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Editing User talk:Shadow

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I am also a Ganon main (just in case it was not obvious), and I admire your dedication to the character. [[User:Ganonmew|<span style="color: green;">'''Ganonmew'''</span>]], [[User talk:Ganonmew|<span style="color: green;">'''The Evil Clone'''</span>]] 16:32, 2 October 2015 (EDT)
I am also a Ganon main (just in case it was not obvious), and I admire your dedication to the character. [[User:Ganonmew|<span style="color: green;">'''Ganonmew'''</span>]], [[User talk:Ganonmew|<span style="color: green;">'''The Evil Clone'''</span>]] 16:32, 2 October 2015 (EDT)
== Minor nitpick ==
You said that KOing around 100% would be extreme for a frame 25 up tilt. Meta Knight's forward smash was a frame 24 move that could KO around 100%, and everyone said it was a terrible move. [[User:Ganonmew|<span style="color: brown;">'''Ganonmew'''</span>]], [[User talk:Ganonmew|<span style="color:brown;">'''The Thankful Evil Clone'''</span>]] 06:45, 4 November 2015 (EST)
== Ganondorf PM F-air ==
The headline on his page specifically states Changes from Melee to PM. You might be right about the n-air not having the later hitboxes, but the f-air's properties have absolutely been changed from Melee. It does have less endlag, to the point where you can even auto-cancel it from a short hop. You cannot do that in Melee. You also can't hit below the floor and platforms with it in Melee, but you can in PM due to the bigger hitbox. I don't believe that Melee had any different hitbox strengths depending on distance, but like Brawl, they do, and they only vary slightly compared to Brawl. [[User:Smashgold347238|Smashgold347238]] ([[User talk:Smashgold347238|talk]]) 20:08, 8 December 2015 (EST)
:I looked at the frame data for [http://smashboards.com/threads/ganondorf-hitboxes-and-frame-data.303443/ Melee] and [http://smashboards.com/threads/ganondorf-hitboxes-and-frame-data-3-6.340214/ Project M], both say their IASA are frame 35 along with auto canceling at frame 34. However, I no longer have either game in my possession to run tests. [[User:Shadow|Shadow]] ([[User talk:Shadow#top|talk]]) 03:33, 9 December 2015 (EST)
::You can see even in the GIFs that the PM hitbox is much larger. It stretches down beside his whole leg in PM, whereas it only reaches his knee in Melee. [[User:Smashgold347238|Smashgold347238]] ([[User talk:Smashgold347238|talk]]) 15:01, 9 December 2015 (EST)
:::Alright, so apparently, the game engines in Melee and PM are slightly different. You can air dodge out of IASA frames in PM, but not Melee, and in Melee, inputting an aerial on the first airborne frame reduces your short hop height, which doesn't happen in PM. I'll move this difference to the main PM page then. [[User:Smashgold347238|Smashgold347238]] ([[User talk:Smashgold347238|talk]]) 19:03, 10 December 2015 (EST)
== [[Bayonetta (SSB4)|Bayo]]'s attacks ==
Yep, they are. But now that I looked back, f-throw KOs at that specified percent near the edge, lol. I tested the percentages them with {{SSB4|Mario}}, btw. --[[File:BeepYouSignature.png|50px]] <font color="Black">'''The 70's called. They said'''</font> [[User:BeepYou|<font color="Black">'''BeepYou was here :v'''</font>]] [[User talk:BeepYou|<font color="Black">'''(talk)'''</font>]] 01:30, 5 February 2016 (EST)
:Huh, I don't know why I'm surviving around 140% from center... Honestly they seem really weak from my perspective, but I don't have Bayonetta to investigate myself. [[User:Shadow|Shadow]] ([[User talk:Shadow#top|talk]]) 01:47, 5 February 2016 (EST)

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