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Yeah it hits us if we time it poorlyDoes DK's down B hit us during wizkick? If not then yay for us I guess!
Luigi's cyclone is a completely different animal than it was on 3DS due to easier mashing, and this substantially affects his killing, edgeguarding, and recovery. Boss showed up at my locals yesterday and I had no idea how to get around Tornado edgeguarding. I feel I was fairly competitive in most other respects but Tornado was something I wasn't really ready for, as online Luigis don't really use it offstage effectively. I think a quick discussion would be warranted.Just a quick thing about weegee. I've been seeing more and more people using cyclone to chase and kill of the top. Not sure if this is something that should be factored into the MU or not.
If you're letting Villager just get past you, you probably just need to work on punishing rolls maybe?Can we ask MU questions outside of this week's character of discussion? I don't really have a hard time against DK as Gannon but I cannot beat Villager.
Where are the weaknesses of this character? How do I get in from all the projectile spam? What are my kill moves I should be going for to eliminate this pest?
I can stop the projectiles with power shield, but I cannot gain any ground and if I do get close he just runs to the other side of the map and the process restarts.
DA = down air?If you're letting Villager just get past you, you probably just need to work on punishing rolls maybe?
Honestly the only thing you have to do in this matchup is not take unnecessary damage and find a way to get the lead (predict his defensive options and punish. For instance if you predict a Lloid, you can sometimes punish with DA. Try to learn his grab habits as well) Once you have the lead, it's on Villager to make the move on you, and all his approach options are risky. ESPECIALLY if you have a stock lead, don't even bother approaching. Just wait and be content with staying center stage and playing defensively.
Vs custom villager idk yet what to do about trip sappling.
DA = Dash Attack. If you predict a Lloid, you can punish the startup with a Dash Attack, and even if you trade, the trade is in your favor.DA = down air?
So basically what you are saying is shield his forward air and try to punish him when he uses the lloid? I know his approach options are not very safe but I'm having the most issues with forward air spam in the neutral and the lloids (which you've already touched on so thanks for that). I don't really understand how Ganon would play defensively against Villager since Villager has a projectile for forward air and and forces you to shield it. Do I just stand there and keep shielding it?
Ganon can U-air DK out of Kong Cyclone. It's easy to land if he comes from below (just mash), requires special timing if he comes from above (gives you way too much frame advantage), and if he comes from the side it's (AFAIK) impossible to directly counter. In that situation try to airdodge if it won't get you killed.I messed around in training and found a few interesting things about Kong Cyclone. I've noticed recently that players almost always have a frame advantage out of the Up-B, so I wanted to test it specifically.
None of these were 100% consistent, so think of them as general rules.
- Getting hit from the side gives little frame advantage
- Getting hit from below gave me enough frame advantage to land Ganon's F6 U-air
- Getting hit from above gave me so much Frame advantage my U-air wound up hitting his armor
- All of these are dependent on how DK is moving. The more he moves, the more frame advantage you have. The less he moves, the less frame advantage you have.
Duly noted. Thanks for your feedback. I'll update accordingly.Pardon the double post, but I wanted to bump for the sake of discussion.
Played against one of the DK's today with customs on, figured I'd post my impressions.
First of all, going to make a bold statement: Kong Cyclone is a drastically overestimated move. Maybe the DK just wasn't good enough. Maybe he didn't abuse it as much as he could have. Maybe it's not as bad for Ganon. But I never felt like I was fighting a broken, fear-mongering move from hell. It really felt like I was just fighting a normal Heavy with a really good Nair. At least 50% of the time he used it, one of the following happened: I just beat it outright before the armor started, the windbox just sort of bounced me around and didn't accomplish anything, or I outright U-air'd him out of it while being hit. It only killed me once in 1 and a half hours of play. You don't even need to do any goofy shenanigans to beat it either, no command grabs, no excess shielding. I basically played normally but carefully.
While it's still a good move, I really don't think Kong Cyclone will be that much of a problem for a Ganon player. You just need to pull back a bit and play a bit more carefully, and Ganon mains are plenty used to doing that. Treat it like you would Luigi's Nair.
Now onto what I found problematic. First of all, DK has a ton of usable customs, and while I'm too lazy to go into extreme detail here, I suggest that you familiarize yourself with all of them.
Focused slap is a powerful kill move with a long lasting, but short ranged, hitbox.
Hot slaps is an excellent anti-air.
Stubborn headbutt can break out of combos.
Jumping Headbutt allows for lots of platform mixups.
Lightning punch is basically a faster, weaker version of the normal punch.
But Storm Punch was the really scary one. If he has one fully charged, be very careful. Since a lot of what Ganon does is punishable, you can get absolutely blown away, quite literally. Several times, I was literally tossed all the way into the blastzone at incredibly low %'s (speaking of windbox shenanigans, be careful against Kong Cyclone offstage. If he catches you out of your recovery and doesn't hit you upwards, he can drag you down with him for an easy kill, though it does have to kill him too since Ganon's ledge grab range is a thing). Normal strategy for dealing with this kind of charged attack apply, but you need to be much more careful here because it's much deadlier.
And the juggles, the friggin' juggles! DK's juggling abilities are insane. And it's not like Mario either, you can't just break out by tossing out a big meaty hitbox because a big meaty hitbox is what's juggling you.
As a result of this, I suggest the custom set 1121. I figured Dropkick would be necessary to deal with Storm Punch, but I found that any time Storm Punch actually sent me far enough to gimp, I wasn't high enough to use Dropkick. On top of that, I was missing loads of opportunities onstage and getting juggled like a bowling pin above stage. Having Wizkick makes DK's juggles so much easier to deal with, and it's a much better punish.
Overall, I'd say it's 55:45 without customs, and 50:50 with customs. Ganon outpowers DK easily, and Wizkick is an excellent counter to one of DK's best attributes, but DK overall has a much better neutral and is fat and hard to kill. With Customs, DK gets Kong Cyclone, an excellent move overall that helps in many situations, while Ganon gets Dark Fists, which, while a potent kill move, doesn't really do anything "Anti-DK".
I'll finish with a few tech things
- U-air is easily your best move for breaking out of Kong Cyclone, as it's not only your fastest aerial but puts DK in a bad state as well.
- If you have a low frame advantage (refer to my quoted post above), airdodge. If you have a medium frame advantage, use U-air. If you're offstage, I'd recommend taking the hit (unless you're at kill % of course). It sends you straight up anyways, and airdodging or attacking DK when you're in the Cyclone offstage runs the risk of getting gimped by wind shenanigans.
- When you break out of Kong Cyclone with U-air, you retain your momentum from the windbox. Since U-air has very horizontal knockback, you can use this to your advantage for wacky combos.
Isn't Duck Hunt generally a bad stage for us? The platforms on the tree is impossible to get on without using up-b.Agreed with FD. We're on a more even playing field here, we both appreciate platforms but DK definitely can abuse them more in a customs environment in my opinion. Gives us more optimal punishes since he can't Use Kong Cyclone, and retreat to a platform. Smashville if I had to pick something else. As for CP's theres not much room here. I'd like to avoid delfino/halberd since those are very safe for DK to maneuver around, and gives him some early kill set ups with the blast zones. /Maybe/ I'd take him to duck hunt?
If we're going to make a comprehensive matchup for Ganondorf, we might as well talk about stages as well so people figure out what stage is bad and what's good. DK's definitely a good example in which he benefits from Ganon's normally preferred stage options (ex BF). Truly a Bizarro stage matchup.Does that really matter? So what, they go up there and hey presto they're above us. Worst place to be imo.
Agreed. Especially in customs. If they're camping ontop of the tree I'm pretty positive dark fists will clip them and KO them.Does that really matter? So what, they go up there and hey presto they're above us. Worst place to be imo.
It might just be a personal preference. I usually win on this stage. Also, DK's up B doesn't have good vertical recovery as it is.Isn't Duck Hunt generally a bad stage for us? The platforms on the tree is impossible to get on without using up-b.
I was referring to people going on the tree on DH stage. Talking about stages is a great addition to this thread xDIf we're going to make a comprehensive matchup for Ganondorf, we might as well talk about stages as well so people figure out what stage is bad and what's good. DK's definitely a good example in which he benefits from Ganon's normally preferred stage options (ex BF). Truly a Bizarro stage matchup.
Yes. I have the entire writeup ready. It'll be up tonight. If anyone has anything to add, please say so now (or ASAP).Shall we move on?
Ledge jump.Isn't Duck Hunt generally a bad stage for us? The platforms on the tree is impossible to get on without using up-b.
Tbh I wouldn't recommend going to Duck Hunt in most scenarios due to the overall large main platform, which makes it difficult for Ganon to approach. Though it does work in niche scenarios. I suppose Duck Hunt isn't a bad choice in this scenario since DK can't benefit as much with the platforms.Ledge jump.
Duck Hunt imo is actually a great Ganon stage given abusing grass cover and the Dog platform favors high reward shenanigans. The very high platform on the tree helps you avoid ledge traps
Tell that to me, I prefer FD over BF any day as Ganon precisely because I believe he actually needs a lot of horizontal space to function well, and because some of his best land trap options don't work as well with platforms. Maybe I wouldn't go long flat stages against Sonic and maybe Mii Gunner, but virtually anyone else, you need a lot of real estate to walk around to establish good positioning before you mount your midrange offense.Tbh I wouldn't recommend going to Duck Hunt in most scenarios due to the overall large main platform, which makes it difficult for Ganon to approach. Though it does work in niche scenarios. I suppose Duck Hunt isn't a bad choice in this scenario since DK can't benefit as much with the platforms.