Matchup Summary (Win Condition and Game Plan)
Ganondorf wants to stretch every guess with raw damage and weight. One clean neutral air, forward air, back air, down tilt, or Wizard’s Foot can send Roy offstage immediately, and Roy’s narrow recovery lets Ganondorf convert that one read into a real stock threat. Missing the tech after grounded Flame Choke is especially dangerous because it hands Ganondorf another hard-hitting guess at close range.
Roy still owns the finer midrange exchanges. The frame table shows that after shielding jab, forward tilt, down tilt, dash attack, down air, Warlock Punch, and Wizard’s Foot, Roy can answer immediately with OOS uair (8f), OOS nair (9f), Up B (9f), or grab (10f). Ganondorf’s landing and post-shield options are weak, so once Roy gets in, repeated launches with jab, nair, up tilt, and up air are what turn neutral wins into a real advantage state.
The win condition is to make Ganondorf’s preemptive swings miss with dash movement and pullbacks, then re-enter at close range where Roy’s hilt hits matter. After getting the first touch, Roy should not rush for a single forward smash just because Ganondorf is heavy. It is more reliable to extend the juggle, force one more ledgetrap, and finish with ledge back air, forward smash, or jab confirms.
Roy also does not need reckless edgeguards here. Ganondorf’s horizontal recovery is limited and his routes narrow down to Up B or air dodge drift, so holding stage position and covering the way back up with forward air or down tilt is the safer way to convert the stock.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Roy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 7 | -8 |
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| Forward Tilt | 10 | -17/-16 |
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| Up Tilt | 60 | -14 |
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| Down Tilt | 10 | -12 |
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| Dash Attack | 10 | -13/-11 |
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| Forward Smash | 29 | -24 |
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| Up Smash | 20 | -25 |
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| Down Smash | 15/35 | -39/-13 |
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| Neutral Air | 7/17 | (-7/-7)(-5/-6) |
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| Forward Air | 14 | -7/-7 |
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| Back Air | 10 | -4/-5 |
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| Up Air | 8 | -6/-6/-6/-7/-7/-8 |
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| Down Air | 16 | -9/-10 |
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| Neutral B (1) | 70/80 | -20/-14 |
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| Neutral B (2) | 70/80 | -14/-12 |
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| Side B (1) | 16 | — | ||
| Side B (2) | 16 | — | ||
| Side B (3) | — | — | ||
| Up B | 14 | — | ||
| Down B (1) | 16 | -29 |
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| Down B (2) | 16 | -34 |
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| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not force the first approach at midrange. Use dash shield and pullbacks against down tilt, neutral air, and forward air, then turn a whiff or blocked swing into close-range pressure.
- After shielding jab, forward tilt, down tilt, dash attack, down air, Warlock Punch, or Wizard’s Foot, always punish with OOS uair (8f), OOS nair (9f), Up B (9f), or grab (10f) instead of giving a heavyweight a free reset.
- Once you get in, do not fish for the kill immediately. Keep Ganondorf airborne with jab, nair, up tilt, and up air, push him to the corner, then close with ledge back air, forward smash, or jab confirms.
- Always buffer the tech after grounded Flame Choke, and when Ganondorf is offstage, stay disciplined and wait onstage for the Up B or air-dodge route back.
Actions to Avoid
- Do not settle for tipper spacing only and let Ganondorf’s weight drag the game out until one neutral air, forward air, or back air sends Roy offstage.
- Do not throw out early forward smash or forward air into Warlock Punch armor or a preemptive aerial, because Roy’s small mistake can become an immediate kill.
- Do not drop your tech timing after Flame Choke or rely on the same in-place tech at the ledge, because Ganondorf gets too much reward from repeating that guess.
- Do not chase too deep offstage for a flashy finish, since Roy’s own recovery can be reversed by neutral air, back air, down air, or Up B on the way back.