Ganondorf (SSBM): Difference between revisions

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== Recovery ==
== Recovery ==
Ganondorf's horizontal recovery, if performed correctly, greatly contributes to the character as a whole. Simply using the [[double jump]] followed by the [[triple jump]] is the common approach to recovery for most characters, but for Ganondorf, if down B is performed after the double jump, Ganondorf can perform the double jump again. This combination can be done multiple times in a row, but using down B forces Ganondorf down at the cost of horizontal recovery. In most recovery situations, it is ideal for Ganondorf to perform a double jump, followed by down B, followed by another double jump, and finally the triple jump.
Ganondorf's horizontal [[recovery]], if performed correctly, greatly contributes to the character as a whole. Simply using the [[double jump]] followed by the [[triple jump]] is the common approach to recovery for most characters, but for Ganondorf, if down B is performed after the double jump, Ganondorf can perform the double jump again. This combination can be done multiple times in a row, but using down B forces Ganondorf down at the cost of horizontal recovery. In most recovery situations, it is ideal for Ganondorf to perform a double jump, followed by down B, followed by another double jump, and finally the triple jump.


Ganondorf's triple jump places him in a very vulnerable position when being edge guarded. Many attacks from numerous characters will hit Ganondorf while he's in his triple jump animation. Since Ganondorf is such a large target, it makes it even easier to edge guard Ganondorf in this way. Attacks that turn the opponent around, like Mario's foward B (cape), will almost 100% of the time result in a KO on Ganondorf, because he cannot perform any kind of jump after the triple jump animation. To avoid this when versing Mario and the like, Ganondorf can usually recover using his [[air dodge]] instead of his triple jump, as long as he is close enough and does not need to travel as vertical to recover.
Ganondorf's triple jump places him in a very vulnerable position when being edge guarded. Many attacks from numerous characters will hit Ganondorf while he's in his triple jump animation. Since Ganondorf is such a large target, it makes it even easier to edge guard Ganondorf in this way. Attacks that turn the opponent around, like Mario's foward B (cape), will almost 100% of the time result in a KO on Ganondorf, because he cannot perform any kind of jump after the triple jump animation. To avoid this when versing Mario and the like, Ganondorf can usually recover using his [[air dodge]] instead of his triple jump, as long as he is close enough and does not need to travel as vertical to recover.
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