Ray_Kalm
Smash Master
The Official Ganon Match-Up Guide
This is Ganondorf match-up guide, which will discuss Ganon's attributes with clear explanations, along with his weaknesses, strengths, and strategies against other characters in Super Smash Bros Brawl. Ganondorf is a fun, badass, and cool character to play with, and has almost the same move set as Captain Falcon, but stronger and slow and more murderous. The point of this guide is to help you against a certain character in S.S.B.B and what you should do and are capable of doing against them. Ganon does not have many ATS so you'll have to depend on different types of strategies against specific characters, which we will be discussing.
I'm planning on switching the character every week, depends on how much we've discussed or the more in-depth the argument(s) get. Try not to make the arguments one sided, unless everything was mentioned about whichever match-up.
The 10 Panelists:
Koskinator, Ray Kalm, Z1gma, Twilight Prince, Gleam, Flying Dutchman, Squirrely, A2Zomg, Adumbrodeus and PhantomX.
As has been stated, a full discussion of the character must take place. After that, each of the 10 or so panelists would submit their number for that matchup, then the average would be taken and we would move on to the next one.
It's preferred that you follow theses posting guidelines:
Match-Up Ratio
-Explanation, and at least a basic discussion of possible strategies.
Gerudo Effectiveness
-Explanation on how much gerudo and its follow ups benefit Ganondorf in the match-up.
The Stage(s)
- The stage counter picks.
Basic Summary
-Explanation on how Ganondorf should approach, or if he should at all, along with how he should play defensively.
-Explanation on who's Aerials are better and what counters what.
Building up Damage
-Explanation on how to build up damage.
Dealing with projectiles
-Explanation on how to deal with the opponent(s) projectile, if it has one.
Stomp
-Explanation about stomping, weather it's useful here or not.
Edge Guarding
-Explanation on how to edge guard the current opponent.
A Special Technique
-Name a special technique that the opponent has and ways to avoid it.
Video(s)
-Link to one or more videos of the match-up.
The Ranking Method
Near Useless
Hard to do
Moderate
Decent
Amazing
Ganon *****
The Chart
I'll summarize the information spread through out this thread, and write a bit myself, so the credit basically goes to all of us.
To find the character you want, press ctrl + f on your keyboard then type ). [Character's name].
For example: .) Link
1.) Bowser
Bowser is the primary antagonist of the "Super Mario" series. His SSB debut was in Melee and he returns in Brawl. His tier position is much higher than before, residing in the Middle Tier, as opposed to the Bottom Tier in Melee. He packs vicious force and speed behind each and everyone of his moves.
In addition to being the largest character model in the game, Bowser is the heaviest playable character in Super Smash Bros. Brawl. This makes him difficult to KO, yet a easier target to hit. He's both faster and heavier then Ganon, thus making him harder to KO.
Match-Up Ratio
Slightly Disadvantaged.
45:55 in Bowser's favor.
Gerudo Effectiveness - Ganon *****.
Possible Gerudo follow ups:
1.) Gerudo > Jab **
2.) Gerudo > Forward Tilt/ Down Tilt (On attack only)
Flame Choke will be the bane of a Bowser's existence as he has difficulty rolling away from either version, however Koopa Claw tends to out prioritize it.
Bowser is one, if not the easiest opponent to juggle and combo. We have a Gerudo-->A combo on him and our air game is clearly dominant to Bowser's air game. I'm not going to rule out Bowser's flame breath at any cost, but that should be easy to handle.
Tech chasing Bowser with Gerudo is a good option here to, cause of his small rolls and slow get up attack more landing one gerudo after another won't be a hard thing to do.
The Stage(s)
The best neutral would be BattleField.
The best counter pick would be Delfino Plaza.
Basic Summary
Fire can suck but you can deal with it. DI out of it if you get trapped and wait until it's "burned down" ) or get around it. The big problem is - Bowser has infinite release chaingrab, but not into a spike, I believe. Keep your spacing with dtilt and once you see the opportunity to Flame Choke - DO SO, it's your biggest help in this match-up.
Bowser has the reach over us, even in strength and in speed. He can klaw hop for pretty great aerial mobility, but just keep your cool. Don't panic. If he grabs you, DI so you won't suffer from the kamikaze attack, he does 18% damage out of it.
Also, watch out for his super quick up-b, it's a great out of shield option that will terrorize you if you're not on your toes. Basically - you shouldn't be attacking his shield, unless he's standing directly by the edge (which will make him fall off). Oh yeah, it has invincibility frames. Dtilt saves you against grabbing, but I'm not sure about up-b.
Bowser's rolls are short and there to be taken advantage of (this includes ANY rolls, the "ohnoes I'm laying on the ground and have to get away" ones as well).
Fun fact: Up Air could be chained into itself if you catch B00zer in the air.
I really don't have too much trouble with Bowser assuming my spacing is up. Pretty much Bowser's only real asset is his up b (in any matchup), and it's use is quite limited b/c Ganon's dtilt and fsmash have so much range, disallowing him from hitting you with the up b and then moving it away [I jest of course; his Klaw is amazing in this matchup b/c of Ganon's horrible mobility]. He also can't sit in shield or he risks getting flame choked. His recovery is pretty telegraphed as well, so if Ganon is near the edge and you're at stage level or below, Bowser is as good as dead.
Both hit like bulldozers made of proximity mines, but Ganon's deadliest moves are much easier to land (fsmash vs fsmash; ftilts are equally good, Ganon's Dash attack is ****, and his backair is quicker and autocancellable). Of course Bowser has CGs which mean unnecessary amounts of damage, but I think the matchup is quite close by all standards. His fire is actually pretty safe in this matchup compared to many b/c Ganon's options after SDIing through it are practically nonexistent... but it IS really slow.
F-Air approaching and retreating with Bowser has a pretty vulnerable hit box that Ganon can out range or get under with either f-air or u-air. All of Bowser's other aerials are situational and very laggy. On stage, f-air is the one he is going to be turning to. So if he ever turns to the air, really he has few good options: f-air, flame breath, koops klaw. F-air and koopa klaw/land>koopa klaw, can both be out done by Ganon's incredible aerials. Bowser is going to be mainly sticking towards the ground, because if he doesn't you are going to put some hurt on him.
Bowser's huge hitbox hurts him so badly in this match up. Every one of Ganon's aerials hit him on he ground, he's able to create a good hole in Bowser's defense to start racking up a lot of damage with stomp. Bowser is incredibly predictable and punishable out of Gerudo,.
Building up Damage - Moderate
Gerudo > Jab does around 16% damage. Tech chasing with Gerudo is a good choice in this match-up, as I've mentioned several times before, Bowser has slow rolls and a slow get up attack so it be best to tech him around with Gerudo.
Dealing with projectiles - Hard to do
Bowser's Flames could seriously get on your nerves. We don't have much options when we get caught in it. So our best choice would be to DI ourselves away from it, Bowser doesn't get enough lag after the flames for us to punish, though it's possible to hit him with a Wizkick. You could also try SDI out of it.
Stomp = Ganon *****.
Stomp is very useful here cause of Bowser's large size and short rolls on the ground. Use the bouncing combo when you can, and tech chase him whenever possible.
Bowser Grab/Grab Release
Bowser has a humongous grab range, with a giant grab release game on you. Bowser could repetitively grab you over and over again, until you eventually fall of the stage. Not only that, he also has a Grab release > F-Tilt on you, along with a few other options.
So the best thing you could do is try not to get grabbed. That' s all I can say. If Bowser misses you with his Grab you could easily launch a F-Smash/Tilt on him launching him to abysses at late percentages.
Videos
http://www.youtube.com/watch?v=77TknUVLRyU
LINK
Link was confirmed for S.B.B.B at E3 2006. His graphics have been completely revamped from his S.S.B.M form, since his new look is derived from the game, T.L.O.Z.T.O.T.P. He currently ranks 36th on the tier list due to his slow attacks, abysmal recovery, and poor match ups. His special moves have also been changed to fit the style of Twilight Princess.
Match-Up Ratio
37- 63 in Link's favor.
Gerudo Effectiveness
Moderate
Possible Gerudo follow ups
- Gerudo > Jab
- Gerudo > Forward Tilt (on Get-Up Attack only)
- Gerudo > Down Tilt (on Get-Up Attack only)
We also have gerudo to dash attack on Link, if he decides to get up with an attack, just keep this in mind.
Link's roll aren't to fast, so following up with another gerudo would be a pretty good choice. Watch out for his get up attack though, it's quite fast and covers a good amount of space.
The Stage(s)
Chose Battefield
Platforms makes it easier for us to hit Link with Uair, Bair, Fair, (and even Dair !), USmash. As a Link main, I know how much trouble Link has on platforms. Slow rolls, not much options then fast falling to Z-air.
Quote:
Up B is a good Out of Shield option, since you can recover from the lag quickly, thanks to the top platform.
+ Since this stage is small, and due to the platforms, projectiles games / camp are easier to deal with.
+ Techchase on platforms are easier. That could benefit to Gerudo follows-up.
+ Overall, attacks are easier to land than on a flat / big stage like FD. (Aerials, Wizkicks, Gerudo).
Basic Summary
Link could be quite a pain to deal with. You'll have to be VERY (very) patient as Ganon in this match-up.
Link could spam you all day. Boomerangs, arrows, bombs, all of which with different properties. Bombs bounces off shields. The gale boomerang has a pull-in effect (the nado), and a knock down effect, this second one could be VERY dangerous for Ganon, probably more than any other character, you'd want to do your best to avoid it. Arrows aren't really used on-stage much, but they have their uses here and there, especially for a quick gale > arrow lock combo, and gimp attempts. - To find out how to deal with these projectiles, read the "Dealing With Projectiles" sub-topic.
Now that you know how to deal with Link's projectiles, you should be able to get around Link's heavy spam.
At close range, Ganon is still at a disadvantage. Slow, laggy moves. If you try retreating DAirs/UAirs and hope for a shield drop, chances are it'll only work 4/10th of the time, Link'll usually just retreat with ZAirs and Gale boomerangs. It's best to avoid luring and baiting against Link. Even at close range, you'll have to mind game Link into a hit, try rolling behind him after a PS instead of a direct attack, confusing the player, and suprise with quick long-ranged moves (like Dash Attack and DTilt).
When you get a stomp on Link, BE SURE to follow it up with a USmash. Predict the air-dodge. Try following the USmash with a UAir also, if you can. The more damage you could get out of a early stomp, the better.
Go for early "kills" whenever you can. Near the edge, if you happen to get a gerudo, JAB > follow up with a RAR UAir, Stomp, or anything you possibly can. Link, being as hard as it is to get damage on him, lives nearly forever. He has great DI, and good weight, if it wasn't for his crappy recovery, he'd live as long as Donkey Kong. Build up as much damage as possible.
Learn how to DI. Link has a insane amount of kill potential, he'll be killing you at 105%- or less if you don't know how to DI properly. A fresh DSmash, which usually kills as low as 115%, could be survived till 173% with proper DI, even longer if the DSmash isn't fresh.
This match-up could be a hella pain, but it's still winnable. Try your best to avoid that heavy spam, build up damage, get those early gimps/kills, and survive at high percents with DI.
Building Up Damage
Moderate
Try to rack up damage with DTilts, Jabs, and FTilts. The faster the move the better. Be as quick as possible when you're within range for quick attacks, otherwise you'll find yourself in the same postion which you were trying to get away from.
Gerudo > Jab does 16%. Dash Attacking back and forth actually works against Link, he'll most likely start using his projectiles, which have some start-up lag, at further - mid range, and that's when Dash attack beats out his projectiles (other than bombs).
Dealing with Projectiles
Moderate
Other than that, Power shield. Power shield. Power shield. It's what you SHOULD do if you want to beat Link. Ganon can't always punish Link out of PS directly at close range, so don't be reckless and keep going for PS > Jabs. Find ways around Link after Power shields.Link's Arrows and Boomerang
DA overrides the Gale Boomerang, and Jab stops it. Yeah. Arrows can be stopped by jabbing, but honestly? Power shielding is a lot easier to do. Not sure about DA beating arrows.
and, just shield the ZAir. Don't try to punish the lag. Cause you can't.
Stomp
Decent
[FONT="]
When you get a stomp on Link, BE SURE to follow it up with a USmash. Predict the air-dodge. Try following the USmash with a UAir also, if you can. The more damage you could get out of a early stomp, the better.[/FONT]
Stomping a Link is very effective, easy damage and sets a few possible 'combos'.
Stomp on a Link after a Flame choke/Gerudo to avoid his get up attack.
Link's Jab Lock
Ganondorf is the easiest character for Link to Jab lock, since he's the tallest character model, buff, falls fast, and is large. So be careful and don't lie on the ground. Link's 1st strike of his 3 hit jab combo has more range than you think. He could set it up in quite a few ways, gale boomerang being the most common.
Ways to avoid this would be simply not to fall on the ground lying, always tech away.
Videos
- http://www.youtube.com/watch?v=7fL3Ki6ZErM
- http://www.youtube.com/watch?v=FJfAEhhNONE
- http://www.youtube.com/watch?v=1UF9VfFxBHA
Mario returns once again for Super Smash Bros. Brawl. His move set is basically the same as the previous games, except that his Down Special Move has been changed to F.L.U.D.D., while Mario Tornado has become his Down Aerial.
His tier position is the worst it has ever been(29 out of 37, compared to 7 of 12 and 14 of 26), largely because his lack of any stand-out attribute makes him less impressive than other characters.
Match-Up Ratio
35 - 65 in Mario's favor.
Gerudo Effectiveness - Moderate
Possible Gerudo follow ups:
1.) Gerudo > Down Tilt
2.) Gerudo > Jab (If the Mario try's to techs himself behind Ganondorf)
Mario's Fireball means it's not always easy to get Flame Choke combos on him.
The Stage(s)
Approach/Defense Options - Moderate
Mario is probably one of the easiest character for Ganon to approach. If you're close enough and if you read a Fireball, you can go for a Dash attack and plow right through it, which will most likely hit Mario. Mario's U-tilt will combo Ganon until like 35% or so, and he can still follow up with U-airs and other aerials. Mario also has D-throw -> U-airs -> Re-grab if you don't jump away after the U-air. Against a good Mario, you can expect to take about 60% pretty early in the match if they get in your range. So basically, you don't want to get grabbed at low percents. What A2zomg found works for Mario in this match up is if he reads an approach, he can pivot grab through almost everything Ganon does. Just my observation playing as Mario. Of course, the typical shield grab works fine too. Mario can do two aerials in a SH keep in mind, so watch out for that. Watch out for Mario's combos/tricks, to summarize.
That's pretty much the bad part of the match up. You have more range and KO power than he does, and that also gives Mario some significant problems. F-Smash's start up animation could avoid most of Mario's smashes and few tilts.
Mario is also a character who suffers from RCO lag keep in mind (although I think he can do an aerial to reduce the landing lag he incurs). Mario is also able to punish a lot of things with his Up-B out of shield, so watch out for that too.
Building up Damage - Moderate
Gerudo > DTilt does 16-20% damage and leads to other setups (more D-Tilts, Gerudo's, Wizkicks etc..)
Dealing with projectiles - Decent
If you're close enough and if you read a Fireball, you can go for a Dash attack and plow right through it, which will most likely hit Mario.
Aerial Options - DecentMario's Fireballs
DA overrides Fireballs. Woop. Just bash straight through the spamming. Jab can stop the balls as well, but it cancels your own animation.
Up-Air auto prioritize almost any of Mario's move, if you time it right. D-Air to spike his recovery. Be careful when your edge guarding Mario, he has a lot of possibilities that could mess up Ganon.
Stomp - Decent
Stomping could really mess up Mario, his defense isn't light, but it isn't middle-weighted either. Though I never fought any good Mario's, I found out that stomping Marios twice then tech chasing him or spacing him with a F-Smash could lead to a early kill cause of Mario's small range and Ganon's F-Smash's start up animation.
Mario's short, which could lead to missed stomps if you do them early, and his Up-Tilt ruins thunderstorm approaches so time your stomps.
Mario's Jab lock
Just to point this out: Mario can Jab lock his opponent and since were Ganondorf, if the Mario is good he won't have a hard time setting it up. Though Mario has limited situational set ups, which we could tech out of. Mario user's will usually start a jab lock from a forward throw and SH neutral air. Avoid stalling on the ground.
Videos
http://www.youtube.com/watch?v=vCHvCNXXu0E
4.) Lucas
Lucas is a playable character in Super Smash Bros. Brawl. The first EarthBound newcomer since the original Super Smash Bros., Lucas is the main character of Mother 3, the sequel to EarthBound released only in Japan. Lucas's Special Moves are very similar to Ness's moves; his physical attacks, however, are completely different. Lucas uses Duster's Rope Snake from Mother 3 to perform a Tether Recovery. The Rope Snake is also a taunt, where Lucas looks at the snake and argues with it. Lucas also utilizes Duster's Rope Snake for his grabs, giving him a ranged grab, much like Link or Samus. Much like Ness, all of his Special Moves, as well as his Final Smash, derive from in-game attacks that are instead learned by another character, Kumatora, not Lucas himself. Lucas ranks in a low position on the tier list due to his low priority, as well as poor matchups and tourney rankings. These are mainly due to him being the target of infinite chain-grabs from a Marth, Squirtle, and Charizard. However, he is higher up than his counterpart Ness, albeit by one place only.
Match-Up Ratio
35 - 65 in Lucas's favor.
Gerudo Effectiveness -
Possible Gerudo follow ups:
1.) Gerudo > D-Tilt
2.) Gerudo > Forward Tilt (If Lucas tries to move himself behind you or tries to get up without an attack)
Gerudo to D-Tilt racks up damage pretty quickly and it could be juggled with more D-Tilts or another Gerudo. Gerudo to D-Tilt could also lead to a kill if you save it's power. Gerudo to F-Tilt isn't reliable but it could kill at pretty decent percentage's, either that or lead to edge guarding, which Ganon is a good at.
The Stage(s)
Approach/Defense Options -Moderate
With two projectiles, it pretty certain that Ganondorf has to approach Lucas. I don't see Lucas' Up B problematic as far as approaching goes, but PK fire yes. Luckily however unlike Ness, Lucas' PK fire doesn't have the momentum build up of damage. Usmash can be surprising and can keep Ganondorf from trying to do aerials above Lucas foolishly. Longer grab range (obviously) quicker attacks and less lag.
For Ganon, we have our basic set up. Ganondorf's longer reach, KO power and priority takes place. Ganon has a guaranteed Dtilt on Lucas as well. Luca's recovery is piss poor easy to gimp, even easier to gimp than Ganondorf's recovery. When comparing ground vs air, I kind of feel Ganondorf has the advantage on the ground.
Lucas is a real annoyance to Ganon. PK Fire is the main cause of this. Projectiles are the bane of Ganondorf and PK Fire is a pretty good one. Lucas is going to need to rely on this a lot through the match to frustrate the Ganon enough into approaching, which is definitely not his strong suit. But the match can't be won alone on PK Fires.
Ganon actually happens to out range Lucas in pretty much every area. Ganon does have a little bit laggier attacks but I don't think Lucas is one known for punishing laggier attacks but rather approaches. Two of his good KO attacks are pretty much built for punishing silly approaches (U-Smash and F-Smash, d-smash as well probably but I don't know Lucas that well.) F-Smash is quick though but if it's shielded Ganon can actually punish it pretty hard, as well as a misplaced u-smash. Ganon punishes Lucas' mistakes well and out ranges him with powerful KO moves like f-air, f-tilt, f-smash, and DA.
All in all, it seems like the match for Lucas is stopping Ganondorf from working any of his game, but its hard for Lucas to get anything going against the Dorf. PK Fire, U-Tilt, U-Smash, F-Smash, and F-Tilt are most of the key moves for shutting down Ganon. But that's the thing, once you shut him down...there's no where to go from there. You have to get your kills from shutting him down too. Lucas is frustrating. But Ganon has reach, power, priority, and some nasty punishing against a lot of your moves, so be careful.
Oh, sh*t almost forgot N-Air...yea N-Air annoys Ganon like none other.
Now, seriously, Lucas has a pretty decent punishment game against Ganon.
Building up Damage - Decent
Gerudo > Down tilt racks up damage quickly.
Dealing with projectiles - Hard to do
Power shielding Lucas's Pikafires. Pikathunder should clash with DA, otherwise just power shield. Pika frost should be dodged at all times.
Aerial Options - Decent
The air is in Lucas's domain. I also find it kind of easy to connect hits on Lucas and get him off the edge. Then again, I'm sure that goes the same for the Lucas players.
Edgeguarding is really a 50-50 here. Ganon has a good edgeguarding game, yet has horrible recovery. If you're Lucas, you better be on top of your game with recovery. You miss a sweetspot, or start PK Thunder too close to the stage, and that could easily be your stock. Edgeguarding Ganon...I don't have much advice, his recovery sucks, that's all there is to it.
Stomp - Hard to do
Lucas does really well in an important part of this match up. He can effectively shut down Ganon's thunderstorm game. Like I said, Lucas punishes approaches hard, and U-Smash and U-Tilt kill stomp. Frankly, it's really f*cking annoying.
Lucas's Zap jumping and Magnet pulling
A thing to watch out for, Lucas has a great projectile game.
Zap jumps gives Lucas a lot more freedom to move around offstage, so beware of this, especially when you're trying to gimp Lucas, he has ALOT of options other then his Up+B to get back on the stage, which include his Z/Tether recovery and Down B special recovery.
Magnet pulling is when Lucas Immediately wave bounces a Pikafire, or shoots a Pikafire while moving in the opposite direction, he gains a burst of momentum: recoil. Using a psi-m immediately will create the magnet pull effect.
Videos
Http://www.youtube.com/watch?v=3c0Uqk5XQzw
http://www.youtube.com/watch?v=ZhtPSPm1gjc
5.) Pit
Pit (ピット, Pitto) is a character appearing in Super Smash Bros. Brawl after a sixteen year absence. He ranks 15th in the tier list. He uses a bow and arrow as a weapon, and it can also split into 2 small blades. Pit's arrows shoot out like beams of light when fired, and the curve of the arrows' trajectory can be controlled by the player, by pressing up or down. The bow itself can be aimed before shooting the arrow, as seen at around 4:18 in this video. This is called Palutena's Arrow. Pit has the ability to jump in midair multiple times, though, according to the DOJO!!, Pit is an angel who cannot ordinarily fly. Pit's Up Special Move, known as the Wings of Icarus, allows him to fly freely for a brief period of time, though, like his midair jumps, he will fall soon afterwards. This move cannot cause damage, and Pit cancels it if he attacks or is attacked. Like Meta Knight and Charizard, Pit is able to glide.
Match-Up Ratio
25 - 75 in Pit's favor.
Gerudo Effectiveness - Amazing
Possible Gerudo follow ups:
1.) Gerudo > Jab
2.) Gerudo > Down Tilt
3.) Gerudo > Dash Attack (Guaranteed and kills around 90-100%)
Gerudo > Jab is good for edge guarding. If you Gerudo Pit near the edge of a stage, jabbing would be your best choice, it's a good set up for a timed spike since the Pit will most likely DI itself back to the stage.
Gerudo > Down Tilt is good for racking up damage quickly and juggling with Wizard kicks and Gerudos. Try not to use the down tilt follow up after Gerudo to much, since it'll send Pit flying in the air, and give him the advantage and dread your options down to zero. Use it at early percentages only.
Gerudo > Dash Attack could KO Pit at around 90-100% if you save it's power.
The Stage(s)
Approach/Defense Options - Hard to do
Pit is a very hard match-up. Not only will he most likely camp us relentlessly, he also has a 0-40% chain grab on us, and then thanks to our tallness and heaviness Pit's able to gimp us very easily.
Up-close, Pit's speed and multi-hit attacks will tear you to shreds. Far away, you have the arrows tracking you down.
On the ground: SPACING...
Space yourself, against Pits! Use your longest ranged tilt, D-Tilt (not mentioning Up-tilt). Lay in some traps, like SH > Up-Air to > Pit approaching > F-Tilt, or SH > D-Air > Pit approaching > Wizkick.
Pit is weak from below, so uair is another savior in this match-up. It might help you if you manage to shield the WoP's... I'm not sure.
What you gotta do is ABUSE your dtilt. Abuse the living fuck out of it. Why? It outranges most of Pit's close range attacks, and it's fast. You can't chain them together, but buffering it will certainly help you out. Spacing is the most important thing in this match-up, since once you go off-stage, you can count on your death. Ganon is gimped easily, don't expect to gimp Pit's Wings anytime soon. FoG can help against people who try to recover up high, but don't put too much faith in it.
Building up Damage - Hard to do
Okay, so now your probably thinking that if Pit beats us in Approach/Defense , and if Pit beats in the air, then we probably have a chance at building damage up faster? ... Well that's sorta true, if only we weren't including "actually" landing hits here... Most of our approaches are wrecked, thunder storming can be stopped by Pit's Jab, Gerudo can be easily dodged or prioritized with his attacks...
Well, all I can say is take full advantage of when you land a stomp or Gerudos, cause that's probably one of the only ways we could hurt Pit.
Dealing with projectiles - Hard to do
Jab and DA both stop Pit's arrows.
Aerial Options - Hard to doPit's Arrows
DA and jab both stop the Arrow. Power shielding is easier.
Try not to get yourself baited onto the air, cause Pit pretty much has full advantage over Ganon here. F-Air is to slow, same with D-air. Pit's Neutral Air and Up-Air out prioritizes ALL of Ganon's aerial, but clashes with Neutral.
Gimping Pit is almost useless... <_<.. and gets us KOed rather then Pit most of the time. As I mentioned before, Pit beats Ganon in the Air, and gimping involves the air, so if we put that both together, "Don't try gimping Pit, unless you know you have guaranteed hits".
Stomp - Moderate
Limit your stomp approaches, cause seemingly Pit wrecks all of them. But if you happen to get some stomps in, take advantage of the stun and combo.
Pit's Arrow Looping
Pit could loop his arrows around, in awkward fashions.. So just be aware of this.
Arrow looping is nothing more than looping an arrow for a desired effect. It could attack you from behind, below, above, and all by surprise. Pit could trap Ganon in tons of arrows, by arrow looping cause of his slow speed and tall height.
So basically, never let your guard down against Pit, even when you think your safe from his arrows. Cause if you do.. you could end up like this Samus:
http://www.youtube.com/watch?v=7OVbjBrdUfg
Videos
http://www.youtube.com/watch?v=uzGRuBX_gbw
http://www.youtube.com/watch?v=tgzSPbO3NT8
http://www.youtube.com/watch?v=X5qVDsDHJ4Y
http://www.youtube.com/watch?v=X5qVDsDHJ4Y
http://www.youtube.com/watch?v=ZhtPSPm1gjc
6.) Peach
Originally shown in the Subspace Emissary trailer, Peach (ピーチ, Pīchi) was later confirmed as a playable character on August 17. Her play style appears to be relatively unchanged, as she still possesses her floating ability, as well as her four distinct Special Moves. She has, however, been updated graphically.
Match-Up Ratio
30- 70 in Peach's favor.
Gerudo Effectiveness - Moderate
Possible Gerudo follow ups:
1.) Gerudo > Down Tilt
2.) Gerudo > Dash Attack
Dash Attack KO's Peach at around 90-100%.
The Stage(s)
Quick summary
* Peach Dair = 50% combo
* Ganondorf cannot punish floating dairs on his shield or person
* Ganondorf cannot punish properly timed fairs on his shield or person
* Peach's float lets her avoid most of Ganondorf's ground game
* Peach has a projectile, Ganondorf does not, allowing Peach to break up any aerial approach Ganondorf has and potentially gimp offstage
* Peach can use float to edge hog
* Ganondorf's spike will give Peach problems as her vertical recovery is bad
Approach/Defense Options - Hard to do
Things to watch out for: Floating Dairs ---> finishing aerial can easily rack up a good 60% damage. Ganon is very heavy so comboing him isn't much a problem. The thing in this match up is that Ganon is slow. Peach doesn't have to rely on her Fair as a damage racker, keeping it fresh and making it a decent KO move. Having said that, I've been surprised at the amount of times Peach's and Ganon's moves have traded hits (not just for Fair's either). Peach has a projectile that can rack up damage/gimp Ganon's poor recovery, a counter that makes it easy to avoid those more obvious moves and Floating that gives her excellent recovery/movement in the air. Oh and never try to approach Peach from above unless she is off guard as her Up Tilt will stop both your Dair and Warlock Kick.
If the Peach has perfected fair auto cancels and jab-grabs, Ganondorf will be unable to punish a good half of her aerial move set. If they land on shield she can auto cancel to dsmash and I don't believe Ganon has anything to stop it.
Ftilt should miss a floating dair. If Peach were floating too low, it'd probably hit her.
Don't catch the turnip. Seriously. What's what we want you to do. Don't catch it.
To elaborate- if you catch the turnip, you just eliminated your entire move set and can now only do B buttons or throw the turnip. Turnips have horrible priority- they clank with most attacks, can be caught with ease, and disappear when they hit a shield. Peach's use turnips to COMPLEMENT their move set, because of glide tossing for spacing or because they can chase the turnip and punish anything you do to avoid the turnip/stop the turnip.
_______________________________________________________________________________
F tilt sending Peach low and away from the stage sets her up for a handful of Ganon's favorite edge guarding tactics with few options to avoid them: DAir, Tip man, falling Fair, Bair or even Nair. Speed hugging a Peach's recovery on up+B is pretty easy too, and watching her slowly float to her death with the umbrella is just too fun.
Aerial Options - Moderate
Now, Peach thrives on aerial priority, and float lets her apply that to the ground. One thing Peach can do on a lot of characters is to auto cancel a fair into jabs (two frame jabs).
A scenario would be when Peach uses the turnip to distract Ganon while you set up the floating Dair. Ganon has a few options here. 1) Air dodge/DAir/whatever aerial the Turnip on the retreat to maintain spacing so one might set up one of the Aerials we listed above which cuts through the DAir. 2) AD/DAir/whatever and buffer in an iDA, getting underneath the float (which happened often because you were floating so high. (heck, maybe even wiz kick under the floating DAir) 3) Jump over the turnip and use the DJ to land one of the cutting Aerials (NAir perhaps).
A final thought: One might think of spending a lot of time with his back turned to Peach in this match-up. This would still allow you to do pretty much every attack you need while being able to pull out quick BAirs and UAirs without the delay of the RAR. Need to deal with a turnip? SH DAir. Peach is within range of Gerudo? If you're standing still, just do one behind you. If you're moving away from her, start one in the direction you're moving and reverse it. Just an idea, but I have no experience to support or dispel the concept.
Ganondorf seems to have UAir, BAir, NAir, DAir, FAir, and Aerial Gerudo (descending order of usefulness) which can call cut down floating DAir.
Building up Damage -Hard to do
Be very patient when fighting against a Peach, trust me it'll all pay off. Peach has various amount of combo's on Ganon, some of which could get you to more then 50% damage. So don't attempt reckless moves. Concentrate more on your dodging, then trying to hit Peach, attack Peach at points you know where your attack is going to hit, the faster the attack, the better. Grab > F-throw and Jab comes to mind. Each and everyone of Ganon moves are worth themselves. So don't for a second think you're way behind Peach, just because she has 15% + a time damage on you. This way both Ganon and Peach would remain at the same level, exchanging one hit with another. Though you'll be getting more damage and combos at times (at yourself), you kill Peach at a much lower percentages. F-Smash = 70%, Dash Attack = 90%, Up-Smash = 110%.
Gerudo > Down Tilt racks around 18% damage, which could really be useful for us, since we could kill Peach at low percentages...
Stomp is hard to land on Peach, but it's going to be worth it when it hits.
Dealing with projectiles- Decent/Easy to do.
Regarding turnip gimping: I don't see much threat here. Turnips aren't very quick in the air, and don't have particularly large knock back, so most often I simply buffer an up+b following the turnip hit and make it back to the ledge. Peaches will often float to prevent the ledge grab, but any Ganon worth his weight in salt will never miss a ledge sweet spot, thus avoiding the floating DAir contact. I suppose that Peach might drop slightly below the ledge to cut Ganon's recovery angle significantly, but I think this takes a little bit longer and Peach risks being caught in the dark dive. It's not a guarantee, to say the least.
Stomp - Hard to doPeach's Turnips
Jab and DA just stop the Turnips. You can catch the Turnips by air dodging or doing an aerial, though, which is much more useful, especially with Glide Toss. Otherwise, just power shield. They aren't that hard to dodge.
Peach's Utilt completely destroys our stomp so best not to attempt it recklessly. Tough, whenever you're able to land it, take full advantage of it.
Glide Tossing
Peach has many ways to approach Ganon, above this is a list of all the advance approaches Peach has, and below this are her other options of approaching.Peach's Advance approaches:
- Glide toss> FC>Nair
- Glide toss>reverse Bair
- Glide toss>Nair
- Glide toss>Grab
- Reverse Glide toss> Dsmash or Fsmash
- Reverse Glide toss> Bair
Be aware of all of this while fighting against Peach.- Fair
- FC>Fair
- Dair
- FC>Dair
- FC>Nair
- Turnip>Fair
- FC>Turnip>Fair
- Bair
- Glide tossing
- Nair
Video(s)
http://www.youtube.com/watch?v=islm-d6La28
7.) Ike
Ike (アイク, Aiku) is a character appearing in Super Smash Bros. Brawl. Revealed on Smash Bros. DOJO!! on August 1st, 2007, Ike is a newcomer to the franchise. He is the protagonist of Fire Emblem: Path of Radiance, and also appears in Fire Emblem: Radiant Dawn. His sword from Fire Emblem: Path of Radiance, Ragnell, is a two-handed sword but he is known to wield it with one hand, showing his incredible strength.
Ike is currently ranked 25th in the tier list due to powerful and long ranged attacks (particularly forward smash) while having these attacks relatively slow and predictable with addition to poor and predictable recovery. However, despite tier placement, many players have chosen Ike in several tournaments.
Match-Up Ratio
40-60 in Ike's favor.
Gerudo Effectiveness - Amazing
Possible Gerudo follow ups:
1.) Gerudo > Down Tilt
2.) Gerudo > Forward Tilt
3.) Gerudo > Jab
4.) Gerudo > Dash
As heavy of a punisher Ike may be, Gerudo isn't as effective on him because of his long, fast rolls...
But that doesn't mean that Gerudo's completely useless. We have basically all our options on him!
Be very careful when you tech chase Ike with your Gerudo's cause, as I just mentioned, Ike rolls insanely fast for a heavy weight.
The Stage(s)
Approach/Defense Options - Decent
Ike is faster, has more range, arguably more killing power and tons of priority because of a disjointed hit box.
Use Reverse Uair to approach. You should approach because he's got more options on approach then you do, plus you want that spacing, and reverse Uair does the job. Lay in some traps, Since Ike has no projectiles, SH (short hop) aerial > Wizard Kick come's to mind, and boy is it effective, in fact it's probably most effective on Ike out of all characters.
Possible baits or traps which work wonderfully on Ike:
SH any aerial > Wizard Kick
SH any aerial > Gerudo
I only mentioned this for Ike because, unlike the above characters, Ike suffers from no projectiles. So luring/baiting him to your attacks does wonders.
Ike can combo and gimp Ganondorf to hell and back, by doing nair -> jab,jab,grab -> forward throw -> fair, though it's all DI depended. Ganondorf cannot gimp Ike as easily... But he can combo him. Ike is a relatively big target (not as big, but still fairly large) and easy to grab with Flame Choke, which is combo food. Ganondorf hits hard, he overall does more percent damage than Ike.
On-stage, Ganondorf can use his ftilt to bring to bring Ike to that zone where he simply cant recover, and he can true combo this from a Flame Choke.
Ike's range. It's pretty easy to go trough (Dash Attack, Wizkick, Gerudo, DTilt). Once you're there, you should give Ike a run for his money : Gerudo, Dair combos, Bouncing Combo eventually).
Furthermore, Ganon seems to have better killing options, and is less easy to edge guard. (so the"percents they can reliably kill" should be superior)
Aerial Options - Hard to do
Don't be too predictable, don't abuse fair too much since it will get you jabbed or FC'd. Which you generally do not want.
Chase Ike when he's off-stage and use a reverse uair (or a 'tipman') to get him into a zone where he simply can't recover from.
Well, Ganon's Uair vs Ike's Fair > Ganon's Uair wins, faster.
Ganon's (retreating) Tipman > Ike's Nair i think.
Ike's Nair might be faster than Ganon's moves, but doesn't have much range. However, Ike can be attacked before / at the very beginning of Nair, or after.
Ike's Bair > Every Ganon's aerial option, but doesn't have much range neither.
> Conclusion : Ike has range OR fast aerials, so Ganon can win in the airs if he predicts a bit.
But in theory, Ike has a slight advantage.
Ganondorf wins at gimp game easily... Tipman just destroys Ikes.
Dair is good too.
Both Ike's Side B and Up B are a lot punishable. Side B... With it, Ike should never get back on stage. You can even jump to Ike, spot dodge, and watch him falling to his death...
Up B is more difficult to punish, but with Tipman, you send Ike out of range for recovering.
And you can edgehog it.
Ganondorf is less easy to punish. Side B is scaring, Up B can be edgehogged, but can also catch Ike in the airs, has a hitbox at its top.
Building up Damage - Amazing
Here is where Ganon's main advantage come's from.
Gerudo > Dtilt and Jab for a easy 16-20% to possible follow ups, that could be more then 31% if you get the hit.
At some points, especially near the edge, when you grab Ike with Gerudo you should ALWAYS Ftilt. Why? Well because, it'll most likely send Ike to the point of the stage where he won't be able to recover and if Ike does recover and you usually use F-Tilt to kill after Gerudo, you don't have to worry about a thing. Ganon has Gerudo to Dash attack.
Well... Ganon's Dtilt, Wizckick, SH retreating Uair / Bair, FH Nair to DJ, Gerudo, SS FSmash are good spacing tools (though some of them are more punishable).
> Conclusion : Ike advantage.
Dealing with projectiles - Amazing
Ike's Aether.. To stop that... that's a bad angle for Ganondorf in general, so just stay out of that angle. Shield, never run or spot dodge. Shield threw the whole thing. Punish him w/e you have.
Stomp - Moderate
Ike can't cancel your stomps as easily as others. So approaching with D-air in this match-up would be a pretty good choice.
Ike's Grab release to F-air near the edge of the stage
Ike's walk off Fair Grab Release will help with KOing Ganondorf. It should send him into hit dead zone sooner then a lot of moves would flat out KO him.
Ways to avoid this? Well don't get grabbed near the edge!
Ike's standing jab lock on Ganon
Even the noobiest of Ikes could do this on you. All they have to do is properly position themselves towards you when your making an aerial approach, then hold A.
So yeah, aerial approaching against a smart Ike, is gonna be hard to do.
Video(s)
http://www.youtube.com/watch?v=XodsZysMoSU
http://www.youtube.com/watch?v=XodsZysMoSU
http://www.youtube.com/watch?v=JHoHIaif1bA
http://www.youtube.com/watch?v=aqK3xYvSEaM
http://www.youtube.com/watch?v=aqK3xYvSEaM
http://www.youtube.com/watch?v=2QwuAQ2mYRo
http://www.youtube.com/watch?v=zzUEwCSfFGA
http://www.youtube.com/watch?v=agbhL3XctZI
http://www.youtube.com/watch?v=SgU64F1LKKY
http://www.youtube.com/watch?v=l0zdA_0y44Y
http://www.youtube.com/watch?v=batV9MxNdK4
http://www.youtube.com/watch?v=GD0LGQtqWB0
http://www.youtube.com/watch?v=1ATYcs_2YE0
8.) Luigi
Luigi (ルイージ, Ruīji) is an unlockable character in Super Smash Bros. Brawl. He is unlocked by playing 22 matches in Brawl, then defeat Luigi, Beating Classic Mode using no continues, then defeating Luigi, get Luigi to join your party in The Subspace Emissary. His moveset seems essentially unchanged, though some of his potential disadvantages from Melee appear to have been diminished (very low friction, very low falling speed, very low horizontal air speed). His dash attack has the same animation and effect, except the last blow now has some knockback, making this move not quite so easy to punish. Another minor change is that his voice is no longer a recycled Mario voice sped up, but his deeper voice from recent games.
SSBB was the only title in the Smash Bros. series where Luigi was higher on the tier list than his older brother Mario (Luigi is currently 23, Mario 29) until the recent SBR Melee tier update.
Match-Up Ratio
35-65 in Luigi's favor.
Gerudo Effectiveness - Amazing-Moderate
Possible Gerudo follow ups:
1.) Gerudo > Down Tilt
2.) Gerudo > Forward Tilt
3.) Gerudo > Jab (If he try's to do anything but roll behind you)
4.) Gerudo > Dash Attack
We won't have trouble connecting any follow up after Gerudo, but Jabs at times.
Luigi has a medium-slow get up attack and rolls, tech chasing is useful here.
The Stage(s)
Approach/Defense Options - Decent
First let me just mention that, Luigi's very alike to Mario with the combo's and play style, but with less gimping and more precise KO's. So if you find the information here to be short, you should get some information off the Mario match-up section.
No one really has to approach in this match-up, but Luigi will most likely. Tornado just rocks him forth, causing him to approach. Don't try to punish the lag though, cause apparently, their isn't any.
Luigi's range is almost close to Mario's, a bit more. His KO power's higher then Mario's though. Be out of his range, we out range most of his attacks. Stay around Mid-range, use D-tilts for quick pokes.
Ganon completely out ranges Luigi, and Luigi is light enough to kill easily, and yet, Luigi has some pretty big advantages.
His air game is great, and his moves all come out very fast. His recovery is pretty amazing, even if it is somewhat gimpable/spikeable.
If Luigi gets Ganon in the air, Ganon is going to feel a lot of pain. Ganon's aerials just aren't fast enough to compete unless Luigi makes a mistake and gives you time to use one then run into it.
Aerial Options -Moderate
Retreating, and even approaching B-Air's just devastate in this match-up.. Luigi may be short, but he's not that short for a lowered B-Air. Luigi's light, so he'll most likely be knocked off the stage.
If Luigi tries to approach from the air, I expect Ftilt and Uair can take him out, but odds are they won't approach that way.
I don't know for sure, but I expect the tornado can be countered with Dtilts (What is with tornadoes being so godly in this game anyway?)
Building up Damage - Amazing
The follow ups we have are more then enough for us to keep Luigi worried about his damage percentage...and if our attacks on his low defense wasn't enough.
Gerudo > D-Tilt does 16% damage, and could be followed up with a few options (gerudo/aerial attacks).
Gerudo > F-Tilt does 17%, and could also kill.
Gerudo > Dash attack should be saved as our kill move.
Dealing with projectiles - Amazing
Same method as Mario's.
Luigi's fireballs are extremely easy to power shield.DA overrides Fireballs. Woop. Just bash straight through the spamming. Jab can stop the balls as well, but it cancels your own animation.
Stomp - Hard to do
Stomp's not as effective, it could be stopped by Luigi's Up-smash/tilt, F-smash angled up, and a few more attacks. Don't recklessly go in with Stomp approaches.
Edge Guarding - Decent
Spike
Learn how Luigi recovers. Then start gimping the **** out of him. He may have a good recovery, but nothing a timed spike can't handle.
Tip Man
We could get a few reverse airs/ tipmans on him, at times, if he's further away from the stage. But he's still able to recover.
Edge Options
Luigi's not all that fast while getting back on the stage, we're probably able to get a few quick attacks on him.
Fireball Lock
We have to be in mid percentages 50% approximately for Luigi to be able to successfully lock us. I might be wrong in this.
Video(s)
http://www.dailymotion.com/_SN3S/video/x5fjpw_brawl-sn3s-ganon-vs-rob59-luigi_videogames
http://www.dailymotion.com/_SN3S/video/x5fjpw_brawl-sn3s-ganon-vs-rob59-luigi_videogames
9.) Samus Aran
Samus (サムス, Samusu) is a character appearing in Super Smash Bros. Brawl. Samus originally belongs to the Metroid series. She is a bounty hunter and uses a suit to perform strong attacks. Her different missions lead her all across the galaxy, making friends and enemies alike. Samus is a starter character, but also appears in the Subspace Emissary. Her alternate form, Zero Suit Samus, is acquired by use of the Final Smash or by holding R when choosing her on the character selection screen. She is currently ranked 31 on the tier list, due to poor match ups and a huge nerf from Melee.
[a.] Power Suit Samus
Match-Up Ratio
10- 90 in Samus's favor.
Gerudo Effectiveness - Moderate
Possible Gerudo follow ups:
1.) Gerudo > Jab
We even have Gerudo > D/F Tilt on Samus, on attack only though. It would be a good idea to F-Tilt Samus at higher percentages, since for some reason everyone loves to attack in deeper percentages.
The Stage(s)
Approach/Defense Options - Near Useless
Things to watch out for: Zair can hit your head if your shield isn't 100% fresh. Her DAir is gross both on and off stage. Off stage it's a gross spike with big range and priority, and she can drop a bomb just off the side of the ledge to either disrupt your grab attempt or knock you off your grab in order to set you up for a spike. On stage she can bounce you pretty easily with the spike due to her huge lateral, floaty, aerial maneuverability. She's got that SH flamethrower for when she's closer than missile range but still not within melee range. This is a great approach option for her because Ganon is so tall and the flamethrower stays out for so long. It doesn't deal a ton of damage, but she can buffer sh*t after landing the flamethrower and follow it up with something more legitimate.Her DSmash has a big range and can catch you through spotdodges/rolls. DTilt is a killing move at like 115% or so and comes out quick with a good range.Her grab is great in the sense it has huge range, but it can be punished so hard because of how long the grapple beam stays out if she misses. She'll like to fire a projectile (usually power missile) and follow it's trajectory in order to grab you through your shield as you block the missile. Most likely she'll Dthrow and then go for an aerial follow-up. Samus has a a small amount of chainable attacks. Almost all of her attacks connect into a Screw attack. They could be DIed out of though. Her edge options are good but limited. F-air/Up-air/D-Air, if she's able to land these from the edge she'll usually screw attack so your best bet is to shield, air dodging or trying to DI out of it, is just hopeless. Be careful at close range, after suffering your way through her Z-air/Missiles she'll try to mess around with you when you've finally reached her. Your probably thinking Jab, but the lag on it is punishable by her F-smash =/. Pivot grabbing would be our best choice here, or mixing up with a fake out retreat to gerudo. Play more defensively, fast fall all your short hops, cancel your landing lags and so on.
Samus has mad missiles, charge shot, and Zair for spacing, so you're forced to approach. Ganondorf obviously has to approach. Samus could space us with her Z-air, missiles, F-air and B-air.
How to Approach:First, how can you approach? The basic gist of it is power shield walking, but it's more complicated because a good Samus isn't just going to fire missile cancel after missile cancel.They're going to complicate your approach with Power Missiles, Homing Missiles, ZAirs, and Charge Shots. Samus's missile cancel happens when she jumps, fires a missile and buffers a second missile when she lands, so essentially it will be high missile, low missile in succession. Usually I will crouch under the high missile, walk forward and power shield the low missile. If she goes up for ZAir, spot dodge is probably your best option. Crouch is not low enough, and she can do Zairs really low to the ground. She'll also throw in homing missiles for the high missile if she sees you crouching all the time, so regular power shielding will have to ensue. You can also jab (I believe) the missiles, but I prefer to just power shield. DA clashes with all of her projectiles, even a fully charged power beam (99% sure on this).
Punishing Samus:Samus has a lot of holes in her assault. That is, there are a lot of openings in between moves in which you can make your attack. Flame Choke has a guarantee on jab follow-up. DTilt, DA, and UAir can all be used pretty much as normal and are your best options. DA can catch her under the SH flamethrower, but using DTilt will not work as the flamethrower will make contact with you before you can poke her. Thunderstorm with buffered follow-ups at close range is great. USmash bait isn't so good against her because you'll probably take a missile to the balls. UAir bait is probably the best as it will neutralize most of her projectiles if they make contact. We could land a half charged F-smash when she misses a grab, which could kill her at around 60-90%.
Aerial Options - Moderate
Don't take direct aerial approaches, our weight (not technically) brings us down a bit fast, screw attack has a small duration,very fast speed and could reach us at a great height. Samus is another floaty and fast air character, so she could reach you quite quickly, never try approaching her in the air.. her aerials and Z-air combos are just to fast for us. Wait for her when she's about to land, even though she'll Z-air, Dash attack is fast enough to go underneath it and punish her upon landing, at times.
Building up Damage - Hard to do
Stomp works pretty well, at least we have something on her. No combos but the bouncing combos with it though.
Dealing with projectiles - Near Useless
Z-Air: Power shielding is the only way to deal with her Z-air, and we gotta be quick when we decide to punish. From what I know, Samus's Z-air has two types of hit boxes, one from the tip and another from the rest of her grapple beam. If we power shield the tip of her Z-air, the only thing that we could possibly do to punish her, is a Wizard foot (which could be avoided cause of the 17 frames of start-up speed, and most likely lead to her punishing us rather then us punishing her). Though we have more options when we're a little closer in her reach that only her missiles and the other hit box of her Z-air, which I previously described, could hit us. A quick dash attack, aerial gerudo and even Jab at times, is fast enough to punish her, then.
Her missiles don't seem hard to avoid, by power shielding or jabbing into them, at first, but it gets insanely frustrating when she starts to cancel and when she starts approaching with them. Rolling behind her doesn't do anything to help, but receive a punishment.Samus' Charge Shot and Missiles
A Homing Missile can be stopped with jab. However, you can also just override it with the DA and hit her in the face. A Super Missile is stronger - it can still be destroyed with the jab, but DA only clashes with it.
Small Charge Shots can be stopped with jabs, and I think Medium-sized can be stopped with ftilt. Another thing I know is that a fully charged Charge Shot can be stopped with an uncharged fsmash. In my opinion, it's easier than power shielding it and it looks really awesome.
Stomp - Decent
Samus can't stop our stomps as easily as others. Stomping is good in this match-up, but only when she's not as far away as she would be to space herself. Her Up-Tilt/Up-Smash are to slow to stop our stomps, a retreating Z-air could. If our stomp lands on her shield, buffering it to a retreat could avoid most of her attacks OoS, screw attack isn't one. Gimping Samus, isn't easy. Down + B rolls her around back and forth, up and down, even closer in.
Edge Guarding
Spike - Moderate
Spiking Samus is one of our only way to take the lead. First, learn how Samus recovers, then when you got that you will have to be very fast to spike. Both characters can spike, Samus could easier. It's easy to tell when she's about to spike, though. Their are times where you could get undoubtedly spiked. Something I learned, when your off stage and you're able to sense a spike coming and know you aren't able to do anything about it, our D-air's able to connect with her spike, launching her to abysses with us. Our Spike is a bit harder to set up, but it's worth the hit. We're able to survive Samus's spike at 50% below.
Tip Man - Near Useless
Samus will be juggling herself with bombs, off the stage. Tip man is useless.
Edge Options - Decent
We are able to punish most of Samus edge options, I know that Short hop D-air punishes her faster A attack. Even some of her others, I'm not sure.
Z-air off stage
If you think Z-air started to get frustrating when your jumps were canceled, just watch them off stage <_<.. Samus could drop low, with her air maneuverability and floatiness , and Z-air you at any time.
Video(s)
http://www.youtube.com/watch?v=a_q_AiaiDzU
[b.] Zero Suit Samus
Unveiled at E3 2006, Zero Suit Samus (ゼロスーツサムス, Zero Sūtsu Samusu), often abbreviated as ZSS or 0SS is a character that appears in Super Smash Bros. Brawl. Zero Suit Samus lacks power and stamina compared to Samus, but is faster. She uses a gun known as the Paralyzer, which can also be converted into a Plasma Whip, which can be used for a tether recover, similar to Samus's Grapple Beam.
The impact from Samus's Final Smash is enough to remove her Power Suit, transforming her into Zero Suit Samus. Zero Suit Samus is able to transform back into normal Samus by using her Final Smash, which causes her to get her suit back while performing a move similar to the Crystal Flash from Super Metroid.
Match-Up Ratio
30 - 70 in Zero Suit Samus's favor.
Gerudo Effectiveness - Hard to do
Possible Gerudo follow ups:
1.) Gerudo > DTilt
Only one of our 3 options after Gerudo, which is seemingly our best. Tech chasing her could turn out to be a problem to, she's another fast rolling character.
The Stage(s)
I'm not sure about the stage, I'll get it up later.
Approach/Defense Options - Moderate
Things to watch out for: This one is pretty bad for Ganon. ZSS outcamps him very badly, and is a lot faster than him both in the air and on the ground. Not to mention she combos the hell out of him and does very well, even against his close up game. That said, Ganon can deal a lot of damage if he's very careful and measured in his approach and it doesn't take much damage for him to KO ZSS, so ZSS still has to be very careful and not get too aggressive. In the start of the match, she'll usually use juggle you around with her items, do your best to avoid them. If you're able to catch one, glide toss around with them. Learn to Glide toss, it's not that hard. While you're rolling hold A, you'll glide toss. Learn to combo with it to.
-Watch out for the items as they can really deal a lot of damage if your not careful.
-If your going to use down b or side b make sure she isnt just gonna nail you with her side-b.
-Try not to get knocked off as if your forced to recover your pretty screwed as she can down smash you at the ledge and down b spike you.
-Down air into up-smash is probably goo against her but I dunno for sure.
-Short hopped down airs could maybe be a decent approach.
-Watch out for the gigantic range on her up-b as it can pull you down resulting in a big chain of attacks.
-All your moves are out sped by the AAA combo so be aware of this and try to shield grab the first hit from it.
How to Approach: Watch out for her stun gun, examine what she does. She'll most likely run > dash attack > Up tilt. If you're trying to bait her onto your shield, remember not to stomp shielding until she's done uptilting.
Punishing ZSS: Don't try directly punishing Zamus, when you've sucessfully reached her within punisihing range. Mix your attacks around a bit, try using aerial attacks then ground attacks.
Aerial Options - Moderate
Up-Air is fairly decent in this match, out prioritizes most of her aerial moves, but you'll need some mad timing to do so.
Building up Damage - Hard to do
It's gonna be hard building up damage in this match-up but, ZSS is very light. One stomp is 1/4th of when we could kill her.
Gerudo to D-Tilt for a nice 21% damage. If you're able to hit with stomp, you'll inflict another 20% damage. Just have extreme patience when fighting ZSS, it may be a hard match-up, but it's not impossible. Nothing like Samus, I rather fight ZSS then Samus, anyday.
Dealing with projectiles - Moderate
Power shield her neutral B attack (the paralyzer), spot dodging wouldn't be good cause of the amount of lag we get at the end, though I think it could be canceled.
Her Up B has quite some vertical range, which could be very annoying when we try to take direct aerial approaches.. Air dodging in the air won't help us, so it be best for us to stay away from going above her.
Stomp - Hard to do
Very hard to land some stomps on her, her UpTilt and Neutral are both faster then our Stomp start-up time, and have more priority. Though once again, if we manage to land one, we're just 3 stomps away from her death.
Edge Guarding
Spike - Decent
Try stage spiking Zamus, as we can't spike her that easily off stage.
Tip Man - Decent
Tip Man's is wonderful against ZSS. Just be fast at it.
Edge Options - Decent
Hogging the edge stops her recovery from connecting, she'll have to rely on her Down + B then.
Plasma Lock
Zamus is able lock us by using her Up+B and Down Smash together. It's possible to DI out of it.
Video(s)
http://fr.youtube.com/watch?v=BkVFlLPTEBs&feature=PlayList&p=8444BA96E35A84C9&index=0
10.) Donkey Kong
Donkey Kong (ドンキーコング, Donkī Kongu) is a character for Super Smash Bros. Brawl. He was first shown very briefly at the E3 2007 press conference. His appearance, like most other characters in Brawl, has been graphically updated to match his more recent appearances. This means, his fur color is more brightly colored, and he also appears furrier, especially around his head. DK ranks in the High Tier, 10th overall, due to his great matchups, range, priority, as well as reasonable speed. He is also a very good counter to Snake, and is only at a slight disadvantage to Meta Knight, the two most prominent tourney threats, which has aided his placements in tourneys.
Match-Up Ratio
40-60 in Donkey Kong's favor.
Gerudo Effectiveness
Possible Gerudo follow ups:
1.) Gerudo > Jab
2.) Gerudo > DTilt/Ftilt (On attack only)
Donkey Kong's a big target for spikes, Gerudo>Jab>Spike as soon as possible near the edge. I get spikes on Dk's like this, a lot.
The Stage(s)
Approach/Defense Options - Moderate
In all honesty it's a tough match up, but not extremely tough by any stretch, and I play someone who knows Ganondorf in and out. DK rivals Ganon in both range and power, as well as having more survivability. DK's tilts are monster, along with his amazing b-air game, which really proves to be a hassle if you don't know what you're doing. If there's one thing to watch out for from DK, it's his great spacing and punishing game. You are really not going to be able to poke with d-tilt a whole lot. You'll just as soon get shielded and punished with a grab, f-tilt, or d-tilt. Stomp, as always, should be reserved for punishing if DK decides to get a little too tilt or grab happy at close range, just watch out for u-tilts and d-smashes as they can completely shut down stomp. Like I said before, a lot of DKs spacing can be really annoying, and especially with f-tilts and Down B's incredible range. If the DK is a good one, he's going to be at a certain distance, trying to out space you and capitalize on any stupid approaches you make with nasty punishment.
Wizkick can punish it either after the first one or after the second if he is far away when using it. DK is big but a smart one is not going to be juggled around by stomp combos...hell not that many smart players that know Ganondorf are going to be juggled around by stomp combos. Plus stomp>u-smash can be powershielded at 0%, so stick mainly to u-airing or reacting to whatever move DK makes. Gerudo game is pretty solid in this match up, but mostly due to DKs big size. You only have a jab guaranteed, and because of DKs recovery and its crazy invincibility frames, you aren’t going to get that many low-mid percent Gerudo>Jab>edgeguards. If you are a good murder chaser, a lot of times you’ll cause DK to wait for your follow up…you just got a free d-tilt or f-tilt. Back roll and get up attack are easy as hell to stomp though, so don’t be afraid to throw one out there, it’s not like it’ll have any lag.
DKs side B is actually one of his better punishers and it does insane amounts of shield damage. Over time I’ve been able to avoid it a little more by staying on my toes, so you should watch out for it. You can shield it if you have plenty to spare, but I would work on my spot dodge timing. Punish that ape with stomp, f-smash, or f-tilt…you have time.
DA is useful in this match up too. No guarantee after Gerudo, but it still has monster priority and can get you inside against a spacing DK like none other. It’ll also teach DK to really watch his b-air spam. Guard a f-tilt, power in with a DA. Just watch out for shield.
Oh yea…UpB…DKs UpB on the ground is actually pretty nasty. Know that he can’t move backwards with it though. That proves to be pretty helpful info for punishing it. A good DK is only going to use it at close ranges so if you get caught in it….shield and roll out. There’s not much you can do to punish from shield. At semi close ranges, you can space f-air properly to crush that ape’s furry noggin. So…do that.
Aerial Options - Moderate
Ganon's u-air tipman does go through DK's UpB, but it takes some mad spacing. It is pretty worth it just difficult to pull off. Not to mention stomping DK, and also a walk off the edge f-air can murder a DK's recovery and send him careening off into the distance.
I'll have a good write up later as this is the competitive character with which I have the most experience. I play a pretty **** good DK who knows Ganon really f*cking well.
B-Air wall is certainly not god, and it can be eaten through successfully either through the first one, in between the two or the DJ whatever, or at the end.
U-air cuts through the first b-air with proper spacing, and if the DK is foolish enough to double b-air into your shield, free grab.
I want to make a special mention of f-air though. Believe it or not, this can be a pretty useful tool in this match up if you know your spacing. It can crush f-tilt attempts, d-tilt attempts, down b attempts, his recovery, and b-airs even. When used correctly and at the right times, f-air can be very powerful in this match up.
Building up Damage - Moderate
We are going to have to rely on our Up Air here, as we only have Gerudo>Jab in this match-up.
Stomp - Ganon *****
Just watch out for u-tilts and d-smashes as they can completely shut down stomp.
Edge Guarding
Spike - Amazing
You'll be getting a lot of spikes on DK, as he's a big target. His Up+B recovery can be interupted by a stomp. Hell, our Down + B spike works pretty well here..
Tip Man -
You won't be getting much tip man combos, as it could easily be interupted by his Up+B.
The Art of Cargo
Copied from the Donkey Kong boards.
Video(s)When you press forward after you pick someone up, magical things can happen. I'm not talking lucky charms, or golden toilets, but it's the art...of Cargo.
If the opponent breaks the cargo, they take 6 damage.
Up cargo (press up, duh!)
Donkey'll throw em up in the air. Worth 7 damage. You could do an upair. This is the least useful cargo, so don't you bother using it. I'm watching you play Brawl.
Forward Cargo (Press forward)
Donkey'll throw em at a 45 degree angle. Does 8 damage. This is more useful. This throw can be used to Cargo Stage Spike (or CSS) almost the whole cast. It makes people go crazy. The impact against the stage can be teched. Also, I've been footstooled more times than I can remember so be sure to do it correctly. Luckily, Ripple has made a video to deal with those dirty people that won't accept their demise of the Cargo. You can find it here: http://smashboards.com/showthread.php?t=188510
Back Cargo (Press Back)
Donkey'll throw em...well, backwards? Yeah, that's it. Does 8 damage. Also useful in CSS'ing.
Down Cargo (Press Down)
Donkey'll toss them like a women's softball pitcher. But, a MANLY one. Also useful in CSS'ing. Does 6 damage. Do this near the edge to set up for a meteor smash/spike. This throw is also the bane of Ike. Grab him, cargo, fall off the stage, then press down C-Stick (to avoid fastfalling) to easily gimp his recovery. That's what good DK's do. He may have a big Sword named Ragnell, but you are a simian named Donkey Kong. Game set in favor of you. GG Ike.
http://www.youtube.com/watch?v=pwI3rEkPe7g
http://www.youtube.com/watch?v=TgbWdf95Ulo'
http://www.youtube.com/watch?v=lnZAigmCWnU
11.) Snake
Unveiled at E3 2006, Snake (スネーク, Sunēku) is a character appearing in Super Smash Bros. Brawl. Instead of using a gun, like he usually does in his games, he was designed instead to use explosive-type weapons from his own games. He is the first third-party character to be announced in any Super Smash Bros. game. His looks are based on the appearance he had in Metal Gear Solid 2: Sons of Liberty. Although he's primarilly Solid Snake, elements of the Snake which appears in Metal Gear Solid 3: Snake Eater and its direct sequel Metal Gear Portable Ops have been mixed in as well.
Match-Up Ratio
30-70 in Snake's favor.
Gerudo Effectiveness - Hard to do
Possible Gerudo follow ups:
1.) Gerudo > Jab
Jab only, and the other two on attack.
The Stage(s)
Chose Delfino Plaza, Brinstar, Norfair or Rainbow Cruise or even BF.
Ganon's best hope to face a Snake is to pick a smaller stage, and possibly ban Smashville or Final Destination (Smashville because we have a moving bomb on that platform, which can totally kill you if you're not paying attention.. and FD because we outcamp you there (doesn't everyone?)). Main consensus is Ganon would **** the hell out of Snake on Rainbow Cruise, Delfino Plaza, Brinstar and Norfair. Enough to make it an favourable matchup in Ganon's favour.
Approach/Defense Options - Hard to do
We will have to approach, because he will sit there and camp with grenades. However you must not rush in! If you rush in all we need to do is ftilt or utilt (aerial approach) so make sure to find a flaw or maybe bait an ftilt from the Snake before moving in. Well, once you get a few hits on Snake, the matchup isn't so bad at all. It's just actually getting those hits on Snake in the first place. His F-tilt is super gay, but you can challenge it with Dash attack or Wizkick if you read it, then shield. If you have guts, you can try Flame Choking him in the ending lag of F-tilt, and get a free Jab. I'm sure Ganons know not to abuse the grounded wiz kick and save it for higher percents when it can actually give you breathing room instead of shooting them up right near you (in Snake's case who will likely just do a bair right out of recovery from stun). However, utilizing the aerial wiz kick to send snake airborne and/or KO can be very useful. Aerial wiz kick is pretty **** strong.
Snake's Uptilt kills Ganondorf at 112 % and Dtilt kills him at 146%, fresh. Just keep this in mind before trying to approach him (again), you might even remember to DI properly when you get hit around there. This might help: http://www.youtube.com/watch?v=7zXeRhLEnrM
Aerial Options - Moderate
Haxjump F-air his high recoveries. Also FoG isn't pretty useful, it is a gamebreaking tech against Snake. I know for a fact it more or less dooms Snake once he is off the ledge as he has no way of really recovering against Ganon's ridiculous aerial priority besides a very high recovery either with Cypher or a C4. FoG pretty much cuts that out and its actually pretty easy to perform once you played enough Ganon.
Building up Damage - Hard to do
Once you approach, its all about juggling snake. Thunderstorm him up into the air and do not let him touch the ground! Thanks to Ganon's awesome power and uair/bair (awesome moves to SH lol) Ganon can mess with Snake a bit.
Dealing with projectiles - Hard to do
Throw Grenades back at him if he spams, or else throw them straight up if you have to immediately dispose of them.
Cyper could be sheilded, from below .
C4 could be sheilded.
Snake's Down + B Bomb, could be over ridden by our Wizard kick or set off by shielding near it.
Rocket Launcher, should be sheilded cause of it's prioriry over almost everything.
Stomp - Hard to do
Snake's Uptilt is fast and has broken range, more then enough to not only stop our stomp approaches easily, but to kill us while he's at it, same goes for his F-tilt and Upsmash. Stomp is still our most likely kill move, we'll have on him.
Edge Guarding
Spike - AmazingMurder Cypher Gimp
Type: Gimp
Input: Murder Choke on Snake's Cypher.
Effect: Unlike other recovery gimps, this one is so good that it desearves its own place. If you murder Choke Snake's Up B, his Cypher, the murder choke actually cancels it out. Snake falls to his doom with no jumps back, but you actually get your jumps back and or Up B. Pretty sweet.
Snake is off-stage spike bait for Ganon. Dair will almost always kill him because of its raw power, and if we're desperate (or a stock above) a surprise down-B can spike him as well.
Tip Man -Amazing
Follow the length Snake's cypher has then tip man him.
[Snake] Planting C4 At the edge, and tech chasing with D-throw
Snake has a excellent tech chase game (a lot like us), after a d-throw. He's even able to lock us by D-'throw' or placing us near a edge of the stage then grabbing over and over again repeatedly. Just remember that we're able to DI forward out of it.
Video(s)
http://www.youtube.com/watch?v=iZCeRy4h8TE
http://www.youtube.com/watch?v=hqRd9lYBwmw
http://www.youtube.com/watch?v=Q6yu_IJ2VVk
http://www.youtube.com/watch?v=6tFBzYhJKDI
http://www.youtube.com/watch?v=LaAjJnbruQE&feature=related
12.) Mr.Game and Watch
Mr. Game & Watch (Mr.ゲーム&ウォッチ, Misutā Gēmu ando Uocchi) is a character in Super Smash Bros. Brawl. Mr. Game & Watch was indirectly revealed from a leaked copy of the game. One of the leaked screenshots shows his Final Smash, in which Mr. Game & Watch transforms into an octopus.
Match-Up Ratio
40 - 60 in Mr. Game and Watch's favor.
Gerudo Effectiveness - Amazing
Possible Gerudo follow ups:
1.) Gerudo > Jab
2.) Gerudo > DTilt
3.) Gerudo > FTilt
The Stage(s)
Chose BF or Delfino Cruise.
Approach/Defense Options - Moderate
Things to watch out for: Now, the reason why Ganondorf doesn't win the match up is because ultimately, if he knows how to space turtles, you can't get close to him. They beat all of your approaches. His D-tilt is also good at stopping approaches, but if he starts spamming D-tilt, just D-tilt him, because it will beat his D-tilt. G&W's D-air edge guard by all practical means is impossible to avoid offstage.
______________________________________________________________________
This is easily one of Ganondorf's best match ups against the top tier cast. Why? It's because you have RIDICULOUS combos on him. If he messes up his spacing even slightly, you have an opportunity to combo him to hell. D-air setups can take him from 0-60 in a matter of seconds if you read him right. Flame Choke COMBOS are guaranteed 20% on him at ALL percents, not to mention if you save your D-tilt or F-tilt, it can KILL HIM!
What you should know: F-tilt with precise timing trades hits with the B-air.
F-air slightly out ranges the B-air and D-tilt, one of the big reasons why G&W has to have better than usual spacing to win this match up.
D-tilt out ranges ALL of G&W's attacks.
F-smash is **** against his B-air with the right spacing.
It is also possible to shield all of the hits and Up-B him out of shield.
If you can stay close to G&W, jab out speeds his back air and has pretty good range, snuffing it before it comes out.
What usually works better is punishing the LANDING LAG of the B-air with a Flame Choke.
Aerial Options - Moderate
U-air I think has more range than any of G&W's attacks, but the hit box is situational, and doesn't work against his D-air 90% of the time which out prioritizes it, other then that Up-air to auto pioritize the other 4 aerials G&W has.
F-air is a awesome approach in this match-up, learned that from fighting A2Zomg. If you predict his b-air, and avoid the first bit of it, F-airing right then is slow enough to avoid the last couple of hits and then hit him.
Building up Damage - Moderate-Amazing
Our best choice of dealing damage would be Gerudo > DTilt, 21% if you're able to land it, and 12% for each other DTilt you do, and you could still follow up with other attacks from there (Gerudo,Wizkick).
Gerudo > FTilt does 22% but should be saved as a kill move against G&W.
Dealing with projectiles - Amazing
G&W's projectiles shouldn't bother you, as they are very easy to see and avoid.
Stomp
UpTilt, could shut down your stomp unless you've timed it percussively.
Upsmash could also stop your stomps and KO you along with it.
Edge Guarding
Spike - Amazing
Well maybe it's not as amazing, but G&W's recovery is a lot easier to spike then it seems, but you'll have to time yourself close to perfectly.
Tip Man -Amazing
Once again, time yourself. Tip man as soon as he's about to grab the ledge, or close to it, then Tip man away.
G&W's D-Throw
We're one of the eight characters who could roll away in either direction, to avoid G&W's D-smash after D-throw.
Video(s)Dedede
DK
Ganondorf
Ike
Lucario
Luigi
Ivysaur
http://www.youtube.com/watch?v=W8KBzoywcHc&feature=related
http://www.youtube.com/watch?v=JVN4B4kb8CM&feature=related
http://www.youtube.com/watch?v=PccEQMQAMVo&feature=related
http://www.youtube.com/watch?v=_rSPPnEtsQM&feature=related
13.) Zelda
Zelda (ゼルダ, Zeruda) is a character for Super Smash Bros. Brawl. She looks nearly identical to her appearance in The Legend of Zelda: Twilight Princess. From The Legend of Zelda universe, Zelda re-appears in Brawl as a graceful character utilizing strong magical attacks.
[a.] Princess Zelda
Match-Up Ratio
35- 65 in Princess Zelda's favor.
Gerudo Effectiveness - Hard to do
Possible Gerudo follow ups:
1.) Gerudo > DTilt
The Stage(s)
Approach/Defense Options - Hard to do
Things to watch out for: Unless Ganondorf successfully tricks Zelda, Ganon has Zero safe approaches against her... and he HAS to approach because he's one of the characters she can actually use Din's against safely.
What you should know:Most of his attacks are just going to get plain out prioritized by Fsmash or Usmash depending on where he is (yes, Usmash beats out dair and down+B) his flame choke doesn't have the range to compete with Zelda and anytime he dodges to get close to her, she's got multiple options to out speed him and shake him off. And if he hits her shield, he's one of the characters slow enough that sheild grabs are going to be almost always effective for Zelda... makes the trade off of speed for reach a good choice in for once, makes it harder to push her away. Oh and were also massive. Zelda will probably be landing lighting kicks reliably. Our recovery isn't great... making a Dsmash from us fatal. Ganon's tend to think they are safe from below because of their dair and down+B, but Zelda's Utilt, UAir and Usmash well clank or outprioritize, and are all massively good against him (uair will never clank. always outprioritizes and generally kills because of its massive power and range) Usmash can kill at moderate damage and can chain at lower damage. it'll chain even better if you DI out of it because ganon's too big to DI out low. Utilt kills at lowish damage. No matter what position you are in relation to zelda, she has a move to beat yours and it's probably strong enough to kill at mid-high damages.
How to Approach: Watch out for her Dins fire, it gets bigger the further it goes.
How to Punish: When you get passed that, she'll most likely down smash or neutral B, just be ready for those and punish her with quick attacks. Such as: D-Smash, Jab, Grab, WizKick, Dash Attack. She'll less likely F-air, Upsmash which are a bit easier to dodge.
Aerial Options - Moderate
It's been tested that both his down b and Dair are beaten by Zelda's Usmash and uair, (though his down b is harder to time for zelda). We also has good U-smash and Uair for teasing Zelda when she's above him (while often FW gets her away from such situation).
Building up Damage - Moderate
Gerudo > DTilt does 21%, which is quite good is this match-up, considering that Ganondorf could KO her at around 75%.
Dealing with projectiles - Moderate
Din's fire could be avoided by sidestepping, airdodging, and sheilding.
Stomp - Hard to do
Her Fsmash, Upsmash and N-air combo could easily stop our stomps.
Edge Guarding
Spike - Amazing
Well maybe it's not as amazing, but I was able to land a lot of spikes on Zelda. Her recovery is a lot easier to spike then it seems, but you'll have to time yourself close to perfectly.
Tip Man -Amazing
Tip man is actually very easy to land on Zelda, just be smart at when to do it.
Zelda's DTilt
Most people tend to think that Zelda's Dtilt is a lock. But they're wrong. It's easily avoidable, even after the very first hit.
Video(s)
http://www.youtube.com/watch?v=sjjG9STwQ_I
http://www.youtube.com/watch?v=K-zSZlADpmg
http://www.youtube.com/watch?v=YlGLz9YYY6o&fmt=18
[b.] Sheik
Sheik is a character in Super Smash Bros. Brawl. Sheik transforms from Zelda by using her down special move Transform, and can also transform back into Sheik. The design changes for her Brawl form are rather minimal compared to other characters, the notable changes is that she carries a knife on her back, and a braid similar to Zelda's new design.
The playability of Sheik had earlier been hinted by Eiji Aonuma, the director of Legend of Zelda: The Wind Waker and Legend of Zelda: Twilight Princess, who stated that he sent Twilight Princess-style designs of Sheik and Ganondorf to Sakurai.
Match-Up Ratio
05- 95 in Sheik's favor.
Gerudo Effectiveness - Hard to do
Possible Gerudo follow ups:
1.) Gerudo > DTilt
Gerudo > Jab is possible if the Sheik tries to move itself forward.
The Stage(s)
Approach/Defense Options - Near Useless
A sheik with a stock/damage advantage can pull out a chain under a platform and make it IMPOSSIBLE for Ganondorf to approach through it.
Sheik's F-tilt -> U-smash does like 70% off the bat.
She gimps you waaaaaaay too easily.
She really doesn't have any trouble KOing Ganon....since he really doesn't have any good counters to her moveset.
Sheik can needle camp all day to GET that advantage. Needles wreck Ganon's approach too.
Aerial Options - Hard to do
One thing aGnon can do is dair. Sheik cannot juggle Ganondorf as well as she could because his dair stops her aerial approach (namely uair and poorly spaced aerials). but then again, approaching with rar'd bair and fair works so lol nice try come again
Our recovery (side b and up b) is predictable, Sheik's bair goes through both if timed right, fair can connect before Ganon can start up b (essentially stock right thererning to the stag).
Building up Damage - Hard to do
Stomps don't work as approaches, nor do gerudos. So basically, we'll have to find that major laggy predicatble moment where Sheik makes a mistake (highly unlikely), punish her with a Gerudo > Dtilt > A possible Aerial.
Dealing with projectiles - Moderate
Sheik can needle camp all day to GET that advantage. Needles wreck Ganon's approach too. Shielding could block them.
Stomp - Near Useless
Stomp could be used defensively here, as in any other match-up. But approaching with stomps..is almost useless.
Edge Guarding -
Spike - Hard to do
You might be able to land a few spikes, if she tether recovers, find the distance she'll hang and spike her from their.
Tip Man - Hard to do
If you get her while she's recovering with her tether, you''ll be able land a couple of Tip mans, it's still going to be hard to do though.
Vanish Glide
Sheik's faviorte KO Move, and it should be indeed. KO's at exteremely low percentages, near the edge, has good range and is supringly fast.
Sheik's Chain
It can lock us, trap us, gimp us, what more? DTilt nor any other of Ganondorf's moves outranges it.
Though, UpTilt possibly would, but Sheik could punish us severely due to UPtilt's start-up time.
Video(s)UTilt doesn't outrange the chain ? And the aerial wizkick doesn't outprioritizes it?
http://www.youtube.com/watch?v=IaYJutD5rV0
14.) R.O.B
R.O.B., known in Japan as the Famicom Robot (ロボット, Robotto), is a newcomer in Super Smash Bros. Brawl. His full name is Robotic Operating Buddy, and he's based off the R.O.B. NES peripheral. He was unveiled in a mass leak prior to the Japanese release of Brawl. He currently ranks 9th on the tier list, due to his great projectiles and tournament matchups.
Match-Up Ratio
25-75 in Rob's favor.
Gerudo Effectiveness - Amazing
Possible Gerudo follow ups:
1.) Gerudo > DTilt
2.) Gerudo > FTilt
3.) Gerudo > Jab
4.) Gerudo > Dash Attack (Guaranteed)
Take advantage of R.O.B's slow rangless rolls, and gerudo tech.
The Stage(s)
Approach/Defense Options - Hard to do
Approaching- ROB doesn't approach. Ever. Ever. If you see a ROB approach you, spam Warlock Punches because the likelihood of landing one is about the same as the likelihood that you find a ROB that approaches. Seriously, though, Ganondorf is going to do some major hustling to get to ROB because of its laser beam and gyro.
- Uncharged beams tend to get off a little faster than fully charged ones, so look at its head to find how charged the laser is. Spotdodging or airdodging (foward) the laser are your best bets.
- Now for gyros. Always shield them unless there is an attack that goes through them (dash attack, I think?). If you get between ROB and a gyro, keep extra-special attention to your spacing because he's just going to tilt you into that gyro all day long. If ROB is holding a gyro, camp him, dodge the lasers, and force him to throw the gyro. You can't afford to be worried about facing ROB's defenses while a gyro is coming straight down for you from the sky.
Close Combat- ROB has a very good foward tilt and a great trip-tastic down tilt. In the air, ROB's back-air comes out very, very quick, has a sourspot, and gives it momentum away from you. Ganondorf has three types of grabs, a great down tilt, and the tip-man plus a good back air if he needs to use aerials close to the ground. Thunderstorming is awesome in this battle. My best suggestion for fighting ROB on the ground is to space with down-tilts, use short-hopped flame chokes if you think it's going to shield, and keep it honest with back airs and full-hopped neutral airs; thunderstorm works when you're both really close to each other.
- ROB's spotdodge to downsmash deserves its own section. You will see it a lot. It's ROB's favorite thing to do out of a spotdodge. What do you do against it? If he's facing you, wait for the spotdodge animation to run out (get a feel for the noise it makes) and spotdodge right afterwards. If it used down-smash, you get a free grab if you're close enough. I guess what it doesn't stop is ROB's neutral air and down-tilt spams, in which you could try other methods. If ROB's back is facing you, shield. That way you can guard either its down-smash, back-air or neutral air., whatever its style of use is.
Verdict- The best news for you is that ROB generally cannot follow up its attacks with squat. Most stuff it does sends you away to the point where ROB can't get a string of attacks together. This then comes down to a war of attrition. Your powerful attacks are going to kill him earlier than its used to, which is excellent because you can't afford to not send him into the KO zone when it has that crazy recovery. If Ganondorf gains enough momentum, nothing that ROB has can quench that fire, so do whatever you can.
Aerial Options - Hard to do
Aerial Combat- You don't want to be over ROB. ROB's up-air comes out fast and is a multi-hit adventure, and its foward air comes out quickly and can chain with itself at low percents. Luckily, Ganon's up-air outranges ROB's foward-air, so if you see ROB coming straight at you, up-air and make sure that it doesn't get close to you. If ROB's back is facing you, you know you're facing either a back-air or a neutral air, so DI away from it and airdodge because you are not getting through that fire. Remember that Ganon's neutral air comes out very quickly, so if ROB is trying to chain you, use it and get yourself out of there.
The best place to be is in front of and slightly below ROB. ROB can't do anything about it and you can up-air or even forward-air to your hearts content.
Building up Damage - Amazing
ROB's a big target. Gerudo > DTilt could actually hit him a couple of times before sending him to the air. Even then you're able to get in a up-air or to at him. You should try your best to deal as much damage at lower percentages against R.O.B, with juggling moves (gerudo,Dtilt).
Dealing with projectiles - Hard to do
Dodge lasers, shield gyros, watch out when ROB spotdodges, don't do anything stupid off-stage and keep it cool. Remember, ROB is a camper, but one of the most reliable ways to stop a camper is with a tank.
Dodge the lasers, shield the gyros, be cautious when ROB is holding a gyro.
Stomp - Hard to do
Rob's UTilt is 3 times faster then our stomps, more then enough to cancel it.
Edge Guarding - Hard to do
Off-stage- ROB can do anything offstage. Watch yourself when you're using aerials to recover because you will get hit in the face with a laser/gyro if you're not careful. When you're recovering, see what angle ROB is trying to get to you and dodge/attack accordingly. Sadly, ROB's boosters make WTFPWNSOME spikes impossible when ROB's recovering.
Glide Toss
Learn to Glide toss. So then, once you steal R.O.B's gyro, you'll know how to use it.
Video(s)
http://www.youtube.com/watch?v=74hA-U5iOaM
15.)Pikachu
Unveiled at E3 2006, Pikachu (ピカチュウ, Pikachū) is a character in Super Smash Bros. Brawl. Visually, Pikachu has barely changed at all from its Melee design, only being larger and touched up slightly. It has all of its moves from the first two games. It is in the High Tier and holds 12th position overall, at the top of the C tier, making it much closer to its original Top Tier status in Super Smash Bros.Melee (#16). (#1) as opposed to its Low Tier status in
Match-Up Ratio
30-70 in Pikachu's favor.
Gerudo Effectiveness - Amazing
Possible Gerudo follow ups:
1.) Gerudo > DTilt
2.) Gerudo > FTilt
3.) Gerudo > Jab (75% of the time)
4.) Gerudo > Dash Attack (89% fresh for death)
Know your Flame Choke combos on him I guess. It's a pretty general thing, but it helps.
The Stage(s)
Approach/Defense Options - Hard to do
Ganondorf survives forever against Pikachu as long as you don't get gimped by Thunder or something like N-air edgeguard.
All in all, this matchup is annoying as hell because Pikachu camps a lot, has high priority on attacks, and he can be all over the place making him difficult to read and punish out of shield easily. He has all the tools he needs to make life miserable for Ganon, but he's just lacking a bit in some raw power, and you have attacks that outrange him which can give him problems on the ground (his aerials btw have bad landing lag, but they make up for that shortcomming by being difficult to challenge directly). If Pikachu were more significantly more powerful at scoring KOs or better at outright gimping, this matchup would be worse than 7/3.
Ganondorf: much stronger, can space fairly well, jab can stop many approaches, great spike
Okay, so vs. Pikachu be wary of that 0-60% chaingrab. Space with jabs and d-tilts. You can space better than Pikachu if you do it right.
Your ideal distance from Pikachu is just a tad bit outside of what most would call mid-range. You can jab his t-jolts and his QAC and his approaches.
Just be extraordinarily cautious and never rush in a good distance to try to punish Pikachu because it won't work.
You must space at all times, whether on the ground or in the air.
In edgeguarding, go for fair or your dair spike. You can actually edgeguard Pikachu better than most characters. But Pikachu can edgeguard you too very well. If the moment arises, don't be afraid to go for the flame choke kamikaze
I'd have to give this match-up 60/40 - 65/35 Pikachu.
It's not impossible for a Ganondorf to overcome a good Pikachu. It's just difficult. You must space very well and play intelligently.
Aerial Options - Moderate
I play often with a Pika on AIB, and i agree with Mister_E. It's not an impossible match-up, so 35-65. Or maybe 30-70, but not 20-80.
In this match-up, don't put your shield up. Never. Be always in the airs, double-jump, use fake-out USmash and Aerials (to DTilt), predict QAC...
And that'll be good. :D
(Oh, so good to be optimistic )
Building up Damage - Hard to do
Gerudo > DTilt 21%.
Dealing with projectiles
Thunder Jolts; shielding works, and jab cancels it. Thunder? Air dodge and DI at the same time to avoid it, if you're near it.
Stomp - Hard to do
Most of Pikachu's attacks, and animations could duck through it..
Edge Guarding - Hard to do
Tipman goes through his quick dash attack. Spiking may be harder here.
QAC
He has QAC which can make him really unnervingly fast. Personally, the way I deal with it is just by throwing out random Thunder Storms in hope one hits him and discourages him from using it again. Not that it's failsafe, but it's worked for me before.
Video(s)
http://www.youtube.com/watch?v=rCGanmid7pk&feature=related
16.) Ness
Ness (ネス, Nesu) is an unlockable character in Super Smash Bros. Brawl, and has appeared in every installment of the Smash Bros. series thus far. Ness is currently ranked 28/29th on the tier list, having the same amount of points as his "clone" Lucas. Ness does have some powerful, high priority moves, as well as many useful special attacks, but his unsafe recovery and below average tournament results have given him his low tier ranking.
Match-Up Ratio
35-65 in Ness's favor.
Gerudo Effectiveness - Moderate
Possible Gerudo follow ups:
1.) Gerudo > DTilt
2.) Gerudo > FTilt (Every direction but up)
The Stage(s)
Approach/Defense Options - Moderate
The speed barrier is a major problem (in addition to lacking a projectile). Ness might walk slow (not as slow as Ganon) but he is nimble in the air. His Fair out ranges many of Ganon's moves , not to mention pkfire spam is an extremely viable strategy against Ganon (as he is a slow target). I'd wager to say pkfire would **** the ish out of Ganon, and since Ness has (IMO) the best spike in the game, Ganon's recovery would be significantly gimped.
Wizard foot always throws off my dash attacks PK fire and landing.
Know how to DI out of PK fire with Ganondorf. Wizard kick is great for punishing/ going over pk fire when you know or see it coming...
Both Ganondorf's power and slow movements are often times overlooked and people think that just because Gdorf is like this, he's easy to beat. The fact is, he may be slow, but it's that power that really helps Gdorf out. He's almost like Ike in a way. And yes, us Ness mains have PK Fire, but Gdorf can oddly enough fly over that with his Wizard's Foot.
Ganondorf has two great tilts. His f-tilt and d-tilt, both great for spacing and both have pretty good power in them. His uair is more outrageous than Captain Falcon's, too and his dash attack can kill Ness early on in a match. Anyway, what Ness has on Gdorf? Speed, projectile and possibly just the same amount of KO potential as Gdorf, if not more or less. I'll admit, Gdorf is tough for me. I'm not sure if I've gone against some "pro" players that use him, but from my experience, he's not exactly easy to beat as you might think.
In terms of close quarters, Ganon has the advantage to an extent. Greater range and power are an issue for Ness to deal with. Ganon's aerials are more solid than Ness's too.
Aerial Options - Moderate
Ganon is very heavy, very slow, very big, and very powerful. Those are all the characteristics of a true badass. Ganon's SH dair can kill Ness pretty early. I want to say somewhere at around ~115-125%. Also Ganon's dash attack is a true killer. I would say the greatest advantage that Ness has on Ganon is his aerial mobility. In case you Ganon mains don't already know this, Ness likes the air. When playing a Ness, he will usually approach with an aerial. Ness' grab game is also very good, and perfect for spacing. The best way to approach Ness would be to use Wizards Foot (which, as mentioned earlier, can avoid PK Fire) and the Murder Choke (which, also mentioned earlier, can combo to dtilt). Ganon's dair is deadly off-stage. It's the strongest spike in the game. However, Ness has the 2nd strongest spike with his own dair. If I were either player in this match up I would be very afraid if I were sent off-stage. Ness also has his projectiles: PK Fire, PK Thunder, and PK Flash. In this match up, the most useful would probably be PK Thunder, and since Ganon doesn't have any reflector moves, expect to be juggled with this.
If we try to approach with a SH Aerial, I'll go THIS IS SPARTA on you. Sounds like madness? It will blast right through your F-air. =P
I have tried everything. He just floats over or air dodges my F-tilts and IDA and jabs, and just attacks thrrough my gerudo so it is basically worthless unless you catch them with an aerial one, but the problem arise if you miss you get sleep'd or hit into a combo, and if I get hit off the edge its not even possible to recover I have tried everything to stop from getting combo'd out of the map or to, get back on the ledge from the puff wall of pain.
Ganon's poor aerial mobility means he gets completely wrecked by pk thunder. Ness has a plenthora of ways to interfere with Ganon's recovery. Ganon's approach options are all telegraphed and Ness has no reason to approach because of pk thunder. A grab gets Ganon far away because of forward and up throw, and forces Ganon to contend with pk thunder even more.
I'd say 65-35 Ness wins, but I could see it being as close as 60-40. It's definitely not that close to even.
In the air, Ganon's Uair is amazing, Ness has a hard time getting around it, and off stage it can stage spike. The huge problem in the air for Ganon is that his horizontal attacks (Bair and Fair) are completely out ranged by Ness, and near useless in this matchup. Dair is some what situational, but racks up a ton of damage, and kills Ness is he's on the ground. Wizard Foot is a huge annoyance at first, but is actually very punishable with almost all of Ness' aerials, and PK Fire and Thunder. You just have to be very quick about it, Ness wins by a somewhat large degree in the air.
This matchup is strange to Ness. It makes him play aerially more and stay less time on the ground, due to Ganon's huge range on the ground. Ness also has to use aerials that will keep Ganon in his shield due to that range. Ganon, on the other hand, can't play aerially because it will most likely lead to PKT and other juggling stuff for Ness. One character is hindered by a natural ground disadvantage, while the other is restricted from aerial movement
Building up Damage - Hard to do
D-Tilt away after gerudo.
Dealing with projectiles - Hard to do
Only SHEILD PKFire and PKThunder, unless you're sure you could dodge it.
Stomp - Hard to do
Stomp's sorta good and sorta bad here.. Ness can't cancel it as easily as others, but Ness's mostly airborne.
Edge Guarding - Moderate
Tipman/Spike him when he's PKthundering. Just be fast at it..
Jab Lock
Ness could jab lock, so be aware.
Video(s)
http://www.youtube.com/watch?v=wJ_qdUWFCgs - All I got at the moment.
17.) Fox
Fox (フォックス, Fokkusu) was confirmed for Super Smash Bros. Brawl at Nintendo World 2006. He keeps all of his previous moves from SSBM.
When he was revealed in the Nintendo World 2006 trailer, he was shown with his blaster in his hand at all times, leading to much speculation over how his attacks might change in Brawl. However, his gun is shown in its holster in all subsequent screenshots shown at the Smash Bros. DOJO!!. Fox is currently a E Tier character, a fairly large downgrade from his position in the most recent Melee tier list (first to twentyfourth), although not as large as Captain Falcon's (sixth to dead last). Fox's average matchups and lack of a proper approach as well as bad recovery and edgeguarding cost him dearly, however his tourney rankings in Japan are impressive.
Match-Up Ratio
30-70 in Fox's favor.
Gerudo Effectiveness - Decent
Possible Gerudo follow ups:
1.) Gerudo > DTilt
2.) Gerudo > FTilt (Every direction but away)
3.) Gerudo > DA
The Stage(s)
Approach/Defense Options - Hard to do
Fox is going to try to overwhelm us with damage strings and d-air combos, but all we have to do is think of this matchup like the Captain Falcon matchup or even the Pikachu matchup- just ignore the flashing speed and focus on your spacing and this matchup is not difficult by any means. I don't know how Fox's Phantasm does against Ganon's Thunderfoot, but I'm certain that Fox will try a few phantasms to catch Ganon off-guard and make him vulnerable for further hits. I also don't know how Fox's shine does against the Wizard Kick, but because of this reflector, approaching with dash attacks and Flame Chokes (then again, this is always a stupid idea) is worthless.
The key to this matchup is keeping close to the ground when in a neutral state, punishing Fox's approaches and juggling him in the air (since his weight is sweet for juggling), and finishing him off early. Stutter-step f-smashes are great for surprise carnage, but they might not be worth the risk as missing one will lead you to combo city. All of Ganon's aerials are amazing in this matchup, as they outrange anything Fox has to offer and moves like the Thunderstomp and f-air will demolish Fox at early percentages. Speaking of Thunderstomp, Fox's fall speed makes this move utterly devastating for setting up comboes and finishing him off at the later percentages. Ganon's down-tilt outranges Fox, so always bait short-hopped aerials with this move. Finally, as always, Flame Choke tech chases will assure that Fox won't be doing anything too risky, but then again, Fox has no other alternatives but to use his high-risk, high-reward approaches. There isn't anything that Fox can do safely which can give him the edge in this matchup.
Quote:
This is a matchup between a character that sucks at approaching and a character with a laser that sucks at approaching.
In situations against many of the higher tier characters, Fox does have a difficult time approaching. But it's Ganondorf. He's simply too slow to deal with Fox SHing, FHing, dash shielding, PWGing, Nairing and Bairing and Dairing all over the place.
Quote:
Fox is going to try to overwhelm us with damage strings and d-air combos, but all we have to do is think of this matchup like the Captain Falcon matchup or even the Pikachu matchup- just ignore the flashing speed and focus on your spacing and this matchup is not difficult by any means.
I'm wondering how you propose to ignore the speed? I don't see how you plan to space without considering the relative speeds and where you can position yourself.
Quote:
I don't know how Fox's Phantasm does against Ganon's Thunderfoot, but I'm certain that Fox will try a few phantasms to catch Ganon off-guard and make him vulnerable for further hits.
Would you ever use Wizard's Foot as a "surprise" move?
Quote:
I also don't know how Fox's shine does against the Wizard Kick, but because of this reflector, approaching with dash attacks and Flame Chokes (then again, this is always a stupid idea) is worthless.
You have the wrong idea here - Fox is not Wolf, and it would be so much easier to SH Dair into anything silly like that.
Quote:
The key to this matchup is keeping close to the ground when in a neutral state, punishing Fox's approaches and juggling him in the air (since his weight is sweet for juggling), and finishing him off early.
Sounds reasonable, although I think you'll find Fox'a approaching aren't nearly as punishable as you expect. Not to mention, why the hell is Fox approaching? He has lasers.
Quote:
Stutter-step f-smashes are great for surprise carnage, but they might not be worth the risk as missing one will lead you to combo city.
I guess you could do that, but it just really sounds like a stupid idea. A slow, punishable move that sure, maybe gets a bit of range, but you already have longer range moves that can "punish," so why would Fox fall for that?
Quote:
All of Ganon's aerials are amazing in this matchup, as they outrange anything Fox has to offer and moves like the Thunderstomp and f-air will demolish Fox at early percentages.
Yes, Ganon does outrange Fox in the air. No, that doesn't mean he has superiority there. See Fenrir's post - it's not hard to poke in an aerial here or there.
Quote:
Speaking of Thunderstomp, Fox's fall speed makes this move utterly devastating for setting up comboes and finishing him off at the later percentages. Ganon's down-tilt outranges Fox, so always bait short-hopped aerials with this move.
Wait, how you plan to use Dtilt to bait aerials...?
Quote:
Finally, as always, Flame Choke tech chases will assure that Fox won't be doing anything too risky, but then again, Fox has no other alternatives but to use his high-risk, high-reward approaches. There isn't anything that Fox can do safely which can give him the edge in this matchup.
What about "sit back, camp lasers, wait for Ganon to come, punish him to hell and back?" A lot of your post is fundamentally wrong because it presumes that Fox will be approaching. You're neglecting something very obvious.
Fox has Lasers.
Fox can respond to nearly everything Ganon does with a quick jab, aerial, or tilt and follow up with combos and DI chase.
M@v already posted a bunch of good points; look at those.
And in dtilt range, lasers become punishable, short-hop double or not. Lack of hitstun assures that.
His construction presumed an unpunishable dtilt where Ganondorf approaches to dtilt range, and then pressures with it to force an approach and punishes from there. Basically, Ganondorf is playing Marth.
In Ganondorf's (few) advantageous match-ups, he can do this, and the opponent's approaches are punishable.
So he's not just pulling this out of his ***, it's got precedent with Ganondorf's match-ups.
HOWEVER, one has to remember that not all pokes work with all characters, and since Ganondorf only has one poke, it's very vulnerable to not working.
Aerial Options - Moderate
Quote:
Wait, how you plan to use Dtilt to bait aerials...?
Because dtilt generally functions as Ganondorf's poke move, while not particularly fast, it's got IASA frames and good shield stun. Combined with it's long range, it's not really punishable when properly spaced. For that reason it's Ganondorf's major spacing tool, and forces approaches for several characters.
So the idea WAS to force fox to approach with an aerial or something else punishable, unfortunately Fox can respond with something unpunishable, so it's a moot point.
Building up Damage - Moderate
Fox's heavyweight makes it easier for us to connect DTILT with another. DTilt after Gerudo is GARUNTEED, you should use more then one DTILT at earlier percentages.
Dealing with projectiles - Moderate
Lazer doesn't stop you in your tracks but it does build up damage easily. Usually 2-3% each time.
Stomp - Hard to do
Fox could easily Uptilt or move out of your stomps.
Edge Guarding - Hard to do
Fox has a lot of different methods of approaching. Rising FAir > Tipman and spikes.. Fox could also shine stall.
Shine off-stage
Be careful how you recover, shine comes out really fast and could gimp us quite early.
Video(s)
http://www.youtube.com/watch?v=T1H1oIP8rIE&feature=channel_page
http://www.youtube.com/watch?v=6cpG1N7WnMs&feature=related
18.) Yoshi
Yoshi (ヨッシー, Yosshī) is a character appearing in Super Smash Bros. Brawl. He appears relatively unchanged, except for one thing--he can now use his Egg Toss as a recovery move (though it only gives him a very small boost). His smashes appear less powerful, but his aerials and tilts are slightly more powerful. He has also taken on his upright posture and his appearance is like the younger Yoshi in Yoshi's Story. He appears to be slightly larger now in relation to the human-sized characters as well.
Yoshi ranks 33rd on the Tier List due to his fairly mediocre matchups and lacklustre tourney results. However, due to grab release chaingrabs, he has a decent Meta Knight matchup (around 45/55), and is one of the best Wario counters in the game despite his tier placement.
Near Useless
Hard to do
Moderate
Decent
Amazing
Match-Up Ratio
85 - 15 in Yoshi's favor.
Gerudo Effectiveness - Amazing
Possible Gerudo follow ups:
1.) Gerudo > DTilt
2.) Gerudo > FTilt
3.) Gerudo > DA
4.) Gerudo > Jab
Our gerudo follow ups is what makes this match up a bit easier for us, than it should of been.
The Stage(s)
Choose a stage with platforms/or something that could (help) negate Yoshi's chain grabs.
Battlefield
Smashville
Approach/Defense Options
Battlefield or basically any level that has an platforms or even just a higher indention that the character falls higher up on the level before Yoshi can re grab him. Really there's some few good levels that can be counter picked on Yoshi for Ganon to nullify the chain grab.
Aerial Options
Building up Damage
Dealing with projectiles
Stomp
Edge Guarding
Yoshi's Chain Grab
Yoshi could reliably chain grab us out of grab release...UPsmash, Spike and and possibly a dash attack. Your best hope would be to counter pick a stage.
Video(s)
19.) Marth
Marth (マルス, Marusu) is a character in Super Smash Bros. Brawl. Marth appears in the game's opening video, standing back to back with Meta Knight. It is uncertain whether Marth has improved since Super Smash Bros. Melee (in which he was considered the second best character on the tier list, and is 3rd best on Brawl's list excluding newcomers), as he has one of the most powerful Final Smashes in the game and his Counter improved, but his standard attack combo is slower, his standard special is harder to hit with, and the range of his sword and grabs is shorter. He is 6th best on the Brawl Tier list.
Match-Up Ratio
Gerudo Effectiveness
The Stage(s)
Approach/Defense Options
Aerial Options
Building up Damage
Dealing with projectiles
Stomp
Edge Guarding
A Special Technique
Video(s)
20.) Jigglypuff
Jigglypuff, known in Japan as Purin (プリン, Purin), is a character in Super Smash Bros. Brawl. To unlock Jigglypuff, you can play 350 Brawls, and then defeat Jigglypuff. To unlock Jigglypuff through 1-Player modes, you can find Jigglypuff in the Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the Shadowbug clone of Diddy Kong. Alternately, after completing the Subspace Emissary, event matches 1-20 can be completed. Afterwards, any event match may be played. Jigglypuff will appear and must be defeated to be unlocked.
Jigglypuff holds the distinction of being one of the last returning characters that is able to be unlocked. Ironically, it was usually the first character unlocked in the first two games.
It is 35th on the current Brawl tier list, having lost a lot of its power while retaining weaknesses it had in previous games, although its position is widely disputed. Its drop in position is slightly less severe than Captain Falcon's, who dropped from one spot above Jigglypuff to dead last, three spots below Jigglypuff.
Match-Up Ratio
Gerudo Effectiveness
The Stage(s)
Approach/Defense Options
Aerial Options
Building up Damage
Dealing with projectiles
Stomp
Edge Guarding
A Special Technique
Video(s)
21.) Kirby
22.) Lucario
23.) Olimar
24.) Pokemon Trainer
[a.] Squirtle
[b.] Ivysaur
[c.] Charizard
25.) Wolf
26.) Sonic
27.) Captain Falcon
28.) Wario
29.)King Dedede
30.)Diddy Kong
31.)Toon Link
32.)Metaknight
33.) Ice Climbers.
34.) Ganondorf.