Editing Flight of Ganon
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The Flight of Ganon works by exploiting two exploits with ''Brawl''{{'}}s mechanics. The first exploit comes with exploiting the game's [[buffer]] system. Normally when a player double jumps, they cannot perform an aerial on the same frame as the double jump. Attempting to do so will result in the player performing the aerial instead with no double jump. If the player buffers a double jump and an aerial out of another action, however, the player will double jump and perform the aerial on the same frame. | The Flight of Ganon works by exploiting two exploits with ''Brawl''{{'}}s mechanics. The first exploit comes with exploiting the game's [[buffer]] system. Normally when a player double jumps, they cannot perform an aerial on the same frame as the double jump. Attempting to do so will result in the player performing the aerial instead with no double jump. If the player buffers a double jump and an aerial out of another action, however, the player will double jump and perform the aerial on the same frame. | ||
The second exploit is using a technique known as [[Second Jump Recovery]] | The second exploit is using a technique known as [[Second Jump Recovery|SJR]]. After every animation, there is one animation frame that acts as a transitional animation between one animation to another. This single animation frame usually has no impact on gameplay but if the player lands on the frame this animation occurs, they will still be airborne but they will also regain their double jump. Using this extra double jump in this state is known as an SJR and if Ganondorf buffers Wizard's Foot out of this SJR, this is what causes the Flight of Ganon. | ||
What the player has to perform the Flight of Ganon is that they have to set up a situation where Ganondorf is in this aerial transition frame and within the game's 10 frame buffer system, the player has to first buffer a double jump and then they have to buffer Wizard's Foot. The Wizard's Foot has to be buffered otherwise, it will out-prioritize the double jump input. | What the player has to perform the Flight of Ganon is that they have to set up a situation where Ganondorf is in this aerial transition frame and within the game's 10 frame buffer system, the player has to first buffer a double jump and then they have to buffer Wizard's Foot. The Wizard's Foot has to be buffered otherwise, it will out-prioritize the double jump input. | ||
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===Method 1=== | ===Method 1=== | ||
[[File:Brawl-Ganon-FlightOfGanon.gif|thumb|A Flight of Ganon performed with Method 1.]] | [[File:Brawl-Ganon-FlightOfGanon.gif|right|thumb|A Flight of Ganon performed with Method 1.]] | ||
Method 1 of Flight of Ganon is the most well-known and easiest to perform. However, its ease of execution comes at the cost of being incredibly slow and telegraphed to set up. To perform Method 1, the player has to perform a grounded Wizard's foot and Ganondorf must end the move with the aerial ending animation (where he performs a mid-air roll rather than skidding on the ground) while still being on the ground. When this animation ends, Ganondorf is put into the transition animation frame, where he can then perform the technique. All the player has to do is buffer the double jump and Wizard's Foot at the end of the grounded Wizard Foot's animation. They do not require frame perfect timing or tight spacing, which makes it a lot easier than most other SJR-related techniques. | Method 1 of Flight of Ganon is the most well-known and easiest to perform. However, its ease of execution comes at the cost of being incredibly slow and telegraphed to set up. To perform Method 1, the player has to perform a grounded Wizard's foot and Ganondorf must end the move with the aerial ending animation (where he performs a mid-air roll rather than skidding on the ground) while still being on the ground. When this animation ends, Ganondorf is put into the transition animation frame, where he can then perform the technique. All the player has to do is buffer the double jump and Wizard's Foot at the end of the grounded Wizard Foot's animation. They do not require frame perfect timing or tight spacing, which makes it a lot easier than most other SJR-related techniques. | ||
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===Method 2=== | ===Method 2=== | ||
Method 2 of Flight of Ganon is drastically more difficult to perform | Method 2 of Flight of Ganon is drastically more difficult to perform however, it is far less circumstantial than method 1. The second method simply involves performing a traditional SJR to set up the Flight of Ganon. First of all, Ganondorf has to use an air dodge to set up the SJR. The reason Ganondorf cannot use any of his aerials is that all of his aerials have [[interruptible]] frames and an SJR only works when an aerial's animation has been fully completed and not when an aerial is actionable, this means that Ganondorf cannot buffer the Wizard's Foot, preventing him from being able to perform the trick. As Ganondorf's air dodge has no interruptible frames, it can be used. | ||
The easiest way Ganondorf can set up an SJR is by performing a short hop and at the apex of his short hop, he then has to double jump and immediately air dodge. During the air dodge's ending frames, Ganondorf then has to buffer a double jump and then a down special. Ganondorf does have a couple of frames of leniency to perform the double jump but the air dodge has to be performed frame perfectly, which like any other traditional SJR, makes it incredibly difficult to perform. | The easiest way Ganondorf can set up an SJR is by performing a short hop and at the apex of his short hop, he then has to double jump and immediately air dodge. During the air dodge's ending frames, Ganondorf then has to buffer a double jump and then a down special. Ganondorf does have a couple of frames of leniency to perform the double jump but the air dodge has to be performed frame perfectly, which like any other traditional SJR, makes it incredibly difficult to perform. | ||
As this is a traditional SJR, Ganondorf can set it up pretty much anywhere as long as he has enough time to finish his air dodge animation, and in theory he can also use this method to perform an infinite amount of Flight of Ganons without landing. The extremely high difficulty and precision of this method however | As this is a traditional SJR, Ganondorf can set it up pretty much anywhere as long as he has enough time to finish his air dodge animation, and in theory, he can also use this method to perform an infinite amount of Flight of Ganons without landing. The extremely high difficulty and precision of this method however limit its use. It is safer in a way than method one as Ganondorf's air dodge does provide him with some protection but the setup is still rather slow and if Ganondorf is hit out of it, he can easily end up off stage without a jump which can easily lead to him being KOed. | ||
==Application== | ==Application== |