once we reach a certain percent we out class him. Reminda me a bit of how Falco's cg in Brawl was useless at higher percents, much like how I view his combos(This is pretty abvious, but I'm just pointing out I don't think Mario can handle Ganon too well.).

The majority of Ganon's moves outr ange Mario's, so with proper spacing and some mix ups(Especially so for power shielders) I feel Ganon would destroy here, Mario's moves don't hit as hard or far and his fire balls are easy to power shield imo.

Depending on where Mario starts off his combos I feel makes a pretty big difference, I mean if he gets us offstage out of a combo then the have the power to ruin us.

I look at it like this, Mario has one chance to really wreck Ganon, and Ganon does thereafter.

Excuse any spelling errors or errors in general, I'v lost my glasses.
 

BoTastic!

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I appreciate the nod Kalm, but I feel like I have quite a while until I can get an accurate feel for any matchups. I haven't even been to an offline Smash 4 tournament yet, and For Glory is hardly a way to judge matchups at a high level. While I'd be happy to help once I feel like I know what I'm talking about, you might not hear anything from me for a while. I'd rather say something I'm confident in, than take guesses and pass them off as fact.
When we get the chance to play we can probably see how this match up is lol

I'm guessing it's probably even this time around or slightly in Mario's favor. But only time will ell.
 
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Xinc

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Funnily enough, I'm actually doing a guide writeup for Ganondorf and I'd love to contribute. To give:

Gerudo Follow Ups (If not Teched): D tilt mainly. However, you can jump and send Mario into the air with dair when he struggles to get up.
How to Deal with Projectiles: Jab, ftilt. Back away, jump forward, shield.
Understanding the Match-up: The bulk of Ganondorf's moves outrange Mario's, which puts Mario in a precarious situation of trying to alternate between zoning Ganon out with Fireballs and trying to approach for grabs and up tilts at low percents. In the air, Ganondorf has a clear advantage in range, but due to Dorf's weight, Mario can juggle Mario with continuous up air strings. But in mid-percents, Mario can only rely on getting those singular hits that Ganondorf can clearly have an easier time doing than the plumber. Combined with the kill potential every single one of his moves has, Ganondorf beats Mario in the mid percents.

The main gist is for Ganon to avoid Mario's combos by zoning him out until rage effect kicks in so Ganondorf has an easier time escaping. At least, that's my opinion.

Ratio of the Match-up: I'm going to give this a 50-50 as well. Reasons? They both have opportunities to wreck each other. Mario more in the low percents and Ganondorf mid-percents and after. I'm inclined to give this a little bit more in Ganon's favor though, but 50-50 seems fair. Don't want to seem biased.
 

Vermanubis

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Mario's not fresh in my mind, but I'm generally in line with the 50:50 sentiment. The hardest part of this MU is approaching Mario when he starts getting elusive, usually when he realizes he's nearing KO range. He'll throw out lots of shield pokes with DAir and in my experience, Marios will bait shield drops with delayed BAirs in a markedly Jiggs-esque idiom. Fireballs, in my opinion, are more of a help than a hindrance to Ganon, since he usually throws them in the air, and it's in essence free time for Ganon to close the gap. He's also good at jumping around our shields, so OoS NAir in this MU is basically a good way to "swat the fly," as it were. :p

At low percents, Mario puts on his rubber boots and goes fishing for those Dthrow setups, which puts a nice dent in us.

Beyond these few things, I suppose one of two things are two: either Mario's just not fresh enough in my mind, or the MU is as cut-and-dry as it seems. I'm tempted to say the latter. Depending on the angle, Mario's super easy to gimp, too. But then again, so are we. And BAir is probably the biggest problem in this MU. Our lack of frontal zoning means wizkick is usually the best counter to poorly-calculated BAirs.
 

Opana

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I fought this amazing Mario, and agree that when he shoots fireballs it's important to powershield/jump over them as Mario can potentially leave little breathing room, making punishes that much more important.

When they jump while shooting fireballs, it seems to be common for them to go for a grab. I believe a pivot ftilt or fsmash could handle this pretty well. Once this is covered, they'll likely try a more hands-on approach, which works in dorf's favor as he has the tools to punish shields and rolls(Which again seems common as they expect an attack.).

Something to be careful for is his that cape when ganonciding, if they're making multiple attempts though it's pretty much a free ganoncide punish.

Dair does eat up or shield, but not a fresh shield. I usually shield the hits and counter with a grab, always attempting to get them into the air whether it be above stage or offstage. Empty jumps/usmash(Or maybe even full hop dair fast fall) can bait aerials/dodges, which is another punsih. Aside from punishes though, with proper spacing his uair can deal with dair and anything else he throws out, so I truly feel dorf has the advantage when they're above/offstage.

I think it's slightly in our favor, but these are just my thoughts and could be completely wrong lol.
 

A2ZOMG

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Mario's not fresh in my mind, but I'm generally in line with the 50:50 sentiment. The hardest part of this MU is approaching Mario when he starts getting elusive, usually when he realizes he's nearing KO range. He'll throw out lots of shield pokes with DAir and in my experience, Marios will bait shield drops with delayed BAirs in a markedly Jiggs-esque idiom. Fireballs, in my opinion, are more of a help than a hindrance to Ganon, since he usually throws them in the air, and it's in essence free time for Ganon to close the gap. He's also good at jumping around our shields, so OoS NAir in this MU is basically a good way to "swat the fly," as it were. :p

At low percents, Mario puts on his rubber boots and goes fishing for those Dthrow setups, which puts a nice dent in us.

Beyond these few things, I suppose one of two things are two: either Mario's just not fresh enough in my mind, or the MU is as cut-and-dry as it seems. I'm tempted to say the latter. Depending on the angle, Mario's super easy to gimp, too. But then again, so are we. And BAir is probably the biggest problem in this MU. Our lack of frontal zoning means wizkick is usually the best counter to poorly-calculated BAirs.
I recommend aggressively spaced SH F-airs against Mario's B-air spacing. If you're not in a position to completely whiff, they're pretty safe against Mario. Mario is strong against Ganon though in situations where he's allowed to approach you with D-air uncontested where you really don't have very good options to escape its pressure potential. Thus the ideal case scenario for Ganon in neutral is that you should rarely be shielding against Mario except in situations where you are trying to powershield, because you defend against him better with attacks as opposed to out of shield options.
 
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Ray_Kalm

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Okay guys, we're moving onto week 2. I've used everyone's input in the summary/guide.

WEEK 1: MARIO


Gerudo Follow Ups (If not Teched): For the a full chart of gerudo follow up for all characters, click here.

How to Deal with Projectiles: While Mario can try to run away while spamming Fireballs which force you to be more conservative about your Wizkick/DA usage, the thing you most need to worry about concerning Mario's fireballs is honestly his ability to edgeguard with them. He CAN punish your recovery relatively easily with Fireballs, and while that by itself might not gimp you, it can make it easier for him to set up his N-air and Cape for gimps. His FLUDD is also actually better in this game, due to pushing characters slightly further and not clanking against hitboxes. Be very careful about how you use your jumps when Mario is in range to FLUDD you offstage, and keep in mind the option of using Wizkick to quickly recover low to avoid Mario's FLUDD. Fireballs can be more of a help than a hindrance to Ganon, since he usually throws them in the air, and it's in essence free time for Ganon to close the gap. He's also good at jumping around our shields, so OoS NAir in this MU is basically a good way to "swat the fly," as it were. When they jump while shooting fireballs, it seems to be common for them to go for a grab. I believe a pivot ftilt or fsmash could handle this pretty well. Once this is covered, they'll likely try a more hands-on approach, which works in dorf's favor as he has the tools to punish shields and rolls(Which again seems common as they expect an attack.).

Understanding the Match-up: The bulk of Ganondorf's moves outrange Mario's, which puts Mario in a precarious situation of trying to alternate between zoning Ganon out with Fireballs and trying to approach for grabs and up tilts at low percents. In the air, Ganondorf has a clear advantage in range, but due to Dorf's weight, Mario can juggle Mario with continuous up air strings. But in mid-percents, Mario can only rely on getting those singular hits that Ganondorf can clearly have an easier time doing than the plumber. Combined with the kill potential every single one of his moves has, Ganondorf beats Mario in the mid percents.

Summary of the Match-up: At low percents, Mario puts on his rubber boots and goes fishing for those Dthrow setups, which puts a nice dent in us.

As long as you don't let Mario get close enough to D-air your shield (which is safe on block and leads to nasty pressure opportunities), Ganondorf can usually try to just overpower Mario with longer ranged and harder hitting moves. Mario has more trouble punishing Ganondorf's D-tilt than most characters, and F-tilt is lethal against Mario's short recovery, and pivot F-tilt can cover a lot of Mario's approaches pretty well. I'd also recommend trying to space aggressively with F-air on Mario's shield if you have time to do it in between fireballs as it can be difficult for him to contest. Just be aware of Mario crouching, as I am certain he can still duck under a number of Ganondorf's moves like Jab and Wizkick unless I'm mistaken.

TL;DR: 50/50 Play smart around fireballs. Respect that Mario does rack damage quickly and quite reliably on Ganondorf, and can still be a nuisance to recover against, meaning Mario can steal momentum from Ganon easily if you get careless. While these things are very strong against Ganondorf, Mario overall is not actually difficult for Ganondorf to handle in neutral due to his much lower range and damage per hit. Furthermore Ganondorf's F-air and F-tilt in this game are more effective for walling out Mario's approaches used wisely, and Mario also can be edgeguarded relatively easily by Ganondorf similarly.

Custom moves imo don't really swing this matchup. Both benefit about equally from customs. We know what WDK does for Ganon generally speaking giving Ganondorf a superior recovery, escape options, approach options, etc. Mario with Explosive Jump Punch and Gust Cape still can be quite threatening as the two moves combined give Mario better KO options, recovery, and spacing tools.

CM Ratio of the Match-up: 50:50 - Even

Ratio of the Match-up: 50:50 - Even

Videos: https://www.youtube.com/watch?v=HLSi1gQJd9I Vs. Mario (5:57 - 12:19)

Credits for Input: @ Ray_Kalm Ray_Kalm @ A2ZOMG A2ZOMG @ Vermanubis Vermanubis @ Xinc Xinc @ Lozjam Lozjam @rahsosprout @ Opana Opana

Let's move on to Luigi for Week 2.

 
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A2ZOMG

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I honestly don't know what to say about vs Luigi yet. I know it was a close matchup in Brawl, and both characters got buffs and nerfs that change some of the optimal control options these characters have. I'm not too caught up on specifics, but for starters Luigi's Fireballs are noticeably better this game, and Ganondorf losing AC D-air imo forces you to play this matchup a bit differently than in Brawl when it no longer is a good option vs Cyclone/inward roll.

I'll be picking up every character in this game on a basic level once I get the Wii-U game so I can efficiently break down the important things that need to be respected and what responses Ganondorf has. I believe learning other character tools is also ultimately the fastest way to master Ganondorf, a character whose strategy hinges on countering his opponent's gameplan. Please do bother me about getting in wifi games just generally speaking.
 

Shogger

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For what it's worth, I played against someone with a decent Luigi for one game and it felt similar to play against Mario. Good low percentage juggles, but struggled to KO. Stronger air game, but far worse at edgeguarding with fireball due to their trajectory. Luigi's on stage air game is pretty good though.
 

Opana

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Played in my first tourney last week, and a Luigi wrecked my Ganon(Shulk too, but that doesn't apply here. Came in fourth though). He's a combo master that can chase farther with his better recovery, and I'm not positive but believe hitting his shield lets his low traction slide him a pretty safe distance. I think the fact that he can chase farther alone makes this a bit in his favor, as he has the tools to put a dorf in that scenario. Our moves do out range him, but it seems hard to get a good punish on him. His cyclone harder to punish it feels like too, it just feels faster overall which isn't good for dorf. Also, jab->fir jump still seems to be a thing, or at least a string I didn't expect.

Anyway, I think it's at least a bit in Luigi's favor, not including my poor performance but what I see him capable of based off what he had done in the match as well as my familiarity with dorf.
 

ThunderSt0rm

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Just a heads up I have no experience with this matchup so anything I say is theory, but I do play both chars.

I feel WDK can easily help Ganon in this matchup. With it you're able to catch someone trying to zone you with sh fireballs since you should either be going above or through it plus WDK can cover landings and get Luigi above you again.

Luigi having a much better boxing game is one of the main problems though. Ganon doesn't have a fast option to get Luigi off of him other than upb2 oos but that's punishable until higher percent.

I feel in this matchup you have to capitalize on nearly every chance you get because once Luigi gets in you'll be taking a good amount of damage. He does struggle a bit offstage though due to somewhat telegraphed recovery and the fact his recovery options were nerfed from brawl (excluding Quick Missle sideb3 and Mach Tornado downb2) so don't be afraid to fight offstage to gimp/kill him.
 

Watulio

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Luigi's recovery got nerfed to hell. I kill luigis by flame choking them, shield and when he recovers by attacking that's the time to sparta kick him. His horizontal recovery is so bad!

Watch out for his smash attacks though. They're quick and strong, specially his karate thrust when angled up.

Luigi slides alot and can only do a side b or dash attack, so just shield and if doesn't attack just grab him.

If he spams his fireballs just jump and do an aerial attack or shield and do a ganon kick to him. If he spams them in the air just get back on the ground and shield until he lands. DO NOT ROLL INTO HIM AS HIS SWIFT SMASH ATTACKS WILL PUNISH YOU BIG TIME!!

If luigi tries to ram you with a grounded luigi cyclone just dtilt him. Poor luigi he has no way to approach you. If you hit him while shielded he will probably just slide away and won't even be able to grab you.

I haven't lost myself as ganondorf to a luigi, but luigi's barely seen in for glory. Still, they're pretty easy for ganondorf to beat.

I think the match up is 60:40 if luigi actually uses the fireballs, otherwise it's a 80:20. Luigi has no approach since ganon has longer range on his attacks.
 
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Sykkamorre

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I'm inclined to think that Luigi actually has the upper hand against Ganondorf in this matchup.

Primarily due to his Bair. Short hopped Bairs seem to attack us at an angle that severely limits our options. He can just go over our ftilt, meaning that uair is our only real way of swatting him away. I havn't tested to see if a jab will beat his Bair, but I kinda doubt it will.
 

A2ZOMG

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I'm inclined to think that Luigi actually has the upper hand against Ganondorf in this matchup.

Primarily due to his Bair. Short hopped Bairs seem to attack us at an angle that severely limits our options. He can just go over our ftilt, meaning that uair is our only real way of swatting him away. I havn't tested to see if a jab will beat his Bair, but I kinda doubt it will.
Yeah, your options are U-air oos or retreat B-air/F-air imo.
 

Z1GMA

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I, too, haven't met many Luigis yet, so I won't be of much help here.
 

GroundZero996

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Luigi's recovery got nerfed to hell. I kill luigis by flame choking them, shield and when he recovers by attacking that's the time to sparta kick him. His horizontal recovery is so bad!
Horizontal? Green Missile is still really good and he's going Luigi Tornado. I think his recovery is harder, but not worse.

I don't think Ganondorf has too many gimping options against Luigi's recovery. I think Usmash is a good tool though.
 
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Humanity

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I agree. If you can get the spacing/timing right, Usmash is a criminally good punish on a green missile recovery.
 

Opana

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Actually, Luigi's recovery has some noticeable nerfs, specifically the tornado as well as his fire jump. Tornado goes little distance now without upwards momentum from a jump, and fire jump's distance was shortened. This means you have a less flexible recovery as using the jump after the tornado is a bit pointless now.

I mean, Luigi still has a good recovery, just not as good. With good timing though, pretty sure we can uair him out of green missle, and nair should cover the majority of his options. I'd say he's a bit more susceptible to meteor smashes now due to the lessened vertical distance.

I still feel like his onstage game dominates us though, and nearly anyone can gimp dorf so he has that as well.
 

Yonder

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I posted this on our boards a few mins ago. Apologies if it's not perfect.

Keep your distance with fireballs, Ganondorf has no answer to them and if he hops in the air, you can outspeed him there because Luigi's aerials are faster asides from maybe Uair. I'm pretty sure one of the few characters Luigi can outspeed dashing is Ganondorf, so you can use that to your advantage.

You can punish Ganondorf on the following moves with Up B: If he whiffs his wizard's kick, you can roll behind him when he does warlock punch [although he does have super armor on it], maybe his f smash if he whiffs, U tilt for sure. He's always prone to combos from D throw due to his large size and slow speed all around. He does kill early though, and off stage you are susceptible to being dair spike while doing a rising tornado. Honestly, I can't suggest much here if you're below the stage, you're pretty vulnerable, unless you somehow bait Ganondorf into being dair spiked by Luigi himself. You might not make it back, but he'll go down before you. He's not too threatening if you're above the stage though, spaced missiles and fireballs will keep him off. More likely fireballs, his fair can break through missile.

In summary, I think Ganondorf can kill Luigi very early due to sheer power and if Luigi is below the stage, he's dead. But like others have said, Ganondorf has no answer to fireballs, and his attack speed is generally able to box Ganondorf around along with Luigi being able to pull some nasty combos on Ganondorf too. They are both able to punish each other well with whiffed moves and what not [Ganondorf can kill Luigi after a misplaced tornado, missile, uppercut especially]. Both are about the same movement wise, with Ganondorf have a slight edge in the air speed wise, and Luigi being faster dash wise on the ground. It's a close matchup, but overall...

Verdict: 55:45 Luigi.
 

A2ZOMG

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I could see the matchup being at least even for Ganondorf with customs, especially Flame Chain and Wizard's Drop Kick which both are much more practical for this matchup, while Luigi's customs in contrast don't really do as much for him besides make his recovery a bit better.
 

Ray_Kalm

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I'm going to go to the Luigi boards and play some good Luigi players, and see what I feel of this match-up. I personally think Ganon may have a slight advantage, but that's from what little I experienced.
 

Xinc

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Played a fairly decent Luigi for a few matches.

I personally believe Luigi is a bit more equipped than his older brother, having more viable approach options and zoning options, but the matchup is still 50-50, I feel. Luigi's excellent on stage, but he easily dies when he's offstage, victim to Ganon's tipman, stomp, and bair, depending on how he tries to recover. He also gets a bit of trouble in the air, where Ganondorf can knock him around with up air.

It's important to space properly. Ftilt blocks several of his approach on, while choke is another alternative. Ganon should be careful about the Cyclone, because it's different to break through. Also, Ganondorf should be careful to not just attempt to follow up, but just punish whiffed attacks. Luigi's traction is still bad, meaning he slides away upon his attack being shielded.

Luigi's fireballs are the bane in this matchup. Ganondorf needs to play smart and patiently, not getting hit by those fireballs. He can retreat, swat them away, or shield, but beware of any stray cyclones Luigi may send your way. Luigi also has a good down throw chain on Ganon, like Mario, and can rack up some damage, so it's crucial for Ganondorf to be careful.

All in all, Luigi dies extremely early if Ganondorf is a smart player, because Luigi should NOT be coming back when he's far offstage outside several exceptions.
 

Yonder

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Just played a decent Ganondorf online, everything I said against and for Luigi generally applies still, but Wizard kick in the air screws up Luigi's rising tornado kills. It outprioritizes it on the ground too I think. Cancels with fireballs. So as long as you don't miss with it in the air, it's a nice little approach to Luigi.
 

A2ZOMG

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Theorycraft since I haven't actually seen this in practice:

From what I'm hearing, I would tentatively argue the matchup is 45/55, in favor of Luigi, on default settings. Luigi's safe projectile zoning, massive damage racking abilities and respectable KO power, along with his ability to space in areas that are difficult for Ganondorf to cover safely make him good against Ganondorf. This is by all means winnable for Ganondorf though, who can easily disrupt Luigi on reads and still juggle him easily and kill him offstage. This matchup can be very much a train wreck depending on who gets a hit, but it's slightly easier for Luigi to pressure than the other way around.

With custom moves however, I believe this matchup is 55/45, in favor of Ganondorf. Wizard's Drop Kick gives Ganondorf a much better option for contesting Luigi's aerial spacing and getting around his zoning. Flame Chain similarly is also a good response to Luigi's Fireballs and air spacing. Actually, come to think of it, Shotgun Punch is probably also a good move in this matchup given Luigi's floaty physics. In general, Ganondorf gets more tools to get around Luigi's spacing with customs, while Luigi in contrast doesn't gain as much aside from a better recovery.
 

Ray_Kalm

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Okay, so here it is.

Luigi has things which could completely shut Ganon down. Out of the many good players distinctive characters I've fought so far, I had the hardest time against a Luigi.

Ganon has a very very tough time grabbing Luigi due to Luigi's relative safe moves on shield. Ganon's other moves are too slow to punish.

On top of this, Luigi's fireball are probably one of the best projectiles against Ganon in the game. Why? Think about it. First off, they come out relatively fast, and Luigi has only a few frames of lag (he will 95% of the time go unpunished). But more importantly, Luigi can just sit there and not only force Ganon to approach, but stay in shield and use mindgames to mess with Ganon. < What I just stated is the main problem in the entire match-up, that, Luigi literally gets another very powerful option against Ganon while staying in shield. Against many other characters, even including the two arrow shooting Pits, Ganon can change between his wizkick, gerudos, and dash attacks. But against Luigi, none of that would work. And to go on even further about those amazing fireballs, Ganon will lack safe aerial approaches. Luigi wants to force you in the air, and that's where he can either retreat and camp more, or dominate with his aerials.

Luigi's D-throw is somewhat similar to Ganons', with a lot of combos early on (which Ganon will have to take) the only way to truly break out of Luigi's early D-throw combos is to shift yourself after getting hit and time a Nair. Luigi's D-throw near the edge is what you really have to watch out for - if you shift horribly you can get a powerful spike which will kill you if you're around 55-65% or higher.

With all that said, let's get to where Ganon shines in this match-up. Luigi is very light. I mean very light. And we all know how hard Ganon hits but against very light characters like Luigi, you will kill him early of course. Moves that wouldn't kill mid weight characters like Mario for example (NAir) will work on Luigi during high percentages. Rage is very helpful for Ganon this game, so even after taking a beating don't give up. Rage will help you kill at percentages you won't expect.

Luigi's recovery. Perfect for tipman practice. Really, one of the easier recoveries for Ganon to work with.

Luigi's shield traction makes Ganon dash attack and some other aerials safe on shield hit. Very helpful after all those fireballs you'll get thrown at you, for you to make your next move.

I believe in a non-custom setting, Ganon loses to Luigi 40:60.

With custom moves included, I cannot say. I don't know anything about Luigi's custom moves at this point. But I can say that flame chain will help brush those annoying original special fireballs away. And if flame chain can work against his two other custom fireballs, then that's great news for Ganon.

Here's a video.
 
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ThunderSt0rm

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Ray I do agree with most of what you said, but I don't feel that that Luigi you played was a good representation. He wasn't being active enough or pressuring much and would just throw standing fireballs in neutral. I'm down to play if you want to lab the matchup to help with the discussion, with and without customs.

I do feel you're overstating how good fireball is though. The move can be annoying to deal with, but it's as simple as powershielding it. Opting for Flame Chain over default sideb isn't worth it imo because having that command grab is such a useful option to deal with shielding.
 

A2ZOMG

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Ray I do agree with most of what you said, but I don't feel that that Luigi you played was a good representation. He wasn't being active enough or pressuring much and would just throw standing fireballs in neutral. I'm down to play if you want to lab the matchup to help with the discussion, with and without customs.

I do feel you're overstating how good fireball is though. The move can be annoying to deal with, but it's as simple as powershielding it. Opting for Flame Chain over default sideb isn't worth it imo because having that command grab is such a useful option to deal with shielding.
Against Luigi who slides a lot when you hit his shield which leaves Ganondorf safer on block, I think Flame Chain is worth it for mitigating fireballs and anti-airing.
 

ThunderSt0rm

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Against Luigi who slides a lot when you hit his shield which leaves Ganondorf safer on block, I think Flame Chain is worth it for mitigating fireballs and anti-airing.
To be fair I haven't bothered to try Flame Chain yet due to wanting that command grab option available so I can't give much input about this. But as mentioned there isn't much cooldown on Fireball so Luigi can simply shield it and punish. Flame Chain seems somewhat easy to react to as well so if a Luigi has knowledge of the move and knows its range/speed then they should be prepared to punish if used.

I think people are also forgetting how amazing Luigi's dash grab is in this game. Despite the shield push he receives Luigi can still drop shield and dash grab in time depending on how heavy the received shield push is. For something like Ganon dash attack, I don't see that move being safe when factoring this in.
 
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