Ganondorf (SSB4): Difference between revisions

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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have decreased landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}}
*{{buff|All aerials have less landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's second hit has less startup lag (frame 20 → 17), with the move's total duration being subsequently reduced (FAF 45 → 42).}}
**{{buff|Neutral aerial's second hit has less startup lag (frame 20 → 17), with the move's total duration being subsequently reduced (FAF 45 → 42).}}
***{{buff|Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).}}
***{{buff|Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).}}
**{{buff|Neutral aerial auto-cancels earlier (frame 41 → 38).}}
**{{buff|Neutral aerial auto-cancels earlier (frame 41 → 38).}}
**{{buff|The first kick has significantly decreased knockback scaling (100 → 30), has altered angles (55°/60°/65° → 55°/70°/100°) which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.}}  
**{{buff|The first kick has significantly decreased knockback scaling (100 → 30) and it has altered angles (55°/60°/65° → 55°/70°/100°) which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.}}  
***{{nerf|However, these changes make neutral connect even less reliably at lower percents.}}
***{{nerf|However, these changes make neutral connect even less reliably at lower percents.}}
**{{buff|The foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110), improving its spacing potential.}}  
**{{buff|The foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110), improving its spacing potential.}}  
***{{change|This specific hitbox also has weight independent knockback.}}
***{{change|This specific hitbox also has weight independent knockback.}}
**{{buff|The second kick deals more damage (7% (clean)/5% (late) → 12%/9%) and has increased knockback scaling (100 → 106), restoring a chunk of its KO potential from ''Melee''.}}
**{{buff|The second kick deals much more damage (7% (clean)/5% (late) → 12%/9%) and has increased knockback scaling (100 → 106), restoring a chunk of its KO potential from ''Melee''.}}
**{{buff|The clean second kick has larger hitboxes (4.3u/5.7u/6.2u → 7.8u/7u/6.5u) and the foot hitbox has been positioned further out (y offset: 5 → z offset: 6.5), significantly improving its range.}}
**{{buff|The clean second kick has larger hitboxes (4.3u/5.7u/6.2u → 7.8u/7u/6.5u) and the foot hitbox has been positioned further out (y offset: 5 → z offset: 6.5), significantly improving its range.}}
**{{buff|The late second kick's foot hitbox is larger (4.3u → 6u) and it has been positioned further out (y offset: 5 → z offset: 6).}}
**{{buff|The late second kick's foot hitbox is larger (4.3u → 6u) and it has been positioned further out (y offset: 5 → z offset: 6).}}
**{{nerf|The first kick deals less damage (11% (clean)/7% (late) → 7%/5.25%). Most hitboxes are no longer capable of KOing, and are now much more dangerous on hit. The foot hitbox still has KO potential against grounded opponents, although its knockback was not fully compensated, hindering its KO potential.}}
**{{nerf|The first kick deals less damage (11% (clean)/7% (late) → 7%/5.25%). Most hitboxes are no longer capable of KOing, and are now much less safe on hit. The foot hitbox still has KO potential against grounded opponents, although its knockback was not fully compensated, hindering its KO potential.}}
***{{nerf|Altogether, these changes greatly hinder the first kick's spacing potential.}}
***{{nerf|Altogether, these changes greatly hinder the first kick's spacing potential when used on its own.}}
**{{nerf|The late second kick's near hitboxes are smaller (5.7u/6.2u → 5.3u/4.5u).}}
**{{nerf|The late second kick's near hitboxes are smaller (5.7u/6.2u → 5.3u/4.5u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{change|Down aerial's sourspot now launches opponents horizontally (270° → 361°). This improves its onstage KO potential and grants the move spacing potential but hindering its edeguarding and tech chase set up potential.}}
**{{change|Down aerial's sourspot now launches opponents horizontally (270° → 361°). This improves its onstage KO potential and grants the move spacing potential but hindering its edeguarding and tech chase set up potential.}}
**{{nerf|Down aerial has a shorter duration (frames 16-20 → 16-18).}}
**{{nerf|Down aerial has a shorter duration (frames 16-20 → 16-18).}}
**{{nerf|Down aerial has decreased base knockback (30 → 20).}}
**{{nerf|Down aerial has lower base knockback (30 → 20).}}
**{{nerf|The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.}}
**{{nerf|The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.}}
***{{buff|However, this does also improve its combo potential at higher percents.}}  
***{{buff|However, this does also improve its combo potential at higher percents.}}  
**{{nerf|Down aerial can also no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.}}
**{{nerf|Down aerial can no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.}}


===Throws/other attacks===
===Throws/other attacks===