-ACE-
Gotem City Vigilante
ACE on Techchasing Fox, Falco, and Falcon out of dthrow:
Dair: 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.
*Best options after landing a Dair:
Grab (low/med%)
+chaingrab for Fox/Falco
+techchase opportunity (dthrow)
+uthrow onto platform for techchase
+many options out of dthrow
Jab (low%)
+possible techchase opportunity
+possible grab opportunity
-only ~7% damage is guaranteed
Fair (med/high%)
+damage (17% fresh)
+knockback
+usually sets up for an edgeguard
Dair (low/med%)
+damage (22% fresh)
+techchase opportunity
-at med% this doesn’t kill or send your opponent offstage
Side-b (till about 40%, before dair)
+damage (17% fresh)
+guaranteed aerial/tilt follow up
Fair: 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.
Down Smash: 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.
Bair: 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.
Gerudu Dragon (side-b): 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.
Wizard’s Foot (down-b): 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.
**Overall, Dair and Fair are Ganon's best, as they collectively cover every techchasing option, they both guarantee a good bit of damage, and they lead to techchases/edgeguards/KOs. Techchasing is not all guesswork. Choosing the best techchasing option is not always easy. There are many factors that influence the way your opponent will tech which are not covered here. You can, however, punish any tech to the fullest of Ganon's ability using what it shown above. Go practice!
==================================================
MAGUS420's Detailed Techchasing options with animated GIF's and frame data
Landing Frame: The moment they touch the ground is used for timing references and windows. -1 is the frame directly before they touch the ground, 0 is the 1st landing frame, +1 is the 2nd landing frame, etc
Side-B
_______________________Coverage A
_______________________Coverage B
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Away from Ganon)
or
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
-As long as you are close to the opponent you can choose either set of coverage options you want from a single location (as shown in the gif), since the pullback on the move will position you behind them before moving forward to always cross through where they landed with the attack
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)
-Tech Roll Forward: A Tech Roll in the same direction the opponent is facing. If you d-throw them while facing right it would be a tech roll to the right since the d-throw turns them around
-Tech Roll Backward: ^^ cept the other direction
*Timing Window*
Fox/Falco/CF {Closest Range}: ~4 frames (+1 through +4)
Fox/Falco/CF {Farthest Range}: ~4 frames (-1 through +2)
-These aren't exact and vary slightly with spacing and which tech roll is involved
*Maximum Range*
-If you are any further away than this you won't reach them on the tech roll.
____________________Tech Roll Backward
____________________Tech Roll Forward
*Other Stuff*
-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)
-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
-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
D-Smash
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
*Timing Window*
Fox/Falco: 5 frames (-2 through +2)
CF: 4 frames (-2 through +1)
*Maximum Range*
-If they are any closer to you than this you won't reach them on the tech roll.
____________________Tech Roll Backward
____________________Tech Roll Forward
*Other Stuff*
-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)
-They can avoid the 2nd kick with SDI+ASDI+DI up
---Fox: The SDI up is always required
---Falco: The SDI up isn't required when spaced more out towards Ganon's foot
---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
-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
Down-B
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Away from Ganon)
*Timing Window*
Fox/Falco/CF {Closest Range}: ~10 frames (0 through +9)
Fox/Falco/CF {Farthest Range}: ~10 frames (-5 through +4)
-These aren't exact and vary with spacing and which tech roll is involved
*Maximum Range*
-If you are any further away than this you won't reach them on the tech roll.
____________________Tech Roll Backward
____________________Tech Roll Forward
B-Air(Autocanceled) -> JC Grab
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
*Timing Window*
Fox/Falco: 3 frames (input jump for SHFFAC B-Air within -7 through -5)
CF: 2 frames (input jump for SHFFAC B-Air within -7 through -6)
-SHFFAC B-Air: For the fastest one possible, input B-Air on 6th air frame, and do soonest FF
F-Air(Early) -> JC Grab(Behind) or Jab(Front)
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
-If you don't have enough time to land from the F-Air towards the beginning of their landing you won't be able to jab a Tech-Stand
-Being able to land early enough with the F-Air usually means coming off a platform or being in the air already, otherwise you could just get them with something before they land if you have time to set it up with a SHFFL
*Timing Window*
Fox/Falco/CF: 11 frames (F-Air landlag starts on +1 through +11)
F-Air(Middle) -> JC Grab(Behind)
*Options Covered*
[2/4]: No Tech, Tech-Roll (Towards Ganon)
*Timing Window*
Fox/Falco/CF: 7 frames (F-Air landlag starts on +12 through +18)
F-Air(Late)
*Options Covered*
[2/4]: No Tech, Tech-Stand
*Timing Window*
Fox/Falco/CF: ~10 frames (input F-Air within +1 through +10)
-These aren't exact and vary with spacing/airtime
D-Air(Late)
*Options Covered*
[2/4]: No Tech, Tech-Stand
*Timing Window*
Fox/Falco/CF {Don't Care Either Way}: 10 frames (input D-Air within 0 through +9)
Fox/Falco/CF {Normal Launch off No Tech}: 4 frames (input D-Air within +6 through +9)
-On No Tech if you hit before frame 23 of the bounce animation they hit the ground again and don't go upwards
-On a no launch d-air you can still get up to a +9 advantage before they can do a getup if the d-air hits directly before landing
Dair: 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.
*Best options after landing a Dair:
Grab (low/med%)
+chaingrab for Fox/Falco
+techchase opportunity (dthrow)
+uthrow onto platform for techchase
+many options out of dthrow
Jab (low%)
+possible techchase opportunity
+possible grab opportunity
-only ~7% damage is guaranteed
Fair (med/high%)
+damage (17% fresh)
+knockback
+usually sets up for an edgeguard
Dair (low/med%)
+damage (22% fresh)
+techchase opportunity
-at med% this doesn’t kill or send your opponent offstage
Side-b (till about 40%, before dair)
+damage (17% fresh)
+guaranteed aerial/tilt follow up
Fair: 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.
Down Smash: 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.
Bair: 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.
Gerudu Dragon (side-b): 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.
Wizard’s Foot (down-b): 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.
**Overall, Dair and Fair are Ganon's best, as they collectively cover every techchasing option, they both guarantee a good bit of damage, and they lead to techchases/edgeguards/KOs. Techchasing is not all guesswork. Choosing the best techchasing option is not always easy. There are many factors that influence the way your opponent will tech which are not covered here. You can, however, punish any tech to the fullest of Ganon's ability using what it shown above. Go practice!
==================================================
MAGUS420's Detailed Techchasing options with animated GIF's and frame data
Landing Frame: The moment they touch the ground is used for timing references and windows. -1 is the frame directly before they touch the ground, 0 is the 1st landing frame, +1 is the 2nd landing frame, etc
Side-B
_______________________Coverage A
_______________________Coverage B
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Away from Ganon)
or
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
-As long as you are close to the opponent you can choose either set of coverage options you want from a single location (as shown in the gif), since the pullback on the move will position you behind them before moving forward to always cross through where they landed with the attack
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)
-Tech Roll Forward: A Tech Roll in the same direction the opponent is facing. If you d-throw them while facing right it would be a tech roll to the right since the d-throw turns them around
-Tech Roll Backward: ^^ cept the other direction
*Timing Window*
Fox/Falco/CF {Closest Range}: ~4 frames (+1 through +4)
Fox/Falco/CF {Farthest Range}: ~4 frames (-1 through +2)
-These aren't exact and vary slightly with spacing and which tech roll is involved
*Maximum Range*
-If you are any further away than this you won't reach them on the tech roll.
____________________Tech Roll Backward
____________________Tech Roll Forward
*Other Stuff*
-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)
-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
-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
D-Smash
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
*Timing Window*
Fox/Falco: 5 frames (-2 through +2)
CF: 4 frames (-2 through +1)
*Maximum Range*
-If they are any closer to you than this you won't reach them on the tech roll.
____________________Tech Roll Backward
____________________Tech Roll Forward
*Other Stuff*
-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)
-They can avoid the 2nd kick with SDI+ASDI+DI up
---Fox: The SDI up is always required
---Falco: The SDI up isn't required when spaced more out towards Ganon's foot
---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
-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
Down-B
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Away from Ganon)
*Timing Window*
Fox/Falco/CF {Closest Range}: ~10 frames (0 through +9)
Fox/Falco/CF {Farthest Range}: ~10 frames (-5 through +4)
-These aren't exact and vary with spacing and which tech roll is involved
*Maximum Range*
-If you are any further away than this you won't reach them on the tech roll.
____________________Tech Roll Backward
____________________Tech Roll Forward
B-Air(Autocanceled) -> JC Grab
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
*Timing Window*
Fox/Falco: 3 frames (input jump for SHFFAC B-Air within -7 through -5)
CF: 2 frames (input jump for SHFFAC B-Air within -7 through -6)
-SHFFAC B-Air: For the fastest one possible, input B-Air on 6th air frame, and do soonest FF
F-Air(Early) -> JC Grab(Behind) or Jab(Front)
*Options Covered*
[3/4]: No Tech, Tech-Stand, Tech-Roll (Towards Ganon)
-If you don't have enough time to land from the F-Air towards the beginning of their landing you won't be able to jab a Tech-Stand
-Being able to land early enough with the F-Air usually means coming off a platform or being in the air already, otherwise you could just get them with something before they land if you have time to set it up with a SHFFL
*Timing Window*
Fox/Falco/CF: 11 frames (F-Air landlag starts on +1 through +11)
F-Air(Middle) -> JC Grab(Behind)
*Options Covered*
[2/4]: No Tech, Tech-Roll (Towards Ganon)
*Timing Window*
Fox/Falco/CF: 7 frames (F-Air landlag starts on +12 through +18)
F-Air(Late)
*Options Covered*
[2/4]: No Tech, Tech-Stand
*Timing Window*
Fox/Falco/CF: ~10 frames (input F-Air within +1 through +10)
-These aren't exact and vary with spacing/airtime
D-Air(Late)
*Options Covered*
[2/4]: No Tech, Tech-Stand
*Timing Window*
Fox/Falco/CF {Don't Care Either Way}: 10 frames (input D-Air within 0 through +9)
Fox/Falco/CF {Normal Launch off No Tech}: 4 frames (input D-Air within +6 through +9)
-On No Tech if you hit before frame 23 of the bounce animation they hit the ground again and don't go upwards
-On a no launch d-air you can still get up to a +9 advantage before they can do a getup if the d-air hits directly before landing