Wizard's Foot: Difference between revisions

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===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
The move was greatly weakened in ''Brawl''. The grounded version received a huge loss in knockback, going from a powerful horizontal killer that could [[KO]] reliably under 125% to an attack that is completely unable to KO under 200% unless near the edge with the opponent missing their DI. The move also deals less damage, and had received late, weaker hitboxes. Small characters like [[Kirby]] or [[Pikachu]] can now also crouch under it, as its hitbox is surprisingly tiny. Its ending animation can however be canceled if spaced properly so it ends just very slightly offstage, allowing to get to an edge-guard position fairly quickly.
The move was greatly weakened in ''Brawl''. The grounded version received a huge loss in knockback, going from a powerful horizontal killer that could [[KO]] reliably under 125% to an attack that is completely unable to KO under 200% unless near the edge with the opponent missing their DI. The move also deals less damage, and had received late, weaker hitboxes. Small characters like [[Kirby]] or [[Pikachu]] can now also crouch under it, as its hitbox is surprisingly tiny.


The airborne version was also weakened, no longer restoring midair jumps, and its spiking ability was changed to a meteor smash as it is now meteor cancelable, now only limited to the initial hitbox. The loss midair jump restoration makes it much riskier to use for edge-guarding, as unless Ganondorf uses the Wizard's Foot when edge-guarding with perfect timing, he will fail to recover. The fact that it is now a meteor smash also reduces its practicality as an edge-guard, especially when Ganondorf has his [[down aerial]] to meteor smash with, which is much stronger than - and not nearly as risky as - the Wizard's Foot. Though with two meteors he can use his down aerial repeatedly until the opponent is at KO percent and meteor smashing them with the fresh Wizard's Foot. The meteor smash hitbox still produces a diagonal trajectory as it did in ''Melee'', which allows it to meteor smash opponents that are above the stage provided they are close enough to the edge.
The airborne version was also weakened, no longer restoring midair jumps, and its spiking ability was changed to a meteor smash as it is now meteor cancelable, now only limited to the initial hitbox. The loss midair jump restoration makes it much riskier to use for edge-guarding, as unless Ganondorf uses the Wizard's Foot when edge-guarding with perfect timing, he will fail to recover. The fact that it is now a meteor smash also reduces its practicality as an edge-guard, especially when Ganondorf has his [[down aerial]] to meteor smash with, which is much stronger than - and not nearly as risky as - the Wizard's Foot. Though with two meteors he can use his down aerial repeatedly until the opponent is at KO percent and meteor smashing them with the fresh Wizard's Foot. The meteor smash hitbox still produces a diagonal trajectory as it did in ''Melee'', which allows it to meteor smash opponents that are above the stage provided they are close enough to the edge.


On the other hand, Wizard's Foot facilitates the use of the new [[Flight of Ganon]] technique, but it is not a necessary step, and performing it this way requires that Ganondorf be at the edge of a platform before he does the Wizard's Foot, due to the different ending animation on any other part of the platform. The airborne version was also made more powerful on its later hitboxes that now has powerful vertical knockback, increasing its effectiveness against grounded opponents and can easily KO opponents high up in the air from as low as 70% and also serves as a great anti-juggle tool. The move's hitboxes also now fully cover Ganondorf's leg and thigh, allowing it to hit much lower than in ''Melee''.
On the other hand, the ending animation can now be cancelled if spaced properly toward a ledge so that it ends very slightly offstage, allowing to get into an edge-guard position fairly quickly. Wizard's Foot also facilitates the use of the new [[Flight of Ganon]] technique, but it is not a necessary step, and performing it this way requires that Ganondorf be at the edge of a platform before he does the Wizard's Foot, due to the different ending animation on any other part of the platform. The airborne version was also made more powerful on its later hitboxes that now has powerful vertical knockback, increasing its effectiveness against grounded opponents and can easily KO opponents high up in the air from as low as 70% and also serves as a great anti-juggle tool. The move's hitboxes also now fully cover Ganondorf's leg and thigh, allowing it to hit much lower than in ''Melee''.


Animation-wise for the grounded version, Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward; its travel speed is also a lot more slower than before, which can be severely affected when Ganondorf's kick collides with multiple targets in the way of his travel path.
Animation-wise for the grounded version, Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward; its travel speed is also a lot more slower than before, which can be severely affected when Ganondorf's kick collides with multiple targets in the way of his travel path.
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The aerial version received several noticeable buffs. It deals much higher [[shield damage]]; hitting with both the initial and late hitboxes deals roughly more than half of full shield health. It also interrupts much sooner, giving Ganondorf greater leniency to recover when used off-stage for edge-guarding or mix-up recovery, and allows it to be used over ground from not as high up without going into its laggy landing animation. The removal of [[meteor cancelling]] additionally makes the meteor smashing initial hitbox a pseudo-spike like in ''Melee'', giving it better edge-guarding potential. However, it still remains inferior to his down aerial for edgeguarding, as using it without an on-stage full hop is invariable suicide even with the earlier interruptibility.
The aerial version received several noticeable buffs. It deals much higher [[shield damage]]; hitting with both the initial and late hitboxes deals roughly more than half of full shield health. It also interrupts much sooner, giving Ganondorf greater leniency to recover when used off-stage for edge-guarding or mix-up recovery, and allows it to be used over ground from not as high up without going into its laggy landing animation. The removal of [[meteor cancelling]] additionally makes the meteor smashing initial hitbox a pseudo-spike like in ''Melee'', giving it better edge-guarding potential. However, it still remains inferior to his down aerial for edgeguarding, as using it without an on-stage full hop is invariable suicide even with the earlier interruptibility.


The grounded version was initially unchanged until patch [[1.1.5]], receiving a slight damage increase and more range due to widened hitboxes. The knockback entailing the damage increase now makes the move a decent KOing move around 160% from the center of [[Final Destination]] and 115% near the ledge and improves its safety on hit, while also allowing it to out-prioritize weak projectiles.
The grounded version was initially unchanged until patch [[1.1.5]], receiving a slight damage increase and more range due to widened hitboxes. The knockback entailing the damage increase now makes the move a decent KOing move around 160% from the center of [[Final Destination]] and 115% near the ledge and improves its safety on hit, while also allowing it to out-prioritize weak projectiles. However, it is still not as powerful as his other moves as well as it is ''Melee'' incarnation, while still being an unreliable approach option.


==Customization==
==Customization==
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