Ganondorf vs Mewtwo

Mewtwo Matchup (Ganondorf)

Ganondorf vs Mewtwo

Ganondorf vs Mewtwo hinges on cutting off landings with preemptive aerials before Shadow Ball and air mobility take over, then cashing one read into a ledge carry on Mewtwo's light weight.

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Matchup Summary (Win Condition and Game Plan)

This matchup is a volatile trade between Mewtwo controlling the pace with Shadow Ball, air drift, and Teleport, and Ganondorf threatening to break the stock open the moment he lands one real hit. Ganondorf suffers if he spends too long losing ground at range because he has no projectile and poor landing defense, but Mewtwo is light, large, and vulnerable along the tail, so a single Nair or Bair can flip the entire position.
Ganondorf cannot catch Mewtwo by only walking forward behind shield. He needs to preempt the landing and retreat paths with Nair, Bair, Down Tilt, and placed Fairs, then take space when Shadow Ball charge time or low aerial approaches finally create a commitment. Mewtwo’s close-range answers are strong, but its durability is not, so any grab or Nair starter that carries toward the ledge can snowball straight into kill range.
The frame table shows Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, and Down B are all punishable with Grab (10f) or OOS Nair (10f). Forward Tilt, Up Tilt, Dash Attack, and Down B also lose to OOS Bair (13f) or Up B (14f), while Forward Smash and Up Smash can be punished as hard as OOS Fair (17f). By contrast, Fair, Bair, Uair, Dair, and most Neutral B situations are hard to punish directly out of shield, and even Nair and Down Smash show no guaranteed punish in the table. If Ganondorf keeps defending in place, Mewtwo gets to recycle landings and grab threats.
The win condition is to stop reacting to every low-commitment poke, corner Mewtwo’s landing and escape routes first, and then finish onstage with Bair, Down Tilt, Forward Tilt, and Up Smash once the ledge sequence begins. Chasing Teleport offstage is far less reliable than waiting for the re-entry and forcing the next heavy hit onstage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldGanondorf OOS Candidate MovesBarely Missed Moves
Rapid Jab5/8/11…
Rapid Jab Finisher6-30
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab5-12
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (+1)
  • Up B (+2)
Forward Tilt10-15/-15/-16
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+2)
Up Tilt8-14/-15/-15
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+3)
Down Tilt6-11/-12/-12
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (+2)
  • Up B (+3)
Dash Attack10-14
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+3)
Forward Smash19-20/-18
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (+1)
  • Up Smash (+2)
Up Smash9/14/18/22-39
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Down Smash21-8
  • None
  • Grab (+2)
  • OOS Nair (+2)
  • OOS Uair (+3)
Neutral Air7/11/15/19/23/27-8/-7
  • None
  • Grab (+3)
  • OOS Nair (+3)
Forward Air7-3
  • None
Back Air13-5/-6/-6
  • None
Up Air10-3/-4/-4
  • None
Down Air15-6
  • None
Neutral B9(+12)-16 to -2
  • None
Side B10 (21/23/25/27/29/31/33/39)
Up B**
Down B16-30
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not answer Shadow Ball by only shielding forward. Use Nair, Bair, Down Tilt, and placed Fairs to close off Mewtwo’s landing spots and retreat lines first.
  • After blocking Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, or Down B, punish cleanly with Grab (10f) or OOS Nair (10f).
  • Switch to the larger punish when the spacing allows it: Forward Tilt, Up Tilt, Dash Attack, and Down B lose to OOS Bair (13f) or Up B (14f), while Forward Smash and Up Smash reach OOS Fair (17f).
  • Once you land the first hit, keep center and ledge control, then finish with Bair, Down Tilt, Forward Tilt, and Up Smash instead of giving Mewtwo room to reset neutral.
  • Since Fair, Bair, Uair, Dair, and most Neutral B shield situations are hard to punish directly, do not swing at air. Read the landing and place the next wall instead.

Actions to Avoid

  • Getting impatient at Shadow Ball and dashing in a straight line into Mewtwo’s Fair, grab, and Down Tilt counterplay.
  • Whiffing shield punishes on Fair, Bair, Uair, or Dair and letting Mewtwo restart the landing mix and grab threat for free.
  • Chasing Teleport too deep offstage and exposing Ganondorf’s own weak recovery before the stock is actually secured.
  • Tunneling on hard reads with raw Warlock Punch or repeated Side B attempts in neutral and handing Mewtwo a clean whiff-punish into juggle pressure.
  • Giving up center after cornering Mewtwo and jumping in recklessly into Back Air or up-throw kill setups.

Reference Links

Related Pages