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
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