Editing Ganondorf (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 20: | Line 20: | ||
As with tradition, Ganondorf possesses one of the hardest-hitting movesets in the game, with noteworthy improvements to his raw power over previous games; this makes him one of the most formidable fighters when it comes to KOing. In addition, many of his infamously weak moves have been buffed to be more effective; [[Dark Dive]] is now a capable [[out of shield]] and KO option, Grounded [[Wizard's Foot]]'s sweetspot and sourspots have been reversed and make it effective for KOing, and [[up tilt]] is significantly faster. Finally, Ganondorf now has access to his sword from the ''SpaceWorld 2000 GameCube Tech Demo'', which provides him with extremely powerful and wide-arced smash attacks that easily KO below 100%, with forward smash being one of the strongest in the game, and up smash being able to cover an entire platform above him and apply pressure at the ledge. Overall, Ganondorf still excels at what he does best: ending stocks in a few hits and instilling fear when in the advantage. | As with tradition, Ganondorf possesses one of the hardest-hitting movesets in the game, with noteworthy improvements to his raw power over previous games; this makes him one of the most formidable fighters when it comes to KOing. In addition, many of his infamously weak moves have been buffed to be more effective; [[Dark Dive]] is now a capable [[out of shield]] and KO option, Grounded [[Wizard's Foot]]'s sweetspot and sourspots have been reversed and make it effective for KOing, and [[up tilt]] is significantly faster. Finally, Ganondorf now has access to his sword from the ''SpaceWorld 2000 GameCube Tech Demo'', which provides him with extremely powerful and wide-arced smash attacks that easily KO below 100%, with forward smash being one of the strongest in the game, and up smash being able to cover an entire platform above him and apply pressure at the ledge. Overall, Ganondorf still excels at what he does best: ending stocks in a few hits and instilling fear when in the advantage. | ||
However, Ganondorf's core weaknesses continue to hold him back drastically compared to the rest of the roster. His terrible frame data, slow movement and average range give him severe difficulty in approaching and escaping disadvantage, which is especially problematic due to ''Ultimate''{{'}}s emphasis on faster-paced combat and variety of strong zoners. His shield safety is lacking despite his high shield pressure, while his grab and throws are extremely weak for a heavyweight, having short range and unable to KO easily. Several of his moves also have small or poorly placed hitboxes which results in poor range (with hitbox adjustments making some of them worse than previously) or glaring blindspots (with some such as Dark Dive having worse hitboxes than [[Falcon Dive]], its equivalent move from {{SSBU|Captain Falcon}}). Some of his moves are nearly useless in a competitive setting due to their immense lag (such as up tilt and [[Warlock Punch]]) His recovery is among the worst in the game due to Dark Dive's low distance, and despite it not causing [[helplessness]] when it connects, opponents are able to slowly [[gimp]] Ganondorf simply by getting grabbed deliberately to push him backwards. Finally, changes to his kit remove some of his only situational moves that allow him to play [[mindgame]]s: his new up smash is no longer able to bait reactions nor is safe on shield if spaced, up aerial's shorter duration makes gimping with the late hitbox more difficult, and aerial [[Flame Choke]] can now be escaped by [[button mashing]] while also KOing Ganondorf first if used as a [[sacrificial KO]]. | However, Ganondorf's core weaknesses continue to hold him back drastically compared to the rest of the roster. His terrible frame data, slow movement and average range give him severe difficulty in approaching and escaping disadvantage, which is especially problematic due to ''Ultimate''{{'}}s emphasis on faster-paced combat and variety of strong zoners. His shield safety is lacking despite his high shield pressure, while his grab and throws are extremely weak for a heavyweight, having short range and being unable to KO easily. Several of his moves also have small or poorly placed hitboxes which results in poor range (with hitbox adjustments making some of them worse than previously) or glaring blindspots (with some such as Dark Dive having worse hitboxes than [[Falcon Dive]], its equivalent move from {{SSBU|Captain Falcon}}). Some of his moves are nearly useless in a competitive setting due to their immense lag (such as up tilt and [[Warlock Punch]]) His recovery is among the worst in the game due to Dark Dive's low distance, and despite it not causing [[helplessness]] when it connects, opponents are able to slowly [[gimp]] Ganondorf simply by getting grabbed deliberately to push him backwards. Finally, changes to his kit remove some of his only situational moves that allow him to play [[mindgame]]s: his new up smash is no longer able to bait reactions nor is safe on shield if spaced, up aerial's shorter duration makes gimping with the late hitbox more difficult, and aerial [[Flame Choke]] can now be escaped by [[button mashing]] while also KOing Ganondorf first if used as a [[sacrificial KO]]. | ||
Overall, Ganondorf's issues collectively give him significant problems in the [[neutral game]]: the majority of the roster can outspeed him in almost every degree, his otherwise great endurance is hindered by having incredibly limited recovery options, while his strengthened power does not give him any proper approach or defensive options, resulting in him struggling to make use of his excellent raw power and KO ability. Because of these factors, while the community had high hopes for Ganondorf in the early metagame, his competitive reception plummeted as the metagame evolved and his weaknesses became much more exploitable, and he has sat at the very bottom of the first two official tier lists. | Overall, Ganondorf's issues collectively give him significant problems in the [[neutral game]]: the majority of the roster can outspeed him in almost every degree, his otherwise great endurance is hindered by having incredibly limited recovery options, while his strengthened power does not give him any proper approach or defensive options, resulting in him struggling to make use of his excellent raw power and KO ability. Because of these factors, while the community had high hopes for Ganondorf in the early metagame, his competitive reception plummeted as the metagame evolved and his weaknesses became much more exploitable, and he has sat at the very bottom of the first two official tier lists. |