Ganondorf (SSBB): Difference between revisions

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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack deals more damage overall (7%/8% → 7%/9%/5%), and has more reach and significantly more knockback (30 base/100 growth → 40 base/105 growth), allowing the sweetspot to KO under 125%-150% near the ledge.}}
*{{change|Neutral attack has an altered damage output (7%/8% → 7%/9%/5%).}}
*{{nerf|Neutral attack has more start-up (frames 3-6 → 8-9) and ending lag (IASA 19 → 34), making it much slower, significantly weakening his close-range game and [[out of shield]] capabilities while completely removing its set-up capabilities. It also has a shorter duration, and the hitbox on his body has changed from a sweetspot to a sourspot that deals 3% less damage (8% → 5%).}}
*{{buff|Neutral attack has more reach and significantly more knockback (30 base/100 growth → 40 base/105 growth), allowing the sweetspot to KO under 125%-150% near the ledge.}}
*{{nerf|Neutral attack has more startup (frames 3-6 → 8-9) and ending lag (IASA 19 → 34), making it much slower, significantly weakening his close-range game and [[out of shield]] capabilities while completely removing its combo potential. It also has a shorter duration.}}
*{{change|Neutral attack now uses Ganondorf's right arm instead of his left.}}
*{{change|Neutral attack now uses Ganondorf's right arm instead of his left.}}
*{{buff|Dash attack has increased base knockback (40 → 60) and damage (14% → 15%), now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, however, it is now only the second most powerful dash attack.}}
*{{buff|Dash attack has increased base knockback (40 → 60) and damage (14% → 15%), now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, however, it is now only the second most powerful dash attack.}}
*{{nerf|Dash attack has slightly more start-up (frame 7 → 10) and ending-lag (IASA 38 → 41).}}  
*{{nerf|Dash attack has slightly more startup (frame 7 → 10) and ending lag (IASA 38 → 41). It also has much less range and now has a sourspot with less knockback scaling.}}  
*{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle]] → 22°), making it good against characters with poor recoveries. The sourspot on his body deals more damage (11% → 12%). It also has more range and can be used as a KO move despit its reduced knockback.}}
*{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle|361°]] → 22°), making it good against characters with poor recoveries. The sourspot on his body also deals more damage (11% → 12%), making the move capable of KOing despite its reduced knockback. The move also has more range.}}
*{{nerf|Forward tilt has less knockback (20 base/100 growth → 30/88), has more start-up (frame 9 → 10) and ending lag (IASA 29 → 39), less horizontal reach, and can no longer be angled, making it more difficult to land, and a less safe and less useful [[space]]r.}}
*{{nerf|Forward tilt has less knockback (20 base/100 growth → 30/88), more startup (frame 9 → 10) and ending lag (IASA 29 → 39), and can no longer be angled, making it more difficult to land and a less safe and less useful [[space]]r.}}
*{{buff|Up tilt's start-up now produces a weak vacuum effect (frame 6-70), and the explosion produced is significantly larger, giving the move drastically better reach and making it overall much easier to land. The hitbox also has a longer duration (81-83 → 81-84).}}
*{{buff|Up tilt's startup animation now produces a weak vacuum effect (frame 6-70), and the explosion produced is significantly larger, giving the move drastically better reach and making it overall much easier to land. The hitbox also has a slightly longer duration (81-83 → 81-84).}}
*{{nerf|Up tilt has drastically reduced base knockback (110 → 60), now KOing in the 50% range. It also now has large, drastically weaker sourspots covering the explosion that deals less damage (27% → 19%/17%) and KO around the 75-100% range, but is still the most powerful tilt by far. The addition of [[Edge sweet spot|ledge auto-sweetspotting]] also makes the move less effective as an edge-guard.}}
*{{nerf|Up tilt has drastically reduced base knockback (110 → 60), now KOing in the 50% range. It also now has large, drastically weaker sourspots covering the explosion that deal much less damage (27% → 19%/17%) and KO around the 75-100% range, though it is still the most powerful tilt by far. The addition of [[Edge sweet spot|ledge auto-sweetspotting]] also makes the move less effective as an edgeguarding tool.}}
*{{change|Up tilt has a slightly altered animation, where Ganondorf holds up his leg while its charging.}}
*{{change|Up tilt has a slightly altered animation, where Ganondorf holds up his leg while its charging.}}
*{{buff|Ganondorf has a new down tilt: a low front kick. It has more reach and deals much more knockback, granting it KO potential.}}
*{{buff|Ganondorf has a new down tilt: a low front kick. It has more reach and deals much more knockback, granting it KO potential.}}
*{{nerf|Down tilt has more startup and ending lag.}}
*{{nerf|Down tilt has more startup and ending lag.}}
*{{buff|Forward smash launches at a lower angle (80°/70°/60° → 45°/40°/35°), and all angles are now as strong as the non-angled version from ''Melee''. It also has a much larger hitbox (3.6 → 5).}}  
*{{buff|Forward smash launches at a lower angle (80°/70°/60° → 45°/40°/35°), and all angles are now as strong as the non-angled version from ''Melee''. It also has a much larger hitbox (3.6 → 5).}}  
*{{nerf|Dash attack has much less range. It also has less base knockback (40 → 30) and now has a sourspot on the elbow with less knockback scaling.}}
*{{change|Forward smash, as a part of Ganondorf's decloning, no longer hits opponents right before he completely thrusts his elbow outward, resulting in slightly more startup. However, this makes the attack's hitbox linger more compared to his forward smash in ''Melee'', which may surprise Ganondorf's opponents.}}
*{{change|Forward smash, as a part of Ganondorf's decloning, no longer hits opponents right before he completely thrusts his elbow outward, resulting in slightly more start-up. However, this makes the attack's hitbox linger more compared to his forward smash in ''Melee'', which may surprise Ganondorf's opponents.}}
*{{nerf|Ganondorf has a new up smash: a single upwards kick. It deals less knockback than the first kick in his ''Melee'' up smash (50 base/80 growth → 40/70), and has much less damage potential due to the removal of the second kick (39% → 22%). The move additionally has 3 frames more ending lag (IASA 40 → 43) and a sourspot on the leg that deals 3% less damage (22% → 19%) and slightly less knockback scaling (80 → 75).}}
*{{nerf|Ganondorf has a new up smash: a single upwards kick. It deals less knockback than the first kick in his ''Melee'' up smash (50 base/80 growth → 40/70), and has much less damage potential due to the removal of the second kick (39% → 22%). The move additionally has 3 frames more ending lag (IASA 40 → 43) and a sourspot on the leg that deals 3% less damage (22% → 19%) and slightly less knockback scaling (80 → 75).}}
*{{buff|Up smash has significantly more reach.}}
*{{buff|Up smash has significantly more reach.}}
*{{buff|Down smash has slightly faster start-up (frames 19 → 16).}}
*{{buff|Down smash has slightly faster startup (frames 19 → 16).}}
*{{nerf|Down smash transitions from the first kick to the second much slower (frame 29 → 36), making it more difficult to link. Along with this, the move has much more ending lag (IASA 46 → 63), making it much less safe to use. The second kick additionally hits at a more diagonal angle behind him (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).}}
*{{nerf|Down smash transitions from the first kick to the second much slower (frame 29 → 36), making it more difficult to link. Along with this, the move has much more ending lag (IASA 46 → 63), making it much less safe to use. The second kick additionally hits at a more diagonal angle behind him (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32).}}
*{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32).}}
*{{nerf|The second kick of neutral aerial is drastically weaker, dealing 5% less damage (12% → 7%) and less base knockback (50 → 25), completely removing its KOing capabilities. The first kick also deals 1% less damage (12% → 11%), though it can still KO under 150%. The move additionally [[autocancel]]s significantly later (frame 26 → 41) due to the longer hitbox durations, and these hitboxes produce less damage (hit 1: 11% → 7%, hit 2: 7% → 5%) and knockback.}}
*{{nerf|The second kick of neutral aerial is drastically weaker, dealing less damage (12% → 7%) and base knockback (50 → 25), completely removing its KO potential. The first kick also deals 1% less damage (12% → 11%), though it can still KO under 150%. The move additionally [[autocancel]]s significantly later (frame 26 → 41) due to the longer hitbox durations, and these hitboxes produce less damage (hit 1: 11% → 7%, hit 2: 7% → 5%) and knockback.}}
*{{change|Forward aerial has altered knockback (60 base/80 growth → 48/83), slightly hindering its gimping potential, but boosting its overall KO potential.}}
*{{change|Sweetspotted forward aerial has altered knockback (60 base/80 growth → 48/83), hindering its gimping potential, but boosting its overall KO potential.}}
*{{nerf|Forward aerial has more landing (frames 25 → 32) and ending lag (IASA 35 → 45), now has a large sourspot on Ganondorf's arm that deals 2% less damage (17% → 15%) and significantly weaker knockback (30 base/80 growth), the hitbox on the fist was removed, and has a slightly altered animation where Ganondorf doesn't lean as forward as he did in ''Melee'', decreasing its reach. In addition, the move's late autocancel window has been removed, which when coupled with the move's long duration results it going into the landing animation even from the maximum height of both his jumps. This results the move's usability being significantly hindered, completely removing its capability as an effective aerial spacer, while making it a dangerously unsafe and difficult to land KO move.}}
*{{nerf|Forward aerial has more landing (frames 25 → 32) and ending lag (IASA 35 → 45), now has a large sourspot on Ganondorf's arm that deals 2% less damage (17% → 15%) and significantly weaker knockback (30 base/80 growth), the hitbox on the fist was removed, and has a slightly altered animation where Ganondorf doesn't lean as forward as he did in ''Melee'', decreasing its reach. In addition, the move's late autocancel window has been removed, which when coupled with the move's long duration results it going into the landing animation even from the maximum height of both his jumps. This results the move's usability being significantly hindered, completely removing its capability as an effective aerial spacer, while making it a dangerously unsafe and difficult to land KO move.}}
*{{buff|Up aerial has slightly less landing lag (frames 25 → 22).}}
*{{buff|Up aerial has slightly less landing lag (frames 25 → 22).}}
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*{{change|Down aerial has Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward. He also no longer flips after the move has ended.}}
*{{change|Down aerial has Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward. He also no longer flips after the move has ended.}}
*{{buff|Back aerial has slightly less landing lag (25 → 22).}}
*{{buff|Back aerial has slightly less landing lag (25 → 22).}}
*{{nerf|Back aerial has more ending lag (IASA 29 → 36), deals weaker knockback (30 base/100 growth → 28/85, KOing about 15-25% later, now being only slightly stronger than Captain Falcon's back aerial). Its hitbox duration was additionally reduced to half of its previous duration (10-15 → 10-12), and has less reach, making it more difficult to land. It also auto-cancels slightly later (frame 19 → 22).}}
*{{nerf|Back aerial has more ending lag (IASA 29 → 36), deals weaker knockback (30 base/100 growth → 28/85, KOing about 15-25% later, now being only slightly stronger than Captain Falcon's back aerial). Its hitbox duration was additionally reduced to half of its previous duration (10-15 → 10-12), and the move has less reach, making it more difficult to land. It also auto-cancels slightly later (frame 19 → 22).}}


===Throws/other attacks===
===Throws/other attacks===
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===Special moves===
===Special moves===
*{{buff|All hitboxes of Warlock Punch now deal a consistent 32% damage, now being capable of reliably KOing under 25%. It also deals more damage in the air (36%), and can be reversed for more damage (35% (grounded)/38% (air)) but ten frames more start-up (70 → 80).}}
*{{buff|All hitboxes of Warlock Punch now deal a consistent 32% damage, now being capable of reliably KOing under 25%. It also deals more damage in the air (36%), and can be reversed for more damage (35% (grounded)/38% (air)) at the cost of ten frames more startup (70 → 80).}}
*{{change|Warlock Punch is now a back handed punch with his left hand instead of a straight punch with his right.}}
*{{change|Warlock Punch is now a back handed punch with his left hand instead of a straight punch with his right.}}
*{{buff|Ganondorf has a new side special: [[Flame Choke]]. Ganondorf charges towards his opponent and grabs them by their head and attacks them with a dark pulse that weakly meteor smashes enemies into the ground, causing them to weakly bounce upward and thus setting potential follow-ups that Gerudo Dragon lacked, while also being useful for [[tech-chasing]]. The grab is inescapable, cannot be tech, and provides Ganondorf grab armor frames. When used in the air Ganondorf and his opponent to plummet downwards until they hit the ground, allowing it to be used a [[suicide KO]] (although it usually KOs Ganondorf first), but does not meteor smash on landing. Ganondorf and his opponent additionally have [[armor]] as he holds them up in the air, but he lacks such in the aerial version. It can also now [[edge sweetspot|grab the ledge]] unlike Gerudo Dragon allowing it to be used as a much more effective recovery option.}}
*{{buff|Ganondorf has a new side special: [[Flame Choke]]. Ganondorf charges towards his opponent and grabs them by their head and attacks them with a dark pulse that weakly meteor smashes enemies into the ground, causing them to weakly bounce upward and thus setting potential follow-ups that Gerudo Dragon lacked, while also being useful for [[tech-chasing]]. The grab is inescapable, cannot be tech, and provides Ganondorf grab armor frames. When used in the air Ganondorf and his opponent to plummet downwards until they hit the ground, allowing it to be used a [[suicide KO]] (although it usually KOs Ganondorf first), but does not meteor smash on landing. Ganondorf and his opponent additionally have [[armor]] as he holds them up in the air, but he lacks such in the aerial version. It can also now [[edge sweetspot|grab the ledge]] unlike Gerudo Dragon allowing it to be used as a much more effective recovery option.}}
*{{nerf|Flame Choke deals less damage than [[Gerudo Dragon]] (17% (ground)/16% (air) → 9%/12%) and has weak set knockback, removing its KO potential. It also cannot cut through projectiles and has more startup lag (15 → 16).}}
*{{nerf|Flame Choke deals less damage than [[Gerudo Dragon]] (17% (ground)/16% (air) → 9%/12%) and has weak set knockback, removing its KO potential. It also cannot cut through projectiles and has more startup lag (15 → 16).}}
*{{buff|Dark Dive can now grab opponents hanging on the ledge. It additionally gains slightly better vertical distance, and Ganondorf now preforms an uppercut at the end to prevent edge-hoggers, which deals less damage but has higher knockback than the throw.}}
*{{buff|Dark Dive can now grab opponents hanging on the ledge. It additionally gains slightly better vertical distance, and Ganondorf now preforms an uppercut at the end to prevent edge-hoggers, which deals less damage (11% → 7%) but has higher knockback than the throw.}}
*{{nerf|Dark Dive's throw deals 6% less damage in total (17% → 11%), no longer capable of KOing at realistic percentages outside of [[stage spiking]] (KOs at 300%); this extremely weak knockback combined with the hitstun changes now allows opponents to hit Ganondorf as soon as they're released from Dark Dive, weakening Ganondorf's already poor recovery farther, and making the move completely unsafe to use in general. It also has more difficulty turning around (1 frame window), slightly slower start-up (frame 13 → 14), and its furthest grabbox has slightly less reach (14.4 → 13.65).}}
*{{nerf|Dark Dive's throw deals 6% less damage in total (17% → 11%), no longer capable of KOing at realistic percentages outside of [[stage spiking]] (KOs at 300%); this extremely weak knockback combined with the hitstun changes now allows opponents to hit Ganondorf as soon as they're released from Dark Dive, weakening Ganondorf's already poor recovery farther, and making the move completely unsafe to use in general. It also has more difficulty turning around (1 frame window), slightly slower start-up (frame 13 → 14), and its furthest grabbox has slightly less reach (14.4 → 13.65).}}
*{{change|Dark Dive now has Ganondorf spinning sideways with a sweeping uppercut with his hand at the climax of the move, and no longer spins forward while falling.}}
*{{change|Dark Dive now has Ganondorf spinning sideways with a sweeping uppercut with his hand at the climax of the move, and no longer spins forward while falling.}}
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*{{buff|The ending animation of grounded Wizard's Foot can now be canceled if Ganondorf lands and slides off a ledge just as the move ends.}}
*{{buff|The ending animation of grounded Wizard's Foot can now be canceled if Ganondorf lands and slides off a ledge just as the move ends.}}
*{{buff|Aerial Wizard's Foot has significantly more knockback scaling (80 → 100), and the non-initial hitboxes of the move no longer [[spike]]s, allowing it to be an effective vertical KO move, as well as a better anti-juggle attack. In addition, the move's hitboxes now fully covers Ganondorf's leg and foot rather than stopping at his thigh.}}
*{{buff|Aerial Wizard's Foot has significantly more knockback scaling (80 → 100), and the non-initial hitboxes of the move no longer [[spike]]s, allowing it to be an effective vertical KO move, as well as a better anti-juggle attack. In addition, the move's hitboxes now fully covers Ganondorf's leg and foot rather than stopping at his thigh.}}
*{{nerf|Aerial Wizard's Foot no longer restores Ganondorf's midair jump, drastically hindering Ganondorf's recovery. The initial hitbox can now be [[meteor cancel]]led, making it a [[meteor smash]] instead of a spike, but still retains its diagonal angle. Additionally, since it no longer meteor smashes outside the initial hitbox, the move is less useful for offstage edge-guarding, and the loss of the midair jump restoration making it invariable suicide. Both versions of Wizard's Foot also have slightly more start-up (frame 14 (grounded)/15 (aerial) → 16 (both versions) and have weak hitboxes through the later portions of the move.}}
*{{nerf|Aerial Wizard's Foot no longer restores Ganondorf's midair jump, drastically hindering Ganondorf's recovery. The initial hitbox can now be [[meteor cancel]]led, making it a [[meteor smash]] instead of a spike, but still retains its diagonal angle. Additionally, since it no longer meteor smashes outside the initial hitbox, the move is less useful for offstage edgeguarding, and the loss of the midair jump restoration making it invariable suicide on certain stages. Both versions of Wizard's Foot also have slightly more startup (frame 14 (grounded)/15 (aerial) → 16 (both versions) and have weak hitboxes through the later portions of the move.}}
*{{change|Grounded Wizard's Foot has Ganondorf sticking his leg out before thrusting forward, rather than immediately thrusting forward, and his foot is now pointed outwards instead of upward. He also he now grunts while using it.}}
*{{change|Grounded Wizard's Foot has Ganondorf sticking his leg out before thrusting forward, rather than immediately thrusting forward, and his foot is now pointed outwards instead of upward. He also he now grunts while using it.}}


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