I propose a "Gimp List", a list that would specifically list Mario's gimping ability against certain character's recoveries. This list would be formatted from "Hardest to gimp" to "Easiest to gimp", from top to bottom. I would be the organizer of this list but the actual placement of characters would be decided intelligent discussion and debate. By default I would list my own opinions and reasoning but not over the opinions of others; I would only be listing my opinions if no one else voices theirs. Overall, this list’s format would mirror the tier list’s to minimize confusion.
*Please feel free to voice your opinions*
Hard:
Kirby–His midair jumps are fairly difficult to disrupt and he has a good aerial defense with his Inhale, Stone, Hammer, and adaptive aerial game.
R.O.B.–Recovery is very hard to gimp and he is protected for the most part against aerials with his Robo Beam and Gyro.
Mid:
Easy:
Bowser–His recovery can be gimped by F.L.U.D.D., can be caped, and his only real defenses against aerials are his Flying Slam and Fire Breath (Even these only somewhat protect him and are fairly easy to avoid).
Captain Falcon–His recovery can be gimped by F.L.U.D.D., can be caped, and has virtually no true aerial defense (He can however improve his recovery at times with his Falcon Kick).
Falco–His recovery can be gimped by F.L.U.D.D., can be caped, and his recovery in general is fairly short.
Fox–His recovery can be gimped by F.L.U.D.D., can be caped, and his only true means of defense is stalling with his reflector for mindgames.
Ganondorf–His recovery can be gimped by F.L.U.D.D., can be caped, and has virtually no true aerial defense other than a possible Ganoncide (He can however improve his recovery at times with his Wizard's Foot).
Ivysaur–His recovery is highly disrupted by both the F.L.U.D.D. and cape, his recovery is entirely tether-based making him highly easy to gimp in general, and his only practical means of defense is his Razor Leaf which can be both reflected and deflected by the F.L.U.D.D. and the cape (Ignore gender assumption).
Ness–His recovery can be gimped by F.L.U.D.D., can be caped, easily intercepted in general with few practical defensive aerial options (His defense consists of possible aerials at close range, some mind games with his PK Thunder, and his PK Fire all of which are highly easy to avoid, intercept, and negate).
Olimar–His recovery is highly disrupted by both the F.L.U.D.D. and cape, his recovery is entirely tether-based making him highly easy to gimp in general, and his only practical means of defense is his Pikmin Throw which can be both reflected and deflected by the F.L.U.D.D. and the cape.
Gimping Strategies:
Superman Combo–Use F.L.U.D.D. to slow down and stop your opponent’s momentum and then use the cape to reverse them and any leftover momentum (Can possibly reverse DI as well if your opponent is ill-prepared); there are some variations of this technique but all applications are virtually the same. This technique is often considered a staple in Mario's edgeguarding game.
Videos (They show some gimping strategies but they also may be full matches):
Boss using Mario's aerials to combo Ch0zen0ne's R.O.B. and force him to use up his fuel for R.O.B.'s Robo Burner (0:24-0:37)–http://youtube.com/watch?v=U58VuGs-AA8&feature=related
*Please feel free to voice your opinions*
Hard:
Kirby–His midair jumps are fairly difficult to disrupt and he has a good aerial defense with his Inhale, Stone, Hammer, and adaptive aerial game.
R.O.B.–Recovery is very hard to gimp and he is protected for the most part against aerials with his Robo Beam and Gyro.
Mid:
Easy:
Bowser–His recovery can be gimped by F.L.U.D.D., can be caped, and his only real defenses against aerials are his Flying Slam and Fire Breath (Even these only somewhat protect him and are fairly easy to avoid).
Captain Falcon–His recovery can be gimped by F.L.U.D.D., can be caped, and has virtually no true aerial defense (He can however improve his recovery at times with his Falcon Kick).
Falco–His recovery can be gimped by F.L.U.D.D., can be caped, and his recovery in general is fairly short.
Fox–His recovery can be gimped by F.L.U.D.D., can be caped, and his only true means of defense is stalling with his reflector for mindgames.
Ganondorf–His recovery can be gimped by F.L.U.D.D., can be caped, and has virtually no true aerial defense other than a possible Ganoncide (He can however improve his recovery at times with his Wizard's Foot).
Ivysaur–His recovery is highly disrupted by both the F.L.U.D.D. and cape, his recovery is entirely tether-based making him highly easy to gimp in general, and his only practical means of defense is his Razor Leaf which can be both reflected and deflected by the F.L.U.D.D. and the cape (Ignore gender assumption).
Ness–His recovery can be gimped by F.L.U.D.D., can be caped, easily intercepted in general with few practical defensive aerial options (His defense consists of possible aerials at close range, some mind games with his PK Thunder, and his PK Fire all of which are highly easy to avoid, intercept, and negate).
Olimar–His recovery is highly disrupted by both the F.L.U.D.D. and cape, his recovery is entirely tether-based making him highly easy to gimp in general, and his only practical means of defense is his Pikmin Throw which can be both reflected and deflected by the F.L.U.D.D. and the cape.
Gimping Strategies:
Superman Combo–Use F.L.U.D.D. to slow down and stop your opponent’s momentum and then use the cape to reverse them and any leftover momentum (Can possibly reverse DI as well if your opponent is ill-prepared); there are some variations of this technique but all applications are virtually the same. This technique is often considered a staple in Mario's edgeguarding game.
Videos (They show some gimping strategies but they also may be full matches):
Boss using Mario's aerials to combo Ch0zen0ne's R.O.B. and force him to use up his fuel for R.O.B.'s Robo Burner (0:24-0:37)–http://youtube.com/watch?v=U58VuGs-AA8&feature=related