Now that customs are legal should we go back and evaluate how some of the customs change that match up if at all? I ask only because I am just now getting into even worrying about them from I need to know who does what perspective.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Indeed. There are two ways we can do this: Continue with what we're currently doing and add the earlier characters afterwards, or during (though that'll be a bit more messy)Now that customs are legal should we go back and evaluate how some of the customs change that match up if at all? I ask only because I am just now getting into even worrying about them from I need to know who does what perspective.
I'll drop by in a bit and explain how come Ganondorf should be able to kidnap the Princess for her Triforce of Wisdom.
Most shouldn't change too much, except for Rosalina who might be as good as 50:50 due to Dark Fists countering her aerials and Dropkick making him very difficult to gimp.Now that customs are legal should we go back and evaluate how some of the customs change that match up if at all? I ask only because I am just now getting into even worrying about them from I need to know who does what perspective.
Dropkick & Dark fists are amazing against Luigi, Dropkick is the most reliable way to get past his fireballs\iceballs because it goes through them & Dark fists is deadly if he mispaces one aerial due to his bad range.Most shouldn't change too much, except for Rosalina who might be as good as 50:50 due to Dark Fists countering her aerials and Dropkick making him very difficult to gimp.
That and Flame Chain not being f***ing useless in the matchup the way Choke is.Most shouldn't change too much, except for Rosalina who might be as good as 50:50 due to Dark Fists countering her aerials and Dropkick making him very difficult to gimp.
This is an important thing to remember. Don't be afraid to pick up that ticking time bomb and throw it back. Also, since Jr. can't put out another mechakoopa while one is already out, it's a good idea to hang onto that Mechakoopa for as long as possible and then throw it back, as this limits his stage control, which is one of his biggest assets.Mundane fact #2: The timer on the mechakoopa will reset upon being grabbed
This looks like how I used to view the matchup before I realized Kart isn't nearly as bad as it looks.I seem to be the only person here who thinks the Jr. matchup is slightly out of Ganon's favor...then again @V1cegrip is better than me.
If any of you know why Sonic is a difficult matchup, it's really not that much different. Yeah, he's a bit easier to edgeguard, and his grab game isn't as strong as Sonic's. However he's still pretty difficult to space against given Kart lets him close the gap pretty easily, and if he backs it with a Mechakoopa and mixes up jump cancels in between, he has a lot of options to force you on the defensive.
Also his combo game is really good. U-air juggles do pretty massive damage, and he can combo Kart -> Up-B Hammer at KO percents. Not to mention if he hits you with a Mechakoopa offstage, you probably aren't coming back either.
You used a D-tilt just as he used confusion, so it's likely he hit your leg.I don't know if there's a better place for this, as I didn't think it deserved its own thread--but here's something I discovered today playing vs. Mewtwo, which I think most will want to be aware of for that matchup:
For sure, I just wanted to point out that the confusion hitbox can pick you up at long range from even the first couple frames of d-tilt. Thus it seems that confusion is a good move to limit typical spacing options a bit (e.g. f-tilt, d-tilt, etc.)You used a D-tilt just as he used confusion, so it's likely he hit your leg.
I believe so. I don't think Jr's aerials can interrupt Dark Fist's super armor and he isn't heavy enough not to get caught from the first hit that leads to the second. Kapow.Could Dark Fists be used off a read if you know he's going to do an aerial?
http://smashboards.com/threads/bows...e-you-to-learn-side-b-2.377021/#post-18915277
This is likely going to be important for this matchup. I personally don't know much about Jr., so I can't say anything at present.
*snip from how to beat characters that Ganondorf clearly outranges that also can't projectile zone him effectively*First I want to thank those who submitted strategies on Bowser Jr. Has helped me a great deal.
2nd did we already discuss jiggs? I've seen some mention off hand but nothing terribly formidable. I only ask bc I find myself struggling hard with this mu. Like 80:20 jp, and that's gotta be me just not doing what needs to be done. Offstage seems to be the hardest place against jp, but then again anything that combos into rest seems to be easier pull off on ganondorf, but again my experience against jp isn't great, or rather is totally misinformed resulting in always being at least a stock behind.
I noticed this too, and I did manage to shut up some fools at a tournament who said the Jiggs matchup is really bad for Ganon by doing this. With customs, it's easily in Ganon's favor, especially since Ganon gains protections against Jiggs' easy gimp potential, and Jiggs' customs are all laughably bad.*snip from how to beat characters that Ganondorf clearly outranges that also can't projectile zone him effectively*
N-air and D-tilt a lot. It will make your life a lot easier. Eventually she will try to start running in to shieldgrab, which you can punish either with U-smash or Flame Choke.
This matchup is even mostly because Jigglypuff has good edgeguards on Ganon, but neutral is in Ganon's favor as long as you know the correct responses. I see a lot of Ganon players struggle in this matchup a lot more than they should when Ganon's N-air covers so many options in this matchup and lets you wall Jiggs aerials without leaving yourself noticeably vulnerable to her ground game.
There's a Jab follow up after an unteched choke.I'd say 60:40 us, his recovery can be easily daird, nair beats him out in the air, choke while not having a guaranteed follow up(?) can be used pretty well imo due to his large frame, and from my experience DK has poor landing options which we can exploit rather easily.
Cyclone Kong is just horrible. Even if DK spams it full-frontal, it's exceedingly difficult to punish, especially with platforms around. You can spotdodge at just the right time as DK's about to come in contact with you to avoid it, but even then, its horizontal speed makes it a tough punish. My advice would be to avoid all places with platforms like the plague.I have a fairly good idea about what Kong Cyclone's limits are, but I have yet to fight a DK using Kong Cyclone, so I won't say anything about what Ganon can do against yet. @ Vermanubis has fought a DK using Kong Cyclone in a tournament before, so we'll see what he has to say about it.