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Ganondorf SSBM Master List

Mar 20th, 2016
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  1. /\
  2. / \
  3. / \
  4. / \
  5. / \
  6. /__________\
  7. /\__________/\
  8. / \ / \
  9. / \ / \
  10. / \ / \
  11. / \ / \
  12. /__________\/__________\
  13. \__________/\__________/
  14.  
  15. Ganondorf: Triforce of Power Master Document
  16. ____________________________________________
  17.  
  18. Table of Contents
  19. ____________________________________________
  20.  
  21. 1A - Frame Data
  22. 1Aa - Jab
  23. 1Ab - Ftilt
  24. 1Ac - Dtilt
  25. 1Ad - Utilt
  26. 1Ae - Dash Attack
  27. 1Af - Fsmash
  28. 1Ag - Dsmash
  29. 1Ah - Usmash
  30. 1Ai - Nair
  31. 1Aj - Bair
  32. 1Ak - Fair
  33. 1Al - Uair
  34. 1Am - Dair
  35. 1An - Neutral B
  36. 1Ao - Side B
  37. 1Ap - Up B
  38. 1Aq - own B
  39. 1Ar - Other
  40.  
  41. 2A - Matchups
  42. 2Aa - Bowser
  43. 2Ab - Captain Falcon
  44. 2Ac - Donkey Kong
  45. 2Ad - Dr. Mario
  46. 2Ae - Falco
  47. 2Af - Fox
  48. 2Ag - Ganondorf
  49. 2Ah - Ice Climbers
  50. 2Ai - Jigglypuff
  51. 2Aj - Kirby
  52. 2Ak - Link
  53. 2Al - Luigi
  54. 2Am - Mario
  55. 2An - Marth
  56. 2Ao - Mewtwo
  57. 2Ap - Mr. Game and Watch
  58. 2Aq - Ness
  59. 2Ar - Peach
  60. 2As - Pichu
  61. 2At - Pikachu
  62. 2Au - Roy
  63. 2Av - Samus
  64. 2Aw - Sheik
  65. 2Ax - Yoshi
  66. 2Ay - Young Link
  67. 2Az - Zelda
  68.  
  69. 3A - Chaingrabbing
  70. 3Aa - Soonest Actionable Frames
  71. 3Ab - In-Depth Spacie Chaingrabbing
  72.  
  73. 4A - General Techchasing
  74. 4Aa - Creating Techchasing Opportunities
  75. 4Ab - Making The Best Of Each Opportunity
  76. 4Ac - Move Options with Techchasing
  77.  
  78. 5A - Combos
  79.  
  80. 6A - Shield Pressure
  81. 6Aa - General Shield Grab
  82. 6Ab - Bowser
  83. 6Ac - Link/Young Link
  84. 6Ad - Samus/Yoshi
  85.  
  86. 7A - Miscellaneous Data
  87. ____________________________________________
  88.  
  89. Frame Data (1A)
  90. ____________________________________________
  91.  
  92. Jab (A) - Thunder Punch (3-7%) (1Aa)
  93.  
  94. Total: 21
  95. Hit: 3-5
  96. IASA: 19
  97.  
  98. Range: Very Small
  99. Priority: High
  100. Knockback: High
  101.  
  102. Ganondorf’s fastest move. Good against characters that cause a lot of pressure. Good against shield grabbing and weak approaches. Very good to follow up with after aerials are thrown onto shields since it is so fast. If used with wavelanding it can be very dangerous. Jab can also be thrown in with smaller combos to rack up easy percentage faster.
  103. ____________________________________________
  104.  
  105. Forward Tilt (A) - Armor Crusher (6-13%) (1Ab)
  106.  
  107. Total: 29
  108. Hit: 9-11
  109.  
  110. Range: Medium
  111. Priority: Decent
  112. Knockback: Good
  113.  
  114. The range on these tilts will help you in many ways. It’s great to use for spacing when stuck in bad spots and to keep out your opponent. Definitely useful with wavelanding and pivoting, many people don’t expect it. This move also helps keep fast characters in place and helps maintain a solid ground game. A higher angled forward tilt can stop fast approaches like Falcon’s nair and Fox’s nair. A lower angled forward tilt is very useful for edgeguarding spacies who illusion to the ledge or just any general sweetspot recovery.
  115. ____________________________________________
  116.  
  117. Down Tilt (A) - Sweeping Snake (6-12%) (1Ac)
  118.  
  119. Total: 35
  120. Hit: 10-12
  121. IASA: 35
  122.  
  123. Range: Medium
  124. Priority: Decent
  125. Knockback: Low, sends upwards.
  126.  
  127. Great launcher for combos and easy percentage. Hitting it with the tip can space out your opponent with the range it has, but don’t mistake it as a poke move. It’s extremely useful with crouch cancelling and can be very strong against fast fallers.
  128. ____________________________________________
  129.  
  130. Up Tilt (A) - Volcano Kick (14-27%) (1Ad)
  131.  
  132. Total: 114
  133. Hit: 81-83
  134. IASA: 113
  135.  
  136. Range: Medium
  137. Priority: Very High
  138. Knockback: Very High
  139.  
  140. Ganondorf’s strongest and meanest attack. Although this move may seem extremely strong, it’s hard to put it to use due to how slow it is. The only possible times you’ll get this move off is if you catch a Jigglypuff sleeping in the wild or if you wanna do the Bizzaro Flame and edgeguard with it. No point in using it as an edgeguard though since you have so many other better moves.
  141. ____________________________________________
  142.  
  143. Dash Attack (A) - Iron Shoulder (5-14%) (1Ae)
  144.  
  145. Total: 39
  146. Hit: 7-16
  147. IASA: 38
  148.  
  149. Range: Medium
  150. Priority: High
  151. Knockback: Low
  152.  
  153. Good move to extend combos, but thats pretty much it. It can send your opponent in the air but it does so at a very awkward angle. Often followed up after jabs or forward/up throws. The move isn’t terrible but it’s very situational.
  154. ____________________________________________
  155.  
  156. Forward Smash (A) - Nightmare Lunge (12-30%) (1Af)
  157.  
  158. Total: 66
  159. Charge frame: 10
  160. Hit: 20-24
  161. IASA: 60
  162.  
  163. Range: Medium
  164. Priority: High
  165. Knockback: Very High
  166.  
  167. The secret weapon of this move is the drawback that occurs during the charge up. You can utilize this to your advantage to auto space yourself from an incoming move and punish it with the lunge. It’s hard to pull off but it’s definitely possible. This move is a good kill move on stages with low ceilings, and can be deadly when used with pivots and wavelands. You can even follow up tech chases with forward smash, but there are better options than this. The only differences between the angled smash attacks is that the high tilted does %1 more than the neutral, and the low tilted does %1 less. Using the angled tilts don’t change the move too much unless you are playing against a smaller character like Pichu or Kirby, but I don’t see that happening too much… or at all.
  168. ____________________________________________
  169.  
  170. Down Smash (A) - Leg Whip (4-21%) (1Ag)
  171.  
  172. Total: 49
  173. Charge frame: 14
  174. Hit: 19-22, 29-32
  175. IASA: 47
  176.  
  177. Range: Decent
  178. Priority: Low
  179. Knockback: Medium
  180.  
  181. Great move to use as a mixup. It can be used really well against fastfallers while techchasing, and can be used in many ways as a gimmick. Also a great move as a launcher, since the second hit of the down smash sends the upwards. But be careful because the first hit can be crouch cancelled which prevents the second hit from connecting. Applying this with other moves on shield can put a lot of pressure on your opponent. Overall, it does good damage and it’s super easy to follow up with.
  182. ____________________________________________
  183.  
  184. Up Smash (A) - Tornado Kick (10-53%) (1Ah)
  185.  
  186. Total: 54
  187. Charge frame: 8
  188. Hit: 21-23, 26-29
  189. IASA: 40
  190.  
  191. Range: Far
  192. Priority: High
  193. Knockback: Very High
  194.  
  195. Ganondorf’s second strongest move. If both feet connect, it deals insane amount of damage. You can use it well if someone is recovering above you or if someone is above you on a platform. The best part to hit this move with is the by the infamous crotch, it acts like a marth tipper by getting both hits easier. Really good move if it’s used in a smart way.
  196. ____________________________________________
  197.  
  198. Neutral Air (A) - Swooping Keese (6-22%) (1Ai)
  199.  
  200. Total: 44
  201. Hit: 7-8, 16-17 (v1.0) or 20-21 (later versions)
  202. Auto cancel: <3 22>
  203. Landlag: 25
  204. L canceled: 12
  205.  
  206. Range: Small
  207. Priority: High
  208. Knockback: Low
  209.  
  210. This move would be better if the first hitbox wasn’t so janky. Definitely a good move to use on floaties/heavy characters as is it’s easier to get both hits of the nair on them. Can be used as a follow up after dthrow on certain characters as well. This move is super fast and it auto cancels as well so it’s a good move to throw out when you want to throw hitboxes in front of you. Definitely underused/underutilized but very dependant on DI.
  211. ____________________________________________
  212.  
  213. Back Air (A) - Hidden Gauntlet (8-16%) (1Aj)
  214.  
  215. Total: 35
  216. Hit: 10-15
  217. IASA: 29
  218. Auto cancel: <6 19>
  219. Landlag: 25
  220. L canceled: 12
  221.  
  222. Range: Medium
  223. Priority: High
  224. Knockback: High
  225.  
  226. Ganon’s best move in my opinion. Great move to use for edgeguarding and great for spacing. Dthrow combos into it very well due to it’s speed. Just a really good move to throw out and has a ton of uses.
  227. ____________________________________________
  228.  
  229. Forward Air (A) - Skull Crusher (9-17%) (1Ak)
  230.  
  231. Total: 44
  232. Hit: 14-19
  233. IASA: 35
  234. Auto cancel: <6 34>
  235. Landlag: 25
  236. L canceled: 12
  237.  
  238. Range: Far
  239. Priority: Medium
  240. Knockback: High
  241.  
  242. Great move in Ganon’s arsenal. Definitely overused but it has a lot of uses. Great killing move and reliable combo ender, but the speed on it could be a bit better in comparison to bair. A perfectly spaced fair is the deadliest thing to be hit by as it can block off a lot of approaches and just creates a huge hitbox wall.
  243. ____________________________________________
  244.  
  245. Up Air (A) - Vulture Kick (3-13%) (1Al)
  246.  
  247. Total: 33
  248. Hit: 6-16
  249. IASA: 30
  250. Auto cancel: 22>
  251. Landlag: 25
  252. L canceled: 12
  253. Shieldlag: 3-8 frames
  254.  
  255. Range: Far
  256. Priority: Medium
  257. Knockback: High
  258.  
  259. Superb move from Ganon. With it’s long lasting hitbox and fast speed, it can be used for juggling and edgeguarding. Can neutralize approaches as well as extend combos. Reverse uair is a great tool to edgeguard to the the knockback of the last part of the hitbox.
  260. ____________________________________________
  261.  
  262. Down Air (A) - Thunder Drop (12-22%) (1Am)
  263.  
  264. Total: 44
  265. Hit: 16-20
  266. IASA: 38
  267. Auto cancel: <3 36>
  268. Landlag: 35
  269. L canceled: 17
  270.  
  271. Range: Medium
  272. Priority: High
  273. Knockback: Medium/High if in the air.
  274.  
  275. Strongest aerial. Can be used as a spike offstage if hit by the top of the hitbox, otherwise it’s a meteor. It has an enormous hitbox and a ton of hitstun. Excellent to use for techchasing as it launches them if they are grounded. Also good to use during combos as well as it can rack up percentage very quickly.
  276. ____________________________________________
  277.  
  278. Neutral Special (B) - Warlock Punch (16-32%) (1An)
  279.  
  280. Total: 119
  281. Hit: 70-72
  282.  
  283. Range: Medium
  284. Priority: Very High
  285. Knockback: Very High
  286.  
  287. THE WARLOCK PUNCH. Not too many good things going for this move, it’s comparable to utilt. Used as a KO for broken shields/sleeping puffs. You can be super stylish and try to hit one off stage but other than that it’s not too smart to use this move since it’s super slow.
  288. ____________________________________________
  289.  
  290. Side Special (B) - Gerudo Dragon (9-17%) (1Ao)
  291.  
  292. Total: 79
  293. Hit Window: 15-34
  294.  
  295. When hit:
  296. Total: 25
  297. Hit: 4-8
  298. Upon striking from the air…
  299. Landlag: 40
  300. Landfallspeciallag: 40
  301.  
  302. Otherwise
  303. Landlag: 20
  304. Landfallspeciallag: 20
  305.  
  306. Great tool for Ganon. Great combo starter, good launcher, great for techchasing. Just overall a good move. You have plenty of options after side b to follow up on. Can used as recovery as well if you are close enough to the stage. Careful when using it thought because it has a ton of cooldown lag if it misses. Overall a great tool, but don’t overuse it too much or else you can get heavily punished.
  307. ____________________________________________
  308.  
  309. Up Special (B) - Dark Dive (10-17%) (1Ap)
  310.  
  311. Total: 64
  312. Grab: 13-33
  313. Direction choosing: 13
  314. Landlag: 30
  315. Landfallspeciallag: 30
  316.  
  317. Grabs edges from both sides as early
  318. as 45
  319.  
  320. If it hits…
  321. Hit: 3-5, 9-11, 15-17, 21-23
  322. Releases on frame 25
  323. Free falling 60 frames after release
  324.  
  325. Range: Medium
  326. Priority: Very High
  327. Knockback: High
  328.  
  329. Ganon’s recovery move. Acts as a command grab which means it’s unblockable. Great option out of shield as the startup as max range, but it’s not strong of a move offensively. As a recovery option, it’s very lackluster. It’s very slow and short which causes a lot of problems.
  330. ____________________________________________
  331.  
  332. Down Special (B) - Wizard’s Foot (1Aq)
  333.  
  334. Grounded:
  335. Total: 77
  336. Hit: 14-34
  337. Total (ends in the air): 69
  338. If you hit a wall, 60 frame animation
  339.  
  340. Aerial:
  341. Total: 58
  342. Hit: 15-29
  343. Landing hit: 2-3
  344. Landing animation: 57
  345.  
  346. Range: Far
  347. Priority: Medium
  348. Knockback: High/Very High (spikes in the air)
  349.  
  350. #MEGABUS. Good move, but very predictable. Don’t throw this out too much or else you’ll start getting punished for it a lot. Good to use for combo enders/punishes. Can be used to neutralize pressure/approaches. Can also be used as an edgeguard, but if you miss it you most likely won’t come back. In the air, this move helps Ganon recover as he gains another jump at the end of the move.
  351. ____________________________________________
  352.  
  353. Grab (Z)(while holding) - Armored Knee (1-3%) (1Ar)
  354. Total: 7-9
  355.  
  356. Ganon’s grab. Used a lot as it helps him create combos and get fast and easy percentages. Has a ton of follow ups from his grabs.
  357.  
  358. Forward - Gut Punch(2-9%)
  359.  
  360. Forward throw is a good option by the ledge as it can set up an edgeguarding situation, and can be a combo starter with dash attack/waveland jab as a follow up. It’s super hard to combo with this throw though.
  361.  
  362. Backward - Blind Mule Kick (2-9%)
  363.  
  364. Back throw is pretty much the same as forward throw, not a good combo starter but has great knockback. Would only advise using this if you’re by the ledge.
  365.  
  366. Up - Jaw Breaker (1-7%)
  367.  
  368. Weakest throw but definitely a great combo starter. Low percents make it a great juggler on floaties and it’s good to use against spacies for techchasing. You can also follow up with aerials depending on DI/percentages.
  369.  
  370. Down - Dirt Nap (3-7%)
  371.  
  372. Best throw out of the four. Has the most follow up opportunities as well as the easiest to techchase with. You can also chaingrab a lot of characters with this grab as well.
  373.  
  374. Air dodge
  375. Invulnerable 4-29 out of 49
  376.  
  377. Ground dodge
  378. Invulnerable 2-20 out of 32
  379.  
  380. Roll
  381. Invulnerable 4-19 out of 31
  382.  
  383. Jumpstart: 6
  384. Airborne on frame 7
  385.  
  386. Air time: 42
  387. Earliest FF: 22
  388. FF air time: 32
  389.  
  390. SH air time: 33
  391. Earliest FF: 18
  392. SH FF air time: 24
  393.  
  394. 2nd jump earliest FF: 20
  395.  
  396. Landlag: 5
  397.  
  398. Dash becomes run at frame 16
  399. Turn-jump Threshold: 16
  400. Run turnaround: 28
  401. ____________________________________________
  402.  
  403. Matchups (2A)
  404. ____________________________________________
  405.  
  406. Bowser (2Aa)
  407. ____________________________________________
  408.  
  409. + Range
  410. + Speed
  411. + Mobility
  412. + Evasive Tactics
  413. + Edgeguarding
  414. + Lag
  415. +/ Air Mobility
  416. -/ Weight
  417. - Recovery
  418. = Power
  419. ____________________________________________
  420.  
  421. Stages
  422. ____________________________________________
  423.  
  424. Battlefield: Even
  425. Final Destination: Even
  426. Dreamland: Advantage
  427. Pokemon Stadium: Advantage
  428. Fountain of Dreams: Advantage
  429. Yoshi's Island: Even
  430. ____________________________________________
  431.  
  432. General Tips
  433. ____________________________________________
  434.  
  435. Abuse speed and range to keep Bowser away and create a fair amount of distance. Bowser has a lacking vertical recovery so its very easy to edgeguard with bair/uair/dair. Larger stages make it harder for Bowser to edgeguard Ganon. Bowser has a small combo game on Ganon due to his large weight. Ganon has a chaingrab on Bowser, be sure to abuse it as its basically an autokill.
  436. ____________________________________________
  437.  
  438. Captain Falcon (2Ab)
  439. ____________________________________________
  440.  
  441. + Power
  442. + Range
  443. + Weight
  444. +/ Edgeguarding
  445. - Movement
  446. - Recovery
  447. -/ Lag
  448. -/ Speed
  449. - Air Mobility
  450. ____________________________________________
  451.  
  452. Stages
  453. ____________________________________________
  454.  
  455. Yoshi's Story: Advantage
  456. Battlefield: Even
  457. Fountain of Dreams: Advantage
  458. Final Destination: Disadvantage
  459. Pokemon Stadium: Disadvantage
  460. Dreamland: Even
  461. ____________________________________________
  462.  
  463. Edgeguarding
  464. ____________________________________________
  465.  
  466. Edgeguarding Falcon is very similar to edgeguarding other Ganons, with a few differences (see vs Ganon for more info; a lot of it applies to Falcon). Again, if you are good with the WF spike, you should use it every time you feel confident you can hit Falcon and make it back. Reverse uair is an excellent edgeguard in this matchup, and thanks to Falcon's weight and fallspeed, usually all you have to do is edgehog for a KO after landing it (personally I love to reverse uair spike and then dair for extra disrespect). The only time the Tipman spike isn't guaranteed to work vs Falcon onstage is when he is recovering from the side, where he up-B's for maximum distance and attempts to fall to the ledge/stage. Here you could use a WF spike or any aerial to keep him offstage (bair is a great choice here). You may have to hit him a few times to kill him if he has good DI, so just be patient and don't commit too early.
  467.  
  468. When Falcon is recovering from above/the side, he often has the choice of either landing onstage or taking the ledge. Most Falcons will attempt to mindgame you into thinking that they are going to hold toward the middle of the stage for maximum distance, and if they can get you to move a step or 2 away from the ledge they will retreat at the last second and grab the ledge (after all, grabbing the ledge is safer than allowing your opponent to punish you in your up-B landing lag). The best way to deal with this is not to make any decisions too early. Usually you can fake the Falcon out by walking away from the ledge and wavedashing back, and sometimes all you have to do is stand near the ledge (because a lot of times they have already made up their mind that they are going to try to take the ledge) and bair them back offstage when they get close.
  469.  
  470. Just as Ganon uses the wizard's foot spike to help him recover, occasionally a Falcon will use his Falcon kick to recover when he is sent into the high corner of the stage. Although you won't see this used as often since the Falcon kick causes Falcon to lose so much altitude, you must watch out for it. If he uses it too close to the stage, jump out and bair or fair him before the move ends. He won't be coming back. If Falcon tries to up-B onto the stage in hopes of grabbing you with the Falcon dive, space a bair to knock him back offstage and you'll be fine.
  471.  
  472. Another great edgeguard on Falcon is dropzone uair. The uair covers a broad range of Falcon's options when he is close to the ledge and about to jump or up-B. Other dropzone aerials can be very effective, but they are a tad more situational than the uair.
  473. ____________________________________________
  474.  
  475. Techchasing
  476. ____________________________________________
  477.  
  478. Jab after dthrowing falcon:
  479. away DI (or little to no DI) - hits until really high % (over 100, at which point you should probably aerial or pick a different throw)
  480. behind DI - (turnaround jab) hits from 10% until 73% after the throw (3% to 66% before the throw if it is fresh)
  481. Even when the jab can barely connect, you still have a good 20+ frames to react.
  482.  
  483. Uair after dthrow when falcon DIs away (in front of ganon):
  484. Absolutely frame perfect uair (jump on first available frame after throw animation + begin aerial on the first airborne frame) allows for uair to connect at 81% and above (after the throw, 74% before the throw if it is fresh). This is really tight and I wouldn't like to hold myself to that standard under tournament pressure.
  485. Forgiving version (jump on either the first or second available frame after throw animation + begin aerial on either the first or second airborne frame) connects for 113% and above (after the throw, 106% before the throw if it is fresh). The difference in ranges is huge here, but in practice I was generally able to hit it consistently around the 90% range (I'm probably frame perfect on the uair but not on the jump).
  486.  
  487. Might continue with more of these. I could try tilts, bair, regrabs (as well as uthrow and other follow ups for that), and setups for other tech chases (when does certain DI still allow for 3/4 option coverage using dsmash, sideB, downB, SHFFAC bair -> JC grab, etc.)
  488.  
  489. The regrabs (plus a little bit of mindgames) can net you some nice % but you have to be very ready for them to DI the dthrow behind (hard to follow up) or the uthrow away (often impossible to follow up). I almost prefer ignoring the opportunity as to avoid "showing" my opponent the "correct" way to DI the throws.
  490.  
  491. Due to bair having superior knockback growth over fair, it actually becomes stronger by certain %s (some lower than you might think). They have the same knockback angle, so total knockback should be the only factor when deciding which one to get the kill with. The following %s show the earliest % at which bair is STRONGER than fair (before the hit):
  492. ____________________________________________
  493.  
  494. Knockdown Percentages
  495. ____________________________________________
  496.  
  497. Ganondorf's Moves:
  498.  
  499. Jab: 45% (Threshold is 52%) (Crouch Canceling stops working at 117% (110% if Fresh))
  500. Ftilt: 28% (Threshold is 41%) (Crouch Canceling stops working at 80%) (67% if Fresh)
  501. Dtilt: 22% (Threshold is 34%) (Crouch Canceling stops working at 75%) (63% if Fresh)
  502. Dash Attack: Strong hit - 16% (Threshold is 30%) (Crouch Canceling stops working at 75% (61% if Fresh))
  503. Weak hit - 80% (Threshold is 90%) <- Crouch Cancel too strong
  504.  
  505. F-Smash: 0% (Threshold is 18%) (Crouch Canceling stops working at 48% (26% if Fresh))
  506. Up-Smash: (Crotch hitbox): 0% (Will always knock down even if fully staled) (Crouch Canceling stops working at 57% (38% if Fresh)) Note that this move hits with a different and stronger hitbox when Falcon is standing up as compared to when he is crouch canceled. You cannot hit Falcon from behind with Up-smash even if you are touching him. It is also rather hard to hit him with the crotch hitbox in general. Not a reliable move to counter CC.
  507. Down-Smash:: Will always knock down even if you only hit with the second hit of down-smash even if fully staled. This move, for some reason, is CC-able even at 999% and you will never hit with the second hit. The only way to hit with the second hit is to be pretty much T-bagging him. The second hit of down-smash CC stops working at 39% (27% if Fresh).
  508.  
  509. Side-B: Stops being Crouch Cancel-able at 53% (36% if Fresh)
  510. Down-B: Stops being Crouch Cancel-able at 46% (31% if Fresh)
  511. Up-B (Explosion Release): 7% (Threshold is 26%)
  512.  
  513. Nair: First hit - 22% (Threshold is 34%) (Crouch Canceling stops working at 75% (63% if Fresh)) <- exact same as dtilt
  514. Second Hit - 1% (Threshold is 13%) (Crouch Canceling stops working at 55% (43% if Fresh))
  515. Fair: Always knocks down even when fully staled (Crouch Canceling stops working at 44% (27% if Fresh)) If CCed, this move will push your opponent far away.
  516. Up-air: Strong hit - 17% (Threshold is 29%) (Crouch Canceling stops working at 70% (58% if Fresh))
  517. Weak hit - Over 100%. Forget about it. This isn't knocking down Falcon anytime soon.
  518. Back-air: 10% (Threshold is 26%) (Crouch Canceling stops working at 59% (43% if Fresh)) If CCed, this move will push your opponent far away.
  519. Down-air Always knocks down even when fully staled (When Falcon CCs this move, he is it a lot of stun, but doesn't get knocked down until 32% with a fresh dair hitting at 10%)
  520. ____________________________________________
  521.  
  522. Falcon's Moves
  523.  
  524. Jab: Both the first and second jab are 100% CCable even at 999%
  525. Gentleman: 50% (Threshold is 63%) (Crouch Canceling stops working at 122% (109% if Fresh))
  526. Ftilt: 49% (Threshold is 60%) (Crouch Canceling stops working at 106% (95% if Fresh))
  527. Dtilt: 48% (Threshold is 60%) (Crouch Canceling stops working at 116% (104% if Fresh))
  528. Utilt 7% (Threshold is 20%) (Crouch Canceling stops working at 70% (57% if fresh))
  529. Dash Attack: Strong hit - 48% (Threshold is 58%) (Crouch Canceling stops working at 114% (104% if Fresh))
  530. Weak hit - 196% (Threshold is 203%) (Crouch Canceling works past 300%)
  531.  
  532. F-Smash: 6% (Threshold is 26%) (Crouch Canceling stops working at 53% (33% if Fresh))
  533. Up-Smash: Weak First Hit - 0% (Threshold is 0%) (Crouch Canceling works past 300%)
  534. Strong Second Hits - 14% (Threshold is 28%) (Crouch Canceling Crouching goes below the hitbox)
  535. Down-Smash: First Hit - 6% (Threshold is 24%) (Crouch Canceling stops working at 54% (36% if Fresh))
  536. Second Hit - 19% (Threshold is 35%) (Crouch Canceling stops working at 69% (53% if Fresh))
  537.  
  538. Side-B: Always knocks down (Crouch Canceling stops working at 58% (51% if Fresh))
  539. Down-B: 23% (Threshold is 35%) (Crouch Canceling stops working at 102% (90% is Fresh))
  540. Up-B (Explosion Release): 15% (Threshold is 32%)
  541.  
  542. Nair: First Hit - Never knocks down. Always CCable.
  543. Second Hit - 30% (Threshold is 37%) (Crouch Canceling stops working at 103% (96% if Fresh))
  544. Fair: Strong Knee - 11% (Threshold is 29%) (Crouch Canceling stops working at 59% (41% if Fresh))
  545. Weak Knee - 66% (Threshold is 72%) (Crouch Canceling stops working at 165% (159% if Fresh))
  546. Up-air: Front Hit - 39% (Threshold is 51%) (Crouch Canceling stops working at 92% (79% if Fresh))
  547. Back Hit (Toe) - 80% (Threshold is 90%) (Crouch Canceling stops working at 152% (142% if Fresh))
  548. Back-air: Strong Hit - 26% (Threshold is 40%) (Crouch Canceling stops working at 77% (63% if Fresh))
  549. Weak Hit - 55% (Threshold is 65%) (Crouch Canceling stops working at 128% (115% if Fresh))
  550. Down-air - Can't be CCed whatsoever. stuns at low percents and doesn't pop you up until 3%
  551. ____________________________________________
  552.  
  553. General Tips
  554. ____________________________________________
  555.  
  556. It's not new, but it is really useful. If you hold the stick in the proper spot down and behind you can be both CCing and jabbing at the same time without needing to move the stick. I use CC jab against CF's n-airs as well. You can try to jab him out of the n-air, and even if you whiff the 1st jab or do it too late just mash A when you get hit while holding that down & behind position and you'll jab him inbetween the 1st and 2nd hits of his n-air. Works the same way with other attacks that aren't too powerful and if you mess up hitting them out of the attack directly then mash A and you get them anyway.
  557.  
  558. Bair + reverse uair punish Falcon's bad recover. Stay grounded. Use plaforms to punish Falcon from below. Crouch cancel Falcon's approaches. This is the easiest way to punish his linear approach game. DI away from knees and uairs and avoid teching in place. Angled ftilts break Falcons out of SHFFL'd attacks. Jab outprioritizes most of Falcon's attacks so its great for neutralizing combos. Make Falcon commit; space out approaches and condition him into his subpar OOS options. Recover low, Falcon has few options for deep recoveries. Uair stuffs aerial approaches when timed right, but use it sparingly and mix jab into the solution.
  559. ____________________________________________
  560.  
  561. Donkey Kong (2Ac)
  562. ____________________________________________
  563.  
  564. + Speed
  565. + Edge guarding
  566. +/ Power
  567. +/ Lag
  568. -/ Evasive tactics
  569. -/ Air mobility
  570. -/ Range
  571. -/ Mobility
  572. -/ Weight
  573. - Recovery
  574. ____________________________________________
  575.  
  576. Stages
  577. ____________________________________________
  578.  
  579. Dreamland: Advantage
  580. Pokemon Stadium: Advantage
  581. Fountain of Dreams: Advantage
  582. Battlefield: Even
  583. Yoshi's Story: Even
  584. Final Destination: Disadvantage
  585. ____________________________________________
  586.  
  587. Edgeguarding
  588. ____________________________________________
  589.  
  590. Edgeguarding DK isn't always a piece of cake. Luckily, DK has a relatively linear recovery and the vertical distance of his up-B is garbage. DK is a big target and is always vulnerable just before he grabs the ledge. With that said, if you aren't familiar with this matchup you'd be surprised at how quickly DK can gimp Ganon with his up-B or a quick bair, so be very careful when you attempt to edgeguard him offstage. His up-B has a ton of small hitboxes that can often override/trade hits with any attack that isn't spaced properly. Its lack of vertical distance, however, makes Ganon's stomp a great edgeguarding tool for when DK is recovering below the stage (if he is higher than the stage, he can still meteor cancel and survive if he's quick enough). The 2 most important things to remember when using dair to edgeguard DK are 1) if possible, try to dair DK offstage before he gets close enough to tech, and 2) make sure you fully space the dair on his up-B so that the only part of Ganon touching DK is the bottom of his foot. If the dair is not fully spaced and timed correctly, you will be hit by DK's up-B offstage, and he will most likely have the edge.
  591.  
  592. Reverse uair, as you would think, is a great edgeguard against DK. One of the best things about using the Tipman spike on DK is how safe it is, as there is no need for you to leave the stage. With regard to both safety and effectiveness, this is Ganon's best overall option. When timed properly the reverse uair should beat DK virtually every time. After you land the hit, DK will up-B ASAP. At this point you have several options. If you see an edgehog opportunity, take it quickly. If you don't have enough time, you can reverse uair spike him again, dair him if you have time and he's below the stage (I prefer this when possible, great way to finish him quickly), or bair him if he is at low/med% and happens to overshoot the ledge.
  593.  
  594. It's important to know that DK's up-B has enough horizontal aerial mobility to mindgame you into doing the reverse uair too soon, so that he can grab the ledge. Be patient and wait until he goes to grab the ledge, his up-B doesn't last forever. If you fall for it and jump too soon (and he's not at low%) you can usually hold backwards offstage and still fastfall reverse uair him, which should secure the KO (be ready to jump and up-B immediately to make it back). It's also important to know that it's easier for DK to tech the reverse uair that most other characters, due to the size of his up-B and how he grabs the ledge. Be ready to bair him or reverse uair him again if he manages to pull it off.
  595.  
  596. *If at any point DK decides to up-B early, above the stage, fully space a retreating bair or fair to knock him back offstage. Bair is easier to land without trading hits with the up-B, but either way should prevent him from getting by/through you and keep him offstage. If he's coming in fast and you don't have enough time, ftilt will usually suffice.
  597.  
  598. Lastly, a few words on the Wizard's Foot spike. As you would think, the WF spike has the potential to absolutely murder DK offstage at any %. The only problem is the difficulty in spacing the WF so that your hitbox actually connects (no matter how good you are with it, it's not 100% reliable). The small hitboxes covering DK's upper half during his up-B are fully capable of beating the WF if you don't hit him in the right spot (your best bet is going for his head, or just in front of his head, aka the center of his up-B), and it's not always easy. If you are able to knock DK offstage at low%, it may be worth going for the WF spike for a quick KO (there are other ways of killing him of course, but this could be your chance to take the stock very quickly). Otherwise, play it safe and reverse uair/bair him back offstage. *In the event that DK is far away from the stage and must jump and up-B for maximum distance in order to survive (recovering from above/the side), the WF spike (before he gets to the ledge) is perfect.
  599. ____________________________________________
  600.  
  601. General Tips
  602. ____________________________________________
  603.  
  604. DK has a lacking vertical recovery so its very easy to take advantage of edgeguard setups with uair/bair/dair. DK can combo Ganon easily with throws and uair due to Ganon's weight, so mixup your combo DI when being blasted with uairs. Ganon heavily outranges DK, so force him to approach by spacing with fair and/or bair.
  605. ____________________________________________
  606.  
  607. Dr. Mario (2Ad)
  608. ____________________________________________
  609.  
  610. + Range
  611. + Power
  612. + Weight
  613. -/ Air mobility
  614. -/ Edge guarding
  615. -/ Speed
  616. -/ Mobility
  617. - Evasive tactics
  618. - Recovery
  619. - Lag
  620. ____________________________________________
  621.  
  622. Stages
  623. ____________________________________________
  624.  
  625. Yoshi's Story: Advantage
  626. Dreamland: Advantage
  627. Pokemon Stadium: Advantage
  628. Final Destination: Disadvantage
  629. Fountain of Dreams: Disadvantage
  630. Battlefield: Even
  631. ____________________________________________
  632.  
  633. Edgeguarding
  634. ____________________________________________
  635.  
  636. You're pretty much looking for him to do something completely in your range, and then you go in and blast him for it. If you cant get out and hit him, he probably cant make it to the ledge if you're holding it. Worst case scenario: You want to force them to up+b on the stage. Although they'll have their jumps back, the up+b is horribly punishable, preferably sending them back off to start the whole process again. It's not exactly the hardest thing for you to do, as scary as his recovery may look (and to some people, they are somehow terrified of a mario/doc recovery), it's actually just a bunch of lies.
  637.  
  638. 1) Projectiles (Fireballs/Pills)
  639.  
  640. A vast majority of Mario/Doc players will throw their projectile and come in straight behind it. If it's in your range, you destroy this free. U.air through, b.air through, if you wanna troll you can do a down-b from the stage in a line. Their main objective by throwing projectiles is to either keep you from coming out (in which case they WILL still be going towards the stage), or to make you move. If they're looking to make you move, this is what you have to be careful of. At this point and time, smart mario/docs might pull back so that you CANT go hit them. At this point, all you're looking to do is hold the ground and deal with the projectile. (Hold your ground might be keep your position on stage, or keep yourself on the ledge. If you're on the ledge, look for them to throw pills and continue coming in. If you see this, ledgedrop -> dj -> b.air.
  641.  
  642. 2) Tornado
  643.  
  644. If it's in range, destroy it. Mario/Doc has absolutely NO reason to do this if you can come hit them. If they do it under the stage to make you move from the ledge, all you have to do is move and then go back. As long as you don't roll or do a >100% getup, you can make it back before they do. (Don't quote me on this cause I don't know ganon like the back of my hand, but i'm pretty sure you could just jump from the like (like, your actual ledge jump), and make it back before Mario/Doc can up+b to the ledge)
  645.  
  646. 3) Floating back
  647.  
  648. You have to throw a little (read, a VERY little) caution to a Mario/Doc who's just floating back to the stage. At this point, you'll run into two problems, those being:
  649.  
  650. i) Mario/Doc hanging out a variety of aerials. The only one that really would cause you any problem is a d.air, as it eats through your moves if you space incorrectly. Spacing correctly leads to, at worst, a trade. Trades are good for you at this point cause you take like, 4% (OMG OW), and they die. High five, go flash tech and get ready for the next stock.
  651. ii) Cape. Here's the thing about cape, though, it only works if YOU (Ganon) "space correctly". Think about it, it only flips your character around, it doesn't change you momentum, so if you were going to jump through him and he capes, you'll STILL JUMP THROUGH HIM, you'll just be facing backwards.
  652.  
  653. 4) Up+b
  654.  
  655. You don't wanna be off the stage trying to stop this, simply because you're liable to get up+b spiked if you're below the stage. Ledge or stage, those are your two options. If you want style points, you can try a d.air (if you're like, tryin to get back), but i mean, he's gunna meteor.
  656. ____________________________________________
  657.  
  658. General Tips
  659. ____________________________________________
  660.  
  661. Spaced fairs and ftilts keep Dr. Mario away at a safe distance. Dr. Mario has no real approach so keep him out. WD OOS when being pressured by pills. Retreat to platforms when available. Use Dr. Mario's cape recovery for uair spikes and dair spike advantages. Recovering low while revering up-b can trick Dr. Mario into caping you, saving you from a lame death. Aim to recover high though; this eliminates most of his edgeguarding options. Dr. Mario's dash attack can only be shieldgrabbed until his head is in grabbing range. DI towards Dr. Mario after a dthrow to avoid a follow up fair.
  662. ____________________________________________
  663.  
  664. Falco (2Ae)
  665. ____________________________________________
  666.  
  667. + Power
  668. + Range
  669. + Weight
  670. + Edge guarding
  671. -/ Air mobility
  672. -/ Mobility
  673. - Speed
  674. - Lag
  675. - Recovery
  676. - Evasive tactics
  677. ____________________________________________
  678.  
  679. Stages
  680. ____________________________________________
  681.  
  682. Battlefield: Even
  683. Dreamland: Advantage
  684. Yoshi's Story: Disadvantage
  685. Final Destination: Disadvantage
  686. Pokemon Stadium: Disadvantage
  687. Fountain of Dreams: Advantage
  688. ____________________________________________
  689.  
  690. Edgeguarding
  691. ____________________________________________
  692.  
  693. Any time you knock Fox or Falco offstage they should be dead. Generally you want to stay on the stage unless they up-B too close (spacies that are used to the matchup hardly ever do this). If at any point you know you can hit fox or falco out of their up-B before they take flight, do it immediately. If you are a tad late, it's still possible to cover more than 1 option by fastfalling a fair in front of them; this is very situational and you must be able to cover the option of them trying to up-B over you and grab the ledge. On stage, your best edgeguards are reverse uair, bair, and downward angled ftilt. It is important to note that only the reverse uair will hit sweetspotters (notably frame 16 of the uair shown in the diagram at the top, which has massive priority at the tip of Ganon's toe and will not trade hits with firefox/firebird).
  694.  
  695. If they are coming from underneath the stage and you know the up-B will overshoot, bair is a great option for its priority and duration of its hitbox. Make sure to wait until they are just above the stage so they can't tech. You can also fair or even dair them as soon as they land if you know it will kill. Dair at the edge is also an option, especially if you don't have enough time to reverse uair and you're not sure if they up-B will overshoot or not - just be prepared for them to meteor cancel/ledgetech. If you fully space the dair so that only the bottom of Ganon's foot hits the up-B, you shouldn't trade hits, and if you l-cancel you should be able to follow up if they survive. Lots of spacies like to walltech and go straight to up-B; make sure you bair/fair them immediately if they do this. They might also try to sweetspot with a phantasm/illusion after a walltech (rarely), just reverse uair or downward angled ftilt. If they do a normal tech you're back where you started and they have more damage.
  696.  
  697. If they are even with the stage (right at ground level), you must be ready for a phantasm/illusion attempt. I've found that the best way to cover this is with reverse uair. Not only will it hit them if they are about to sweetspot, but if they choose to up-B instead, you will have time to punish that as well (downward angled ftilt is great here). If you don't have enough time to turn around, use downward angled ftilt (which at least forces them to sweetspot perfectly). The reverse uair may not always kill (especially on Fox), but if nothing else it should set you up for an easy edgeguard.
  698.  
  699. If they up-B above the stage, additional variables come into play. Depending on their position they may have the option of going for the ledge (downward/diagonally for sweetspot). You should be able to recognize whether this is possible or not immediately, and be able to choose the right edgeguard. If you think they will go for the ledge, you can cover this with downward angled ftilt (you might have to take a half step forward from your usual stance to hit him) or a well timed reverse uair. If you think they are going to come straight at you (it's your job to teach them that this is a big mistake vs Ganon), you can use jab or one of your 3 ftilts (usually down angled), based on their height (note that it is pretty tough to jab the up-B without trading hits). This way, if they choose to go up at all and avoid you, you will have time to punish them as none of these moves have massive cooldown time (unlike a retreating fair, which is still a good option if when you think they will be coming right at you).
  700.  
  701. Sometimes spacies will simply side-B onto the stage in hopes that they will hit you, or that you will make a move too soon and won't be able to punish them. This usually happens when they have plenty of room to make it back, but not enough to dj to the edge. Despite the landing lag of the side-b, they can still combo you if you are hit by it, so you do not want to let this happen. It's important that you focus on your opponent so you will know as soon as they make their move. Jab and down angled ftilt are great against illusion/phantasm, as is bair. Reverse uair can also be good as well, but despite the broad range it covers it requires a bit more precision against a move this fast. If you jab or ftilt Fox or Falco out of their side-b, they're basically dead. After a jab you get an easy dair or fair, and after a ftilt or bair you can usually edgehog for the KO.
  702. ____________________________________________
  703.  
  704. Knockdown Percentages
  705. ____________________________________________
  706.  
  707. Ganondorf's Moves:
  708.  
  709. Jab: 39% (Threshold is 46%) (Crouch Canceling stops working at 103% (96% if Fresh))
  710. Ftilt: 23% (Threshold is 36%) (Crouch Canceling stops working at 71%) (58% if Fresh)
  711. Dtilt: 18% (Threshold is 30%) (Crouch Canceling stops working at 67%) (55% if Fresh)
  712. Dash Attack: Strong hit - 12% (Threshold is 26%) (Crouch Canceling stops working at 66% (52% if Fresh))
  713. Weak hit - 69% (Threshold is 79%) <- Crouch Cancel too strong
  714.  
  715. F-Smash: 0% (Threshold is 15%) (Crouch Canceling stops working at 42% (20% if Fresh))
  716. Up-Smash: (Crotch hitbox): 0% (Will always knock down even if fully staled) (Crouch Canceling stops working at 54% (32% if Fresh)) Note that this move hits with a different and stronger hitbox when Falco is standing up as compared to when he is crouch canceled. You cannot hit Falco from behind with Up-smash even if you are touching him.
  717. Down-Smash: Will always knock down even if you only hit with the second hit of down-smash even if fully staled. This move will always knock down even if crouch canceled, but only if the first hit connects.
  718.  
  719. Side-B: Stops being Crouch Cancel-able at 47% (30% if Fresh)
  720. Down-B: Stops being Crouch Cancel-able at 40% (25% if Fresh)
  721. Up-B (Explosion Release): 7% (Threshold is 26%)
  722.  
  723. Nair: First hit - 18% (Threshold is 30%) (Crouch Canceling stops working at 67% (55% if Fresh)) <- exact same as dtilt
  724. Second Hit - 0% (Threshold is 10%) (Crouch Canceling stops working at 48% (36% if Fresh))
  725. Fair: Always knocks down even when fully staled (Crouch Canceling stops working at 39% (22% if Fresh)) If CCed, this move will push your opponent far away.
  726. Up-air: Strong hit - 13% (Threshold is 25%) (Crouch Canceling stops working at 60% (47% if Fresh))
  727. Weak hit - Over 100%. Forget about it. This isn't knocking down Falco anytime soon.
  728. Back-air: 7% (Threshold is 23%) (Crouch Canceling stops working at 52% (36% if Fresh)) If CCed, this move will push your opponent far away.
  729. Down-air Always knocks down even when fully staled (When Falco CCs this move, he is it a lot of stun, but doesn't get knocked down until 28% with a fresh dair hitting at 6%)
  730. ____________________________________________
  731.  
  732. General Tips
  733. ____________________________________________
  734.  
  735. For the grabs and stuck shielding part, shieldgrab his shine if he stays in front, or d-air from shield if he crosses you up to land behind you. If you go for the d-air as they land behind you but before the shine the shine will often whiff and they'll be hit by the d-air depending on the positioning and how you shielded/shield ASDI'd the aerial. Since there's a larger amount of time between when they hit your shield and when they land than from the front you'll often have enough time to get off the ground and far enough out of the shine's range. If they double shine, you gotta hold away in your shield before the shine and going for the grab.
  736.  
  737. Personally I feel that the off-chance they happen to grab after the first shine and I do get caught in one of Falco's notoriously high damaging and lethal grab setups is just slightly outweighed by getting a safe shot at a free techchase if you actually learn the timing which takes maybe 5 minutes to get down. Besides, if they become shine grab-happy you can just mix in rolls after or sidesteps before the shine to dodge both the shine and grab if they really make it obvious which they shouldn't be doing. Then again, you shouldn't be making it obvious when you are going to be going for the shieldgrabs either.
  738.  
  739. Falco can gain control of the match off the bat with his lasers. Getting close isn't the problem keeping good spacing and staying mobile in shield helps keeping Falco from cross you over. Full jumping over his lasers can occasionally land you easy fairs or dairs. It's best though to keep your approach ground based when being camped. Dealing with his pillar game can be very frustrating but shield grabbing him during it is possible as long as you grab quick enough he won't be able to even get a dair off on you by starting it the moment he leaves the ground going upwards. If he short hops into a dair afterward he will get grabbed, and if he full jumps out of the shine he will get grabbed if his jump a frame too slow or if he hit you with a shine recently giving it less hit lag and shield stun. JC shines are able to hit you though if you simply try to shield grab the shine normally. Holding away helps here in two ways. One is if you do happen to get hit by a shine, he'll be very unlikely to get a good combo off of it in that situation. 2nd is that by holding away, your shield ASDI will almost always put you out of range of any JC shines he may do after the 1st and you'll grab him. If done right, it pretty much leaves him with full jumping out of his shine and WDing away out of the shine or he will get grabbed.
  740.  
  741. If you get combo'd it is best to DI away and make sure you tech when you get the chance. Teching in place or not tech at all will result in you getting worked hard. When you get Falco on his back, just like Fox, his tech roll is short and he will get hit into some damaging combos if you land a dair or pop him onto a platform with any aerial. It's tough to get your turn to deal the damage so you want to make sure you read his rolls well.
  742.  
  743. Falco off stage at any percent always has a high KO possibility. When you get him off stage if he is above the edge watch to see if he is going to illusion or upB. Sweet spot illusion attempts can be edge guarded with angle down ftilts, reverse uair, dair and dtilt to fair. Jabs and bair are great for countering illusions that are above the edge. It is possible to edge guard holding the edge by using RLD and ledge hopped uairs to switch things up. At 0:35 is a good example in this match. When Falco is off stage in his upB animation jump out and trade hits. Most of the time he will fall to his death. You can use fair if he is about the edge and reverse uair or stomp if he is under. Stages like FD can let Falco ride his up B along the side of the stage to shorten the vert of his up B and keep him from over shooting the edge. He won't be doing this when you're near by but do keep in mind which types of stages he won't be able to do this on so you can decide whether you want to attack above the edge or the edge itself as you're racing to get the edge guard.
  744.  
  745. Powershield lasers, or at least try to crouch cancel them. DI away from pillar combos, especially with SDI, and never tech in place. Falco's recovery is linear so take advantage with uair and bair. WD OOS from shine pressure and create walls with jab and ftilt so that the neutral will reset. Firebird is suspectable to tipman spike and low angled ftilts. Combo Falco in the air; uair and fair are great to punish with after a launch. Shield DI away from shines for easier OOS grabs. Mixup recovery so that you aren't always punished by dair or dsmash at the lip of the ledge.
  746. ____________________________________________
  747.  
  748. Fox (2Af)
  749. ____________________________________________
  750.  
  751. + Power
  752. + Range
  753. + Weight
  754. + Edge guarding
  755. -/ Air mobility
  756. - Mobility
  757. - Evasive tactics
  758. - Speed
  759. - Lag
  760. - Recovery
  761. ____________________________________________
  762.  
  763. Stages
  764. ____________________________________________
  765.  
  766. Battlefield: Even
  767. Yoshi's Story: Advantage
  768. Dreamland: Disadvantage
  769. Pokemon Stadium: Disadvantage
  770. Final Destination: Disadvantage
  771. Fountain of Dreams: Advantage
  772. ____________________________________________
  773.  
  774. Edgeguarding
  775. ____________________________________________
  776.  
  777. Any time you knock Fox or Falco offstage they should be dead. Generally you want to stay on the stage unless they up-B too close (spacies that are used to the matchup hardly ever do this). If at any point you know you can hit fox or falco out of their up-B before they take flight, do it immediately. If you are a tad late, it's still possible to cover more than 1 option by fastfalling a fair in front of them; this is very situational and you must be able to cover the option of them trying to up-B over you and grab the ledge. On stage, your best edgeguards are reverse uair, bair, and downward angled ftilt. It is important to note that only the reverse uair will hit sweetspotters (notably frame 16 of the uair shown in the diagram at the top, which has massive priority at the tip of Ganon's toe and will not trade hits with firefox/firebird).
  778.  
  779. If they are coming from underneath the stage and you know the up-B will overshoot, bair is a great option for its priority and duration of its hitbox. Make sure to wait until they are just above the stage so they can't tech. You can also fair or even dair them as soon as they land if you know it will kill. Dair at the edge is also an option, especially if you don't have enough time to reverse uair and you're not sure if they up-B will overshoot or not - just be prepared for them to meteor cancel/ledgetech. If you fully space the dair so that only the bottom of Ganon's foot hits the up-B, you shouldn't trade hits, and if you l-cancel you should be able to follow up if they survive. Lots of spacies like to walltech and go straight to up-B; make sure you bair/fair them immediately if they do this. They might also try to sweetspot with a phantasm/illusion after a walltech (rarely), just reverse uair or downward angled ftilt. If they do a normal tech you're back where you started and they have more damage.
  780.  
  781. If they are even with the stage (right at ground level), you must be ready for a phantasm/illusion attempt. I've found that the best way to cover this is with reverse uair. Not only will it hit them if they are about to sweetspot, but if they choose to up-B instead, you will have time to punish that as well (downward angled ftilt is great here). If you don't have enough time to turn around, use downward angled ftilt (which at least forces them to sweetspot perfectly). The reverse uair may not always kill (especially on Fox), but if nothing else it should set you up for an easy edgeguard.
  782.  
  783. If they up-B above the stage, additional variables come into play. Depending on their position they may have the option of going for the ledge (downward/diagonally for sweetspot). You should be able to recognize whether this is possible or not immediately, and be able to choose the right edgeguard. If you think they will go for the ledge, you can cover this with downward angled ftilt (you might have to take a half step forward from your usual stance to hit him) or a well timed reverse uair. If you think they are going to come straight at you (it's your job to teach them that this is a big mistake vs Ganon), you can use jab or one of your 3 ftilts (usually down angled), based on their height (note that it is pretty tough to jab the up-B without trading hits). This way, if they choose to go up at all and avoid you, you will have time to punish them as none of these moves have massive cooldown time (unlike a retreating fair, which is still a good option if when you think they will be coming right at you).
  784.  
  785. Sometimes spacies will simply side-B onto the stage in hopes that they will hit you, or that you will make a move too soon and won't be able to punish them. This usually happens when they have plenty of room to make it back, but not enough to dj to the edge. Despite the landing lag of the side-b, they can still combo you if you are hit by it, so you do not want to let this happen. It's important that you focus on your opponent so you will know as soon as they make their move. Jab and down angled ftilt are great against illusion/phantasm, as is bair. Reverse uair can also be good as well, but despite the broad range it covers it requires a bit more precision against a move this fast. If you jab or ftilt Fox or Falco out of their side-b, they're basically dead. After a jab you get an easy dair or fair, and after a ftilt or bair you can usually edgehog for the KO.
  786. ____________________________________________
  787.  
  788. Knockdown Percentages
  789. ____________________________________________
  790.  
  791. Ganondorf's Moves:
  792.  
  793. Jab: 38% (Threshold is 45%) (Crouch Canceling stops working at 100% (93% if Fresh))
  794. Ftilt: 22% (Threshold is 35%) (Crouch Canceling stops working at 70% (57% if Fresh))
  795. Dtilt: 17% (Threshold is 29%) (Crouch Canceling stops working at 65% (53% if Fresh))
  796. Dash Attack: Strong hit - 12% (Threshold is 26%) (Crouch Canceling stops working at 65% (51% if Fresh))
  797. Weak hit - 69% (Threshold is 79%) <- Crouch Cancel too strong
  798.  
  799. F-Smash: 0% (Threshold is 20%) (Crouch Canceling stops working at 40% (18% if Fresh))
  800. Up-Smash (Crotch hitbox): 0% (Will always knock down even if fully staled) (Crouch Canceling stops working at 49% (27% if Fresh)) Note that this move hits with a different and stronger hitbox when Fox is standing up as compared to when he is crouch canceled. You cannot hit Fox from behind with Up-smash even if you are touching him.
  801. Down-Smash: Will always knock down even if you only hit with the second hit of down-smash even if fully staled. This move will always knock down even if crouch canceled, but only if the first hit connects.
  802.  
  803. Side-B: Stops being Crouch Cancel-able at 46% (29% if Fresh)
  804. Down-B: Stops being Crouch Cancel-able at 39% (24% if Fresh)
  805. Up-B (Explosion Release): 7% (Threshold is 26%)
  806.  
  807. Nair: First hit - 17% (Threshold is 29%) (Crouch Canceling stops working at 65% (53% if Fresh)) <- exact same as dtilt
  808. Second Hit - 0% (Threshold is 10%) (Crouch Canceling stops working at 46% (34% if Fresh))
  809. Fair: Always knocks down even when fully staled (Crouch Canceling stops working at 37% (20% if Fresh)) If CCed, this move will push your opponent far away.
  810. Up-air: Strong hit - 13% (Threshold is 25%) (Crouch Canceling stops working at 60% (48% if Fresh))
  811. Weak hit - Over 100%. Forget about it. This isn't knocking down Fox anytime soon.
  812. Back-air: 7% (Threshold is 23%) (Crouch Canceling stops working at 50% (34% if Fresh)) If CCed, this move will push your opponent far away.
  813. Down-air Always knocks down even when fully staled (When Fox CCs this move, he is it a lot of stun, but doesn't get knocked down until 28% with a fresh dair hitting at 6%)
  814.  
  815. Fox's Moves:
  816.  
  817. Jab: 151% (Threshold is 155%) (Crouch Canceling stops working at 254% (250% if Fresh))
  818. Ftilt: 76% (Threshold is 85%) (Crouch Canceling stops working at 139% (130% if Fresh))
  819. Dtilt: 23% (Threshold is 33%) (Crouch Canceling stops working at 73% (63% if Fresh))
  820. Utilt 17% (Threshold is 29%) (Crouch Canceling stops working at 59% (47% if fresh))
  821. Dash Attack: Strong hit - 47% (Threshold is 54%) (Crouch Canceling stops working at 127% (120% if Fresh))
  822. Weak hit - 99% (Threshold is 104%) (Crouch Canceling stops working at 199% (194% if Fresh))
  823.  
  824. F-Smash: Beginning hit - 28% (Threshold is 43%) (Crouch Canceling stops working at 77% (62% if Fresh))
  825. End hit - 52% (Threshold is 64%) (Crouch Canceling stops working at 107% (95% if Fresh))
  826. Up-Smash: Beginning Hit (In Front of Fox) - 2% (Threshold is 20%) (Crouch Canceling stops working at 47% (29% if Fresh))
  827. End Hit (Behind Fox) - 39% (Threshold is 52%) (Crouch Canceling stops working at 92% (79% if Fresh))
  828. Down-Smash: 51% (Threshold is 66%) (Crouch Canceling stops working at 120% (105% if Fresh)) If CCed, this move will push you far away.
  829.  
  830. Side-B: 11% (Threshold is 18%) (Crouch Canceling stops working at 186% (179% if Fresh))
  831. Down-B: Never knocks down Ganon but puts Ganon in a lot of hitstun. More hitstun is inflicted if you try to CC this move.
  832. Up-B: 1% (Threshold is 15%) (Crouch Canceling stops working at 77% (63% if Fresh))
  833.  
  834. Nair: Strong hit - 44% (Threshold is 56%) (Crouch Canceling stops working at 98% (86% if Fresh))
  835. Weak Hit - 76% (Threshold is 85%) (Crouch Canceling stops working at 139% (130% if Fresh))
  836. Fair (First Hit Only): 80% (Threshold is 87%) (Crouch Canceling stops working at 153% (146% if Fresh))
  837. Up-air (Both Hits): Knocks down at 0. Impossible to CC if both hits connect.
  838. (Strong Hit Only) - 4% (Threshold is 17%) (Crouch Canceling stops working at 51% (38% if Fresh))
  839. Back-air: Strong Hit - 40% (Threshold is 55%) (Crouch Canceling stops working at 90% (75% if Fresh))
  840. Weak Hit - 76% (Threshold is 85%) (Crouch Canceling stops working at 139% (130% if Fresh))
  841. Down-air: Never knocks down Ganon but puts Ganon in a lot of hitlag. This move is not CCable because it hits multiple times.
  842.  
  843. F-Throw: This move knocks you down at 41% (Threshold is 48%) (Can't be CCed cause it is a throw)
  844. B-Throw: This move knocks you down at 0% (Can't be CCed cause it is a throw)
  845. ____________________________________________
  846.  
  847. General Tips
  848. ____________________________________________
  849.  
  850. Fox's speed is great but land dashes really do balance the movement on the playing field in spacing situations. The fact that you get punished if you whiff moves near Fox forces you to be accurate. Retreating fairs is a wonderful way to feel out your opponent and keep the space. It's a great counter for nair happy Foxs. Going aggressive vs Fox has to be pressure based. Utilizing jabs, tilts and uair works wonders for playing aggressive and pressuring Fox. Playing close has it's consequences if you miss spacing and don't apply pressure. You can get crossed over easy and get caught in heavy shield pressure. DIing away and CCing nairs and jabbing is a good way of avoiding Fox's heavy cross over game. When recovering unless you get a guaranteed sweet spot it's best to recover from above the stage and take the hits that follow if you can't get away with mind gaming a ledge grab. This match up is really tough until you get Fox in a teching situation. He doesn't tech roll far and dair follow ups can combo into something very damaging and a easy edge guard. To get Fox on his back you can use the basic hard hitting moves like fair, dair and bair and even dthrow to jab to get Fox on him teching. Gaining control in this match is hard but when you get your opportunities your few hits really do count when taken.
  851.  
  852. Any time you knock Fox offstage he should be dead. Generally you want to stay on the stage unless he up Bs too close but it is possible to use RLD and ledge hopped uairs to switch things up. On stage, your best edgeguards for a sweet spot attempt are reverse uair, dair, angled down ftilt and dtilt to fair. Fox illusions that are done a bit above the ledge can be jabbed if you can't bair in time. If he is coming from underneath the stage and you know the up B will overshoot, bair is a great option. Stages like FD can let Fox ride his up B along the side of the stage to shorten the vert of his up B. It happens at 0:18 in this vid. Understand which types of stages he won't be able to sweet spot or throw you off on. If he decides to recover from above the stage bair is probably you best option.
  853. ____________________________________________
  854.  
  855. Ganondorf (2Ag)
  856. ____________________________________________
  857.  
  858. Stages
  859. ____________________________________________
  860.  
  861. Yoshi's Story: Even
  862. Small stages compliment Ganondorf in general, he's a hard hitting machine. This stage makes great use of abusing Ganondorfs that use their down b to recover. Watch for it, if it comes anywhere remotely close to you go hit it, take his stock. Make him feel like his best recovery option is worthless. If he recovers using his down b close to the stage then you are a very generous human being allowing him to live.
  863.  
  864. Battlefield: Even
  865. Ganondorf has a great ledge game on this stage. Great use of shield drop, ledge cancels and mobility to get away from opponents. Whomever in this match up is standing in the center of the stage is winning. (same with every other stage in this match up.. it was just a general plug... stfu leave me alone) Running platforms to escape is usually safe but be warned staying above Ganondorf is a death sentence. Ganondorf has no good ways to get down and that other Ganondorf..clone? person is going to up air you to oblivion.
  866.  
  867. Final Destination: Even
  868. If you are going to play against a Ganondorf who's style is fast paced, likes to abuse platform games and often want to use their speed against you via wavelands, shield drops and other such shenanigans. This is the stage to take them to. If you have a calm slow paced spacing style you will put taking these types of players out of their element. Forcing them to play you on a flat neutral game, it truly tests their ground game and spacing abilities.
  869.  
  870. Dreamland: Even
  871. If you feel overwhelmed by your opponent in small spaces then this is your counter pick. It opens up tons of space for you to move around at your own pace. You can live much longer on this stage than others because of it's massive boundaries. The "speedy dorfs" Like this stage a lot. If you did not know Ganondorfs jump and double jump both go perfectly with the platforms. To practice perfect wavelanding for beginners I always bring them to this stage. At the top of your first jump under the left or right platform, hold full right or left then simply press L/R whichever you prefer and you will do a perfect waveland. Same thing applies with the top platform with your double jump.
  872.  
  873. Pokemon Stadium: Even
  874.  
  875. Similar to Final Destination, this is a great place to slow down those "speedy dorfs." The mostly flat stage forces them to play a slower spacing game. A superior ground game is also a must when it comes to this stage as you are in close quarters very often. The stage transformations don't really benefit Ganondorf much, there are a few sneaky lag cancels. Whenever a transformation is beginning or ending, if you use your down b at that time then it will be lagless at the end.
  876.  
  877. Fountain of Dreams: Even
  878. A smaller stage to help keep your opponent close to you, I enjoy the platforms on the left and right whenever they get low to a certain point you can back air, drop through back air, rejump back air. It's fast reliable and is fairly entertaining to do. Ledge cancel city on this stage, you can up air ledge cancel multiple times to assist edge guarding and abuse them in your general game play. The large boundaries help you live a long time which is important vs. Ganondorf. Since you know... he hits you twice and you are being edge guarded.
  879. ____________________________________________
  880.  
  881. Edgeguarding
  882. ____________________________________________
  883.  
  884. First and foremost, I must say, that whenever it is both possible AND safe, use the Wizard's Foot spike. As Ganon's only true spike, no other move ensures death to another Ganon offstage like this one. The WF spike must hit, or your opponent will survive and you will most likely be edgeguarded or edgehogged. You also have to be able to make it back to the stage, so never shorthop offstage into a WF spike. From ground level (platforms are a different story), Ganon must FJ and at least reach about 3/4 of the max height of the jump before hitting down-B to be able to make it back to the ledge. To be able to make it back onto the stage (without grabbing the ledge), you must DJ, or at least wait until your FJ has reached maximum height before you hit down-B. The only catch with using the WF spike is that it can be teched if you use it to spike someone very close to the stage. Only use the WF spike when your opponent is clearly at least an inch or so from the ledge. If they are very close to the edge, you have a few more options.
  885.  
  886. In Ganon dittos, when you knock the other Ganon offstage and he is recovering close to the stage, reverse uair (Tipman spike) is your best bet. Reverse uair can hit sweetspotters, so it essentially works wonders on other Ganons, and you never have to leave the stage. In this case you would want to hit your opponent with the tip of Ganon's toe (just before they grab the ledge), on the last frame of hitbox of the uair (see uair diagram at the top), which not only reaches lower than any other hitbox of the uair, but also yields a very steep angle of knockback (which is why this categorized as a "semi-spike"). Another great attribute of the reverse uair is that it is extremely difficult for your opponent to tech. Once you land the Tipman spike, your opponent will be attempting to use their up-B ASAP. Unless your opponent is at low%, you can usually edgehog them for a KO at this time. If you know they are going to make it back, you can reverse uair again, or bair/dair them. Dair is better if they are knocked a bit lower, and bair is better if they are clearly making it back (again, wait on the bair until they are just above stage so they can't tech). Just be cautious as the bair can be teched if your opponent is beside the edge, and the dair can be meteor cancelled (although if you stomp another Ganon below stage he is basically dead).
  887.  
  888. For those of you that prefer to stay on the stage and dair, it can work, but at least try to be backwards when you dair. You wouldn't think so but his heel is pretty much at the center of the hitbox. As long as you land the l-cancel you get another chance if he meteor cancels, but if they tech they can up-B or bair you. I usually use this as a last resort when I don't have enough time for something more effective/safer.
  889.  
  890. Sometimes your opponent isn't recovering from directly below. When you hit your opponent offstage, a lot of times they are coming in directly from the side. Here you have a lot of options since Ganon has a relatively linear recovery style. This is a great opportunity for a WF spike, if you are accurate with it. In this one case, the reverse uair spike doesn't always work onstage, due to the angle at which your opponent is recovering. You can, however, jump out backwards and reverse uair them offstage, which is a great edgeguard (during the latter frames of hitbox of uair, Ganon's thigh has much more knockback than the tip of his toe; the toe just has a more downward trajectory and better "priority"). Fair and Bair are both good choices in this scenario as well, although your opponent may survive with good DI. This is not a very big problem though, as you can simply repeat the process until the fair or bair kills him. Dair is not as good in this case, because in this scenario it would be relatively easy for your opponent to meteor cancel the dair and survive.
  891.  
  892. It's very important to watch your opponent while recovering so that you will know which edgeguarding tool to choose. One of the biggest things you are looking for is the other Ganon to use his Wizard's Foot while recovering (as we all know, this gives Ganon a free DJ even if he has already used it). If your opponent uses the WF to recover and is too close to the stage, you get a free Fair, Bair, and sometimes Dair. Don't be afraid to jump out there (and even use 2 jumps) and punch him, as long as you know it's guaranteed. It's imperative that you hit him before the down-B ends so he can't jump. Familiarize yourself with the length and trajectory of the WF and you should be able to get the KO any time another Ganon uses it too close to the stage.
  893.  
  894. One last thing to remember is to not get hit by the other Ganon's up-B if he is using it just barely below stage (when they obviously overshoot the ledge trying to to attack you with it). The best way to deal with this is with a fully spaced bair, just as he gets above ground level. Ganon's bair has a quick and high priority hitbox that lasts for 6 frames, making it relatively easy to time and use effectively. If you wait until he is slightly past ground level he shouldn't be able to ledgetech and survive. Spacing is key here, as most attacks in melee have trouble beating the Dark Dive, and you don't want to miss out on such a KO opportunity.
  895.  
  896. If you get caught by the dark dive below the stage, if it is possible, you should do "The RockCrock". Doing "The RockCrock" means wallteching into an immediate fair when Falcon or another Ganon catches you in his up-b below stage level (instead of getting stage spiked). If you are fast with the fair you will hit him almost every time, which will usually kill him and you will be able to recover safely.
  897. ____________________________________________
  898.  
  899. General Tips
  900. ____________________________________________
  901.  
  902. Anytime you see Ganondorf use his down b remotely close to the stage jump out and f air/b air it. Once Ganondorf is stuck in that gross, never trades with anything lasts forever animation. He is doomed to eat a fist to the face. A lot of the time against players who are familiar with fighting Ganondorf it's better to use down - b sparingly, only use it far away from the stage and be very careful with how you recover.
  903.  
  904. You spend the entire match up fishing for that one good hit, you follow up like you haven't eaten for a week and there is a giant tray of *insert food you love here* just on the other side of the person you are punching the living **** out of. It's a battle of out smarting/out playing your opponent. The less the person you are playing against knows your specific play style the better in this one (I mean.. that can be said all the time but.. Ganon dttos are harsh and if your opponent knows your habits/styles/approaches/mind games ect. then you are one cooked goose) I mean honestly, you will be Ganondorfs dinner he will eat you without a second thought do not get eaten my friends!
  905.  
  906. Which leads me to a short off topic story, I play with UberIce a lot. He and I go to tournaments and I know he is a strong player, I make it a point to only warm up with him before the event starts. Let's face it friends, Ganondorf has got a lot of gimmicks in his general game play. The less Marthfan1337 and FireFoxMasterSniper are comfortable/familiar with these "tricks" and general Ganondorf play the more chances you have to catch them by surprise in the future.
  907.  
  908. If you KNOW the other Ganondorf is going to approach with an f air (poorly spaced just throwing it in there hoping.) A short hop up air will beat it every time, back air will also win in this situation. Side b is risky but can lead to good follow ups, down smash is another risky option but the risk is often worth the reward. It all leads to that one good hit, do whatever you have to do SAFELY get that opening shot and take full advantage. Grabs ; I feel are under utilized in this match up. seriously... Grabs dominate Ganondorf dittos. They are easy to follow up, you can CHAIN GRAB, and it helps control your oppoent.
  909.  
  910. Ganondorf has a phenominal roll trying to punish it is hard. The only time you should try to punish it is if the person you're playing has a "tell" a habit you've noticed in a situation and then is one of the only times it's worth trying to hit. A lot of times rolls against Ganondorf punish attempts happen and they get counter hit/shield grabbed for it.
  911.  
  912. Whomever is standing in the center of the stage is winning, stage control is supremely important. Running away on platforms is safe if you keep moving in unorthodox patterns. If you stay above Ganondorf for too long he will up air repeatedly. SHIELDING ON PLATFORMS IS NOT SAFE ; You can be like Hahahah Ganondorf your attacks are slow and predictable i'm just going to shield!! However, that isn't the case. Ganondorf is surprisingly good at shield poking unintentionally. As well as intentionally for people who ya know.. know how to space and not suck. If you shield too often off of landing lag (KEY NOTE: Whenever you land on the stage from a free fall from your up b you will have ONE FULL SECOND of landing lag.) Then the Ganondorf will often use his up b for free damage off of your shielding. Good Ganondorf play I've seen also include ground tech chasing not just on platforms with their up b offensively and has netted positive results.
  913.  
  914. Become confident with your edge guarding abilities seriously. Don't be a retard like me and waveland all over the universe once your opponent is off stage. Grab the damn ledge, reverse up air, or whatever aerial you like and just hit him. This match up one where one HIT can change an entire match, It is by far the most frequent match where I see someone about to get 4 stocked be able to come back and win the match.
  915. ____________________________________________
  916.  
  917. Ice Climbers (2Ah)
  918. ____________________________________________
  919.  
  920. + Power
  921. + Edge guarding
  922. + Range
  923. + Weight
  924. +/ Evasive tactics
  925. -/ Air mobility
  926. -/ Mobility
  927. -/ Speed
  928. -/ Lag
  929. - Recovery
  930. ____________________________________________
  931.  
  932. Stages
  933. ____________________________________________
  934.  
  935. Yoshi's Story: Advantage
  936. Ice Climbers have a hard time dealing with you in their face especially on this stage. Every time I respawn on this stage against Uber Ice he says it feels he has no where he can run. It leads me to a good punish or a free kill on Nana a lot of the time. When it comes to counter picking this stage is your #1 choice.
  937.  
  938. Battlefield: Even
  939. Battlefield is one of if not Ganondorfs best stage in general, the top platform helps deal with his grab game. Staying on a platform can be hazardous, the Ice Climbers have a devastating up air. So, if you're going to be above them keep moving in unorthodox patterns because they can and will abuse you.
  940.  
  941. Final Destination: Disadvantage
  942. Ice Climbers have a much stronger neutral game here, you have no platforms to escape to, do tricks on and it strongly hurts your mobility. Ganondorf's neutral game becomes a lot more predictable on flat surfaces you have to be very on point with your ground game to stand up against them on this stage. I'd ban this stage every time.
  943.  
  944. Dreamland: Advantage
  945. The amount of space you have to move around is great to get around their grab game. Abuse the mobility that is granted to you by the size of the stage. Uber Ice says he doesn't like this stage vs. Ganondorf because he survives too long. If you feel you are too pressured on small stages I'd encourage to go here to increase your chances to survive.
  946.  
  947. Pokemon Stadium: Disadvantage
  948. The whack stage transformations mess with Nana's AI a lot of the time which can lead to more opportunities to kill her. Ice Climbers do well here similar to why they do well on FD. You need to have a solid ground jab/tilt game to do well on this stage.
  949.  
  950. Fountain of Dreams: Advantage
  951. Another stage where you can live a long time due to the high ceiling and long boundaries of the blast zones, the moving platforms often mess with grab opportunities for the Ice Climbers and the top platform acts as a nice escape from the neutral pressure game. (Reminder from above, do not camp top platform in this match up. The Ice Climbers up air is very powerful and you will be abused if you stay there too long, keep moving.)
  952. ____________________________________________
  953.  
  954. General Tips
  955. ____________________________________________
  956.  
  957. The biggest thing you need to realize honestly is that it's a match of pure punishment. If you land a fair keep in mind NANA DOES NOT TECH STAY ON THAT HOE LIKE SHE OWE YOU MONEY.
  958.  
  959. Do everything in your power to not get grabbed. The name of the game is Bait and wait. Ice Climbers will use their superior wave dash speed to get in and out of your aerials try your best not to let yourself open with a big enough window for them to get inside of you.
  960.  
  961. PRESSURE IS KEY. The match up is a back and fourth struggle. Basically, when Uber Ice and I are playing. If he feels helpless I played well, If I felt helpless he played well. It's a match up of pure punish that both sides flourish at. Edge guarding (tho i ****ed it up a lot) Is very easy. Do not do anything flashy AT ALL seriously stand still. PoPo will side b to you just bait it out and f air / b air it. I unfortunately have way too much fun with movement and momentum abilities I often let easy edge guards/drop a lot of easy hits. (DO NOT BUILD THIS HABIT) It's slowly being beaten out of me.
  962.  
  963. Whenever PoPO down throws you and Nana down airs, the BEST way out if to Smash DI down and away behind Popo. As soon as Nana hits you with the D air try your damnedest to get the smash DI down and away. From there you can buffer a roll, double jump, up b ect. Just a warning this takes a lot of practice and even when you understand how it works it is still Very difficult to achieve consistently.
  964.  
  965. If you are by the ledge and Nana grabs you. She will ALWAYS forward throw you off the stage that's why you only see Ice Climber hand off combos in that position. As I mentioned earlier she does not tech so If you land a f air on both Popo/Nana a follow up f air on Nana is guaranteed. If they are on a platform above you let's say yoshi's at low percentage you can up air chain Nana zero to death fairly easily. You have to keep your eye on Popo at ALL times whilst killing Nana. Focus Nana is a key element to the match up but you need to do a lot of delayed aerials, empty jumps and baits for popo because that little douche is a lot faster than you think he is. He will try to interrupt you with quick wave dash/smashes or grabs.
  966.  
  967. Popo can SOLO chain grab you from 0-40% if you hit Nana away and are fighting Popo. He can chain grab you and wait for her to get back to him. If you are low percentage and you feel like you have advantage cause Nana is not in a favorable position it can come back to bite you on the ***. Do not under estimate their dash attack, it can chain into its self and sends you very far even at very low percentages. Jabs and tilts are your friends space them and you will do great!
  968.  
  969. A good Ice Climber player will always have a superior Sopo game to whenever he has Nana with him. When people understand the match up a lot of ice climber players play without nana cause she's dead a lot of the time. Whenever I kill his Nana I feel like his actual game begins, whenever nana is alive he just wants to do grab/death combos. Basically, do not sleep on Sopo. If you get a grab on the ice climbers when they are together (popo specifically) Ganondorf is a tall character, tall enough to the point where popo no longer has control of nana. If you DOWN THROW like you want to because it's the throw every ganon main combos off of. The bounce on the down throw will give him enough control to have nana smash you/grab you ect. So, If you grab Popo use any throw besides down.
  970. ____________________________________________
  971.  
  972. Jigglypuff (2Ai)
  973. ____________________________________________
  974.  
  975. + Mobility
  976. + Power
  977. + Range
  978. + Weight
  979. +/ Evasive tactics
  980. -/ Speed
  981. -/ Edge guarding
  982. -/ Lag
  983. - Air mobility
  984. - Recovery
  985. ____________________________________________
  986.  
  987. Stages
  988. ____________________________________________
  989.  
  990. Yoshi's Story: Advantage
  991. Battlefield: Even
  992. Pokemon Stadium: Disadvantage
  993. Dreamland: Disadvantage
  994. Final Destination: Disadvantage
  995. Fountain of Dreams: Even
  996. ____________________________________________
  997.  
  998. General Tips
  999. ____________________________________________
  1000.  
  1001. Properly placed uairs can hit in an angle good for an anti WoP. Dtilt and ftilt help maintain space between Jigglypuff and Ganon.Pivoting Fsmashes are a great counter for a whiffed pound. Pivoting Ftilts can be great for retaliating against shortly retreated bairs. Down throw to fair lands on Jiggs at %40+ percent. Dthrow to upsmash can KO at early percents if not DI'ed.
  1002.  
  1003. WoP can combo Ganon 4-5 hits off the stage. Utilt/uair + rest can equal a deadly combo that Ganon isn't immune to (bair to uair is an other dangerous rest set up). Jigglypuff can crouch out of Ganons grab range. Jigglypuff can rest you at the end of your down b if they predict it. Jigglypuff grabs the ledge while you're recovering forcing you to land on the stage also leads to a free rest.
  1004.  
  1005. Before I hit on specific strategies in this match know that the aerial and ground fighting are very different but have common advantages for both players. In the air the player who has their back turned and is higher in the air has priority over the other players character. On the ground who ever holds onto the spacing of their tilts and grabs gains advantage on the ground. With that in mind a lot of your game is just getting that favorable spacing and keeping it. There are three pivotal aspects that will determine how much pressure you could put on Jiggs.
  1006.  
  1007. Countering Jiggs on a jump or aerial is something that needs to be implemented into the match to gain early percents and give you presence when you're on the ground. Using moves like angle up ftilt, jabs, or even uairs are great for trading or intercepting an aerial from Jiggs while on the ground. Not doing this will result in you getting crossed over and guessing when your jumps and aerial attacks won't get countered themselves. Once Jiggs becomes accustomed to this they won't be as aggressive which will insight more aerial combat.
  1008.  
  1009. Aerial combat is simple, bairs are both of your best pokes but Ganon can use reverse uairs to fight and beat out bairs if he is higher than Jiggs in the air. Fair is also a great poke from Jiggs but it's important not to get over zealous and hurry to throw fairs of your own out. the punch is great but you gotta pick em out when you think it'll hit and not bluff with it much.
  1010.  
  1011. Spacing your ground moves and aerials. This is very important and is a nice reason to play Jiggs to teach you overall spacing because you need to space your tilts and aerials to their fullest extent without being inaccurate. Too close and Jiggs will cross you up and duck your jabs, grabs and ftilts. Fight too spaced and you lose your influence in the match. Spacing determines how relevant you are in the match.
  1012.  
  1013. Dthrow > fair works all the time at +40%. Jigglypuff can crouch out of Ganon's grab range. Having your back turned can give you higher priority against Jigglypuff. DI away from offstage bairs, not up. Do not grab, jab or ftilt a crouching Jigglypuff. Outspace Jigglypuff with bair and fair. Properly placed uairs can hit in an angle good for an anti-WOP. Dtilt, ftilt and spaced fairs help maintain proper spacing to keep you safe. Pivot ftilts are good counters for retreating bairs and whiffed pounds.
  1014. ____________________________________________
  1015.  
  1016. Kirby (2Aj)
  1017. ____________________________________________
  1018.  
  1019. + Power
  1020. + Edge guarding
  1021. + Range
  1022. + Weight
  1023. -/ Mobility
  1024. -/ Speed
  1025. - Evasive tactics-Lag
  1026. - Air mobility
  1027. - Recovery
  1028. ____________________________________________
  1029.  
  1030. Stages
  1031. ____________________________________________
  1032.  
  1033. Yoshi's Story: Advantage
  1034. Battlefield: Even
  1035. Final Destination: Even
  1036. Pokemon Stadium: Even
  1037. Fountain of Dreams: Advantage
  1038. Dreamland: Disadvantage
  1039. ____________________________________________
  1040.  
  1041. General Tips
  1042. ____________________________________________
  1043.  
  1044. Up smash knocks Kirby out of his stone form if both hits land. Its retardedly easy for Ganon (or anyone) to shake out of Kirby's back or forward throw. Kirby can suck Ganon and walk off the ledge, occasionally receiving cheap KO's. Kirby can crouch out of Ganons grab range.
  1045. ____________________________________________
  1046.  
  1047. Link (2Ak)
  1048. ____________________________________________
  1049.  
  1050. + Power
  1051. +/ Range
  1052. +/ Weight
  1053. +/ Mobility
  1054. +/ Edge guarding
  1055. -/ Evasive tactics
  1056. -/ Speed
  1057. -/ Air mobility
  1058. - Recovery
  1059. - Lag
  1060. ____________________________________________
  1061.  
  1062. Stages
  1063. ____________________________________________
  1064.  
  1065. Yoshi's Story: Advantage
  1066. Most Link's like Yoshi's, but Ganon still has the upper-hand here. Link dies really fast and that is very unusual for him. It also neuters Link's ability to chip up to 40% with projectiles. (I consider 40% the magic number for Link's combo game.) Be smart with your edge-guards so you don't get Spin-spiked. Keep in mind that the hookshot is one of the fastest ways in the game to get to the ledge.
  1067.  
  1068. Fountain of Dreams: Even
  1069. It's just large enough for Link to stay away, and Link's upsmash is actually useful on this stage during certain platform configurations. The platforms help Ganon swim through the sea of bombs and boomerangs. Link's combos are helped no more than Ganon's.
  1070.  
  1071. Battlefield: Advantage
  1072. This stage works the same as fountain for Link except that his recovery options are much more limited. You'll be able to get a few earlier kills will he's firing his incredibly valuable hookshot. Bair, or Tipman him out of the end of the airdodge for a kill.
  1073.  
  1074. Final Destination: Disadvantage
  1075. You will eat 50% in projectiles before you get one hit. If Link lands a grab, uair, dair, dash attack, dsmash, double fsmash, close boomerang, close bomb, utilt, dtilt or you approach from too high, then you won't get back to the ground until your next stock.
  1076. If you get him, chain grab him for all he's worth. Try to catch bombs, but keep in mind that Link's tend to better at catching than most (ever better than Peaches).
  1077.  
  1078. Dreamland: Disadvantage
  1079. Dreamland is a bigger FoD for Link's. Bigger is better for Link in this matchup. Despite those smooth wavelands, Link can still chuck garbage at you very safely. A boomerang or bomb can easily block a platform, then Link can be ready for a low approach or pull another bomb. Link also gets low hookshots on DL. These are much harder to Tipman, and give Link a much better chance at turning the edgeguard on you.
  1080.  
  1081. Pokémon Stadium: Disadvantage
  1082. The smaller size (than DL) helps Ganon get those early kills he loves so dearly. Link loves this stage though. The neutral transformation is everything a good bomb/boomerang storm wants in a pair of platforms. You'll eat a lot of bombs, but Link won't have quite enough space to chip damage high enough. You should get about 2 chances per stock to make the fairy boy die quickly. Overall, Link gains some advantage here thanks to the width of the stage and the fact that Link really doesn't care about the transformations.
  1083. ____________________________________________
  1084.  
  1085. General Tips
  1086. ____________________________________________
  1087.  
  1088. Link/Ganon is an even matchup. Both characters can eliminate some of the other's fundamentals.
  1089.  
  1090. Link's grab outspaces all of Ganon aerials and Link gets nasty combos from grabs. Platforms are a bit more dangerous thanks to Link's extremely disjointed upair. (Only a perfect dair will cut through it.) Link doesn't have to trade with Ganon: Bombs don't trade, Link's fair is better than you might expect, upair juggles for 7 years, fsmash punishes unwise spacing.
  1091.  
  1092. Ganon has a chain grab on Link, some safe edgeguards, and (as usual) ruthlessly brutal combos. Ganon is also around the same speed as Link, which gives the big guy more of a level playing field.
  1093.  
  1094. The biggest thing that will throw a Link is if you can deal with projectiles. Catch the bombs, don't deal with the boomerang by shielding. Get around it or hit it. Never forget that it comes back. Once you're in, Ganon takes the gold in the fist fight.
  1095.  
  1096. Tipman spike can cut through Link's recovery with no repercussions. Link's uair and utilt combo Ganon easily due to his weight, so try to SDI up and away those hits as much as possible. Standing up-b spikes so be wary by the ledge. Link has a tether recovery that's very telegraphed, so tipman and bair are good options to stuff it. If you manage to get a bomb, just z-drop it if you are too close. The trade off is nowhere near as good as an aerial.
  1097. ____________________________________________
  1098.  
  1099. Luigi (2Al)
  1100. ____________________________________________
  1101.  
  1102. + Power
  1103. + Range
  1104. + Weight
  1105. + Edge guarding
  1106. -/ Air mobility
  1107. - Speed
  1108. - Mobility
  1109. - Evasive tactics
  1110. - Lag
  1111. - Recovery
  1112. ____________________________________________
  1113.  
  1114. Stages
  1115. ____________________________________________
  1116.  
  1117. Yoshi's Story: Advantage
  1118. Battlefield: Even
  1119. Fountain of Dreams: Advantage
  1120. Dreamland: Even
  1121. Pokemon Stadium: Disadvantage
  1122. Final Destination: Disadvantage
  1123. ____________________________________________
  1124.  
  1125. Edgeguarding
  1126. ____________________________________________
  1127.  
  1128. It's well known that the green plumber can be gimped pretty badly at times, but a good Luigi won't let you get away with it very easily. Luigi has quite a simplistic recovery style once you familiarize yourself with his options. As always, it's important that you pay attention to your opponent so that you know whether he has used his jump or not before you hit him offstage or during his recovery. In addition, it is just as important to be aware of whether or not Luigi has charged his down-B; such information is vital to determining which edgeguard will be the most effective (remember, it's where the down-B ends that counts; the luigi can start the down-B in the air, and as long as most of it (magus?) ends on the ground, it will be "charged" and he will have the ability to use it and gain height/mindgame you while recovering). **If you ever have an opportunity to dair a Luigi (that has already used his jump) when he is away from the stage, seize it immediately; this will ensure a KO.
  1129.  
  1130. A major element of Luigi's recovery is his side-b. Lots of Luigis like to use their side-b first when they are knocked far away from the stage (unless they are hit so hard that they are extremely close to dying off the side, in which case they must jump or die). This way, they simply bring themselves closer to the stage without wasting their jump or down-B (and if they have good survival DI, they can afford to lose some height). They may even use this move 2 or even 3 times on some stages (DL64). It's your job to jump out and fair (range, knockback) or reverse uair (its downward trajectory rapes luigi) Luigi whenever he uses his side-b too close to the stage (bair is OK if you know you will get the KO, but if not, it really just adds some damage and gives Luigi a brand new chance at recovering if he DI's it well). Once you get used to edgeguarding Luigis you will know whether or not you have enough time to hit him (again good luigis won't make this easy - they will try to side-b just close enough so that you are tempted to go out and punish when it may not be safe). It's imperative that you hit Luigi before the side-b animation ends, so that he can't jump out or hit you.
  1131.  
  1132. When Luigi has his down-B charged, his recovery is actually pretty good. Not only can luigi recover from almost dying at the bottom of the screen, but he can also mindgame you into making a decision too early which ultimately leads to his safe recovery. Just like with the side-b, if luigi uses his down-B close to the stage, go out and punch him before the animation ends. Lots of players often go to edgehog luigi (thinking that all he can do is up-B), and as they roll from the ledge, luigi stalls with down-b and safely up-b's to the ledge afterward. As if missing out on a KO opportunity isn't bad enough, luigi also has a lot of fast and effective options from the ledge, so you don't want to make this mistake.
  1133.  
  1134. Luigis also like to use the side-b when they are close in, but not close enough to up-B to the ledge (because of how limited his options are regarding his up-b). By this, I mean they side-B directly into the wall, which slows their fallspeed and puts them just under the ledge so that they can up-B and take it. At this point, if down-b is not an option (if they haven't charged it), wavedash and fastfall to the edge for an easy edgehog. If you think he's going to stall with his down-b, ledgehop uair onto the stage (preferably invincible). If you do this correctly, you put yourself in a safe position as well as cover the option of his up-b. If he DOES down-b, you should have enough time to either get back to ledge or at least stomp his up-b attempt following the tornado. Also, keep in mind that you must ALWAYS be ready for that nasty misfire. I personally can't stand it when Luigi is offstage and gets a random misfire that sends his opponent into orbit. This should never happen. Be ready for that BS and fair him back to Italy.
  1135.  
  1136. If you know that luigi is going to be sweetspotting (or close to it), go for the tipman spike. A well-timed stomp usually does the trick as well, but always be ready for luigi to tech (of course, he can meteor cancel as well, but it's not super easy). If you fully space the stomp you won't trade hits (stomp is really only viable when luigi is close to sweetspotting), and if you L-cancel you will be able to follow up. If he walltechs, stomp or punch him out of his side-b. If he does a normal ledgetech, go for a bair or a reverse uair spike when he uses his up-b.
  1137.  
  1138. Lastly, whenever Luigi is rocoverying from below, invincible ledgedrop uair is golden. It usually takes them by surprise, and there is no way that he can stage spike you or recover. You can also reverse ledgedash (RLD) into a uair, or even RLD and dj uair for more range. It's riskier but not many people expect this.
  1139.  
  1140. When Luigi is coming from under you, grab the ledge and do the get up attack from the ledge when he up-b's. When you do this Luigi’s coin will usually hit you and turn you around. Tap a and you will jab him. All this happens in a split second and it leaves luigi without a jump and you can just grab the ledge.
  1141. ____________________________________________
  1142.  
  1143. General Tips
  1144. ____________________________________________
  1145.  
  1146. Abuse Luigi's weight and traction with fair, as it easily pushes him offstage. Tipman can help create large amounts of space since Luigi slides so much. DI away from anything Luigi throws out as it makes it harder for him to follow up. Luigi can attack and retreat quickly with SH aerials and ledgedash so be careful.
  1147. ____________________________________________
  1148.  
  1149. Mario (2Am)
  1150. ____________________________________________
  1151.  
  1152. + Range
  1153. + Power
  1154. + Weight
  1155. -/ Air mobility
  1156. -/ Edge guarding
  1157. -/ Speed
  1158. -/ Mobility
  1159. - Evasive tactics
  1160. - Recovery
  1161. - Lag
  1162. ____________________________________________
  1163.  
  1164. Stages
  1165. ____________________________________________
  1166.  
  1167. Yoshi's Story: Advantage
  1168. Dreamland: Advantage
  1169. Battlefield: Even
  1170. Final Destination: Disadvantage
  1171. Pokemon Stadium: Disadvantage
  1172. Fountain of Dreams: Disadvantage
  1173. ____________________________________________
  1174.  
  1175. Edgeguarding
  1176. ____________________________________________
  1177.  
  1178. You're pretty much looking for him to do something completely in your range, and then you go in and blast him for it. If you cant get out and hit him, he probably cant make it to the ledge if you're holding it. Worst case scenario: You want to force them to up+b on the stage. Although they'll have their jumps back, the up+b is horribly punishable, preferably sending them back off to start the whole process again. It's not exactly the hardest thing for you to do, as scary as his recovery may look (and to some people, they are somehow terrified of a mario/doc recovery), it's actually just a bunch of lies.
  1179.  
  1180. 1) Projectiles (Fireballs/Pills)
  1181.  
  1182. A vast majority of Mario/Doc players will throw their projectile and come in straight behind it. If it's in your range, you destroy this free. U.air through, b.air through, if you wanna troll you can do a down-b from the stage in a line. Their main objective by throwing projectiles is to either keep you from coming out (in which case they WILL still be going towards the stage), or to make you move. If they're looking to make you move, this is what you have to be careful of. At this point and time, smart mario/docs might pull back so that you CANT go hit them. At this point, all you're looking to do is hold the ground and deal with the projectile. (Hold your ground might be keep your position on stage, or keep yourself on the ledge. If you're on the ledge, look for them to throw pills and continue coming in. If you see this, ledgedrop -> dj -> b.air.
  1183.  
  1184. 2) Tornado
  1185.  
  1186. If it's in range, destroy it. Mario/Doc has absolutely NO reason to do this if you can come hit them. If they do it under the stage to make you move from the ledge, all you have to do is move and then go back. As long as you don't roll or do a >100% getup, you can make it back before they do. (Don't quote me on this cause I don't know ganon like the back of my hand, but i'm pretty sure you could just jump from the like (like, your actual ledge jump), and make it back before Mario/Doc can up+b to the ledge)
  1187.  
  1188. 3) Floating back
  1189.  
  1190. You have to throw a little (read, a VERY little) caution to a Mario/Doc who's just floating back to the stage. At this point, you'll run into two problems, those being:
  1191.  
  1192. i) Mario/Doc hanging out a variety of aerials. The only one that really would cause you any problem is a d.air, as it eats through your moves if you space incorrectly. Spacing correctly leads to, at worst, a trade. Trades are good for you at this point cause you take like, 4% (OMG OW), and they die. High five, go flash tech and get ready for the next stock.
  1193. ii) Cape. Here's the thing about cape, though, it only works if YOU (Ganon) "space correctly". Think about it, it only flips your character around, it doesn't change you momentum, so if you were going to jump through him and he capes, you'll STILL JUMP THROUGH HIM, you'll just be facing backwards.
  1194.  
  1195. 4) Up+b
  1196.  
  1197. You don't wanna be off the stage trying to stop this, simply because you're liable to get up+b spiked if you're below the stage. Ledge or stage, those are your two options. If you want style points, you can try a d.air (if you're like, tryin to get back), but i mean, he's gunna meteor
  1198. ____________________________________________
  1199.  
  1200. General Tips
  1201. ____________________________________________
  1202.  
  1203. Ganon can use the cape recovery (Mario recovering) to his advantage with uair and semi-spike. Spacing with tilts and bair can keep Mario at a comfortable distance. Using up B to recover faced away from the stage can save you sometimes from the cape. His cape almost always kills Ganons recovery. Uair and utilt combo well against Ganon. Dash attack cant be shield grabbed until Mario's head is in grabbing range.
  1204. ____________________________________________
  1205.  
  1206. Misc Data
  1207. ____________________________________________
  1208.  
  1209. D-Throw Advantage vs Mario (20 Lag; +0 Adv Differential):
  1210. 0-8 .... +12
  1211. 9-19 ... +13
  1212. 20-30 .. +14
  1213. 31-41 .. +15
  1214. 42-52 .. +16
  1215. 53-63 .. +17
  1216. 64-74 .. +18
  1217. 75-85 .. +19
  1218. 86-96 .. +20
  1219. 97-107 . +21
  1220. ____________________________________________
  1221.  
  1222. Marth (2An)
  1223. ____________________________________________
  1224.  
  1225. + Weight
  1226. +/ Power
  1227. +/ Edge guarding
  1228. -/ Range
  1229. -/ Air mobility
  1230. -/ Evasive tactics
  1231. -/ Recovery
  1232. - Speed
  1233. - Lag
  1234. - Mobility
  1235. ____________________________________________
  1236.  
  1237. Stages
  1238. ____________________________________________
  1239.  
  1240. Yoshi's Story: Even
  1241. Dreamland: Advantage
  1242. Battlefield: Neutral
  1243. Final Destination: Disadvantage
  1244. Pokemon Stadium: Disadvantage
  1245. Fountain of Dreams: Even
  1246. ____________________________________________
  1247.  
  1248. Edgeguarding
  1249. ____________________________________________
  1250.  
  1251. It's about time that the king of gimping got gimped by The Dark Lord. Luckily, marth's recovery is relatively linear, and even moreso when he has no jump. Sometimes edgeguarding Marth can be a piece of cake, and sometimes it's not so easy. Be sure to pay attention to marth as he recovers so that you will know whether or not he has used his jump, and whether or not he has used his first floaty side-b (he only gets one).
  1252.  
  1253. When timed properly, reverse uair will always beat Marth's sweetspot attempt. The only time reverse uair doesn't work is when marth up-B's right beside the edge and drifts over and grabs it. If marth is barely going to make it back to the ledge and it is questionable as to whether an edgehog will do the trick or not, it's time for the lightshield edgehog. They don't call this maneuver the "marth killer" for nothing. At any point in which you know that Marth HAS to up-B in order to survive, the lightshield edgehog works wonders. To perform the lightshield edgehog, simply roll to the edge while holding Z and out (away from the stage). By holding Z, your lightshield is engaged, and by holding out, you will input shield ASDI out when you are hit with an attack. This will cause you do fall to the ledge when you are hit, since the shield ASDI wants to push you out (the direction you're holding) but there's nowhere to go but the ledge. In this case, Marth falls to his death.
  1254.  
  1255. If Marth is a little bit closer and you think he will be able to just barely land on the stage, the lightshield edgehog is still a good choice. His up-B will push you to the edge, and he will land on the stage. His landing lag gives you more than enough time to ledgehop and grab him. From a grab, you can dthrow to fair or bair at med% up until like 130ish. Always be aware of whether marth has used his jump or not. Sometimes when Marth is coming back and sees you doing the lightshield edgehog too soon, they will try to jump and fair/nair you (if possible) which will put you on the edge sooner than expected if he fairs (and if he nairs you will most likely be hit by the 2nd hitbox of the nair), so it's always good to know whether or not he has that option. You can use this this to your advantage by using lightshield for a second (fake the Marth killer), and quickly sh bair/uair'ing his dj.
  1256.  
  1257. If you are on the ledge when he is recovering just below stage level, ledgedrop uair is a great way to surprise him for a KO (you can also ledgedrop bair it's just a bit more situational and you have to be a bit more precise). It's best to hit him before he uses his up-B, which could get you stage spiked. Another great option is to dj regrab just before marth is in position to be uair'd, then drop immediately (use away to drop for no fastfall and slightly more range on the uair), and uair so it will be invincible (if you are quick enough, there is ample ledge invincibility to cover every hitbox frame of the uair). Invincible uair will beat his up-B every time.
  1258.  
  1259. For even more range on the uair, you can reverse ledgedash into a uair, which usually catches them off guard. To reverse ledge dash, you ledgedrop and immediately jump holding toward the stage, then wait a split second for Ganon's body to be on the stage, then hit away and R/L.
  1260.  
  1261. If Marth is close enough to dj sweetspot the ledge, it's a little more difficult to get the KO. The safest approach here would be to stay on stage. If he doesn't position his jump perfectly you might be able to sneak in a reverse uair, dair, or bair on him (just be aware that he may fastfall to avoid this and then up-B). Even if Marth gets the ledge it's not the end of the world, he's relatively easy to edge pressure as long as you don't get too close to him. A fully spaced (and fastfalled) bair (fully spaced IT CAN'T BE BEAT :>) covers standup, getup attack, ledgejump, and ledgehop anything (you might have to watch out for a counter if you don't hit him as soon as he ledgehops, but that's it). One somewhat risky way to get a KO here is doing a dropzone uair as soon as you see him jump or use his side-b. If you're quick enough and he's not at very low%, that should take the stock safely. Just remember this is really only safe and viable when marth is at least at med% and doesn't have his jump or uses it incorrectly. It's very important that you do not make a move too soon when Marth still has his jump.
  1262. ____________________________________________
  1263.  
  1264. General Tips
  1265. ____________________________________________
  1266.  
  1267. Holding L/R is no different from just pushing it. It has the same effect. Also, while it works just fine for most characters, hugging the wall isn't always enough for Ganon if you're facing forward. His up-b animation pushes you away from the wall slightly during parts of it, which often results in smash DI being required to tech some attacks at most damages (like Marth's d-tilt). If you can get close enough to the stage so that you can reverse the up-b you'll not only put the part of you that goes above stage level further out and harder to hit, but you also stay closer to the wall and can edgetech a little easier.
  1268.  
  1269. Sweetspotting with your double jump is ALWAYS a priority whenever possible though. As long as you place the jump right Marth will only be able to hit you with a d-air at the edge, which you'll usually be able to see coming as it requires different spacing from the usual d-tilt/f-smash edgeguard, so either space the DJ horizontally to avoid it or drop a bit lower and then DJ to u/f-air or up-b into them.
  1270.  
  1271. Reverse uair can hit Marth's recovery when sweet spotted. Bair can get through a lot, if not all of Marth's airs. Light shielding by the edge causes Marth's upB to push you into an edge hog. Gerudo dragon when blocked can push Marth far enough to avoid getting shield grabbed. Downthrow leads to uair or bair almost always. At 0% you can down throw and get an other grab on Marth. Marth's SH double fairs can be intercepted with uair out of shield after blocking the first one. Ganon can get comboed by fairs and nairs. Fsmash has a huge hitbox that is impenetrable by Ganon's airs or tilts when spaced right. The third hit of dancing dolphin (downB only) knocks Ganon far enough for him to shield grab. Fthrow and dthrow leave Ganon open for easy tech chases.
  1272.  
  1273. When fighting Marth spend a decent amount of time with your back toward him. Bairs are great vs his nairs and fairs. Careful when spacing this that you don't get fsmashed. When facing Marth, generally keep a safer distance so that it's easier to space the fair. ACE's favored approach is perfect wavelanding to ftilt from a shorthop or double jump. It covers a lot of ground, which is very useful against Marths that love to keep their distance. When Marth is on the edge you can keep the pressure on him with bair. You can also fair him when he gets up and sheilds to reset him back off stage. Don't let him lure you in too close to the edge. Try to mindgame him into thinking it's ok to get up and then bair him. Fair is optional but more situational. When the bair is timed right it covers many options (get up, get up attack, ledgehop - depending on inv. frames). Jumping onto one of the lower platforms on YS, DL64, and BF can lure Marth into a false sense of security and he will try to get up from the ledge, which sets up for a drop-through bair. You just have to get used to dropping through the platform and bair'ing as soon as possible.
  1274.  
  1275. It's pretty safe to run out or stay on stage wait for Marth. Reverse up air is standard. Even though you can always light shield by the edge, reverse uair is the surest option you have. Light shield edge hogs are almost always effective. Sometimes you can miss the edge hog if Marth hits the shield right which isn't fun at all. Your two favorable options are get the edge hog and KO or get the edge hog and have Marth land on stage. When he lands you can ledge hop uair or ledge hop grab. Marth's vulnerability during his recovery is an issue he has for who ever he's facing and it's no different with Ganon.
  1276. ____________________________________________
  1277.  
  1278. Mewtwo (2Ao)
  1279. ____________________________________________
  1280.  
  1281. + Power
  1282. + Weight
  1283. +/ Range
  1284. +/ Lag
  1285. +/ Edge guarding
  1286. +/ Evasive tactics
  1287. -/ Air mobility
  1288. -/ Mobility
  1289. -/ Speed
  1290. -/ Recovery
  1291. ____________________________________________
  1292.  
  1293. General Tips
  1294. ____________________________________________
  1295.  
  1296. Dtilts set up Mewtwo for airs at low percents. Fair combos work well on Ganon in low/medium percents.
  1297. ____________________________________________
  1298.  
  1299. Mr. Game & Watch (2Ap)
  1300. ____________________________________________
  1301.  
  1302. +Power
  1303. +Range
  1304. +Weight
  1305. +Evasive tactics
  1306. +/Speed
  1307. +/Edge guarding
  1308. +/Recovery
  1309. +/Lag
  1310. -/Mobility
  1311. -Air mobility
  1312. ____________________________________________
  1313.  
  1314. General Tips
  1315. ____________________________________________
  1316.  
  1317. Ganon's uair destroys G&W's recovery. G&W can crouch out of Ganons grab range. Dtilt is great for edge guarding and can kill at rather low percents. G&Ws warp possibly has enough space to avoid Ganons uair at the edge.
  1318. ____________________________________________
  1319.  
  1320. Ness (2Aq)
  1321. ____________________________________________
  1322.  
  1323. + Power
  1324. + Range
  1325. + Weight
  1326. + Edge guarding
  1327. +/ Evasive tactics
  1328. -/ Mobility
  1329. - Air mobility
  1330. - Speed
  1331. - Lag
  1332. - Recovery
  1333. ____________________________________________
  1334.  
  1335. Stages
  1336. ____________________________________________
  1337.  
  1338. Yoshi's Story: Advantage
  1339. Battlefield: Advantage
  1340. Final Destination: Disadvantage
  1341. Fountain of Dreams: Disadvantage
  1342. Dreamland: Even
  1343. Pokemon Stadium: Advantage
  1344. ____________________________________________
  1345.  
  1346. General Tips
  1347. ____________________________________________
  1348.  
  1349. Ness' recovery leads to him getting edgehogged or retaliated on easily. Ness' SHFF'd fairs and dash attacks can out range some of Ganon's attack with its disjointed hitboxes. Ness can crouch out of Ganon's grab range. Space with fair or bair as Ness has no good way of approaching other than fair or dash attack.
  1350. ____________________________________________
  1351.  
  1352. Peach (2Ar)
  1353. ____________________________________________
  1354.  
  1355. + Power
  1356. + Range
  1357. + Weight
  1358. + Edge guarding
  1359. +/ Mobility
  1360. +/ Evasive tactics
  1361. -/ Air mobility
  1362. - Speed
  1363. - Lag
  1364. - Recovery
  1365. ____________________________________________
  1366.  
  1367. Stages
  1368. ____________________________________________
  1369.  
  1370. Yoshi's Story: Advantage
  1371. Battlefield: Even
  1372. Final Destination: Disadvantage
  1373. Fountain of Dreams: Disadvantage
  1374. Dreamland: Even
  1375. Pokemon Stadium: Even
  1376. ____________________________________________
  1377.  
  1378. Edgeguarding
  1379. ____________________________________________
  1380.  
  1381. Reverse uair is still all you need, but you can't tipman spike peach the same way you do other characters. You have to 1) wait until her up-b reaches max height before you contest it (requires brief pause), or 2) use only frame 16 (the last frame of uair hitbox- the tippy toe-- and space it like a SURGEON) of the tipman spike like a baller and beat her up-b. Then grab ledge. It helps if you take an extra 1/4 step away from the ledge, making the hitbox you desire hit like a tipper, both vertically AND horizontally.
  1382.  
  1383. Because of peach's recovery, bair is a slightly worse edgeguarding tool than it usually is (comparatively speaking). Non-lethal bairs give her a ton of recovery options and can even lead to neutral game being reset. Non-lethal uairs uairs are lethal. Lol. With that said, it can still be the best bet sometimes due to its speed and disjoint at Ganon's fist.
  1384. Stomp isn't bad since it forces peach to perform a very fast meteor cancel or die, but stomps have to spaced extremely well. Don't watch Renth vs Moltov and think it's easy. It works best when you read that they will fastfall to the ledge.
  1385.  
  1386. One of the biggest things is not giving her the ledge for free (that sounds retarded but really). Don't let her mindgame you into doing something too soon. Don't get fair'd.
  1387.  
  1388. Remember, she's either
  1389. 1. Going for ledge
  1390. 2. Trying to land on stage near the ledge
  1391. 3. Attacking you (fair)
  1392. 4. Floating completely over you
  1393. 5. Airdodge through you
  1394.  
  1395. She's normally going for ledge, but be ready for the airdodge. Know the capabilities of your uair/bair and just be safer than her. When you bait the airdodge, you can grab her (best) or aerial, or anything that could kill given her %. You can even dsmash and kill her with the second hit when you read it. Her aerial movement can be fakey but she has waaaaaay less options than a grounded Ganon so no excuses. Don't over commit, wait until she does.
  1396.  
  1397. When she's up-b'ing back, and you're on ledge, you can ledgehop uair regrab (light a cigar and say "bodayyyyd" when you land that) for the insta-edgehog, or RLD dj uair. Any time you hit her with a uair it's worth it. Then just grab ledge. Spacing WF spike vs peach is just too hard, forget it (against good peaches). It can always work if it hits her dress while floating, and it will almost always be beaten during the startup frames of her up-b. It will rarely trade with the open umbrella also. This, and too much risk involved.
  1398. ____________________________________________
  1399.  
  1400. General Tips
  1401. ____________________________________________
  1402.  
  1403. U-air combos at 0%. If they DI behind then dash turn and u-air behind you. That still combos at 0%. If you space yourself you can usually hit them again depending on their DI. If they were trying to n-air out of the throw you get to hit them again. You can also d-throw u-smash to KO around 60-65ish on medium and lower ceiling stages if they don't DI (turn around and do it) or DI away (u-smash in place). Stops working around 70 or so. A little after then you can start d-throw f-airing. You can hit her with the f-air no matter how they DI. Another thing you can do for the get up to d-smash edgeguard is you can tech it if you hold down & towards + down on the c-stick and time a tech just before it hits you. Works great for up/side/down-b lag especially.
  1404.  
  1405. Walljump teching Peach's d-smash gets you hit by the last hit though when they time it to hit you with the 1st hit. Sheik's d-smash does it too. You're only invincible for 14, so it ends before the last hit. If you get hit by frame 5 of her d-smash and you also b-air frame perfectly out of the walljump the b-air will hit first. If you get hit by frame 6 and you time the b-air frame perfectly, or if you get hit by frame 5 and b-air 1 frame late they trade. Other than that the last hit of her d-smash will hit you first if you walljump tech the 1st hit. Why not just normal wall tech which is invincible for 19 and then up-b her? Does a bit more damage as well.
  1406.  
  1407. Ganon can catch Peach's turnips and use them to his advantage. SHFF reverse uair + ftilt works well on peach due to her good traction. Dair beside a recovering peach can spike her without much risk of the umbrella interrupting you. When you catch a sword you can still do your aerials with it in hand. Dthrow to usmash can kill Peach at 60% on stages with low ceilings When Peach's dsmash is fully blocked you can get a free upB out of shield. Peach can do aerial attacks with turnips in hand. Downsmash edge guard disables Ganons ability to edge tech and survive. Float canceled dsmash combos work good on Ganon. Usmash has priority and makes Peach's head and arms invincible causing some hurt to Ganon's air game. Ganons edge tech can get him sucked into multi hits if Peach downsmash.
  1408.  
  1409. This is one of the few match ups where Ganon is actually faster on foot than his opponent. With that at hand his waveland attacks are phenomenal for spacing and closing the gap. Regardless though Peach's up close game is great and she can also camp pretty safe. Ironically in the air Peach is very vulnerable. If she messes up a float cancel chain shield grabbing dthrow to uair at low mid percents is a great way to put her in a position she doesn't want to be in. Bair and uair are best spacing tools you have when she's grounded. Angle up ftilt is also good for capitalizing on low floated aerials. A difficult approach to deal with is turnip throw to fair. You can handle this by uairing Peach through the turnip or jumping and catching then Z dropping the turnip asap. When recovering you can avoid dair to nair by DIing down during dair. Recovering from under the stage isn't fun but it is a better option that getting any more damage. Spacing is key in this match but most important is not getting caught up in your shield. You need to use your speed and stay aggressive to keep Peach from exercising her priority on you.
  1410.  
  1411. They're many ways to edge guard Peach. When Peach approaches from under the stage reverse uair always wins. As soon as her upB peaks the umbrella losses it's hitbox for a moment. That is your opportunity to uair. When she approaches from above the stage you can dair parallel to her and spike with your side if you choose not to bair. Peach can get far up when recovering. A nice technique you can do to reach her is grab the edge and ledge jump (not ledge hop) then double jump. Ganon gets tons of vert doing this. From there you can do what is necessary.
  1412. ____________________________________________
  1413.  
  1414. Misc Data
  1415. ____________________________________________
  1416.  
  1417. D-Throw Advantage vs Peach (18 Lag; +2 Adv Differential):
  1418. 0-8 .... +14
  1419. 9-19 ... +15
  1420. 20-30 .. +16
  1421. 31-41 .. +17
  1422. 42-52 .. +18
  1423. 53-63 .. +19
  1424. 64-74 .. +20
  1425. 75-85 .. +21
  1426. 86-96 .. +22
  1427. 97-107 . +23
  1428.  
  1429. F-Air: No Turn
  1430. 31-41 . Trade with N-Air
  1431. 42-52 . Beats N-Air (0 Frames of Error)
  1432. 53-63 . Beats N-Air (1 Frame of Error)
  1433. 64+ ... True Combo
  1434. F-Air:. Lagless Turnaround to Dash
  1435. 53-63 . Trade with N-Air
  1436. 64-74 . Beats N-Air (0 Frames of Error)
  1437. 75-85 . Beats N-Air (1 Frame of Error)
  1438. 86+ ... True Combo
  1439. B-Air:. Behind DI
  1440. N/A ... Trade with N-Air
  1441. 0-8 ... Beats N-Air (0 Frames of Error)
  1442. 9-19 .. Beats N-Air (1 Frame of Error)
  1443. 20+ ... True Combo
  1444. U-Air:. No Turn at 0%
  1445. True Combo ..... 2 Frame Window for Error
  1446. Beats N-Air .... 4 Frame Window for Error
  1447. Trade w/ N-Air . 5 Frame Window for Error
  1448. U-Air: Lagless Turnaround to Dash at 0%
  1449. True Combo ..... 0 Frame Window for Error
  1450. Beats N-Air .... 2 Frame Window for Error
  1451. Trade w/ N-Air . 3 Frame Window for Error
  1452. On the 0% u-airs you might need to jump backwards into the u-air on no DI/slight behind DI.
  1453.  
  1454. You also have to consider reaction time, as well as the number of frames into their knockback that would allow their DI to be correctly identified for the situation. With Peach, there's 18 frames of knockback that occur before Ganon can act. To be able to act on the very 1st frame you can off the throw where DI sets up for separate actions to be done on frame 1 (such as DI behind needing you to dash behind into something instead), and if the DI were able to be identified starting from the 6th frame of KB, you'd need a choice-based reaction time of 12 frames or less in this situation, which is extremely fast (not to be confused with raw reaction time where 12 frames is simply 'above average').
  1455. ____________________________________________
  1456.  
  1457. Pichu (2As)
  1458. ____________________________________________
  1459.  
  1460. + Edge guarding
  1461. + Power
  1462. + Range
  1463. + Weight
  1464. +/ Evasive tactics
  1465. - Recovery
  1466. - Air mobility
  1467. - Speed
  1468. - Lag
  1469. - Mobility
  1470. ____________________________________________
  1471.  
  1472. Stages
  1473. ____________________________________________
  1474.  
  1475. Yoshi's Island: Advantage
  1476. Battlefield: Advantage
  1477. Final Destination: Disadvantage
  1478. Fountain of Dreams: Even
  1479. Dreamland: Even
  1480. Pokemon Stadium: Advantage
  1481. ____________________________________________
  1482.  
  1483. General Tips
  1484. ____________________________________________
  1485.  
  1486. Pichu can crouch out of Ganons grab range.
  1487. ____________________________________________
  1488.  
  1489. Pikachu (2At)
  1490. ____________________________________________
  1491.  
  1492. + Edge guarding
  1493. + Power
  1494. + Range
  1495. + Weight
  1496. +/ Evasive tactics
  1497. - Recovery
  1498. - Air mobility
  1499. - Speed
  1500. - Lag
  1501. - Mobility
  1502. ____________________________________________
  1503.  
  1504. Stages
  1505. ____________________________________________
  1506.  
  1507. Fountain of Dreams: Disadvantage
  1508. Battlefield: Even
  1509. Yoshi's Story: Advantage
  1510. Pokemon Stadium: Disadvantage
  1511. Final Destination: Disadvantage
  1512. Dreamland: Even
  1513. ____________________________________________
  1514.  
  1515. General Tips
  1516. ____________________________________________
  1517.  
  1518. Pikachu can crouch out of Ganons grab range. Pikachu's jumping speed and nair outprioritize a lot of Ganons airs. Uair can kill Ganon at 0%! GIMP KO!
  1519. ____________________________________________
  1520.  
  1521. Roy (2Au)
  1522. ____________________________________________
  1523.  
  1524. + Power
  1525. + Weight
  1526. + Edge guarding
  1527. +/ Range
  1528. +/ Speed
  1529. -/ Air mobility
  1530. -/ Evasive tactics
  1531. -/ Lag
  1532. - Recovery
  1533. - Mobility
  1534. ____________________________________________
  1535.  
  1536. Stages
  1537. ____________________________________________
  1538.  
  1539. Yoshi's Island: Even
  1540. Battlefield: Advantage
  1541. Dreamland: Advantage
  1542. Final Destination: Disadvantage
  1543. Pokemon Stadium: Even
  1544. Fountain of Dreams: Advantage
  1545. ____________________________________________
  1546.  
  1547. General Tips
  1548. ____________________________________________
  1549.  
  1550. Hold down.
  1551.  
  1552. But seriously, crouchcancel when on the ground and grabs are really effective if you can get them since you can CG the crap out of him pretty easily.
  1553.  
  1554. Speaking of which, I don't know why people often suggest FD with Ganon referring directly to CGing a particular character. Ganon's CG needs very little room to do, and DIing gets them almost no where around the stage. If you happen to grab right near/under a low platform and they are high enough damage to actually DI and land on it, they're pretty screwed anyway with Ganon's ability to **** people on platforms.
  1555.  
  1556. Anyway, Roy's most effective things are DD over-b and DD grabs to techchase on Ganon. If they know what they're doing I would actually say FD is one of the worst stages you can take Roy to. With a lot of room Roy can work around you rather well. If they camp effectively and you allow them the room to do so he can be pretty hard to fight.
  1557.  
  1558. For edgeguarding, the longer they charge their f-smash/neutral-b the more hitlag it has. The longer the hitlag the more time you have to hit towards the stage during it and smash DI to get the tech (be sure to hit the L/R before you get hit). When Roy/Marth charge neutral B as an edgeguard I can't help but think to myself "Thanks for the free walltech -> up-b on you" =P Also mix it up by upbing early to go over the edge and give em a great big hug.
  1559.  
  1560. Also, Roy's d-smash shieldstabs tall characters well and comes out very fast with good KOing power. It has its uses.
  1561. ____________________________________________
  1562.  
  1563. Samus (2Av)
  1564. ____________________________________________
  1565.  
  1566. + Edge guarding
  1567. +/ Power
  1568. +/ Range
  1569. -/ Speed
  1570. -/ Weight (Ganon =109/Samus = 110)
  1571. -/ Mobility
  1572. -/ Air mobility
  1573. -/ Evasive tactics
  1574. - Recovery
  1575. - Lag
  1576. ____________________________________________
  1577.  
  1578. Stages
  1579. ____________________________________________
  1580.  
  1581. Yoshi's Story: Advantage
  1582. Battlefield: Advantage
  1583. Fountain of Dreams: Disadvantage
  1584. Final Destination: Disadvantage
  1585. Pokemon Stadium: Even
  1586. Dreamland: Even
  1587. ____________________________________________
  1588.  
  1589. General Tips
  1590. ____________________________________________
  1591.  
  1592. Reverse uair, edge hog is a free stock on Samus once she has used her grapple. Gerudo punch can go past Samus' missiles (close shot missiles get you on occasion). Downthrow can lead to a lot of airs including double bairs (depending on DI and percent). CCing does not exist for Samus in this match up. Missle spamming can destroy Ganons recovery with wizards foot.Utilt is an ultimate edgeuarder Vs Ganon. Try to powershield as much as you can but don't stay in shield too long.
  1593. ____________________________________________
  1594.  
  1595. Sheik (2Aw)
  1596. ____________________________________________
  1597.  
  1598. + Power
  1599. + Range
  1600. + Weight
  1601. +/ Edge guarding
  1602. - Evasive tactics
  1603. - Speed
  1604. - Lag
  1605. - Air mobility
  1606. - Mobility
  1607. - Recovery
  1608. ____________________________________________
  1609.  
  1610. Stages
  1611. ____________________________________________
  1612.  
  1613. Yoshi's Story: Advantage
  1614. Pokemon Stadium: Even
  1615. Battlefield: Even
  1616. Fountain of Dreams: Disadvantage
  1617. Final Destination: Disadvantage
  1618. Dreamland: Disadvantage
  1619. ____________________________________________
  1620.  
  1621. Edgeguarding
  1622. ____________________________________________
  1623.  
  1624. Edgeguarding Sheik may seem tricky at first, but once you master a few simple strats you'll be making recovery a real pan in the *** for any Sheik. As sheik gets closer to the stage, keep a close eye on her. If she hasn't used her up-B at a certain point, you can jump out and reverse uair or bair her. Of course there is some risk in going offstage to edgeguard her, but once you get familiar with the matchup you will be able to quickly determine whether it is safe or not.
  1625.  
  1626. Your general go-to strategy vs sheik should be to take the ledge, which forces sheik to use her up-B. From here, sheik can do a number of things, depending on how close she is to the stage. If she is just barely going to make it back, hold the ledge until just before the hitbox of her up-B emerges (you do NOT want to get hit by the up-B... blowing a KO opportunity vs sheik is often synonymous with losing the match) and do a regular stand up from the ledge (if necessary, you should time your stand up animation so that you are invincible as the up-B goes past/through you) and grab her. Keep in mind that you must pause for a few frames before grabbing sheik or you'll miss the grab (sheik is so gay). Once you get the grab, you want to dthrow. If sheik is below 80% when you grab her, chaingrab her until she is at about 85-90%, dthrow again, and end with a bair or fair (you could also smash attack her out of dthrow depending on DI). If she is at very high% just dthrow to bair or fair for the KO.
  1627.  
  1628. Another important thing to know is that sheik can sort of "kiss" the ledge with her up-B, and just barely land on her feet at the end of the stage. Tope does this by positioning himself at the perfect height and directing his up-B horizontally toward the stage (you may recall that when an illusion/phantasm hits just barely above/into the stage, the move will be drastically shortened but the spacie lands on his feet... this works the same way). In this case Darkrain rolled, when he could have stood up, turned around, and grabbed. Once you get used to the height that Sheik needs to be at in order to pull this off, you will have a good idea as to where she will be when her up-B finishes. If you can tell that sheik is not at the right height, she will have to up-B diagonally toward the stage and up; in that case just stand up and grab her.
  1629.  
  1630. If Sheik is a bit closer to the edge, she has more options. Sometimes the sheik will start their up-B so that they vanish right where you are grabbing the ledge. From here, you don't know if they are either going to go straight up and hope that you leave the ledge so they can have it (in this case you stand up and ftilt them offstage before they fall to the ledge), or they will go straight for the ledge, hoping that you will either get off the ledge in time or get hit by her up-B, allowing her to have the ledge. The goal is to time your standup animation so that sheik will be edgehogged if she tries to go for the ledge (much easier when your damage is over 100%, as your standup animation has a much longer duration), and you will be able to hit her back offstage if she tries to up-B straight up and fall to the ledge.
  1631.  
  1632. If Sheik is even closer (any closer and taking the edge wouldn't be beneficial), to the point where the first part of her up-B (before she vanishes) puts her ON the stage, she has 2 basic options. She can up-B straight down to the stage, or she can up-B toward the center of the stage. In this scenario, you don't have to burn your getup move. You should be able to determine whether or not you are in danger of being hit by her up-B. Typically in this situation you will be fine, and you can ledgehop instead of do a getup move. If sheik up-B's straight down, ledgehop grab. If she up-B's toward the center of the stage, ledgedash (ledgehop > waveland) > grab. You should have enough time since you have to pause before you grab Sheik anyway.
  1633.  
  1634. The final catch to edgeguarding shiek, is that sometimes she can land on a lower platform instead of ground level (typically on YS and BF). If you feel that she will go for the platform, just ledgehop (or standup if you think her up-B might hit you) and bair her back offstage. If she is at killing% then feel free to dair or fair instead.
  1635. ____________________________________________
  1636.  
  1637. General Tips
  1638. ____________________________________________
  1639.  
  1640. I feel like this is the biggest issue most Ganondorf mains have in the match up so we will start here and slowly work our way through the rest of the break down. To do well against Sheik, you need to have an extremely polished fundamental game. The basics very good spacing, phenomenal ground game, on point chain grabs and being aware of when and when not to do certain things. Basically, you need to get punishes on her weak approach game. Your punish game needs to be perfection getting the maximum damage output each time or you aren't going to last long. Abuse crouch canceling as often as you can.
  1641.  
  1642. Never try to jab, tilt, or mess with Sheiks shield. Jab on can be easily punished by a multitude of options. She can wave dash back, simply shield grab (even if the jabs are spaced) dash attack between the jabs and so on.
  1643.  
  1644. A very important thing to take note on is Sheiks crouching. She can abuse it in many situations, Ganondorf CANNOT Jab, f tilt, f smash, grab, warlock punch or down smash her when she is in her crouching animation. A key note : I wish I had gotten recorded, if Sheik lands in her up b she falls into a crouching position which can avoid things for free. I often like to use reverse down b, stand where she is going to land and position yourself so she is going to land on top of you. Press down b, get the reverse hit and she is one dead little girl.
  1645.  
  1646. Do everything in your power to keep the game in the neutral. Wave dash back down tilt, waveland retreating f air and so on. Do everything in your power to keep her out of your zone, once she's inside your stock is gone with some extremely easy chain grabbing and tech chasing. Ganondorfs defensive options once someone is close is pitiful and predictable.
  1647.  
  1648. Also, a good mix up to try whenever you hit someones shield, an experienced player will know that "Most" Ganondorf mains will f air ~> jab to try to keep pressure and keep themselves safe. It's not very reliable against Sheik, she will wave dash out of shield and you will get destroyed. In the chance sheik continues to shield and rarely punishes the jab try to mix up the jab with an up b. F air ~> up b on shield. It's very simple mix up but it works wonders in most match ups.
  1649.  
  1650. Shield baiting is an amazing tool every Ganondorf main needs to start developing. Most players will shield a Ganondorf aerial, see him double jump and they know clearly another one is coming. Wave land out of the second jump and get that beautiful tomahawk grab or up b. ANY TIME you catch a player shielding in a situation they are going to continue doing it because it's safe. Make it un-safe for them by mixing in up b's it's under-used and it's good. Of course, it's not guaranteed it's a mix up don't do it too much or you will get bodied. Vs. Sheik, you need all the tricks you can get. She can easily tilt away almost all of your plans and put you in an awful position.
  1651.  
  1652. I feel like most people not just Ganondorf mains give sheik way too much respect whenever she is recovering, of course she has fast aerial she can use to react to your edge guards and sure it has invulnerability but the start of it does not. Sheik is very vulnerable at the start of her up b using an "EikelDrop" (Ledge drop down air) can be very effective. Also, if the sheik has predictable recovering patterns and you have a good idea when she's going to double jump, seriously run out there and through a reverse up air at her, b air ect. It is risky, it is dangerous but the profit is you getting a stock for hitting her trashy over rated recovery.
  1653.  
  1654. Do not be afraid to try to steal the ledge from her, Ganondorfs wave lands are fast enough to snatch the ledge out from under her and let her fall to her death, you just have to be spot on with your prediction of their movement and knowing that perfect moment to take that shot. Once you let the sheik you are fighting know you are going to go for the ledge if they stall on it they will be more inclined not to stall as much, so you'll see one up b stall then you will see them wavelanding/rolling on to the stage ect. Bait them out with a short waveland, know that they are going to go for the stage and continue reading them as they ar attempting to read you. It's all adaption folks, she will adapt to you trying to steal the ledge by getting on the stage fast and you can easily take advantage of it. Get inside your opponents and the match is yours
  1655.  
  1656. A lot of people have problems with her needle camping just go to a top platform, shield, go to the ledge ect. You have a lot of ways to get around her needles and if you can bait the needles out her needle animation really isn't that fast. Similar to how you can punish a peach for pulling a turnip you can punish a sheik for spamming her needle. Jump over the needles waveland towards her and space some aerials, if she shields that's a free up b and so on.
  1657.  
  1658. The match up is extremely mentally exhausting because it's very easy for sheik to take advantage in nearly every situation but Ganondorf has the tools with over come the challenge you just have to have a superior mental game than whomever you are playing against. At a higher level of play it's not so much about match ups as it is player vs. player mentality.
  1659. ____________________________________________
  1660.  
  1661. Yoshi (2Ax)
  1662. ____________________________________________
  1663.  
  1664. + Edge guarding
  1665. + Power
  1666. +/ Range
  1667. +/ Weight (Ganon =109/Yoshi = 108)
  1668. +/ Evasive tactics
  1669. -/ Lag
  1670. -/ Speed
  1671. - Recovery
  1672. - Air mobility
  1673. - Mobility
  1674. ____________________________________________
  1675.  
  1676. Stages
  1677. ____________________________________________
  1678.  
  1679. Yoshi's Story: Advantage
  1680. Battlefield: Even
  1681. Dreamland: Advantage
  1682. Final Destination: Disadvantage
  1683. Fountain of Dreams: Disadvantage
  1684. Pokemon Stadium: Advantage
  1685. ____________________________________________
  1686.  
  1687. General Tips
  1688. ____________________________________________
  1689.  
  1690. Any of Ganons airs can neutralize Yoshi's second jump at fairly low percents. DjC can sneak in airs even if Yoshi's hit. Ftilts and utilts can combo Ganon. Yoshi can occasionally crouch out of Ganons grab range (when he rocks back).
  1691. ____________________________________________
  1692.  
  1693. Young Link (2Ay)
  1694. ____________________________________________
  1695.  
  1696. + Power
  1697. + Range
  1698. + Weight
  1699. + Edge guarding
  1700. -/ Evasive tactics
  1701. -/ Mobility
  1702. -/ Speed
  1703. -/ Air mobility
  1704. -/ Recovery
  1705. - Lag
  1706. ____________________________________________
  1707.  
  1708. Stages
  1709. ____________________________________________
  1710.  
  1711. Yoshi's Island: Advantage
  1712. Battlefield: Even
  1713. Final Destination: Disadvantage
  1714. Pokemon Stadium: Even
  1715. Dreamland: Advantage
  1716. Fountain of Dreams: Disadvantage
  1717. ____________________________________________
  1718.  
  1719. General Tips
  1720. ____________________________________________
  1721.  
  1722. Reverse uair can cut through Y.Links recovery with no repercussions. Ganon can chain grab Y.Link. Boomerangs/arrows/bombs can clog up the playing field. Utilt can combo Ganon. A returning boomerang can knock Y.Link out of a grab.
  1723. ____________________________________________
  1724.  
  1725. Zelda (2Az)
  1726. ____________________________________________
  1727.  
  1728. + Power
  1729. + Weight
  1730. + Mobility
  1731. +/ Range
  1732. +/ Edge guarding
  1733. +/ Evasive tactics
  1734. -/ Speed
  1735. -/ Lag
  1736. - Recovery
  1737. - Air mobility
  1738. ____________________________________________
  1739.  
  1740. Stages
  1741. ____________________________________________
  1742.  
  1743. Yoshi's Island: Advantage
  1744. Battlefield: Even
  1745. Pokemon Stadium: Even
  1746. Final Destination: Disadvantage
  1747. Dreamland: Even
  1748. Fountain of Dreams: Advantage
  1749. ____________________________________________
  1750.  
  1751. General Tips
  1752. ____________________________________________
  1753.  
  1754. Ganon can double jump over her fair and proceed with a counter. At low percents Zelda can catch Ganon with two fairs in a row. Don't underestimate Zelda's fair and bair. The amount of shieldstun it has can sometimes trap you in your shield and you will end up getting shield poked if you don't roll in time.
  1755. ____________________________________________
  1756.  
  1757. Chaingrabbing (3A)
  1758. ____________________________________________
  1759.  
  1760. Bowser ------------- (4) ---- 0-72
  1761. DK ----------------- (4) ---- 21-69
  1762. Falco -------------- (5) ---- 12-Death (250+)
  1763. Fox ---------------- (5+) --- 34-Death (250)
  1764. G&W ---------------- (2) ---- 0-28
  1765. Ganondorf ---------- (3) ---- 0-67
  1766. Link --------------- (3) ---- 0-74
  1767. Marth -------------- (4) ---- 0-15
  1768. Ness --------------- (3) ---- 0-18 (Higher if they don't airdodge. Use dash grab for its duration)
  1769. Pichu -------------- (2) ---- 0-54
  1770. Pikachu ------------ (1) ---- 0-37
  1771. Roy ---------------- (3) ---- 0-91
  1772. Sheik -------------- (1) ---- 0-90 (80-90 is very tricky due to Sheik's skinny legs)
  1773. Yoshi -------------- (2) ---- 0-36
  1774. Young Link --------- (1) ---- 0-72
  1775.  
  1776. The above list shows the ranges at which you can CG that character. The damages go by BEFORE the throw damage, and can thus vary by a couple % depending on how much your d-throw is doing. D-throw does 3-7 damage. It will be at least 5 as long as you hit them once during the grab. The ranges use 5 damage as the standard. The ones with a starting point after 0 will usually be possible 1-2% earlier since you'll just be starting it and the throw will most likely do 6-7 damage, but for consistency I kept the 5% standard to go along with everything else. Don't forget to take grab hits into account, and be sure to go by their damage AFTER those hits when deciding to end the CGs. Basically, if you are going to throw them and they are within the range listed you will be able to regrab them afterwards regardless of how they DI if you do it correctly.
  1777.  
  1778. The end of the range is based on the point at which they are able to DI slightly away (or anything else with equal result) to go perfectly straight up and then jump out before they are within regrabbing range. It's important that you grab peoples legs or whatever is closest to the ground at this point, as this is taken into account wherever applicable. Also bear in mind that if they continue to DI the throw in a way that results in them going anywhere but straight up, you will be able to regrab them beyond the numbers I have listed, particularly when they DI behind. Likewise, for the ones that don't begin at 0% you will be able to regrab them at lower damages than the starting number as well if they DI anywhere but behind you.
  1779.  
  1780. The 1st number after each name in parentheses is my general opinion of it's difficulty to do a good portion of the CGs range. They will obviously vary quite a bit from beginning to end, but it gives a pretty good idea. The scale is 1-5. 1 being the easiest whereas 5 is the most difficult. I gave Fox's a 5+ because I can't justify giving Falco's a 4, as his is insanely hard to do. Fox's is insanely hard and then some, and is by far the most difficult CG in the game imo.
  1781.  
  1782. For the most part, all of these are easiest in the middle/middle-later part of the said range, when reading their DI and timing your grabs is easier, but you still have a fair amount of leeway for timing a grab if they DI it to go straight up to try and jump out. They are generally toughest on the extremes of the ranges, albeit for different reasons.
  1783.  
  1784. Also, in Tipman's guide he states that you can CG Falcon, but I've found that not to be the case. Unless there's some secret way to grab him that I'm unaware of, they will escape at any % from the d-throw if they DI behind, and u-throw if they DI away. His weight and body size don't allow you catch him in time if they DI correctly. If I'm mistaken, feel free to correct me on this.
  1785.  
  1786. Jump Canceled (JC) Grabbing:
  1787. JC grabbing is very important to Ganon's CG since it allows you do the faster standing grab while moving. It is done by hitting jump during a dash or run and then immediately grabbing during the startup of the jump before leaving the ground (6 frames aka 1/10 of a sec maximum in Ganon's case).
  1788.  
  1789. Getting the Most Out of Your JC Grabs:
  1790. While CGing, the fastest possible JC grab while gaining distance will get the hitbox out in 9 frames. To get the quickest JC grab, you must dash for 1 frame, jump on the next frame, and then grab on the frame after that. This is 3 frames faster than the fastest dash grab, which is 12 in total to come out (the minimum of 1 dash frame added to the dash grabs 11).
  1791.  
  1792. Additional frames between the dash and jump will have the JC grab come out at a farther distance. However, you ALWAYS want to grab 1 frame after the jump when you can, as hitting the grab after this will only cause the grab to come out later, and with no distance gained, thus wasting valuable time and could lead to their escape. If you dash an extra 3 frames than necessary to JC grab, it will come out at the same time as the shortest possible dash grab would, and the horizontal reach of of both grabs will be nearly identical on the first grab frame. However, the second grabbing frame of the JC grab will be farther than the dash grab due to sliding. I'll touch on that a bit more below.
  1793.  
  1794. Grabbing behind you will always take 1 additional frame, as a frame is used to do the turning around animation. Though it is only a tiny amount, the timing for a perfect JC grab is ever so slightly different behind you than when doing it in front. Get familiar with the tiny delay you must add between hitting the dash and jump. If you use the same timing as you would for the front when going for a grab behind you, you will simply turn around and JC grab with no movement which you don't want to do.
  1795.  
  1796. Standing, JCed, and Dash grabs each have their own specific ranges out of the d-throw that they can cover. You should get to know them well.
  1797.  
  1798. Soonest Actionable Frame After D-Throw (for Ganon) (3Aa):
  1799. Bowser ----------------- 47
  1800. DK --------------------- 46
  1801. Ganon | Yoshi ---------- 44
  1802. Link ------------------- 42
  1803. Ness ------------------- 38
  1804. Sheik ------------------ 37
  1805. Marth | Roy | Y Link --- 35
  1806. Falco | Pikachu -------- 32
  1807. Fox -------------------- 31
  1808. G&W -------------------- 24
  1809. Pichu ------------------ 23
  1810.  
  1811. Throwing Speeds:
  1812. The speed of the d-throw is based on the weight of the character being thrown. The heavier the character, the longer you must wait before you can try to regrab them. Though the weight gives a general idea of the overall pace of the CG and around when to go for a regrab, you should get familiar with Ganon's stance and appearance after a throw that you can first act. To see it, throw someone down while holding shield, and the moment the shield comes up is when you can 1st act. It's right around the time when he stands completely up all the way.
  1813.  
  1814. Ganon's position that he can go to grab again will always be the same, though the animation from the time you hit down to begin the throw and up until that point will be slowed down for heavy chars and sped up for lighter ones.
  1815.  
  1816. The Low End:
  1817. At the low ends of the CGs, the most important thing you should always be looking out for and anticipating them doing is DIing behind you. The combination of turning around eating a frame, farthest horizontal distance, and shortest amount of time for them to reach the ground due to lowest trajectory forces you to do a more complex action with less time to work with than any other DI. Players that are familiar with how Ganon's CG works will generally DI behind you more than anything at low damage as it is the easiest way for you to mess up and have them escape. Anything else at that point will be far easier to catch.
  1818.  
  1819. Most characters will not be able to be grabbed by turning around and doing a standing grab behind you if they DI behind you. Sheik (lower damages), Fox (mid/high), and Falco (mid) are among the few exceptions at certain ranges. You should JC grab to catch the others. If you aren't entirely certain that a standing grab will be able to catch them just do a JC grab.
  1820.  
  1821. You should also learn to distinguish partial away DI, which can be caught with a standing grab, from full DI away that will require a JC grab for the most part. Most allow you a bit more time to judge compared to behind DI, though with Fox & Falco you must be able to judge this very quickly.
  1822.  
  1823. The Later Parts:
  1824. On the high ends of the CG ranges your focus shifts away some from behind DI, which becomes a bit easier, and more towards when they DI away to go nearly or entirely straight up as they will jump out if you aren't careful.
  1825.  
  1826. After seeing them DI this way, pay very close attention to their character's location, fall speed, and tumble animation. If they are going anywhere between straight up to slightly away you will not be able to use a standing grab effectively, as it will be hitting too low if it does at all.
  1827.  
  1828. If you are CGing this far into the range be sure you are very familiar with the timing of Ganon's grab. You should have them 'fall' into your grab, so that they get grabbed at the earliest frame possible. The standing grab has 2 grabbing frames so this helps a bit. If you find timing the standing/JC grab this way is too difficult and you are often whiffing the grab or they are jumping out then you suck and need to practice more. LOL, just kidding, but the standing/JC grab is generally the best option and accurate timing should be learned for this situation.
  1829.  
  1830. Alternatively, you can take advantage of the dash grab's slightly longer duration of 3 frames to aid in having them fall into your grabbing range, but be aware that it grabs slightly lower than a standing grab, and the longer start up of the dash grab may negate the duration benefit by being a bit harder to time anyway.
  1831.  
  1832. You may find one grab type significantly easier for you personally though so go with what gives you the best results.
  1833.  
  1834. With the high damage CGs, dash grabs can sometimes be as good as JC grabs when they DI away or behind, and a few of them are easier or even required (Fox/Falco DIing behind at stupidly high damage) over JC grabs so bear that in mind.
  1835.  
  1836. Finishing the CG:
  1837. Depending on the character, you have a number of good options for finishing the CG. If you CGed them for a significant amount of time, you can often get away with some things that you may not have been able to do had it only been a single throw. Use the fact that they will for the most part be trying to jump out rather than n-airing or whatever to interrupt something that doesn't perfectly combo to your advantage.
  1838.  
  1839. If they DI the throw behind you it will limit your follow up options, but who cares? Continue to regrab them and force them into DIing it to go upwards.
  1840.  
  1841. Of course there is the obvious guaranteed u-air or b-air you can finish it with, but you usually can do better.
  1842.  
  1843. You can usually get a f-air in. It will combo the higher damage CGables if you shorthop and hit with the top part of it, and against the lower damage ones you can full jump it and have it hit when they go to jump. Might as well d-air in the latter situation though.
  1844.  
  1845. On the fast/semifast fallers you can get them with a f-smash as long as they don't come down too close to you after the throw, and haven't gone beyond the normal CGing % range from DIing behind you and extending it. If they are positioned decently and you time it right an upward angled f-smash is a true combo and inescapable. Almost always go for the up angled one when f-smashing as it does the most damage and has the most knockback of the 3 angles.
  1846.  
  1847. Against Sheik and Roy, at around 70-80 you can combo a crotch hit (tip of the d!ck as I and some others like to call it) of the first kick of the u-smash if they go any way but fully away, perfectly straight up, or far behind you. This particular hit of the u-smash is an incredibly powerful sideways sending attack and is a lot like a tipped Marth's f-smash, and it even has a bit more knockback at this damage range. If this part of it doesn't connect the other hit certainly will, which is still very nice. F-smash is another good finisher on these two if they are too far for an u-smash. F-smash can hit Sheik even if they DI fully behind due to their tumble animation, but must be timed well. Otherwise just regrab and wait for different DI to finish on.
  1848.  
  1849. Against Fox/Falco you can down-b them for the KO. You will be able to get them with it once they DI anywhere between no DI and DI away once they are past a minimum of ~80% (Falco) or ~85% (Fox). If they continue to DI behind everytime past that point you can continue the CG till around 100-110+% or so and f-tilt. Even if they switch up their DI immediately after being thrown to DI the tilt perfectly (uncommon since they would usually be trying to tech away in case you miss the grab), you'll generally be able to set up an easy edgeguard anyway. If they try to tech away when you f-tilt they will be easily KO'd. Also, don't forget that the down-b pulls back significantly, so it will hit them even if they go slightly behind you from the throw.
  1850.  
  1851. For the characters that end at too low of a % to lead to a possible KO or edgeguarding scenario after your attack, d-air is a one very good option. It is very unlikely that they will tech it in this situation, and if they don't go straight down from it they will most likely roll that way after hitting the ground. Full jump a d-air, and then follow them and either midair jump into another d-air, b/f-air, or land and chase with a foward-b. If they don't roll after landing and stand up or whatever after you went to midair jump over to where they would have rolled you can still often pull back and catch them with a f/b/u-air. U-smash is another pretty good thing you can often land on the lower damage CGables.
  1852. ____________________________________________
  1853.  
  1854. In-Depth Spacie Chaingrab (3Ab)
  1855. ____________________________________________
  1856.  
  1857. Fox (34-250 aka Death)
  1858.  
  1859. DI Away From You:
  1860. Standing Grab in Front (Don't bother past 65 or so. JC grab instead): 34 - 82
  1861. JC Grab in Front (Will generally miss if they don't DI away. Dash grabs are a bit easier around 115):34 - Death
  1862. Dash Grab in Front (Can sometimes catch neutral DI at lower damage): 38 - Death
  1863.  
  1864. The Gist of It:
  1865. 34-65 Standing Grab in Front
  1866. 66-115 JC Grab in Front
  1867. 116+ Dash Grab in Front
  1868.  
  1869. DI Behind You:
  1870. Standing Turn Around Behind Grab (Start JC grabbing around 70): 34 - 77
  1871. JC Grab Behind (Dash grabs are a bit easier around 130): 54 - Death
  1872. Dash Grab Behind: 81 - Death
  1873.  
  1874. The Gist of It:
  1875. 34-70 Standing Turn Around Behind Grab
  1876. 71-130 JC Grab Behind
  1877. 131+ Dash Grab Behind
  1878.  
  1879. Falco (12-250+ aka Death)
  1880.  
  1881. DI Away From You:
  1882. Standing Grab in Front (Start JC grabbing around 40): 12 - 55
  1883. JC Grab in Front (Can catch neutral DI pretty well until 55 or so. Dash grabs are a bit easier around 110): 12 - Death
  1884. Dash Grab in Front (Can catch neutral DI pretty well until 70 or so): 28 - Death
  1885.  
  1886. The Gist of It:
  1887. 12-40 Standing Grab in Front
  1888. 41-110 JC Grab in Front
  1889. 111+ Dash Grab in Front
  1890.  
  1891. DI Behind You:
  1892. Standing Turn Around Behind Grab (Start JC grabbing around 65): 12 - 74
  1893. JC Grab Behind (Dash grabs are a bit easier around 125): 38 - Death
  1894. Dash Grab Behind: 73 -Death
  1895.  
  1896. The Gist of It:
  1897. 12-65 Standing Turn Around Behind Grab
  1898. 66-125 JC Grab Behind
  1899. 126+ Dash Grab Behind
  1900. ____________________________________________
  1901.  
  1902. General Techchasing (4A)
  1903. ____________________________________________
  1904.  
  1905. Before I get into anything specific, here are some general things that may seem like common knowledge to some, but these are mistakes that tons of Ganon mains make. First of all, ALWAYS COVER A TECH OPTION. I really can't say this enough. You want to have an idea as to where he will tech as soon as you toss out a move that could force him to do so, and have at least a broad idea of what both his and your options would be in that situation. In any techchase opportunity, especially from a grab (where you are able to control more accurately where your opponent techs, and when), AT LEAST one of these options must be covered, if not more. I have to say this from the amount of tech options that go uncovered, which leads to techs that go unpunished (obviously). If you are extremely fast reacting, you can start off going for a hard read, and as soon as you see it didn't work in your favor, fastfall, waveland (basically abort mission), or do whatever you can to at least apply hard pressure to the tech option he chose (and you didn't cover). This is possible, and you can profit from it, but if you are guessing wrong often, you are either not picking up on your opponent's teching habits, or he is truly good at mixing them up. It also may be time for multiple option coverage. If you make this mistake, literally all of your opponent's options are safe (wtf?). You must also be constantly aware of your position on the stage, as well as your opponents, in regard to platform location (relative to where you and your opponent are located) and how close both of you are to the ledge. You must also be aware of your opponent's damage percent and the information this gives you, which is quite a bit.
  1906. ____________________________________________
  1907.  
  1908. 1) Creating techchasing opportunities (4Aa)
  1909.  
  1910. Making the best of every techchase opportunity seems like a fairly decent plan right? It is obviously (and so is planning on 18 holes-in-one during a round of golf), but such opportunities don't really fall from the sky at high level play, so creating them begins with having a solid neutral game. More specifically, it requires precise timing, quick reactions, knowledge of hitbox priority/ranges, and usually involves a read or a well-spaced attack. Reaction time is vital, so you want to be focused on your opponent as much as possible without sacrificing any control of Ganon.
  1911.  
  1912. a) Grabs (dthrow/uthrow)
  1913.  
  1914. Grabs may not be a large part of the neutral game in most matchups, but they are one of the most common ways to force a tech out of your opponent. You have more control over where your opponent techs when a throw is used than any other move. The more grabs you get, the more free chances you have to knock your opponent into next week. You also have a choice to either dthrow or uthrow once you've grabbed them. Either throw will give them a different set of options while teching (including DI'ing your throw), so it is up to you to choose which throw will limit their safest options the most.
  1915.  
  1916. Basic ways to get grabs and/or initiate grab setups versus fastfallers include:
  1917.  
  1918. - run up to them, wd back, dash jc grab.
  1919. - tomahawk when they obviously expect the aerial
  1920. - sneaky perfect wL grabs
  1921. - ASDI/CC grabs
  1922. - DD to pivot grab in neutral
  1923. - jab to grab
  1924. - side-b to grab
  1925. - wd back reading an approach, grab.
  1926. - ledgedash grab
  1927. - (invincible fp) ledgehop grab
  1928. - hit someone's shield, dash jc grab their shield (when they expect the common Ganon jab)
  1929.  
  1930. Once you have the grab, it's time to make a decision....
  1931.  
  1932. DTHROW
  1933.  
  1934. This is the go-to throw for Ganon, period. This thread is primarily about techchasing, but don't forget your chaingrabbing options and when they should be used. I have said in the past that one's use of the chaingrab should completely depend on one's level of mastery of the chaingrab. This is absolutely true, but the rabbit hole gets deeper (discussed later).
  1935.  
  1936. Remember for chaingrabbing..........
  1937.  
  1938. For Falco, you must pivot dash jc grab for DI behind starting at 65%.
  1939. For Fox, you must pivot dash jc grab for DI behind starting at 70%.
  1940.  
  1941. One great thing about dthrow is that you can use jab/pivot jab to interrupt their ability to tech (a fresh jab knocks down Fox at 38%, Falco at 39%, and C. Falcon at 45%). If you wait until the last possible moment to jab them, they will most likely have already hit R to tech the dthrow, in which case, they will miss the tech from the jab. This is a great time for a dair since it is given (when is a dair given?), and since this usually takes place at low%. Then you can follow up with another grab, platform techchase, ftilt, or whatever the situation calls for.
  1942.  
  1943. UTHROW
  1944.  
  1945. Uthrow is a very useful tool in techchasing. You can uthrow onto platforms, situationally chaingrab with it, punish with an aerial, or use it alongside dthrow as a mix-up. If there isn't a platform in front of you, and your opponent is a med% or higher, DI'ing the uthrow away is safe for your opponent. When they DI the uthrow away, they can travel far enough before teching so that you cannot punish techroll away by dashing and SHFFL'ing a fair. But if there is a platform in front of you, DI away is no longer safe, as you will get a free techchase (when techchasing on a platform, you can uair on reaction if nothing else, it always works). Usmash is also a good choice if they are laying there and haven't tech'd yet, as you can cover standup AND techroll if they are near the end of the platform, and at lower percents you can combo into uair). If they are at high%, up-b is also a great option. Now, if they DI behind, depending on their damage and position on stage, you can ftilt, bair, pivot uair, pivot fair, or regrab. Opting for an additional grab is essentially only a bad choice if another move guarantees the KO; other than that, it's great.
  1946.  
  1947. So, we all know by now that Ganon has a legitimate 0-death chaingrab on Fox and Falco starting at low%. Falco is much easier, and you must be fully aware of your own level of mastery of the chaingrab so that you can set a limit on yourself regarding when it is time to chaingrab versus techchase (even chaingrabbing falco is extremely difficult below 50%). Again, this based on risk versus reward potential. If you miss a regrab while trying to chaingrab, you have not only missed out on a KO opportunity, but you most likely haven't dealt much damage either. I have said this before, but the best way to react to your opponent's DI off the dthrow is to stare directly at Ganon while monitoring you opponent's DI with your peripheral vision. This is not difficult to do, as Ganon is holding your opponent, lol. As you begin to dthrow, shift your focus from the center of Ganon slightly up, to the level where falco/fox will be popped up from the dthrow. This way you can react to falcos location more quickly. The heavier the character you are dthrowing, the slower Ganon's dthrow animation becomes, so muscle memory has no place here (chaingrabs are important vs almost all characters Ganon is capable of chaingrabbing, so you want to develop a method of practice that will work for all of those matchups). If unrestricted by platforms or obstacles, continue chaingrabbing until they are over 130% and wizards foot if they DI anything but fully behind. For full DI behind you can either continue chaingrabbing, or ftilt. If platforms are nearby, you must be able to recognize when their damage is high enough so that they land on the platform. The last thing you want is to whiff a regrab attempt as you watch your opponent tech safely on the platform above you. By the time they have enough damage to tech on the platform, you should be able to get them offstage (save the super low platforms on FoD) and create an edgeguard opportunity.
  1948.  
  1949. You can also chaingrab falcon if he DI's your dthrow anything but full away, or your uthrow behind. With this, you can use platforms to force him into deciding between getting regrabbed (free damage, frustration factor), or either DI'ing either towards the platform (where you get a free hit) or offstage (possible edgeguard opportunity). All it takes is for a platform to be in front of you or for you to be close to the ledge (and be facing it). Most falcons aren't even aware of Ganon's ability to situationally chaingrab him because no one really does it. Simple traps like this translate into guaranteed damage, as well as possible KO opportunities.
  1950.  
  1951. b) Jabs, tilts, and dash attack.
  1952.  
  1953. A strong ground game is often Ganon's first line of defense when dealing with opponent's approaches. This is where your timing, reaction speed, and spacing skills are put to the ultimate test, as you will be dealing with approaches from characters much faster than Ganon, and ideally you want to stuff their approach without trading hits (this gets much easier the more mobile/agile you remain during the neutral game, the more you SDI moves to change your position, and the faster you are dashing or wavedashing out of shield, lag, or stun.... it makes it much more difficult for your opponent to properly space his approaches). This requires a precise understanding of the range of your jab, ftilt, and dash attack (among other moves).
  1954.  
  1955. Ftilt and dash attack are slightly more disjointed at the outermost portion of the hitbox (tipper) than jab is. Jab is faster, but you are likely to trade hits unless you time the jab for maximum spacing, and even then you can trade, which will render your opponent's tech unpunishable. Dash attack is almost as fast and has good range due to its speed, but depending on your opponent's DI and damage percent, it may not force a tech that is easily punished due to it's unique angle of knockback. It is, however, excellent at winning exchanges, and it surprises your opponent, which can lead to random follow-ups, as it is rarely DI'd properly. Jab and ftilt are best however for holding your ground, and continuing to pressuring/walling/cornering your opponent... and in today's metagame, your pressure HAS to be heavy to succeed. You must find the fine line between being safe (being able to react appropriately to incoming approaches) and still being able to capitalize on small mistakes. If someone does not tech, charge dsmash if he is close to the ledge. If not, bait him with a brief DD, empty jump into perfect wL, or jump to platform and shield drop/drop through aerial.
  1956.  
  1957. Knockdown Percentages (all moves fresh)
  1958. *************JAB****FTILT****DTILT****DA
  1959. Fox**********38%****22%******17%*****12%
  1960. Falco********39%****23%******18%*****12%
  1961. C. Falcon****45%****28%******22%*****18%
  1962.  
  1963. c) Dair, nair, and other aerials
  1964.  
  1965. Aerials are a good way of creating techchase opportunities and extending combos through techchasing. Slightly more situational than Ganon's ground game, but very important nonetheless.
  1966.  
  1967. Dair has it's place in the neutral game when you read an approach or sneak one out of shield. When intercepting an approach with a full hop dair, you force a tech immediately when they hit the ground. In this situation, you can dj and wait to see what they do. While in mid-air during your dj, you can waveland on a platform into aerial as a follow-up, or if there are no platforms nearby, dj away (out of getup attack range) and perfect waveland back in to regrab/pressure. If you sneak a dair OoS and hit a grounded opponent, be sure to land the L-cancel. You will have hit them with an early dair, so remember to delay your fastfall timing as well. Players love to techroll in this situation (when dair at low% pops them up, but they fall back to the ground before you could follow up) because they fear multiple dairs. Use this to your advantage.
  1968.  
  1969. When you pop someone up with a dair, if they have enough damage, nair becomes a great way of turning a simple combo into a KO by creating an additional techchase situation (in which case, players seem to love to tech in place) on nearby platforms. You want to use the weak knockback of the first hit of nair, and fastfall/L-cancel immediately so that the techchase situation you create is a free punish. You want to use nair for this when you know their damage isn't high enough for a simple dair + fair combo to send them offstage.
  1970. ____________________________________________
  1971.  
  1972. 2) Making the best of each opportunity (4Ab)
  1973.  
  1974. a) Understanding your opponent's options
  1975.  
  1976. In any given situation, we know what our opponent's tech options are. It's more important to immediately recognize when this set of options has been altered. Platforms, obstacles, and the ledge are the main things that will cause this. Knowledge of your opponent's options in these situations is the foundation of having a solid techchasing game, and the sooner you can realize that a situation is out of the ordinary, and what that entails, the better. I will go into this more later.
  1977.  
  1978. b) Decision making
  1979.  
  1980. Ib) Recognizing your opponent's habits
  1981.  
  1982. Many people have obvious habits when it comes to DI and teching, and not a single thing your opponent does throughout the set should be ignored. There is a lot of room to express yourself as a player in melee. The neutral game is intricate and full of options for all characters, especially the fastfallers. Every move your opponent makes can tell you something about how he will react in a techchasing situation, so it's best to focus on your opponent's movement and decision making as hard/often as possible without sacrificing the level of control you have over Ganon. Many players have a lazy habit of DI'ing a throw in a certain direction, and then techrolling in the same direction. You need to be able to determine whether or not they have this habit very quickly. If you are proficient at edgeguarding (which you should be), you want them to techroll. Some people techroll too often (usually away) being afraid of Ganon, and some people tech in place too often (a general bad habit amongst most melee players). There are other habits but these are the most common.
  1983.  
  1984. If you are playing a campy fox player, for example, even if you have never seen the player tech before, it is a relatively safe bet that he will techroll away the first chance he gets, in an attempt to get away from Ganon and reset the neutral game to a situation where he is more comfortable (being far away lasering). If you know very little about your opponent's habits thus far, but you can see that he is NOT a campy player, be ready for the tech in place. Some players like to tech in place because it's fast and they can regain control of their character more quickly. Generally, players panic a little bit when they are unable to control their character, and thus, the neutral game (the length of the roll makes them nervous, they hate being close to Ganon, they hate being chaingrabbed, etc). When they get nervous they tend to techroll more often unless you have conditioned them to believe otherwise. Good falcons and spacies are used to Ganon being fairly free since they are usually able to control the pace of the neutral game. If you can sense them beginning to fear your punishment game, you can start getting them to do what you want them to do.
  1985.  
  1986. IIb) Multiple option coverage versus hard reads: when and why
  1987.  
  1988. Multiple option coverage sounds like a great idea, doesn't it? If you can double, or even triple your chances of guessing correctly, why not go for it? Well, there are some drawbacks to Ganon's methods of achieving this, so you want to know which situations call for it, and which situations would be better suited for a hard read (typically techchasing with dair/fair).
  1989.  
  1990. If you force your opponent to tech in the center of FD, there is no way to effectively cover every tech option. In this case, since his options are not limited by the stage, it's time for some raw guess work. Your opponent's damage percent should affect your decision making, as should any habits of your opponent you have observed, and whether or not your opponent possesses the knowledge to limit Ganon's methods of covering multiple options.
  1991.  
  1992. Ganon has several ways to make 2-3 tech options unsafe for his foe. Some of these are limited to tech situations created by a throw, as your positioning has to be precise in order to cover all the options (you must be basically touching your opponent when you input side-B, for example).
  1993.  
  1994. There is side-B, which can cover no tech, tech in place, and techroll away. You must be familiar with the range of this attack to cover techroll away. You want to input B the instant your opponent hits the ground initially. The drawback of side-B is that it can be CC'd (if they tech) and you can be punished. Luckily a decent amount of players are either unaware of this, or forget, so it is undoubtedly a legitimate mix-up. Another drawback, however, is that they can DI behind you and be safe from any follow-up unless there is a platform behind you and their damage percent isn't too high. If their percent is really high, forget about side-B.
  1995.  
  1996. When their damage is high and you really want to close out the stock, wizards foot is another great way to punish no tech, tech in place, and techroll away. You can also time the down-B so that if your opponent were to tech in place, he will be sent backwards. The knockback of this move, however, is not very deadly when DI'd appropriately. It can also put you in a horrible position if you miss, especially if you go offstage. Nonetheless, your opponent will rarely expect this (you shouldn't be using this often enough for them to do so) and players often DI it incorrectly and die.
  1997.  
  1998. Dsmash is another way to cover several options (no tech, tech in place, techroll behind). The only way to escape this is for your opponent to techroll in the same direction they DI'd the throw, so it serves as a conditioning tool also. If your opponent escapes your dsmash more than once, you can potentially be leading him to believe that DI'ing away and teching away is actually safe, and this is not bad at all. Dsmash is also more versatile than the B moves, as you can charge it, or (better in most situations) wait to see their DI from the throw and then hit C-down (you dthrow, he DI's behind, you turnaround and dsmash). If you choose to charge the dsmash in hopes that he will tech in place right in front of you, and he DI's behind you, you must release the charge in time for the second hit to cover a tech in place (if he DI's behind you and proceeds to techroll in the same direction though, he's escaped you). If he DOES tech in place, the second hit of the dsmash will usually pop him up and he'll land right in front of you. In this situation people love to tech in place. Resist temptation to try to hit him mid-air, as you usually won't have enough time. Either wait for the tech, or try to grab him mid-air (great option). A drawback of using dsmash is that the first hit can be CC'd and you can be punished, but it flat out doesn't happen very often. Dsmash is a very good mix-up and the punishment potential at low% is wild.
  1999.  
  2000. Ganon can also use AC bairs to cover no tech, tech in place, and techroll through you. If you position yourself so that you will punish no tech/tech in place, you are guaranteed a dash + jc grab if he rolls through you instead. The drawbacks of this involve difficulty in achieving proper positioning soon enough to execute it correctly (depending on the situation), and the difficulty of getting a follow-up after landing a bair (med%).
  2001.  
  2002. If you are on a platform, land a grab, and are positioned so that if he were to DI a dthrow behind you he would be of the platform, you essentially have him trapped. If he techs on the platform, his options are obviously limited by how short the platform is. If he DI's behind, you can drop through with a bair/uair, depending on his damage percent, which is great if your back is also facing the ledge.
  2003.  
  2004. IIIb) Hard reads: How to make an educated guess when you must guess
  2005.  
  2006. In theory, nothing is better than dair and fair when techchasing. You get guaranteed damage, a guaranteed follow-up (although it may not always be easy), and both moves are free of your opponent's ASDI/crouch cancel shenanigans. If your opponent is seasoned in the Ganon matchup, the more gimmicky ways to cover multiple options start to lose effectiveness, where the effectiveness of dair and fair remain essentially the same (very effective).
  2007.  
  2008. Basically, you must guess whenever your opponent's options are unrestricted. You must use the stage (ledge, various platforms, obstacles, etc) to your advantage in order to increase your chances of punishing his tech. Remember that when your opponent techs, he is guessing also. He will be looking for either the tech option that is most difficult for you to cover given the situation, or whichever option you have failed to punish earlier in the set, as he sees it as safer than the others at the current time. It is important to be able to recognize how much attention your opponent is paying to the techchasing game (don't give a scrub the same treatment as you would a high level player). Is he truly good at mixing up DI and techs? Is he on autopilot at all? If so, in what situations does he lose focus? Is he aware that you are noticing his tech habits and adapting? How capable is he of adapting to the changes you have made? How does he differ from other players that main his character? What situations does he always try to avoid? All of these are great questions to be asking yourself in-game, and finding the answers requires a solid level of focus and understanding of how certain situations typically unfold.
  2009.  
  2010. If you have no idea what he's going to do, and he's at low%, I recommend covering the option of him rolling close to the ledge. See if he's actually that dumb. Simply put, the closer your opponent is to the ledge, the easier it is to turn a techchase situation into a KO. Gimps frustrate people and often swing the momentum of the match in your favor abruptly. Once you get the KO, chances are your opponent took a mental note of the danger involved in techrolling away. It's times like this where I like to use a dsmash in the next situation, if it calls for it (or a dair if his options are limited, or you are in his head enough that you are fairly certain as to what option he'll choose. The way you get him to start techrolling again is punishing the living **** out of him near the center of the stage. You may not take his stock, but a 40-60% combo is often enough to get them to refrain from teching near you (as if the combo you just dealt him even compares to the KO he suffered from techrolling to the ledge previously) next time around.
  2011.  
  2012. What I'm getting at here, in part, is you are not always looking for the tech you believe he will most likely choose. You must also consider the reward potential. If you guess wrong, it may have been a blown opportunity, but the neutral game is reset and you should not be in immediate danger.
  2013.  
  2014. IVb) Conditioning your opponent: leading them into a false sense of security to influence their decision making
  2015.  
  2016. Here, your goal is to lead your opponent to believe that the tech option you want him to choose (the one you just can't wait to punish) is actually the safest option for him to choose. Use your wrong guesses to your advantage by observing what happened and why. In many cases, you want him to techroll toward the ledge, so that you can fair him offstage and edgeguard him, but how do you get him to do something that puts his stock in immediate jeopardy? Well, they don't always think of it that way. Some people have a fear of rolling toward Ganon simply because this is a big "no no" in the neutral game. Others find teching in place to be scary as well. They fear Ganon. They fear the dair, and they fear grabs. It is your job to punish your opponent SO HARD when they tech in place or roll toward the center of the stage, that they actually think rolling to the ledge is the safest option (when in reality, it is what you would prefer). This can be achieved through multiple option coverage. Guessing correctly on hard reads is best, but if you are not in your opponent's head yet, you won't always be guessing correctly, and if you are not punishing techs, you will not be able to condition your opponent as they have little reason to fear you. However, you can even use this to your advantage. If your opponent chooses the exact same tech option two times in a row, and you do not punish it either time, you're going to see that option used again at some point, as he may see it as relatively safe. It may even be the very next time. It's surprising how many players don't have a problem teching the same way 3 times in a row. Not everyone does it though (especially later in the set after the most obvious of habits have already been exploited), and this is yet another thing of which to take a mental note and to be ready for.
  2017.  
  2018. c) Maximizing punishment
  2019.  
  2020. Ok, let's take a second to imagine a hypothetical world where you always know what tech option your opponent will use, and all that's left is your 1 chance to turn a free hit into a KO (because, well, that's what we're trying to do here). Maximizing punishment has everything to do with your position on stage. The most efficient KO's come from using a fair (or bair) to send your opponent offstage, and then successfully edgeguarding them. One successful techchase followed by one successful edgeguard is all you need for a KO (unless you fair them at 5% damage in the center of the stage, lol). So, by now you can see that punishing a techroll toward the ledge with a fair is Ganon's "bread and butter" techchase. But what if he's at the center of the stage? Or on a platform?
  2021.  
  2022. When the option of creating an edgeguard opportunity is not immediately available, you must orchestrate a combo that brings such an option to the surface. At the very least, you should try to maximize the amount of damage percent you deal to your opponent, but this should seldom be your goal (dealing tons of damage helps, but it doesn't win games). It is always best to have a specific method of taking his stock in mind, and calmly carrying out the sequence, while remaining ready to adapt if something goes wrong. This is not difficult to achieve when you fully understand your opponent's options and how to cover them. When your opponent techrolls to the center of the stage, you must be able to recognize immediately whether or not you can get him offstage with one hit. If his % is too low, it is best to dair. Dair to grab is Ganon's fiercest opener in a ton of situations and matchups. Remember that in NTSC you can hit Fox with a fresh dair at 0% and jc grab every time, so after you've forced him to tech (and he has some damage), this is no problem. Once you have the grab, it's best to consider taking the most guaranteed route towards getting a KO (whatever requires the least amount of guessing). Uthrow onto platform is a great choice here, followed by multiple option coverage out of dthrow. Also, if they are around 30-40% and do not DI the dair, you can nair them onto a platform for a free techchase, and that one WILL send them offstage. If they are not effectively escaping the dsmash, this is a great mix-up as it can lead to dairs and more grabs. Have a plan to get them on a platform with your first techchase, and create an edgeguard opportunity with the next one. On FD, techchase with either dair or whichever MOC method you believe he is the least ready for/will earn you the most profit. In this case you are waiting for the magic % where that fair will send him offstage regardless of where he is on stage. Racking up damage from techchases is more important on FD and DL64 (where platforms help less) than the other stages because of this.
  2023. ____________________________________________
  2024.  
  2025. Move Options with Techchasing (4Ac)
  2026. ____________________________________________
  2027.  
  2028. Side-b:
  2029. Execution: moderate / difficult
  2030. Coverage: 3/4- no tech, tech in place, tech in the direction of side-b
  2031. Risk / Reward: Very high / high
  2032.  
  2033. Ganon’s best choice for covering several options at once at low/med%. When positioned properly, side-b covers no tech, tech in place, and techroll away. The problem with side-b: unless you catch your opponent on a missed tech, it’s possible for your opponent to DI down and stay grounded at low%. If they do not DI correctly (or if you catch them after a missed tech), you have options similar to what a dair leads to.
  2034.  
  2035. If you are unsure about your opponents tech patterns, you can side-b to cover no tech, tech in place, or tech away. It's a tricky timing and you have to input the move EXACTLY as your opponent hits the ground. Furthermore, you have to be "inside" your opponent for it to cover the above 3/4 options (i.e. this cannot be done from any sort of distance)
  2036.  
  2037. First off, side-b is one of my least favorite multi-coverage options for a few reasons. It is crouch cancel-able, and therefore punishable by CC shine (spacies, which basically = death) or CC grab (falcon, which basically = death). IF they do not crouch cancel, it can still be punished if you guess incorrectly (i.e. your opponent tech rolls toward the ledge and you side-b toward center stage). Falcon can grab / knee in this situation and fox can drill / grab / shine. It is only semi-safe vs falco, as his only guaranteed punish in this situation is a laser.
  2038.  
  2039. Falco/CF: To cover their Tech Roll Forward in the set you need to be slightly past/fully overlapping them before using side-b (see gif below). In other words, if those techs are to the right, you would need to be at least on the right half of their body before doing the side-b to the right (the pullback will move you back onto their left side before going)
  2040.  
  2041. Timing Window:
  2042. Fox/Falco/CF {Closest Range}: ~4 frames (+1 through +4)
  2043. Fox/Falco/CF {Farthest Range}: ~4 frames (-1 through +2)
  2044.  
  2045. At very low damage they can ASDI down to not be lifted up from the side-b (they can't do this after a No Tech however).
  2046. Since it's always strong enough to cause knockdown they can't punish you if they do though, and you are at a +5 advantage before they can do a getup on no tech, +5 if they Tech-Stand, and +19 if they Tech-Roll it.
  2047. If you grab Fox/Falco at ~14 damage and CF at ~17% or more, they can't hold down against a side-b after d-throw to not get popped up into the air by it.
  2048.  
  2049. Down-b:
  2050. Execution: Easy
  2051. Coverage: 3/4- no tech, tech in place, tech in the direction of down-b
  2052. Risk / Reward: Generally low (dependent on the situation) / moderate
  2053.  
  2054. A decent choice for knockback and covering several options at once. With proper positioning, down-b covers no tech, tech in place, techroll away, and sometimes getup attack. The problems with down-b a): massive cooldown time, b) it can put you offstage c) you may send your opponent backwards.
  2055.  
  2056. Again, this is a move that will cover 3/4 of your opponent's tech options if you are unsure. The knock back is much higher at the beginning of the attack and can send backwards (awesome) if you start the move "inside" your opponent and he misses tech / techs in place. You can be more lenient on timing and spacing for the move to still connect in 3/4 scenarios. Generally, this tech chase option is better at mid-percents to set up for an edge guard. In terms of risk, it is generally low, but this is only true if used properly.
  2057.  
  2058. If you get a grab on your opponent near the ledge and you down-b toward center stage and he techs toward the ledge, down-b can be punished; the tech roll toward ledge will avoid the wizard boot AND the ledge will stop your opponent from teching the full distance, thereby closing space automatically. The lack of space combined with the lag from down-b will, I believe, allow all 3 fast fallers to punish heavily.
  2059.  
  2060. If you get the grab from center stage and simply guess incorrectly, your opponent will tech the full distance away- the lag from the wizard foot and distance required to punish are not sufficient for significant guaranteed punish opportunities from your opponent at this spacing (spacies can only laser).
  2061.  
  2062. Timing Window:
  2063. Fox/Falco/CF {Closest Range}: ~10 frames (0 through +9)
  2064. Fox/Falco/CF {Farthest Range}: ~10 frames (-5 through +4)
  2065.  
  2066. Down smash:
  2067. Execution: moderate / easy
  2068. Coverage: 3/4- no tech, tech in place, tech behind OR 4/4- certain spacings on platforms / near the ledge
  2069. Risk / Reward: Low / moderate-to-high
  2070.  
  2071. A good choice for covering more than 1 option. Dsmash is best when you predict your opponent will tech in place, although sometimes you can also use it to punish a techroll. If you are near an edge or on a platform, you can charge the dsmash for extra damage and knockback since your opponent's options are limited. Near the open stage, it is best to watch your opponent's DI and c-stick a dsmash so that the first hitbox will be in his face if he techs in place. This way, if he techrolls in, he still gets hit by the 2nd hitbox. The problem with dsmash is that the 2nd hit is not guaranteed if your opponent DI’s the first hit correctly. If your opponent does not DI correctly, however, you have options similar to what a dair leads to.
  2072.  
  2073. I love using down smash to tech chase. It is not difficult to execute, un-punishable if executed properly (very low cool down time), and has a fantastic potential for reward at low to mid percents. To properly use down smash as a tech chase, the timing is a bit tricky. You must down smash as soon as your opponent hits the ground (similarly to side-b). Your opponent must be somewhat far from ganon for the down smash to cover the 3/4 options because if he is too close and tech rolls behind, the down smash will not connect.
  2074.  
  2075. In certain scenarios on platforms / near the ledge, down smash is perfect and covers every single option. It's tricky to explain without visual guides, but if your opponent has only inches between himself and the ledge, you can down smash and cover every option (even roll towards the ledge).
  2076.  
  2077. The only time down smash can be avoided by your opponent is when he smash DI's the first hit away. This is disappointing, but not punishable. But, if both hits- or just the 2nd hit- connect, the hit stun on your opponent + the low cool down time on the part of ganon allow you to follow up with an array of options. Monitor your opponents DI and decide which guaranteed follow up you would like to go with.
  2078.  
  2079. Down smash --> grab, down smash --> aerial, down smash --> side-b, or down smash --> tech chase are all viable and guaranteed, depending on your opponent's DI and percentage.
  2080.  
  2081. Timing Window:
  2082. Fox/Falco: 5 frames (-2 through +2)
  2083. CF: 4 frames (-2 through +1)
  2084.  
  2085. If they land on the same platform as you such as off a d-throw or low damage d-air, a d-smash will hit them out of all 4 of their landing options at once pretty easily. Same thing if they land between you and near the end of the stage (the 2nd kick will usually send them upwards for a combo or offstage depending on DI).
  2086.  
  2087. They can avoid the 2nd kick with SDI+ASDI+DI up.
  2088. Fox: The SDI up is always required
  2089. Falco: The SDI up isn't required when spaced more out towards Ganon's foot
  2090. CF: The SDI up isn't required when he goes into the "barrel roll" type knockback animation and towards the outer part of the leg (which one he gets is random), and near the tip of the foot it isn't required on the other KB animation
  2091. The 1st kick can be teched by holding downward if they are allowed (if the d-smash hit them out of a Tech-Stand they won't be allowed to tech again). If they don't tech when ASDIing downward they still bounce/slide into the 2nd kick anyway
  2092.  
  2093. Fair:
  2094. Ganon’s overall best option for punishing techroll away at almost any%, as well as punishing getup attack at med/high%. Fair should be used as a tool to get your opponent offstage to set up for an easy edgeguard. Usually when you land this, the stock is yours.
  2095.  
  2096. F-Air(Early) > JC Grab(Behind) or Jab(Front)
  2097. Coverage: 3/4 - No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
  2098.  
  2099. Timing Window:
  2100. Fox/Falco/CF: 11 frames (F-Air landlag starts on +1 through +11)
  2101.  
  2102. F-Air(Middle) > JC Grab(Behind)
  2103. Coverage: 2/4 - No Tech, Tech-Roll (Towards Ganon)
  2104.  
  2105. Timing Window:
  2106. Fox/Falco/CF: 7 frames (F-Air landlag starts on +12 through +18)
  2107.  
  2108. F-Air(Late)
  2109. Coverage: 2/4 - No Tech, Tech-Stand
  2110.  
  2111. Timing Window:
  2112. Fox/Falco/CF: ~10 frames (input F-Air within +1 through +10)
  2113.  
  2114. Bair:
  2115. Bair is good for punishing techroll in, as well as tech in place. When you are close to the ledge facing the middle of the stage, this is great for knocking your opponent offstage if you predict that he will techroll behind you. If you predict a tech in place and use bair, you have a free jab in the event that you guess wrong and they techroll toward (through) you instead (covers 2 options). If you fully space bair and time it so that it would auto-cancel (if he were to techroll away instead), you have a free JC grab.
  2116.  
  2117. AC Bair > JC Grab
  2118. Coverage: 3/4 - No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
  2119.  
  2120. Timing Window:
  2121. Fox/Falco: 3 frames (input jump for SHFFAC B-Air within -7 through -5)
  2122. CF: 2 frames (input jump for SHFFAC B-Air within -7 through -6)
  2123.  
  2124. Dair:
  2125. A great move for racking up damage at low%, as well as starting, continuing, and ending combos. Ganon’s best option for punishing tech in place, and good for punishing getup attack at low%. Dair can also be useful for punishing a techroll if your opponent's options are limited (if you are near an edge or a ready teammate). Normally you have enough time to punish techroll away with dair, but you have to start running asap and your opponent will usually have time to see this and react differently.
  2126.  
  2127. D-Air(Late)
  2128. Coverage: 2/4 - No Tech, Tech-Stand
  2129.  
  2130. Timing Window
  2131. Fox/Falco/CF {Don't Care Either Way}: 10 frames (input D-Air within 0 through +9)
  2132. Fox/Falco/CF {Normal Launch off No Tech}: 4 frames (input D-Air within +6 through +9)
  2133. ____________________________________________
  2134.  
  2135. *Best options after landing a Dair:
  2136.  
  2137. Grab (low/med%)
  2138. +chaingrab for Fox/Falco
  2139. +techchase opportunity (dthrow)
  2140. +uthrow onto platform for techchase
  2141. +many options out of dthrow
  2142.  
  2143. Jab (low%)
  2144. +possible techchase opportunity
  2145. +possible grab opportunity
  2146. -only ~7% damage is guaranteed
  2147.  
  2148. Fair (med/high%)
  2149. +damage (17% fresh)
  2150. +knockback
  2151. +usually sets up for an edgeguard
  2152.  
  2153. Dair (low/med%)
  2154. +damage (22% fresh)
  2155. +techchase opportunity
  2156. -at med% this doesn’t kill or send your opponent offstage
  2157.  
  2158. Side-b (till about 40%, before dair)
  2159. +damage (17% fresh)
  2160. +guaranteed aerial/tilt follow up
  2161. ____________________________________________
  2162.  
  2163. Combos (5A)
  2164. ____________________________________________
  2165.  
  2166. Captain Falcon:
  2167. (% Needed): uthrow > down-b/dtilt
  2168. (Low %): dthrow > jab > fair (if missed tech)
  2169.  
  2170. Dr. Mario:
  2171. (Mid %): dthrow > fair (DI dependant)
  2172.  
  2173. Falco:
  2174. Chaingrab: 0% - Death (If DI'ing back, uthrow > bair)
  2175. (% Needed): uthrow > down-b/dtilt
  2176. (approx. 100-130%): dthrow > down-b
  2177. (approx. 40%): dthrow > x2 side-b > uair/fair
  2178. (% Needed): dair > grab
  2179. (% Needed): dair > side-b > any aerial
  2180. (% Needed): dair > usmash (Neutral DI)
  2181. (% Needed): dthrow > ftilt/jab
  2182. (approx. 0%): dthrow > side-b > dthrow > dsmash > aerial
  2183. approx. 0-40%): dthrow > jab > repeat
  2184.  
  2185. Fox:
  2186. Chaingrab: 0% - Death
  2187. (% Needed): UThrow > down-b/dtilt
  2188. (approx. 100-130%): dthrow > down-b
  2189. (approx. 40%): dthrow > x2 side-b > uair/fair
  2190. (% Needed): dair > grab
  2191. (% Needed): dair > side-b > any aerial
  2192. (% Needed): dair > usmash (Neutral DI)
  2193. (% Needed): dthrow > ftilt/jab
  2194. (approx. 0%): dthrow > side-b > dthrow > dsmash > aerial
  2195. approx. 0-40%): dthrow > jab > repeat
  2196.  
  2197. Jigglypuff:
  2198. (Mid %): dthrow > bair/fair (DI dependant)
  2199.  
  2200. Marth:
  2201. Chaingrab: 0 - 15%
  2202. (Low %): dair > grab > ftilt
  2203. (+10%): dthrow > uair/bair (DI dependant)
  2204. (0-15%): chaingrab > ftilt/nair/uair (DI dependant)
  2205. (Low %): dair > nair > fair/uair
  2206.  
  2207. Peach:
  2208. (0-10%): dthrow > jab > uair > ...
  2209. (approx. 0%): dthrow > nair/uair
  2210. (Low %): dsmash > dthrow > uair
  2211. (Low %): dair > dthrow > uair
  2212. (Low %): dair > dthrow > fsmash
  2213.  
  2214. Sheik:
  2215. Chaingrab: 0 - 90%
  2216. (approx 80%): uthrow > fair/bair
  2217. (approx 80%): dthrow > fsmash
  2218. (Low - Mid%): dtilt > dtilt > fair/bair
  2219. (Low %): dair > side-b > fair/bair
  2220.  
  2221. General:
  2222. (Low %): x2 dair > aerial/regrab
  2223. (Low %): x2 jab > jab/fair/uair/ftilt
  2224. ____________________________________________
  2225.  
  2226. Shield Pressure (6A)
  2227. ____________________________________________
  2228.  
  2229. This is based on if you hit a shield on the frame RIGHT BEFORE you L-cancel.
  2230. ____________________________________________
  2231.  
  2232. General Shield Grabs (6Aa)
  2233. ____________________________________________
  2234.  
  2235. jab OS > jab (16 max frames of punish)
  2236. jab OS > dash attack (12 max frames of punish)
  2237. jab OS > grab (12 max frames of punish, space dependant)
  2238. jab OS > ftilt (10 max frames of punish)
  2239. jab OS > dtilt (9 max frames of punish)
  2240. jab OS > up-b (6 max frames of punish, space dependant)
  2241. jab OS > down-b (5 max frames of punish)
  2242.  
  2243. ftilt OS > jab (15 max frames of punish)
  2244. ftilt OS > dash attack (11 max frames of punish)
  2245. ftilt OS > grab (11 max frames of punish, space dependant)
  2246. ftilt OS > ftilt (9 max frames of punish)
  2247. ftilt OS > dtilt (8 max frames of punish)
  2248. ftilt OS > down-b (4 max frames of punish, spacing dependant)
  2249.  
  2250. dtilt OS > jab (9 max frames of punish)
  2251. dtilt OS > dash attack (5 max frames of punish)
  2252. dtilt OS > ftilt (3 max frames of punish)
  2253. dtilt OS > dtilt (2 max frames of punish)
  2254.  
  2255. FH nair OS > jab (22 max frames of punish)
  2256. FH nair OS > dash attack (18 max frames of punish)
  2257. FH nair OS > grab (18 max frames of punish, space dependant)
  2258. FH nair OS > ftilt (16 max frames of punish)
  2259. FH nair OS > dtilt (15 max frames of punish)
  2260. FH nair OS > up-b (12 max frames of punish, space dependant)
  2261. FH nair OS > down-b (11 max frames of punish)
  2262. FH nair OS > FH dsmash (6 max frames of punish)
  2263. FH nair OS > side-b (6 max frames of punish, space dependant)
  2264. FH nair OS > fsmash (5 max frames of punish)
  2265.  
  2266. fair OS > jab (23 max frames of punish)
  2267. fair OS > dash attack (18 max frames of punish)
  2268. fair OS > grab (18 max frames of punish, space dependant)
  2269. fair OS > ftilt (17 max frames of punish)
  2270. fair OS > dtilt (16 max frames of punish)
  2271. fair OS > up-b (13 max frames of punish, space dependant)
  2272. fair OS > down-b (12 max frames of punish)
  2273. fair OS > FH dsmash (7 max frames of punish)
  2274. fair OS > side-b (7 max frames of punish, space dependant)
  2275. fair OS > fsmash (6 max frames of punish)
  2276.  
  2277. dair OS > jab (22 max frames of punish, space dependant)
  2278. dair OS > dash attack (18 max frames of punish)
  2279. dair OS > grab (18 max frames, space dependant)
  2280. dair OS > ftilt (16 max frames of punish)
  2281. dair OS > dtilt (15 max frames of punish)
  2282. dair OS > up-b (15 max frames of punish, space dependant)
  2283. dair OS > down-b (11 max frames of punish)
  2284. dair OS > FH dsmash (6 max frames of punish)
  2285. dair OS > side-b (5 max frames of punish, space dependant)
  2286. dair OS > fsmash (5 max frames of punish)
  2287.  
  2288. bair OS > pivot jab (23 max frames of punish)
  2289. bair OS > dash attack (20 max frames of punish)
  2290. bair OS > pivot grab (19 frames of punish, space dependant)
  2291. bair OS > ftilt (18 max frames of punish)
  2292. bair OS > pivot dtilt (16 max frames of punish)
  2293. bair OS > up-b (15 max frames of punish, space dependant)
  2294. bair OS > down-b (13 max frames of punish)
  2295. bair OS > side-b (8 max frames of punish, space dependant)
  2296. bair OS > pivot FH dsmash (7 max frames of punish)
  2297. bair OS > fsmash (7 max frames of punish)
  2298.  
  2299. uair OS > jab (23 max frames of punish)
  2300. uair OS > dash attack (18 max frames of punish)
  2301. uair OS > ftilt (17 max frames of punish)
  2302. uair OS > dtilt (16 max frames of punish)
  2303. uair OS > up-b (13 max frames of punish, space dependant)
  2304. uair OS > down-b (12 max frames of punish)
  2305. uair OS > FH dsmash (7 max frames of punish)
  2306. uair OS > side-b (7 max frames of punish, space dependant)
  2307. uair OS > fsmash (6 max frames of punish)
  2308.  
  2309. side-b OS > jab (20 max frames of punish, space dependant)
  2310. side-b OS > dash attack (16 max frames of punish)
  2311. side-b OS > ftilt (14 max frames of punish)
  2312. side-b OS > dtilt (13 max frames of punish)
  2313. side-b OS > up-b (10 max frames of punish, space dependant)
  2314. side-b OS > down-b (9 max frames of punish, VERY space dependant)
  2315. side-b OS > FH dsmash (4 max frames of punish)
  2316. ____________________________________________
  2317.  
  2318. Bowser (6Ab)
  2319. ____________________________________________
  2320.  
  2321. jab OS > jab (28 max frames of punish)
  2322. jab OS > dash attack (24 max frames of punish)
  2323. jab OS > grab (24 max frames of punish, space dependant)
  2324. jab OS > ftilt (22 max frames of punish)
  2325. jab OS > dtilt (21 max frames of punish)
  2326. jab OS > up-b (18 max frames of punish, space dependant)
  2327. jab OS > down-b (17 max frames of punish)
  2328. jab OS > run-up usmash (5 max frames of punish, space dependant)
  2329.  
  2330. ftilt OS > jab (27 max frames of punish)
  2331. ftilt OS > dash attack (23 max frames of punish)
  2332. ftilt OS > grab (23 max frames of punish, space dependant)
  2333. ftilt OS > ftilt (21 max frames of punish)
  2334. ftilt OS > dtilt (20 max frames of punish)
  2335. ftilt OS > down-b (16 max frames of punish, spacing dependant)
  2336. ftilt OS > run-up usmash (4 max frames of punish)
  2337.  
  2338. dtilt OS > jab (21 max frames of punish)
  2339. dtilt OS > dash attack (17 max frames of punish)
  2340. dtilt OS > ftilt (15 max frames of punish)
  2341. dtilt OS > dashgrab (14 max frames of punish)
  2342. dtilt OS > dtilt (14 max frames of punish)
  2343.  
  2344. FH nair OS > jab (30 max frames of punish)
  2345. FH nair OS > dash attack (26 max frames of punish)
  2346. FH nair OS > grab (26 max frames of punish, space dependant)
  2347. FH nair OS > ftilt (24 max frames of punish)
  2348. FH nair OS > dtilt (23 max frames of punish)
  2349. FH nair OS > up-b (20 max frames of punish, space dependant)
  2350. FH nair OS > down-b (19 max frames of punish)
  2351. FH nair OS > FH dsmash (14 max frames of punish)
  2352. FH nair OS > side-b (14 max frames of punish, space dependant)
  2353. FH nair OS > fsmash (13 max frames of punish)
  2354. FH nair OS > run-up usmash (7 max frames of punish)
  2355.  
  2356. fair OS > jab (33 max frames of punish)
  2357. fair OS > dash attack (29 max frames of punish)
  2358. fair OS > ftilt (27 max frames of punish)
  2359. fair OS > dtilt (26 max frames of punish)
  2360. fair OS > up-b (23 max frames of punish, space dependant)
  2361. fair OS > down-b (22 max frames of punish)
  2362. fair OS > FH dsmash (17 max frames of punish)
  2363. fair OS > side-b (17 max frames of punish, space dependant)
  2364. fair OS > fsmash (16 max frames of punish)
  2365. fair OS > run-up usmash (10 max frames of punish)
  2366.  
  2367. dair OS > jab (32 max frames of punish, space dependant)
  2368. dair OS > dash attack (28 max frames of punish)
  2369. dair OS > grab (28 max frames, space dependant)
  2370. dair OS > ftilt (26 max frames of punish)
  2371. dair OS > dtilt (25 max frames of punish)
  2372. dair OS > up-b (22 max frames of punish, space dependant)
  2373. dair OS > down-b (21 max frames of punish)
  2374. dair OS > FH dsmash (16 max frames of punish)
  2375. dair OS > side-b (15 max frames of punish, space dependant)
  2376. dair OS > fsmash (15 max frames of punish)
  2377. dair OS > run-up usmash (8 max frames of punish)
  2378.  
  2379. bair OS > pivot jab (34 max frames of punish)
  2380. bair OS > dash attack (30 max frames of punish)
  2381. bair OS > pivot grab (29 frames of punish, space dependant)
  2382. bair OS > ftilt (28 max frames of punish)
  2383. bair OS > pivot dtilt (26 max frames of punish)
  2384. bair OS > up-b (24 max frames of punish, space dependant)
  2385. bair OS > down-b (23 max frames of punish)
  2386. bair OS > side-b (18 max frames of punish, space dependant)
  2387. bair OS > fsmash (17 max frames of punish)
  2388. bair OS > pivot FH dsmash (16 max frames of punish)
  2389. bair OS > run-up usmash (10 max frames of punish)
  2390.  
  2391. uair OS > jab (33 max frames of punish)
  2392. uair OS > dash attack (29 max frames of punish)
  2393. uair OS > ftilt (27 max frames of punish)
  2394. uair OS > dtilt (26 max frames of punish)
  2395. uair OS > up-b (23 max frames of punish, space dependant)
  2396. uair OS > down-b (22 max frames of punish)
  2397. uair OS > FH dsmash (17 max frames of punish)
  2398. uair OS > side-b (17 max frames of punish, space dependant)
  2399. uair OS > fsmash (16 max frames of punish)
  2400. uair OS > run-up usmash (10 max frames of punish)
  2401.  
  2402. side-b OS > jab (30 max frames of punish, space dependant)
  2403. side-b OS > dash attack (26 max frames of punish)
  2404. side-b OS > ftilt (24 max frames of punish)
  2405. side-b OS > dtilt (23 max frames of punish)
  2406. side-b OS > up-b (20 max frames of punish, space dependant)
  2407. side-b OS > down-b (19 max frames of punish, VERY space dependant)
  2408. side-b OS > FH dsmash (14 max frames of punish)
  2409. side-b OS > run-up usmash (7 max frames of punish)
  2410. ____________________________________________
  2411.  
  2412. Link/Young Link (6Ac)
  2413. ____________________________________________
  2414.  
  2415. FH nair OS > jab (3 max frames of punish)
  2416.  
  2417. fair OS > jab (6 max frames of punish)
  2418. fair OS > dash attack (2 max frames of punish)
  2419. fair OS > grab (2 max frames of punish)
  2420.  
  2421. dair OS > jab (6 max frames of punish, space dependant)
  2422. dair OS > dash attack (3 max frames of punish, space dependant)
  2423. dair OS > grab (3 max frames, space dependant)
  2424.  
  2425. bair OS > pivot jab (4 max frames of punish)
  2426. bair OS > dash attack (1 max frame of punish)
  2427. bair OS > pivot grab (1 max frame of punish)
  2428.  
  2429. uair OS > jab (4 max frames of punish)
  2430. ____________________________________________
  2431.  
  2432. Samus/Yoshi(6Ad)
  2433. ____________________________________________
  2434.  
  2435. jab OS > jab (6 max frames of punish)
  2436. jab OS > dash attack (2 max frames of punish)
  2437. jab OS > grab (2 max frames of punish, space dependant)
  2438.  
  2439. ftilt OS > jab (5 max frames of punish)
  2440. ftilt OS > dash attack (1 max frames of punish)
  2441. ftilt OS > grab (1 max frames of punish, space dependant)
  2442.  
  2443. dtilt OS > jab (4 max frames of punish)
  2444.  
  2445. FH nair OS > jab (10 max frames of punish)
  2446. FH nair OS > dash attack (6 max frames of punish)
  2447. FH nair OS > grab (6 max frames of punish, space dependant)
  2448. FH nair OS > ftilt (4 max frames of punish)
  2449. FH nair OS > dtilt (3 max frames of punish)
  2450.  
  2451. fair OS > jab (13 max frames of punish)
  2452. fair OS > dash attack (9 max frames of punish)
  2453. fair OS > grab (9 max frames of punish)
  2454. fair OS > ftilt (7 max frames of punish)
  2455. fair OS > dtilt (6 max frames of punish)
  2456. fair OS > up-b (3 max frames of punish, space dependant)
  2457. fair OS > down-b (2 max frames of punish)
  2458.  
  2459. dair OS > jab (10 max frames of punish, space dependant)
  2460. dair OS > dash attack (6 max frames of punish)
  2461. dair OS > grab (6 max frames, space dependant)
  2462. dair OS > ftilt (4 max frames of punish)
  2463. dair OS > dtilt (3 max frames of punish)
  2464.  
  2465. bair OS > pivot jab (11 max frames of punish)
  2466. bair OS > dash attack (8 max frames of punish)
  2467. bair OS > pivot grab (7 frames of punish, space dependant)
  2468. bair OS > ftilt (6 max frames of punish)
  2469. bair OS > pivot dtilt (4 max frames of punish)
  2470. bair OS > up-b (1 max frames of punish, space dependant)
  2471.  
  2472. uair OS > jab (11 max frames of punish)
  2473. uair OS > dash attack (7 max frames of punish)
  2474. uair OS > grab (7 max frames of punish)
  2475. uair OS > ftilt (5 max frames of punish)
  2476. uair OS > dtilt (4 max frames of punish, space dependant)
  2477. uair OS > up-b (1 max frames of punish, space dependant)
  2478. ____________________________________________
  2479.  
  2480. Misc Data (7A)
  2481. ____________________________________________
  2482.  
  2483. % when bair outscales fair with in KB
  2484.  
  2485. 108% for fox
  2486. 111% for falco
  2487. 116% for marth
  2488. 118% for sheik / peach
  2489. 127% for falcon
  2490. 98% for puff
  2491. 131% for samus
  2492. 117% for ICs
  2493. 94% for pichu (fair always stronger below 94%)
  2494. 136% for bowser (bair always stronger at and above 136%)
  2495. ____________________________________________
  2496.  
  2497. D-Throw Lag (NTSC):
  2498. 1.17 - Bowser ....................... 23 (-3)
  2499. 1.14 - Donkey Kong .................. 23 (-3)
  2500. 1.10 - Samus ........................ 23 (-3)
  2501. 1.09 - Ganondorf .................... 22 (-2)
  2502. 1.08 - Yoshi ........................ 22 (-2)
  2503. 1.04 - Captain Falcon / Link ........ 21 (-1)
  2504. 1.00 - Dr Mario / Luigi / Mario ..... 20 (+0)
  2505. 0.94 - Ness ......................... 19 (+1)
  2506. 0.90 - Peach / Sheik / Zelda ........ 18 (+2)
  2507. 0.88 - Ice Climbers ................. 18 (+2)
  2508. 0.87 - Marth ........................ 17 (+3)
  2509. 0.85 - Mewtwo / Roy / Young Link .... 18 (+2)
  2510. 0.80 - Falco / Pikachu .............. 16 (+4)
  2511. 0.75 - Fox .......................... 15 (+5)
  2512. 0.70 - Kirby ........................ 15 (+5)
  2513. 0.60 - Jigglypuff / Mr Game & Watch . 12 (+8)
  2514. 0.55 - Pichu ........................ 12 (+8)
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