Wizard's Foot: Difference between revisions

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(I don't think the first part is very interesting. Ganondorf doesn't even have a speciallwwallhit file in Ultimate (not sure of the others) like Falcon does. The FSM does cause the difference. From one point in the animation to near the end was 46 for WF and 35 for DD, which is x0.75 after rounding)
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In ''Super Smash Bros. Melee'', the grounded version of Wizard's Foot comes out on frame 14, lasts until frame 35 and it takes 77 frames to complete (69 frames if the move ends in the air). The move deals 15% along with high horizontal knockback, with the move KOing {{SSBM|Mario}} at around 115% in the middle of [[Final Destination]] and at around 75% at the ledge. This makes it a rather powerful KO option although the grounded version is quite situational due to its slow speed. The move has a lot of ending lag so if Ganondorf misses the move or if the opponent shields it, he is left wide open for a punish, especially since he moves towards the opponent (although the move does deal a good amount of shield damage). This often makes the risk of using the move too high, with the move only really being useful as a punishment option. Even in situations where Ganondorf can land the move, he often has better punishment options which are either stronger, safer or both. As an additional note, when Ganondorf hits an opponent, he slows down a considerable amount (70% its original speed), which applies to every target Ganondorf hits.
In ''Super Smash Bros. Melee'', the grounded version of Wizard's Foot comes out on frame 14, lasts until frame 35 and it takes 77 frames to complete (69 frames if the move ends in the air). The move deals 15% along with high horizontal knockback, with the move KOing {{SSBM|Mario}} at around 115% in the middle of [[Final Destination]] and at around 75% at the ledge. This makes it a rather powerful KO option although the grounded version is quite situational due to its slow speed. The move has a lot of ending lag so if Ganondorf misses the move or if the opponent shields it, he is left wide open for a punish, especially since he moves towards the opponent (although the move does deal a good amount of shield damage). This often makes the risk of using the move too high, with the move only really being useful as a punishment option. Even in situations where Ganondorf can land the move, he often has better punishment options which are either stronger, safer or both. As an additional note, when Ganondorf hits an opponent, he slows down a considerable amount (70% its original speed), which applies to every target Ganondorf hits.


In the air, the move functions quite differently. The move comes out on frame 15, lasts until frame 30 and takes 58 frames to complete. The move deals 14% and it is a powerful [[spike]], which allows it to be used for [[edge-guarding]]. The move does have good knockback for a spike, which can lead to opponents being KOed although the move is difficult to land and as Ganondorf travels downwards with a considerable amount of lag, there are instances where Ganondorf will not be able to make it back to the stage if he does not use Wizard's Foot high enough. The move also has deceptively poor range, with Ganondorf's leg and foot completely exposed making the move difficult to land and easy to intercept. The move is also not very effective against opponents on stage. The move cannot KO Mario on Final Destination unless he is over 200% and if the move hits an opponent in the air and they land on stage, the move will not KO them at all.  
In the air, the move functions quite differently. The move comes out on frame 15, lasts until frame 30 and takes 58 frames to complete. The move deals 14% and it is a powerful [[spike]], which allows it to be used for [[edge-guarding]]. The move does have good knockback for a spike, which can lead to opponents being KOed although the move is difficult to land and as Ganondorf travels downwards with a considerable amount of lag, there are instances where Ganondorf will not be able to make it back to the stage if he does not use Wizard's Foot high enough. The move also has deceptively poor range, with Ganondorf's leg and foot being completely exposed, making the move difficult to land and easy to intercept. The move is also not very effective against opponents on stage. The move cannot KO Mario on Final Destination unless he is over 200% and if the move hits an opponent in the air and they land on stage, the move will not KO them at all.  


If Ganondorf lands with the aerial version, a small shockwave is formed. This shockwave deals 12% damage, it can only hit opponents on the ground and it has low vertical knockback. Ganonorf can land both the aerial version and the landing hit at very low percents which deals 24%. The main issue with landing with an aerial Wizard's Foot however is that the move has an incredibly high amount of landing lag (57 frames). This makes the move incredibly punishable and the vertical knockback on the shockwave is very poor, which makes the move easily punishable on hit, right up until higher percents. Even when the move cannot be punished on hit, the move is still far too laggy for Ganondorf to be in an advantageous position.   
If Ganondorf lands with the aerial version, a small shockwave is formed. This shockwave deals 12% damage, it can only hit opponents on the ground and it has low vertical knockback. Ganonorf can land both the aerial version and the landing hit at very low percents which deals 24%. The main issue with landing with an aerial Wizard's Foot however is that the move has an incredibly high amount of landing lag (57 frames). This makes the move incredibly punishable and the vertical knockback on the shockwave is very poor, which makes the move easily punishable on hit, right up until higher percents. Even when the move cannot be punished on hit, the move is still far too laggy for Ganondorf to be in an advantageous position.   
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