QERB
Banned via Warnings
Ok, so, we all know Mr. GW has pretty some bad defense in general, like his lack of shield, being as light as puff (minus the floatiness), and getting comboed easily ...But being that this gw section is a ghost town, let's be positive n' focus on his offensive ownage.
GW has some very deadly combos, and I thought it would be helpful to list them out. Of course some of them may be situational, but gw's combos are definitely worth a mention. Lol plz dont let my name fool you, I main gw. (:
For those of you who don't know me, I'm a central Jersey player, the last tourney/smashfest I attended was saffron city in September 09 at Jersey City and placed 13th with g&w.
Combo video is out, here's the URL: Mr. **** & Watch
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Grab Combos
GW's throws are AWESOME, getting the grab is the harder part. but once you get it, they have no idea which way you will throw 'em, which is a huge advantage for gw.
Down-Throw
D-Throw --> D-Throw (Chaingrab) **Your only hope vs Sheiks! Do it**
D-Throw --> D-Tilt (low %s, but watch for tech roll away)
D-Throw --> U-Tilt (higher %'s if they fail to DI)
D-Throw --> F-Smash/F-Tilt (Works better on fastfallers; better to use aerial follow-ups vs lighter/floatier characters)
D-Throw --> Tech Chase grab (low %'s) *a lower class sheik tech chase cg basically /=
D-Throw --> shffld F-Air (If DI'd away at high %s)
D-Throw --> shffld N-Air (If DI'd up at high %s) *NOTE* if you EVER grab a sheik, falcon, ganon, puff, marth, peach, other floaties, this should almost ALWAYS be your finisher. sometime you have to full jump it rather than sh on puff and such (depending on % of course)
D-Throw --> Judgement (Feelin lucky? works on floaties) **56K**
D-Throw --> backwards WD --> D-Smash (sweet-spotted)**56k**
Up-Throw
U-Throw --> N-Air (ownage combo; follow up with potentially another N-air or F-air)
U-Throw --> Judgement(fastfallers:*falco, *falcon, *Fox...dThrow everyone else)
U-Throw --> U-Air (Juggle Fastfallers,*not recomended, much better combos you can do here)
U-Throw --> F-Air (If DI away; *N-Air is usually better here)
U Throw --> Grab (CG fastfallers *Fox, Falco, Falcon...again, d-throw everyone else)
U Throw --> U-Smash (Fastfallers only, be careful with this, they could sneak in a shine)
Forward and Backward-Throw
*Same as Up-Throw* (But F-Air & and B-Air can be better follow-ups based on DI than the N-Air)
these can also CG fastfallers at medium %s being they do not know which throw you will do. risky though, as is everything gw does (:
Note: Sometimes when you have someone grabbed at the edge, they're expecting a u throw. But since you can't tell which throw gw does (which is awesome), if you'r expecting them to DI towards the edge, throw them to that side of the stage, this will cause them to DI wayy too far off the stage since they expecting the u throw, making it 10x easier to edgeguard and usually results in a kill. works well against characters with limited recovery (falco, falcon, ganon)
U-Smash won't work as well here either.
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Other Combos
D-Tilt (Manhole)
Manhole -->Another manhole (*If the first hit send opponent upwards, the 2nd manhole will send opponent more horizontally, which could set up for a shffld F-Air or N-Air if you chase the tech properly)
Manhole --> F-Air (ownage combo)
Manhole --> N-Air " "
Manhole -->WD chase--> U-Tilt
Manhole --> Judgement Hammer (the Dire Combo)
Manhole -->GRAB (Awesome way to start cg'ing fastfallers, especially fox/falco, however, at 0%, fox and falco cannot be grabbed out of the d-tilt. in this case just d-tilt again. if the fox/falco is at AROUND 10% before you t-tilt then you can get the grab.)
THE DASHING "A "HELMET ATTACK!
*I consider this one of the most underrated combo potential moves. It has so much priority, and can cancel attacks from even things like marth's sword. However this move can only be comboed with if it hits with the last few frames of the attack or if it cancels (clank!) with the opponents attack. Please read though!!*
Helmet (last few frames of attack) -->F-Smash***(If you hit opponent with last few frames of the attack, the helmet should send the opponent directly behind you, and before he lands, you can turn around and f-smash, my favorite gw combo (C-stick works well here)) This attack has a duration of 15 frames, so hitting with the last 4-6 should do.
Helmet (clanked helmet, cancels with opponents attack) --> A attack (Bug Spray) --> D-Tilt (Click Link below for BS' gw at 0:21 to see this combo)
*Note* Alot of the time your opponent may not realize that your measly dash attack will clash with their attack. Take advantage of this and be ready with either a grab or the combo above.
U-Tilt (Flag)
Flag --> Another flag (juggle fastfallers)
Flag --> Grab (*fastfallers-If hit with side edge of flag, opponent will be hit to the side allowing a grab. See this video (BS (gw) vs Kaito (Falco)) if you haven't already ) *You can see this flag combo at 1:00 and 1:15.
Flag --> U-Air (ehh....)
Neutral A Attack (bugsrpay)
Bugspray --> D-Tilt **56k** (Also see Dash A section)
Bugspray --> grab **56k** (Be careful, GW's grab is not too fast hehe)
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Aerial Combos
F-Air (Block Thingy)
F-Air --> Another F-Air (this can sometimes be connected within 1 JUMP.
F-Air --> N-Air (Especially if the F-Air hits opponent off of the stage)
F-Air --> Tech Chase --> grab/Manhole
*If F-Air is shielded, grab, neutral A, or manhole, space it so you don't get shield grabbed
*F-Air to manhole combo can be repeated if hit at low %s **56k**
*You can also chain "weak" f-airs together, or follow them with d-tilts at high %s on most characters. The weak f-air is when you strike with the last several frames of the f-air. you can also go for a neutral A-->grab after the weak f-air as well. mix it up.
D-Air (Key)
Ok, the key potentilally has two hits. One is regular, and the other is a spike (only works if you get right next to your opponent or "in" your opponent, no homo)
Key (both hits on ground) -->D-Tilt --> F-Air (best combo ever, does around 45%)
Key (1 hit only on ground) --> grab (see BS gw vid above)
Key (Both hits, but you land on the opposite side of opponent)--> Reverse F-Smash/F-Tilt (If you use the f-smash during this combo be aware that it may cancel with one of your opponents counterattacks. Use this [clank!] to your advantage and use your d-tilt or grab immediately after this)
Key --> U-Tilt (Flag) or N-Air **linkmastersword**
Key --> D-Tilt --> Key (Spike)-->D-Tilt.........GW pillar (works on fastfallers, but can be tech rolled out of due to gw's floatiness, as it takes gw forever to get back down on the ground after spiking with the key) **DelxDoom**
U-Air (Puff Puff)
U-Air --> Another U-Air (Juggle Fastfallers)
U-Air --> N-Air
U-Air --> U-Tilt (Fastfallers)
B-Air (Turtle)
Turtle --> Another turtle...and another...and another (Until they're hit out of reach)
Turtle --> Grab (Tech Chased)
Turtle --> 2nd jump --> N-Air (works well on floaters) **linkmastersword** works almost always if edge cancelled b-air. can't l cancel it, but u sure can edge cancel it
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Other Useful Moves
THE FALCO **** COMBO
Upthrow-->Upthrow-->Upthrow-->Upthrow-->WD-->U-Tilt-->shffl'd D-Air (don't hit with meteor part)-->shffl f-air--> full jump n-air ftw! i want to get a vid of this up soon, as i don't see it on youtube currently. 0 to death combo, very difficult to pull off due to DI
Forward Wavedash --> D-Tilt
Backward Wavedash --> F-Smash (When opponent is approching, or recovering)
If hanging from ledge....
Ledge-Hopped F-Air --> [insert combo move] (If your opponent is camping out of reach of a ledge-hopped F-Air, DON'T do it! IF you do it, you'll get hit right out of it after you miss. Instead jump directly off of the ledge or waveland onto the stage or simply tilt the control stick towards the stage)
Ledge-Hopped D-Air --> [posted above] (*Use this recovery only if your opponent is situated within reach of BOTH HITS of the ledge-hopped key. Otherwise it'll get sheild grabbed or hit)
Ledge-Hopped U-Air: This is helpful against chars with spikes/meteors (ex: ganon, falcon, falco) who sit right on top of you to edgeguard. The U-Air has ridiculous priority and will rip through ****. However, make sure that you land on the stage when doing this, because don't forget you can't L-Cancel this attack.
Another options is to ledge hop or double jump from the ledge into an N-Air, if your opponent is camping right on top of the ledge. If the N-Air connects, free recovery and a bunch of damage *Thanks Galt for this one*
Jab Cancelled Judgement hammer/F-Smash. Use the Fsmash at higher percentages to negate the involvement of luck. Other options are manhole or grab, which can lead to other combos. GW just has too many choices. **Cosmo**
If trying to finish a combo, but n-air (insert finishing move here) is out of reach, follow with an up-b, then fastfall to avoid being punished for doing so. **Blue Yoshi**
This can kill light characters at high %s, such as puff on stages with lower ceilings such as PS, YS, and corneria.
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Edge-Guarding
GW is a good edgeguarder. With good prediction and knowing when to use which move, your opponent might just have to SD if he wants to get back on the stage . Anyways, I've been asked to add an edge-guarding section to this guide so here it is. *Not finished...at all*
Fox/Falco
These are two are pretty easy to edgeguard. It's a little harder for fox because fox has more options with his longer firefox (up-b). Some predition is needed here...
If falco is at the same height as the ledge, he will most likely illusion (over-b) to grab it. USe the D-Tilt to edge guard this. If falco techs this edgeguard, be prepared to [SH F-Air] Falco's up-b.
Against Fox, in the same situation (at same height as ledge,) fox may not necessarily illusion or firefox directly to the ledge. He might go diagonally, or even straight up, then DI toward the ledge. This edgeguard is more of a guess as to which recovery the fox is going to do. The best choice for this, however, is a SHFFL'd or Full Jumped F-Air, hoping of course that fox will recover diagonally. Dire Vulcan (GW) vs M2k (Fox) shows some F-Air edge-guarding (even though Dire baaaaaarrreely misses some times.)
If Fox or Falco are at the same height as you (not the ledge) while recovering, there's a chance they're going to try to hit you with the illusion/up-b. If you suspect this, you can do one of two things: F-Smash or the Regular A attack (bugspray). If the F-Smash connects then...yeah...you win that battle. As for the bugspray, this attack should make fox/falco drop below the edge, forcing them to recover vertically. When they recover vertically, D-Tilt, F-Smash, F-Tilt, or even pan-spike them to oblivion
If you use the F-Smash or buspray, and miss, you will probably still have time to hit or grab fox/falco, because this means that their up-b was used diagonally, so it takes them longer to recover, giving you time to slip in an attack.
And finally, before fox/falco get into position to start up-b'ing or forward-b'ing, you can short hop off of the stage and intercept them with a parachute. Make sure to time this right because if you hit too late it will send them in the opposite direction.
Hehe OR....you can jump out and pan spike them in mid-air...**linkmaster sword** LOL
Sheik
sheik sucks. if she grabs you once, she cg's you to like 70, the upsmash, and ur dead. but we're not talking about that are we? we're talking about if/WHEN we get sheik off the edge (;
Sheik can be pretty hard to edgeguard, mainly because her up-b goes in different directions and she cannot be intercepted during it. The main way to win this edgeguard is try to force her to land ON THE STAGE, because sheik's up-b has loads of post-move lag, not to mention the slow fall the ground from it. However, if she gets the edge, then it gets hard.
First off, if you know 100% that she won't make the stage with the up-b, ledge hog ftw. *Note: If sheik goes all smart *** an transforms into zelda, then teleports, ledge hop N-Air her to her death. If you don't think this will reach, use the F-Air, where she'll probably be knocked to the other side of the stage. And of course, if she is still to far to land on the stage, even after transforming to zelda, just sit on the ledge, and watch her fall....
Ok on to assuming that sheik is in range of the stage with her up-b. Good sheiks will go for the edge, then ledge hopped f-air you from it. So you have to try as hard as possible to occupy the ledge, or at least make the sheik THINK that you're going to sit on the ledge. A lot of this depends on the situation, for example how far sheik is from the ledge. The farther the easier, and vice-versa. With that being said:
If sheik will barely make the stage, ledge hog, and as soon as she lands (So that you dont get hit by the POOF of her up-b), do a ledge hopped n-air or f-air on her. Then there's mindgames of course. If you think that the sheik player thinks that you're going to hold on to the ledge during sheik's entire up-b, you can waveland back on to the stage and hit her with a powerful move (F-Smash, U-Smash, Judgement hehe) or start comboing with D-Tilt maybe. Of course this is slightly more risky because of the sheik player reads this she will just go for the ledge during your waveland, and then no more edge guarding for Senor GW.
If sheik has plenty of room to choose where to land on the stage (or the edge depending), then...yeah...this is kinda hard. You can either ledge hog --> ledge hopped f-air, and try to hit her with the edge of the block, then D-Tilt combo if you can, or you can just sit back on the stage, and throw sausages right on top of the ledge (If you think she's going to grab the edge.) So yeah do your best with this, a good sheik player most likely won't let you get a big hit in here.
Marf
also sucks. looks like gw's the only character who cant do the shield manuever against marth on the edge since he doesnt have a shield. o well. looks like we need to use some other trix.
Marth isnt too hard to edgeguard, but when you do edgeguard him, you will probably end up hitting him the opposite way. The first thing you should try to do is intercept is forward b's (if he uses them) with an F-air or a d-air or a parachute (which will probably kill him if you pull it off). Watch out for him hitting you with his forward-b while you're trying to do this, cuz it could backfire if he hits you...As in, he'll start edgeguarding you, and marth is a very...annoying edgeguarder.
*Be as aggresive as possible while edgeguarding, because (assuming the marth is good) he has a definite advantage in a regular 1v1 situation.
Ok if intercepting the forward b's is NOT going to happen, try to force marth to land ON THE STAGE, not the ledge. To do this, stand with your back facing away from the ledge, and right before you think he's going to up-b, wd backwards. If he went for the ledge now, he's dead. If he lands on the stage, he has a **** load of lag that you can take advantage of. Now you can do a ledge hopped [Insert Aerial attack] (just plz dont do b-air here lol)
If you're lazy you can just sit facing the ledge and spam manhole. Pray the marth doesnt know how to sweet-spot the ledge or ledge tech.
Or if you're lazy, you can drop the d-smash (hammers) right as he's up-b'ing. If this connects, follow it up with a d-tilt, as the marth will probably panic after being hit and up again right away, not sweet-spotting the ledge. You can also follow with a f-smash, but then there's a risk of getting hit with the up-b, which could ruin the edgeguard, so yeah, stick to d-tilt as a followup to the d-smash.
Falcon
Too easy to edge guard...Spam manhole...If this send him too high, shffl an f-air...done.
When he's too low, edge hog...done.
If you feeling like owning him, fastfall a parachute on his *** during his up-b.
Or you can key him. Or the chair, or f-smash, or the bug spray even if you wanna mess with him.
If he thinks he's tricky and does his over-b to recover, just shffl a parachute right under him.
Choose your own adventure.
IC's
They have two ways to recover, so this is kinda hard. Especially that annoying hammer spin they do, it can be hard to predict. Best bet is to chase the hammer spin and parachute it, or f-air it (Depends on the situation) The ideal situation is to parachute or f-air the ic's recovery before they can even start it by jumping out to them and hitting them. Unfortuneately this usually is not the case.
Here's a vid showing some gw edge-guarding vs the IC's. Dire Vulcan (gw) vs Nick (IC's)
The edge-guarding begins at around 3:35, on FD. Not much on Corneria.
Peach
Iite so Peach has a lot of priority. But so do we. Sow it all comes down to timing/predicting stuff.
The awesome thing about fighting peach is that the easiest way to edge guard is THE PAN SPIKE. ya heard. while peach is floating off the stage waiting to recover, she has no move that can stop a well-placed pan spike, not even her f-air or n-air. the pan just has too much range for her. but she cant be too high or too low from the edge, or you can use it.
goofy match where i pan spike a peach: http://www.youtube.com/watch?v=Onbp9Z8zfgU
[towards the end i tried to do an edge hopped reverse pan spike...don't ask lol]
other than that you can try to sneak in an n-air while she's floatin around. DON't bother trying to manhole her recovery. her parasol has more priority than your mom. Edge hogging is always an option, but only if she up-b's away from the edge.
if she does up-b away from the edge, but is able to land on the stage, you should place an edge hopped n-air on her dome. if she stalls and you think she's trying to get the edge, edge hog.
to be more flashy, you can b-air her off a wall, which could lead to a spike depending on the stage (FD, BF, not dream land)
Samus
Say Goodbye to all those bombs that you're trying to jump off, samus. GW can rip through samus' bomb jump recovery with the parachute. If samus is out of range for that, throw some sausages while you wait. chances are you'll disrupt her bomb jumps with one of them sausages. If she's already grappled to the wall, go for the manhole. If you're trying to edgeguard her while on the ledge, your best bet is to wait for the up-b, then do an edge-hopped d-air. then work from there.
If all else fails, just try to make her land on the stage, cuz the post-lag of her up-b is long as funk. you can easily L-Roll onto the stage from the edge and get in an f-smash by the time she recovers from her post-lag.
oo one more thing, watch out for the fully charged shots while you're edgeguarding samus. sneaky ***** sneaks em in while she's recovering sometimes. you COULD even bucket it for kicks.
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...To be Continued
GW has some very deadly combos, and I thought it would be helpful to list them out. Of course some of them may be situational, but gw's combos are definitely worth a mention. Lol plz dont let my name fool you, I main gw. (:
For those of you who don't know me, I'm a central Jersey player, the last tourney/smashfest I attended was saffron city in September 09 at Jersey City and placed 13th with g&w.
Combo video is out, here's the URL: Mr. **** & Watch
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Grab Combos
GW's throws are AWESOME, getting the grab is the harder part. but once you get it, they have no idea which way you will throw 'em, which is a huge advantage for gw.
Down-Throw
D-Throw --> D-Throw (Chaingrab) **Your only hope vs Sheiks! Do it**
D-Throw --> D-Tilt (low %s, but watch for tech roll away)
D-Throw --> U-Tilt (higher %'s if they fail to DI)
D-Throw --> F-Smash/F-Tilt (Works better on fastfallers; better to use aerial follow-ups vs lighter/floatier characters)
D-Throw --> Tech Chase grab (low %'s) *a lower class sheik tech chase cg basically /=
D-Throw --> shffld F-Air (If DI'd away at high %s)
D-Throw --> shffld N-Air (If DI'd up at high %s) *NOTE* if you EVER grab a sheik, falcon, ganon, puff, marth, peach, other floaties, this should almost ALWAYS be your finisher. sometime you have to full jump it rather than sh on puff and such (depending on % of course)
D-Throw --> Judgement (Feelin lucky? works on floaties) **56K**
D-Throw --> backwards WD --> D-Smash (sweet-spotted)**56k**
Up-Throw
U-Throw --> N-Air (ownage combo; follow up with potentially another N-air or F-air)
U-Throw --> Judgement(fastfallers:*falco, *falcon, *Fox...dThrow everyone else)
U-Throw --> U-Air (Juggle Fastfallers,*not recomended, much better combos you can do here)
U-Throw --> F-Air (If DI away; *N-Air is usually better here)
U Throw --> Grab (CG fastfallers *Fox, Falco, Falcon...again, d-throw everyone else)
U Throw --> U-Smash (Fastfallers only, be careful with this, they could sneak in a shine)
Forward and Backward-Throw
*Same as Up-Throw* (But F-Air & and B-Air can be better follow-ups based on DI than the N-Air)
these can also CG fastfallers at medium %s being they do not know which throw you will do. risky though, as is everything gw does (:
Note: Sometimes when you have someone grabbed at the edge, they're expecting a u throw. But since you can't tell which throw gw does (which is awesome), if you'r expecting them to DI towards the edge, throw them to that side of the stage, this will cause them to DI wayy too far off the stage since they expecting the u throw, making it 10x easier to edgeguard and usually results in a kill. works well against characters with limited recovery (falco, falcon, ganon)
U-Smash won't work as well here either.
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Other Combos
D-Tilt (Manhole)
Manhole -->Another manhole (*If the first hit send opponent upwards, the 2nd manhole will send opponent more horizontally, which could set up for a shffld F-Air or N-Air if you chase the tech properly)
Manhole --> F-Air (ownage combo)
Manhole --> N-Air " "
Manhole -->WD chase--> U-Tilt
Manhole --> Judgement Hammer (the Dire Combo)
Manhole -->GRAB (Awesome way to start cg'ing fastfallers, especially fox/falco, however, at 0%, fox and falco cannot be grabbed out of the d-tilt. in this case just d-tilt again. if the fox/falco is at AROUND 10% before you t-tilt then you can get the grab.)
THE DASHING "A "HELMET ATTACK!
*I consider this one of the most underrated combo potential moves. It has so much priority, and can cancel attacks from even things like marth's sword. However this move can only be comboed with if it hits with the last few frames of the attack or if it cancels (clank!) with the opponents attack. Please read though!!*
Helmet (last few frames of attack) -->F-Smash***(If you hit opponent with last few frames of the attack, the helmet should send the opponent directly behind you, and before he lands, you can turn around and f-smash, my favorite gw combo (C-stick works well here)) This attack has a duration of 15 frames, so hitting with the last 4-6 should do.
Helmet (clanked helmet, cancels with opponents attack) --> A attack (Bug Spray) --> D-Tilt (Click Link below for BS' gw at 0:21 to see this combo)
*Note* Alot of the time your opponent may not realize that your measly dash attack will clash with their attack. Take advantage of this and be ready with either a grab or the combo above.
U-Tilt (Flag)
Flag --> Another flag (juggle fastfallers)
Flag --> Grab (*fastfallers-If hit with side edge of flag, opponent will be hit to the side allowing a grab. See this video (BS (gw) vs Kaito (Falco)) if you haven't already ) *You can see this flag combo at 1:00 and 1:15.
Flag --> U-Air (ehh....)
Neutral A Attack (bugsrpay)
Bugspray --> D-Tilt **56k** (Also see Dash A section)
Bugspray --> grab **56k** (Be careful, GW's grab is not too fast hehe)
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Aerial Combos
F-Air (Block Thingy)
F-Air --> Another F-Air (this can sometimes be connected within 1 JUMP.
F-Air --> N-Air (Especially if the F-Air hits opponent off of the stage)
F-Air --> Tech Chase --> grab/Manhole
*If F-Air is shielded, grab, neutral A, or manhole, space it so you don't get shield grabbed
*F-Air to manhole combo can be repeated if hit at low %s **56k**
*You can also chain "weak" f-airs together, or follow them with d-tilts at high %s on most characters. The weak f-air is when you strike with the last several frames of the f-air. you can also go for a neutral A-->grab after the weak f-air as well. mix it up.
D-Air (Key)
Ok, the key potentilally has two hits. One is regular, and the other is a spike (only works if you get right next to your opponent or "in" your opponent, no homo)
Key (both hits on ground) -->D-Tilt --> F-Air (best combo ever, does around 45%)
Key (1 hit only on ground) --> grab (see BS gw vid above)
Key (Both hits, but you land on the opposite side of opponent)--> Reverse F-Smash/F-Tilt (If you use the f-smash during this combo be aware that it may cancel with one of your opponents counterattacks. Use this [clank!] to your advantage and use your d-tilt or grab immediately after this)
Key --> U-Tilt (Flag) or N-Air **linkmastersword**
Key --> D-Tilt --> Key (Spike)-->D-Tilt.........GW pillar (works on fastfallers, but can be tech rolled out of due to gw's floatiness, as it takes gw forever to get back down on the ground after spiking with the key) **DelxDoom**
U-Air (Puff Puff)
U-Air --> Another U-Air (Juggle Fastfallers)
U-Air --> N-Air
U-Air --> U-Tilt (Fastfallers)
B-Air (Turtle)
Turtle --> Another turtle...and another...and another (Until they're hit out of reach)
Turtle --> Grab (Tech Chased)
Turtle --> 2nd jump --> N-Air (works well on floaters) **linkmastersword** works almost always if edge cancelled b-air. can't l cancel it, but u sure can edge cancel it
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Other Useful Moves
THE FALCO **** COMBO
Upthrow-->Upthrow-->Upthrow-->Upthrow-->WD-->U-Tilt-->shffl'd D-Air (don't hit with meteor part)-->shffl f-air--> full jump n-air ftw! i want to get a vid of this up soon, as i don't see it on youtube currently. 0 to death combo, very difficult to pull off due to DI
Forward Wavedash --> D-Tilt
Backward Wavedash --> F-Smash (When opponent is approching, or recovering)
If hanging from ledge....
Ledge-Hopped F-Air --> [insert combo move] (If your opponent is camping out of reach of a ledge-hopped F-Air, DON'T do it! IF you do it, you'll get hit right out of it after you miss. Instead jump directly off of the ledge or waveland onto the stage or simply tilt the control stick towards the stage)
Ledge-Hopped D-Air --> [posted above] (*Use this recovery only if your opponent is situated within reach of BOTH HITS of the ledge-hopped key. Otherwise it'll get sheild grabbed or hit)
Ledge-Hopped U-Air: This is helpful against chars with spikes/meteors (ex: ganon, falcon, falco) who sit right on top of you to edgeguard. The U-Air has ridiculous priority and will rip through ****. However, make sure that you land on the stage when doing this, because don't forget you can't L-Cancel this attack.
Another options is to ledge hop or double jump from the ledge into an N-Air, if your opponent is camping right on top of the ledge. If the N-Air connects, free recovery and a bunch of damage *Thanks Galt for this one*
Jab Cancelled Judgement hammer/F-Smash. Use the Fsmash at higher percentages to negate the involvement of luck. Other options are manhole or grab, which can lead to other combos. GW just has too many choices. **Cosmo**
If trying to finish a combo, but n-air (insert finishing move here) is out of reach, follow with an up-b, then fastfall to avoid being punished for doing so. **Blue Yoshi**
This can kill light characters at high %s, such as puff on stages with lower ceilings such as PS, YS, and corneria.
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Edge-Guarding
GW is a good edgeguarder. With good prediction and knowing when to use which move, your opponent might just have to SD if he wants to get back on the stage . Anyways, I've been asked to add an edge-guarding section to this guide so here it is. *Not finished...at all*
Fox/Falco
These are two are pretty easy to edgeguard. It's a little harder for fox because fox has more options with his longer firefox (up-b). Some predition is needed here...
If falco is at the same height as the ledge, he will most likely illusion (over-b) to grab it. USe the D-Tilt to edge guard this. If falco techs this edgeguard, be prepared to [SH F-Air] Falco's up-b.
Against Fox, in the same situation (at same height as ledge,) fox may not necessarily illusion or firefox directly to the ledge. He might go diagonally, or even straight up, then DI toward the ledge. This edgeguard is more of a guess as to which recovery the fox is going to do. The best choice for this, however, is a SHFFL'd or Full Jumped F-Air, hoping of course that fox will recover diagonally. Dire Vulcan (GW) vs M2k (Fox) shows some F-Air edge-guarding (even though Dire baaaaaarrreely misses some times.)
If Fox or Falco are at the same height as you (not the ledge) while recovering, there's a chance they're going to try to hit you with the illusion/up-b. If you suspect this, you can do one of two things: F-Smash or the Regular A attack (bugspray). If the F-Smash connects then...yeah...you win that battle. As for the bugspray, this attack should make fox/falco drop below the edge, forcing them to recover vertically. When they recover vertically, D-Tilt, F-Smash, F-Tilt, or even pan-spike them to oblivion
If you use the F-Smash or buspray, and miss, you will probably still have time to hit or grab fox/falco, because this means that their up-b was used diagonally, so it takes them longer to recover, giving you time to slip in an attack.
And finally, before fox/falco get into position to start up-b'ing or forward-b'ing, you can short hop off of the stage and intercept them with a parachute. Make sure to time this right because if you hit too late it will send them in the opposite direction.
Hehe OR....you can jump out and pan spike them in mid-air...**linkmaster sword** LOL
Sheik
sheik sucks. if she grabs you once, she cg's you to like 70, the upsmash, and ur dead. but we're not talking about that are we? we're talking about if/WHEN we get sheik off the edge (;
Sheik can be pretty hard to edgeguard, mainly because her up-b goes in different directions and she cannot be intercepted during it. The main way to win this edgeguard is try to force her to land ON THE STAGE, because sheik's up-b has loads of post-move lag, not to mention the slow fall the ground from it. However, if she gets the edge, then it gets hard.
First off, if you know 100% that she won't make the stage with the up-b, ledge hog ftw. *Note: If sheik goes all smart *** an transforms into zelda, then teleports, ledge hop N-Air her to her death. If you don't think this will reach, use the F-Air, where she'll probably be knocked to the other side of the stage. And of course, if she is still to far to land on the stage, even after transforming to zelda, just sit on the ledge, and watch her fall....
Ok on to assuming that sheik is in range of the stage with her up-b. Good sheiks will go for the edge, then ledge hopped f-air you from it. So you have to try as hard as possible to occupy the ledge, or at least make the sheik THINK that you're going to sit on the ledge. A lot of this depends on the situation, for example how far sheik is from the ledge. The farther the easier, and vice-versa. With that being said:
If sheik will barely make the stage, ledge hog, and as soon as she lands (So that you dont get hit by the POOF of her up-b), do a ledge hopped n-air or f-air on her. Then there's mindgames of course. If you think that the sheik player thinks that you're going to hold on to the ledge during sheik's entire up-b, you can waveland back on to the stage and hit her with a powerful move (F-Smash, U-Smash, Judgement hehe) or start comboing with D-Tilt maybe. Of course this is slightly more risky because of the sheik player reads this she will just go for the ledge during your waveland, and then no more edge guarding for Senor GW.
If sheik has plenty of room to choose where to land on the stage (or the edge depending), then...yeah...this is kinda hard. You can either ledge hog --> ledge hopped f-air, and try to hit her with the edge of the block, then D-Tilt combo if you can, or you can just sit back on the stage, and throw sausages right on top of the ledge (If you think she's going to grab the edge.) So yeah do your best with this, a good sheik player most likely won't let you get a big hit in here.
Marf
also sucks. looks like gw's the only character who cant do the shield manuever against marth on the edge since he doesnt have a shield. o well. looks like we need to use some other trix.
Marth isnt too hard to edgeguard, but when you do edgeguard him, you will probably end up hitting him the opposite way. The first thing you should try to do is intercept is forward b's (if he uses them) with an F-air or a d-air or a parachute (which will probably kill him if you pull it off). Watch out for him hitting you with his forward-b while you're trying to do this, cuz it could backfire if he hits you...As in, he'll start edgeguarding you, and marth is a very...annoying edgeguarder.
*Be as aggresive as possible while edgeguarding, because (assuming the marth is good) he has a definite advantage in a regular 1v1 situation.
Ok if intercepting the forward b's is NOT going to happen, try to force marth to land ON THE STAGE, not the ledge. To do this, stand with your back facing away from the ledge, and right before you think he's going to up-b, wd backwards. If he went for the ledge now, he's dead. If he lands on the stage, he has a **** load of lag that you can take advantage of. Now you can do a ledge hopped [Insert Aerial attack] (just plz dont do b-air here lol)
If you're lazy you can just sit facing the ledge and spam manhole. Pray the marth doesnt know how to sweet-spot the ledge or ledge tech.
Or if you're lazy, you can drop the d-smash (hammers) right as he's up-b'ing. If this connects, follow it up with a d-tilt, as the marth will probably panic after being hit and up again right away, not sweet-spotting the ledge. You can also follow with a f-smash, but then there's a risk of getting hit with the up-b, which could ruin the edgeguard, so yeah, stick to d-tilt as a followup to the d-smash.
Falcon
Too easy to edge guard...Spam manhole...If this send him too high, shffl an f-air...done.
When he's too low, edge hog...done.
If you feeling like owning him, fastfall a parachute on his *** during his up-b.
Or you can key him. Or the chair, or f-smash, or the bug spray even if you wanna mess with him.
If he thinks he's tricky and does his over-b to recover, just shffl a parachute right under him.
While I'm thinking about it, watching the video to which 56K linked reminded me of an excellent ledgeguarding trap against Falcon and Ganondorf (with some use in other matches, but not as effective):
Remove your opponent from the stage in your preferred method (I recommend f-air). Then stand at the ledge, and toss one sausage/bacon. This'll go high, forcing the opponent to aim low, for the ledge. That's where you d-tilt. Then he'll get smart and try to go over it, at which point you hit him with n-air. Repeat as necessary. It's rather difficult to break without very careful up-B placement from Falcon/Dorf. Another favorite is to throw the sausage, then assume he's going low and edgehog, wait for him to aim for the stage with the up-B, then ledgehop a keyspike like you would with Falco. I've never had anyone recover from that, if I remember correctly, and it's rather flashy. Just be sure to stay invincible for the hop as long as possible.
Choose your own adventure.
IC's
They have two ways to recover, so this is kinda hard. Especially that annoying hammer spin they do, it can be hard to predict. Best bet is to chase the hammer spin and parachute it, or f-air it (Depends on the situation) The ideal situation is to parachute or f-air the ic's recovery before they can even start it by jumping out to them and hitting them. Unfortuneately this usually is not the case.
Here's a vid showing some gw edge-guarding vs the IC's. Dire Vulcan (gw) vs Nick (IC's)
The edge-guarding begins at around 3:35, on FD. Not much on Corneria.
Peach
Iite so Peach has a lot of priority. But so do we. Sow it all comes down to timing/predicting stuff.
The awesome thing about fighting peach is that the easiest way to edge guard is THE PAN SPIKE. ya heard. while peach is floating off the stage waiting to recover, she has no move that can stop a well-placed pan spike, not even her f-air or n-air. the pan just has too much range for her. but she cant be too high or too low from the edge, or you can use it.
goofy match where i pan spike a peach: http://www.youtube.com/watch?v=Onbp9Z8zfgU
[towards the end i tried to do an edge hopped reverse pan spike...don't ask lol]
other than that you can try to sneak in an n-air while she's floatin around. DON't bother trying to manhole her recovery. her parasol has more priority than your mom. Edge hogging is always an option, but only if she up-b's away from the edge.
if she does up-b away from the edge, but is able to land on the stage, you should place an edge hopped n-air on her dome. if she stalls and you think she's trying to get the edge, edge hog.
to be more flashy, you can b-air her off a wall, which could lead to a spike depending on the stage (FD, BF, not dream land)
Samus
Say Goodbye to all those bombs that you're trying to jump off, samus. GW can rip through samus' bomb jump recovery with the parachute. If samus is out of range for that, throw some sausages while you wait. chances are you'll disrupt her bomb jumps with one of them sausages. If she's already grappled to the wall, go for the manhole. If you're trying to edgeguard her while on the ledge, your best bet is to wait for the up-b, then do an edge-hopped d-air. then work from there.
If all else fails, just try to make her land on the stage, cuz the post-lag of her up-b is long as funk. you can easily L-Roll onto the stage from the edge and get in an f-smash by the time she recovers from her post-lag.
oo one more thing, watch out for the fully charged shots while you're edgeguarding samus. sneaky ***** sneaks em in while she's recovering sometimes. you COULD even bucket it for kicks.
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...To be Continued