Wizard's Foot: Difference between revisions

6,389 bytes added ,  3 years ago
Line 37: Line 37:
[[File:Wizard's foot.jpg|thumb|Grounded Wizard's Foot in ''Brawl''.]]
[[File:Wizard's foot.jpg|thumb|Grounded Wizard's Foot in ''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.
In ''Super Smash Bros. Brawl'', Wizard's Foot has seen a plethora of changes. Ganondorf now grunts when using the move and the move has seen some slight changes to its speed. The move has more startup lag (with both versions now being frame 16) and it has slightly less active frames however, it also has one frame less ending lag, both on the ground and in the air.


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 grounded version has seen numerous changes, with most of them hindering the move. The move has an updated animation where Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward. As Ganondorf is travelling forwards, his foot is positioned higher, which makes the move easier to low profile under. In ''Melee'', {{SSBM|Kirby}} and {{SSBM|Jigglypuff}} were the only characters who could crouch under the move and even they could get clipped by the move depending on what part of their crouching animation they were in. In ''Brawl'' however, pretty much every small character can crouch under the move and even characters like {{SSBB|Mario}} could occassionally crouch under it (despite the move's closer hitboxes being larger).  


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''.
The move's horizontal range is significantly shorter overall. The move's foot hitbox is not only smaller but it has been moved a lot closer to Ganondorf: so much so that the move does not even cover Ganondorf's foot anymore. This results in the move having deceptively short range and overall making it easier to intercept.  


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.
One of the largest blows to the grounded version however is that it has seen a rather severe power reduction. The move deals less damage, only dealing 12% up close and dealing an even lower 10% from afar. In addition to this, the move deals much less knockback. The sweetspot does not KO Mario at the middle of Final Destination until around 175% and the sourspot does not KO him until he is at 215%. The move does KO much earlier at the ledge but the sweetspot still does not KO the opponent until they reach 115% (with the sourspot KOing 30% later than that and these KO percents do not factor in DI or [[momentum canceling]]). The move has gone from being a very powerful KO move to a move with rather subpar KO power. To make matters worse, the sourspot is positioned the furthest away from Ganondorf so unless Ganondorf starts the move really close to the opponent, he will most likely land the much weaker sourspot. All in all, this has practically removed Wizard's Foot's use as a punishment tool as it is too weak and Ganondorf has faster and stronger tools to use to punish his opponents (mainly dash attack in situations where Wizard's Foot is an option). The move also deals less shield damage which along with its lower damage and the changes to shields, makes it less risky and even easier for shielding opponents to punish.
 
On the positive side, the grounded version did see one significant beneficial change. Once Ganondorf stops travelling forwards, the move can now be [[edge cancel]]ed. This is a rather significant trait as it completely removes the move's ending lag if Ganondorf uses it at the right distance. This not only makes the move much safer to use as an approach tool but at lower percents, the move can even lead into a mixup if it hits an opponent at the ledge, granting the move some utility.
 
The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept.
 
During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the move now detecting down aerial as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a much less rewarding edgeguarding move, especially since the changes to meteor cancelling have also improved the effectiveness of down aerial. On the positive side however, the move now deals 15% during these first three frames and it has considerably higher knockback, which does partially compensate for the move now being meteor cancellable.
 
For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential.
 
The landing hit as a whole is more effective. The move now only has 44 frames of landing lag. While this is still a very high amount of landing lag, it is still a considerable improvement over the 57 frames it used to have. The hitboxes also deal more knockback and they have more range, which makes the attack less punishable overall, especially on hit. The only real downside the move has in comparison to its ''Melee'' counterpart is that it now only deals 8% instead of 12% although its other improvements more than make up for this.
 
===Quake===
 
As well as the general improvements the landing hit has received, Ganondorf now has some ways to get the landing hit out quickly, giving it some additional utility. A useful property the move now has is that if Ganondorf performs Wizard's Foot as soon as he jumps, he will immediately land with it. This is known as a Quake and it does have its uses. The main use it has is as an [[Out of Shield]] option. The move has decent range on both sides of Ganondorf and it comes out on frame 10 as an OoS option. This is Ganondorf's second fastest Out of Shield option (behind his grab) by multiple frames and it has more range than his grab, making it a useable option to punish moves his grab can't reach and moves where his other options are either too slow or can even go over the opponent. It is also Ganondorf's fastest option to punish opponents behind him by more than a few frames, making it useful to punish opponents behind him or to punish opponents while ignoring whether they cross him up or not. This grants Wizard's Foot utility in an area where it was incredibly situational before.
 
Another situation where Ganondorf can get an immediate landing Wizard's Foot is when he is going through a moving platform. If Ganondorf uses Wizard's Foot while going through a moving platform (either as a [[platform cancel]] or after platform dropping) he will immediately land. This can be used to quickly land on a moving platform with a hitbox but the main use it has is as a [[shield platform drop]] punish. It is Ganondorf's fastest option out of a shield platform drop and it can be perform faster than his regular Quake OoS. The main limitation this has however is that it only works on moving platforms, making it situational to use in this way.
 
One more (yet rare) situation where Ganondorf can get an instant landing Wizard's Foot is when he is in a specific animation frame where he is considered airborne and grounded. This frame can be set up by either doing an air dodge and landing the frame after the animation ends or by ending a grounded Wizard's Foot with the aerial animation (which can be set up by either doing it from one platform to another or by using Wizard's Foot at the ledge while facing away from it). This situation is very rare, difficult and risky to set up however but when Ganondorf is in this situation, he gains access to another technique.
 
===[[Flight of Ganon]]===
 
Ganondorf has access to another strange technique, which abuses the game's [[buffer]] system and the specific animation frame mentioned previously. If Ganondorf buffers a double jump and a Wizard's Foot on the specific aerial/grounded animation frame, Ganondorf will shoot up, very high into the air. This can be used to make Ganondorf go much higher into the air than he normally can but the technique takes a lot of time to set up and as Ganondorf is rising, he is unable to do anything, heavily limiting its effectiveness.
 
Overall, Wizard's Foot in ''Brawl'' is an interesting move. The grounded version is a much weaker move which can be a lot safer when used in the right situations while the aerial version is a lot stronger but it has lost utility in areas where it was useful before. The landing hit is stronger, safer and has more utility than it ever did previously. Wizard's Foot does have its uses, such as an Out of Shield option or as a mixup to approach but it is not the most spectacular move Ganondorf has either, making it a situation move overall.


{{clear}}
{{clear}}
6,610

edits