Ganondorf (SSBB)/Down aerial: Difference between revisions

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Ganondorf quickly [[stomp (archetype)|stomp]]s under him, producing electric effects and powerfully [[meteor smash]]ing anyone who comes in contact with his body. It does 22% damage on the legs and 17% on the upper body and is unanimously considered the most dangerous meteor smash in the game. However, the move possesses [[transcendent priority]], preventing it from cancelling out projectiles. While its base [[knockback]] is inferior to Ness' down aerial, its extreme knockback scaling, which is equal to Ike's [[forward smash]], gives it the advantage at higher percentages. It comes out fast with a large hitbox, unlike most of his moves, and gives him an edge in the [[metagame]]. Many competitive players use this after a short hop, and per the name, it became known as '''Thunderstomping'''. This technique can be used to [[punish]] very laggy attacks [[out of shield]], or as a good followup to [[Flame Choke]], if read correctly. At low percentages, this can be used offstage as a followup to a neutral aerial; however, this only works on characters like {{SSBB|Donkey Kong}}. Overall, one of the most dangerous moves in the game.
Ganondorf quickly [[stomp (archetype)|stomp]]s under him, producing electric effects and powerfully [[meteor smash]]ing anyone who comes in contact with his body. It does 22% damage on the legs and 17% on the upper body and is unanimously considered the most dangerous meteor smash in the game. However, the move possesses [[transcendent priority]], preventing it from cancelling out projectiles. While its base [[knockback]] is inferior to Ness' down aerial, its extreme knockback scaling, which is equal to Ike's [[forward smash]], gives it the advantage at higher percentages. It comes out fast with a large hitbox, unlike most of his moves, and gives him an edge in the [[metagame]]. Many competitive players use this after a short hop, and per the name, it became known as '''Thunderstomping'''. This technique can be used to [[punish]] very laggy attacks [[out of shield]], or as a good followup to [[Flame Choke]], if read correctly. At low percentages, this can be used offstage as a followup to a neutral aerial; however, this only works on characters like {{SSBB|Donkey Kong}}. Overall, one of the most dangerous moves in the game.


{{technical data}}
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|part=0
|damage=22%
|angle=270
|bk=30
|ks=100
|fkv=0
|r=7.0
|bn=0
|xpos=0.0
|ypos=3.0
|zpos=0.0
|clang=f
|effect=Electric
|type=Foot
|sdi=1.0
|trip=0
|sfx=Burn
|slvl=L
}}
{{SSB4HitboxTableRow
|id=1
|part=0
|damage=17%
|angle=270
|bk=30
|ks=100
|fkv=0
|r=6.0
|bn=0
|xpos=0.0
|ypos=10.0
|zpos=1.0
|clang=f
|effect=Electric
|type=Foot
|sdi=1.0
|trip=0
|sfx=Burn
|slvl=L
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
!Initial autocancel
|1-3
|-
!Hitboxes
|16-20
|-
!Ending autocancel
|32-
|-
!Interruptible
|45
|-
!Animation length
|54
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=10}}
|-
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=28}}{{FrameStrip|t=Autocancel|c=23}}
{{FrameStripEnd}}
 
===[[Landing lag]]===
{|class="wikitable"
!Animation length
|35
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=35}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
 
 
{{MvSubNavGanondorf|g=SSBB}}
{{MvSubNavGanondorf|g=SSBB}}
[[Category:Down aerials (SSBB)]]
[[Category:Down aerials (SSBB)]]
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