§witch
Smash Lord
K, well, the old one is really dead, and not very completed, and we need some good non-bread related discussion. Basically, it won't be quite weekly, cause that will take almost a year, but once we feel it's been well covered. So without further adu, let's start.
I figured we might as well start with one of our harder match-ups.
Disadvantages vs G&W
~Light, therefore harder to CG.
~Can duck/bucket our lasers.
~Has crazy fast, spammable, and EXTREMELY strong smashes, dsmash sweetspotted KOs at 90%.
~Fast, long range, spammable tilts.
~Arguably one of the best approaches in brawl (his bair.)
~Can attack after his up b.
~Can dthrow to dsmash, we can tech it though.
~Possibly gimp us fair/bair/dair.
Advantages vs G&W
~He's one of THE lightest characters in brawl, we can definitely abuse that.
~We may not be able to CG him too far, but we can still get a good 60%, from 2-3 throws to gaitling to nair.
~Baiting him to pull out his laggy bucket can prove to be a good mindgame, most good G&Ws know not to pull it out unless they know they won't be punished for it, meaning only use lasers to approach.
~IAP is our friend here, if he's ducking we can IAP right through him.
~We have fairly good spacing, utilise ftilt, shine, IAP, QDA (quick dash attack) and lasers to keep control of the match.
~His main non-SH bair approach is making the opponent approach into his danger zone. We can't camp lasers due to his bucket. Keep good spacing as mentioned above.
Synopsis
This match-up is one of if not our worst match-up. And it's only around 65-35 or 70-30. This match will be slow and difficult to win, we can't be rushing in constantly, keep back wait for an opening. Wait for THEM to make a mistake.
Disadvantages
~He's fast, really **** fast
~Can take us far offstage
~Can most likely recover from our chain spike
~His best KO move (dsmash) is lightning fast and spammable.
Advantages
~Two of our moves beat the whorenado, shine and blaster
~CG to 45%
~We can laser camp, and IAP out of trouble
~Fairly light so earlyish KOs.
Idk too much about this match-up guys, it's up to you.
Week One Mr. Game and Watch
Disadvantages vs G&W
~Light, therefore harder to CG.
~Can duck/bucket our lasers.
~Has crazy fast, spammable, and EXTREMELY strong smashes, dsmash sweetspotted KOs at 90%.
~Fast, long range, spammable tilts.
~Arguably one of the best approaches in brawl (his bair.)
~Can attack after his up b.
~Can dthrow to dsmash, we can tech it though.
~Possibly gimp us fair/bair/dair.
Advantages vs G&W
~He's one of THE lightest characters in brawl, we can definitely abuse that.
~We may not be able to CG him too far, but we can still get a good 60%, from 2-3 throws to gaitling to nair.
~Baiting him to pull out his laggy bucket can prove to be a good mindgame, most good G&Ws know not to pull it out unless they know they won't be punished for it, meaning only use lasers to approach.
~IAP is our friend here, if he's ducking we can IAP right through him.
~We have fairly good spacing, utilise ftilt, shine, IAP, QDA (quick dash attack) and lasers to keep control of the match.
~His main non-SH bair approach is making the opponent approach into his danger zone. We can't camp lasers due to his bucket. Keep good spacing as mentioned above.
So, Yoshi's island, and JJ are good stages in this match-up. We already kill it at JJ, so that should be our pick.70:30 at most, IMO.
I mean, you gotta look at it overall. The meat of Falco's metagame is shutdown by crouching and the bucket. Once G&W hits 30's and can no longer be CG'd, he can be campy by ignoring the blaster to draw Falco inside, once inside, G&W out-prioritizes the majority of Falco's moves, and can really punish.
Disadvantages
+Blaster is shutdown
+Out Prioritized on land and air
+Recovery is gimpable
+CG useful only at low percentages
+Dthrow combos can be avoided with UpB's invincibility frames
+Dthrow/Uthrow Trap capitalized by lack of escape-routes
+Little Defense against bair and dair (vertical blindspot)
+Juggle ****
+Difficult to approach with high priority tilts/aerials/smashes
+Incredibly hard to gimp, especially from below
Advantages
+G&W is light (Early KO)
+Dthrow follow-ups are nasty
+Shine/Laser can stuff/out-space aerials
+Better Taunts?
Er. Its a really uphill match guys, you gotta space tightly, use your laser and shine every now and then. And if your in a rut, don't challenge the bair, just run and b-reversal a shot, punish the stun, and space some more. Keep Usmash and dsmash fresh, dsmash because G&W's low horizontal return is lacking. Make good use of empty SH's, and try those dthrow getaways, they could prove useful.
Also, don't pick flat stages, they make it easier to avoid the blaster.
Synopsis
This match-up is one of if not our worst match-up. And it's only around 65-35 or 70-30. This match will be slow and difficult to win, we can't be rushing in constantly, keep back wait for an opening. Wait for THEM to make a mistake.
WEEK # 2-META KNIGHT
Disadvantages
~He's fast, really **** fast
~Can take us far offstage
~Can most likely recover from our chain spike
~His best KO move (dsmash) is lightning fast and spammable.
Advantages
~Two of our moves beat the whorenado, shine and blaster
~CG to 45%
~We can laser camp, and IAP out of trouble
~Fairly light so earlyish KOs.
Idk too much about this match-up guys, it's up to you.