Editing Flame Choke

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# '''Flame Choke''': Default.
# '''Flame Choke''': Default.
# '''Flame Wave''': Deals more damage and grabbed enemies will be launched into the air with high knockback with KO potential around 115% on the ground and 100% in the air, sacrificing guaranteed combos. Aerial version will still cause Ganondorf and his opponent to plummet downward and thus can still be used for [[Ganoncide]]. However, it moves slower, and has significantly shorter range and more start-up and ending lag, making it riskier in neutral than Flame Choke/Chain and more of a strict KOing tool. Knockback is similar to [[Gerudo Dragon]].
# '''Flame Wave''': Deals more damage and grabbed enemies will be launched into the air with high knockback with KO potential around 115% on the ground and 100% in the air, sacrificing guaranteed combos. Aerial version will still cause Ganondorf and his opponent to plummet downward and thus can still be used for [[Ganoncide]]. However, it moves slower, and has significantly shorter range and more start-up and ending lag, making it riskier in neutral than Flame Choke/Chain and more of a strict KOing tool. Knockback is similar to [[Gerudo Dragon]].
# '''Flame Chain''': No longer grabs enemies, but hits multiple times while dashing with horizontal knockback. Has longer range and a bit of traction on the ground, and can pass through [[shield]]s. Will also stop at ledges instead of going off and leaving Ganondorf helpless - but this rarely matters as the player can simply hold in the opposite direction to grab the ledge and avoid an SD; however, if the player is using speed-boosting equipment they may go too far past the ledge to grab it, in which case this custom could be useful instead. Has slightly more start-up and significantly more ending lag. While its damage is around Flame Choke's with its grounded and aerial damage outputs swapped, it cannot KO until 160% near the ledge when DI and rage are not considered.
# '''Flame Chain''': No longer grabs enemies, but hits multiple times while dashing with horizontal knockback. Has longer range and a bit of traction on the ground, and can pass through [[shield]]s. Will also stop at ledges instead of going off and leaving Ganondorf helpless - but this rarely matters as the player can simply hold in the opposite direction to grab the ledge and avoid a [[self-destruct]]; however, if the player is using speed-boosting equipment they may go too far past the ledge to grab it, in which case this custom could be useful instead. Has slightly more start-up and significantly more ending lag. While its damage is around Flame Choke's with its grounded and aerial damage outputs swapped, it cannot KO until 160% near the ledge when DI and rage are not considered.


==Origin==
==Origin==
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*Aerial Flame Choke has Ganondorf holding the opponent upside down. However, upon landing, the opponent is strangely flipped.
*Aerial Flame Choke has Ganondorf holding the opponent upside down. However, upon landing, the opponent is strangely flipped.
*Depending which stage it's used on, the aerial variation may have different effects. On [[Norfair]], Ganondorf can bounce in the lava but the trapped opponent doesn't bounce on it on the first hit. On certain portions of [[Port Town Aero Dive]], it's possible to have Ganondorf survive while the other character is dragged off the screen. On other stages, both characters or neither may be KOd.
*Depending which stage it's used on, the aerial variation may have different effects. On [[Norfair]], Ganondorf can bounce in the lava but the trapped opponent doesn't bounce on it on the first hit. On certain portions of [[Port Town Aero Dive]], it's possible to have Ganondorf survive while the other character is dragged off the screen. On other stages, both characters or neither may be KOd.
*If Ganondorf uses Flame Choke in an attempt to grab a ledge on the touring platform of [[Halberd]] he will ignore the ledge, go through the platform, and be left helpless, resulting in a very likely [[SD]].
*If Ganondorf uses Flame Choke in an attempt to grab a ledge on the touring platform of [[Halberd]] he will ignore the ledge, go through the platform, and be left helpless, resulting in a very likely [[self-destruct]].
*If Ganondorf Aerial Flame Chokes an enemy and his size transformation (such as a [[Super Mushroom]]) wears off during the downward plummet, the move will automatically cancel and the opponent will be released, but Ganondorf will retain Flame Choke's momentum and continue descending downward rapidly.
*If Ganondorf Aerial Flame Chokes an enemy and his size transformation (such as a [[Super Mushroom]]) wears off during the downward plummet, the move will automatically cancel and the opponent will be released, but Ganondorf will retain Flame Choke's momentum and continue descending downward rapidly.
*If Ganondorf Aerial Flame Chokes an enemy and somehow [[trip]]s (such as landing on a [[Banana Peel]]), the opponent will be launched horizontally.
*If Ganondorf Aerial Flame Chokes an enemy and somehow [[trip]]s (such as landing on a [[Banana Peel]]), the opponent will be launched horizontally.

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