Judge Judy
Smash Lord
- Joined
- May 18, 2008
- Messages
- 1,638
Ok, until Boss has his Gimp List up, we can discuss how to gimp such and such characters on here. Just start discussing and I'll try to update things as we go along. Right now, this thread will be kind of just informal discussion, but if things go well we can try having weekly character discussions or something. Also, please no flaming or trolling, seriously 
Notes:
Cape = ****
Uair barrage
Bair barrage
Uair to Fair meteor
fireball + aerials = ****
FLUDD + cape = more ****
FLUDD > Aether, PK Thunder 1 & 2, and Final Cutter
Nair > Fire Fox, Bird, and Wolf
Week #1's discussion was Meta Knight:
Well gimping MK is all about forcing him to use his Up B and then trying to gimp that directly with the cape. MK's glide makes him tricky to edgeguard since it moves fast and he can use to go under the stage, however, it's not impossible to intercept and as soon as he starts needing to use his jumps he becomes a lot more vulnerable. MK is also tough to edgeguard since he can still punish mistakes with his aerials, and if you’re careless there's a good possibility you can get smacked in an undesirable position by his Up B.
As far as what Mario can do (Note that this info is subject to change, so discuss and debate as needed):
-Uair, Nair, and Bair are all viable options in terms of edgeguarding with aerials; I personally don't use Dair off-stage other than for stage spikes and Fair is just far too unreliable against MK.
-Cape glide is good if MK is very far off-stage and an Uair out of it will most likely KO him if he's that far off-stage; situational, but a good tool to have nevertheless.
-The cape works well but you should try to be somewhat conservative with it so you don't miss a chance to cape his Up B, also, it's a little slow compared to MK's aerials so it can be punished if you're not careful; pretty much self-explanatory, but basically you want to focus on caping MK's Up B when the opportunity arises.
-FLUDD works pretty well on MK's Up B but you absolutely want to have it fully-charged for best results, still FLUDD will be more used for aiding cape gimps rather than gimping on its own. Additionally, the FLUDD can slow down MK's glide and FIHL works well on MK's glide atk. Overall, the FLUDD is best saved for MK's glide and Up B.
Week #2's discussion was Jigglypuff:
Jigglypuff is near impossible to gimp; you can try to pressure Jigglypuff offstage and make things very unpleasant for her, but there's really no way consistently gimp her other than flat-out KOing her.
Week #3's discussion was Mr. Game & Watch:
3 reasons why G&W is near impossible to gimp:
-G&W gets his Up B back even after being caped
-G&W's Up B can meteor cancel
-FLUDD does not sufficiently halt the momentum of G&W's Up B
G&W's Up B gets good vertical height and great horizontal distance; his recovery may be predictable but there's really no way to consistently gimp his Up B. However, you can still try to get as many hits as you can off-stage and try to edgehog his Up B.
Week #4's discussion was King Dedede: *Some rough notes*
-Cape ***** his Up B
-Uair, Nair, and Bair are all good off-stage moves
-Possible to gimp his Up B with FLUDD
Week #5's discussion was Toon Link: *Some rough notes*
-Uair is a good way to quickly hit him out of his tether
-Cape ***** his recovery
-Bombs can potentially save TL's recovery and can be hard to get around as well
Notes:
Cape = ****
Uair barrage
Bair barrage
Uair to Fair meteor
fireball + aerials = ****
FLUDD + cape = more ****
FLUDD > Aether, PK Thunder 1 & 2, and Final Cutter
Nair > Fire Fox, Bird, and Wolf
Week #1's discussion was Meta Knight:
Well gimping MK is all about forcing him to use his Up B and then trying to gimp that directly with the cape. MK's glide makes him tricky to edgeguard since it moves fast and he can use to go under the stage, however, it's not impossible to intercept and as soon as he starts needing to use his jumps he becomes a lot more vulnerable. MK is also tough to edgeguard since he can still punish mistakes with his aerials, and if you’re careless there's a good possibility you can get smacked in an undesirable position by his Up B.
As far as what Mario can do (Note that this info is subject to change, so discuss and debate as needed):
-Uair, Nair, and Bair are all viable options in terms of edgeguarding with aerials; I personally don't use Dair off-stage other than for stage spikes and Fair is just far too unreliable against MK.
-Cape glide is good if MK is very far off-stage and an Uair out of it will most likely KO him if he's that far off-stage; situational, but a good tool to have nevertheless.
-The cape works well but you should try to be somewhat conservative with it so you don't miss a chance to cape his Up B, also, it's a little slow compared to MK's aerials so it can be punished if you're not careful; pretty much self-explanatory, but basically you want to focus on caping MK's Up B when the opportunity arises.
-FLUDD works pretty well on MK's Up B but you absolutely want to have it fully-charged for best results, still FLUDD will be more used for aiding cape gimps rather than gimping on its own. Additionally, the FLUDD can slow down MK's glide and FIHL works well on MK's glide atk. Overall, the FLUDD is best saved for MK's glide and Up B.
Week #2's discussion was Jigglypuff:
Jigglypuff is near impossible to gimp; you can try to pressure Jigglypuff offstage and make things very unpleasant for her, but there's really no way consistently gimp her other than flat-out KOing her.
Week #3's discussion was Mr. Game & Watch:
3 reasons why G&W is near impossible to gimp:
-G&W gets his Up B back even after being caped
-G&W's Up B can meteor cancel
-FLUDD does not sufficiently halt the momentum of G&W's Up B
G&W's Up B gets good vertical height and great horizontal distance; his recovery may be predictable but there's really no way to consistently gimp his Up B. However, you can still try to get as many hits as you can off-stage and try to edgehog his Up B.
Week #4's discussion was King Dedede: *Some rough notes*
-Cape ***** his Up B
-Uair, Nair, and Bair are all good off-stage moves
-Possible to gimp his Up B with FLUDD
Week #5's discussion was Toon Link: *Some rough notes*
-Uair is a good way to quickly hit him out of his tether
-Cape ***** his recovery
-Bombs can potentially save TL's recovery and can be hard to get around as well