Editing Ganondorf (SSB4)

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Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option.
Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option.


Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/falling speed/gravity making him a prime target for combos. This also removes [[momentum cancel]]ing which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance.
Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/speed/gravity making him a prime target for combos. This also removes [[momentum cancel]]ing which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance.


As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential.
As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential.

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