Editing Ganondorf (SSBM)/Back aerial

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[[File:Ganondorf's Melee back aerial.gif|thumb]]
[[File:Ganondorf's Melee back aerial.gif|thumb]]


Ganondorf punches behind him. It is considered to be Ganondorf's best move as well as a contender for the best back aerial in the game due to its plethora of good traits and lack of a big downside to using it, incredibly helping his [[Neutral game|neutral]] and [[Punishment|punish]] games. It can be seen as a [[Captain Falcon (SSBM)/Forward aerial|Knee Smash]] that is four frames faster, has significantly reduced [[ending lag]], much longer [[range]], and around the same power, [[autocancel]]s in a [[short hop]], lacks a late hit and has twice the amount of active frames as the Knee's clean hit.
Ganondorf punches behind him. It is considered to be Ganondorf's best move as well as a contender for the best back aerial in the game due to its plethora of good traits and lack of a big downside to using it, incredibly helping his [[Neutral game|neutral]] and [[Punishment|punish]] games. It can be seen as a [[Captain Falcon (SSBM)/Forward aerial|Knee Smash]] that is four frames faster, has significantly reduced [[ending lag]], much longer [[range]], around the same power, [[autocancel]]s in a [[short hop]], lacks a late hit and has twice the amount of active frames as the Knee's clean hit.


In neutral, it is a highly [[spam]]mable move and arguably the most frequently used move by Ganondorf [[main]]s due to its ability to autocancel even if used at the apex of a short hop or at the beginning of a [[short hop fast fall]]. This, in conjunction with its huge power (with Zelda's [[Zelda (SSBM)/Back aerial|back Lightning Kick]] being the only back aerial stronger than it), range and lack of a late hit makes it incredibly risky for the opponent to try and whiff punish. One minor issue the move has is with its [[hitbox]] placement, as every character except for {{SSBM|Mewtwo}} can duck under a rising back aerial and many others can dash under it, though the Ganondorf player can choose to delay the attack slightly and [[fast fall]] to prevent this. On the flipside, the move's hitbox placement makes it effective at [[Shield stab|shield poking]], especially on characters whose [[shield]]s do not fully cover their heads, such as {{SSBM|Marth}} and {{SSBM|Falco}}. This can especially be taken advantage of if the Ganondorf player has successfully conditioned the opponent to remain in shield, where the fast depletion rate of shields in ''Melee'' will make achieving the shield poke easier.
In neutral, it is a highly [[spam]]mable move and arguably the most frequently used move by Ganondorf [[main]]s due to its ability to autocancel even if used at the apex of a short hop or at the beggining of a [[short hop fast fall]]. This, in conjunction with its huge power (with Zelda's [[Zelda (SSBM)/Back aerial|back Lightning Kick]] being the only back aerial stronger than it), range and lack of a late hit makes it incredibly risky for the opponent to try and whiff punish. One minor issue the move has is with its [[hitbox]] placement, as every character except for {{SSBM|Mewtwo}} can duck under a rising back aerial and many others can dash under it, though the Ganondorf player can choose to delay the attack slightly and [[fast fall]] to prevent this. On the flipside, the move's hitbox placement makes it effective at [[Shield stab|shield poking]], especially on characters whose [[shield]]s do not fully cover their heads, such as {{SSBM|Marth}} and {{SSBM|Falco}}. This can especially be taken advantage of if the Ganondorf player has successfully conditioned the opponent to remain in shield, where the fast depletion rate of shields in ''Melee'' will make achieving the shield poke easier.


Even a back aerial that doesn't hit the opponent can provide value for Ganondorf, as the move's strength and extreme difficulty to whiff punish plays very well into Ganondorf's archetype of making the opponent fear him. On shield, the move functions similarly to {{mvsub|Ganondorf|SSBM|forward aerial}}, being very difficult to punish [[out of shield]] if spaced properly due to their long range and the high [[shieldstun]] and [[shield pushback]] provided by their high damage. If the Ganondorf player predicts the oponent will shield, the best course of action would be to [[SHFFL]] the attack, like they would do with forward aerial, being completely impossible to [[shield grab]] if done right, despite the increased [[landing lag]] that comes with not autocanceling the attack.
Even a back aerial that doesn't hit the opponent can provide value for Ganondorf, as the move's strength and extreme difficulty to whiff punish plays very well into Ganondorf's archetype of making the opponent fear him. On shield, the move functions similarly to {{mvsub|Ganondorf|SSBM|forward aerial}}, being very difficult to punish [[out of shield]] if spaced properly due to their long range and the high [[shieldstun]] and [[shield pushback]] provided by their high damage. If the Ganondorf player predicts the oponent will shield, the best course of action would be to [[SHFFL]] the attack, like they would do with forward aerial, being completely impossible to [[shield grab]] if done right, despite the increased [[landing lag]] that comes with not autocanceling the attack.

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