Ganondorf (SSBM): Difference between revisions

more edits woohoo, this time covering tilts specials and throws; again i'm not experienced, so feel free to correct me if i'm wrong
(Converting to t:Trophy/Fighter)
(more edits woohoo, this time covering tilts specials and throws; again i'm not experienced, so feel free to correct me if i'm wrong)
Line 173: Line 173:
|ftiltsidedmg=11-13%
|ftiltsidedmg=11-13%
|ftiltdowndmg=10-12%
|ftiltdowndmg=10-12%
|ftiltdesc=Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. This is often considered, if not one of, the best forward tilt in ''Melee''. This move is even more deadly when used in [[edgeguarding]] situations, especially when angled downwards. Also, it`s even better at KO`ing when angled upwards (under 150%, like mostly all of his other moves).
|ftiltdesc=Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. The upward angled-variant is excellent at stuffing out jump-ins and is Ganon's most consistent anti-air option and fastest grounded kill move. The downward variant is helpful for sniping ledges, particularly against [[Fox Illusion]] and [[Falco Phantasm]]. Overall a very versatile and powerful spacing tool and one of the better forward tilts in the game.
|utiltname= 
|utiltname= 
|utiltdmg=27%
|utiltdmg=27%
|utiltdesc=Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, being the slowest move in the game with a total of 81 frames. Though it is very powerful; can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the [[Warlock Punch]], but its small hitbox and long start-up makes it very difficult to land outside of [[punishment]].
|utiltdesc=Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, taking over a second to come out and nearly two seconds to finish. Though it is very powerful; it can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the [[Warlock Punch]], but its abhorrent start-up combined with its deceptively poor reach limit it to only a niche ledge-trap or shield-break punish.
|dtiltname= 
|dtiltname= 
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Does a quick low sweep kick. Sets up aerial combos or his up special. Good reach, but is rather slow when compared to other down tilts. Can KO at very high percentages. Fourth most powerful down tilt in the game.
|dtiltdesc=Does a quick low sweep kick. Long reach, and is rewarding on hit; it can combo into most aerials for a KO. Rather slow when compared to other down tilts and extremely vulnerable to [[Crouch cancel|crouch cancelling]]. Can KO at very high percentages. Fourth most powerful down tilt in the game.
|dashname= 
|dashname= 
|dashdmg=14% (clean), 10% (late)
|dashdmg=14% (clean), 10% (late)
|dashdesc= A quick shoulder tackle. Despite its upward knockback not being extremely high, it is a strong dash attack that combos very well into a back aerial/up aerial at 40-60% damage. This is the second most powerful dash attack in the game, beaten only by {{SSBM|Samus}}.
|dashdesc= A quick shoulder tackle. Poor combo potential, but a great burst option with decent damage output. Much more rewarding if reversed, setting up for comboes if timed right. This is the second most powerful dash attack in the game, beaten only by {{SSBM|Samus}}.
|fsmashname= 
|fsmashname= 
|fsmashangles=3
|fsmashangles=3
Line 209: Line 209:
|dairname= 
|dairname= 
|dairdmg=22% (NTSC), 21% (PAL)
|dairdmg=22% (NTSC), 21% (PAL)
|dairdesc=[[Stomp (archetype)|Stomp]]s both his feet downwards, with an [[electric]] effect. An extremely powerful [[meteor smash]], and an excellent [[SHFFL]] option, with a massive hitbox that covers Ganondorf's entire body. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|dairdesc=[[Stomp (archetype)|Stomp]]s both his feet downwards, with an [[electric]] effect. An extremely powerful [[meteor smash]], and an excellent [[SHFFL]] option, with a massive hitbox that covers Ganondorf's entire body and is able to hit opponents below platforms. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has [[Priority#Transcendent_priority|transcendent priority]].


In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash.
In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash.
|grabname=
|grabname= 
|grabdesc=
|grabdesc=Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating [[Captain Falcon (SSBM)|Captain Falcon]] but losing to [[Peach (SSBM)|Peach]].
|pummelname= 
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
Line 225: Line 225:
|uthrowname= 
|uthrowname= 
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=Knocks his foe above him. Excellent set up for juggles, and can be an effective chain-grab against fast fallers until high percentages.
|uthrowdesc=Knocks his foe above him. Excellent set up for juggles and platform pressure, and can be an effective chain-grab against fast fallers until high percentages.
|dthrowname= 
|dthrowname= 
|dthrowdmg=7%
|dthrowdmg=7%
Line 231: Line 231:
|floorfname= 
|floorfname= 
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Gets up and flips while kicking.
|floorfdesc=Gets up and flips while kicking. Significantly better than his back getup attack, as it has higher horizontal range.
|floorbname= 
|floorbname= 
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Stands on both hands and does a spinning double kick.
|floorbdesc=Stands on both hands and does a spinning double kick. Short horizontal range makes this a poor getup attack, but it can occasionally snipe opponents on [[Fountain of Dreams]]'s platforms at lower elevations.
|edgefname= 
|edgefname= 
|edgefdmg=10%
|edgefdmg=10%
|edgefdesc=Picks himself up and kicks forward. Can knock opponents off the edge if they are close, potentially setting up an edge-guard.
|edgefdesc=Picks himself up and kicks forward. Deceptively long range, and is one of the better moves of its type.
|edgesname= 
|edgesname= 
|edgesdmg=8%
|edgesdmg=8%
|edgesdesc=Slowly gets up and punches in front of him.
|edgesdesc=Slowly gets up and punches in front of him.  
|nsname=Warlock Punch
|nsname=Warlock Punch
|nsdmg=34% (close), 32% (mid), 30% (far)
|nsdmg=34% (close), 32% (mid), 30% (far)
Line 246: Line 246:
|ssname=Gerudo Dragon
|ssname=Gerudo Dragon
|ssdmg=17% (Ground), 16% (Air)
|ssdmg=17% (Ground), 16% (Air)
|ssdesc=Lunges forward, uppercutting any opponents who come in his path. Unlike [[Raptor Boost]], this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes [[helpless]]ness if used in the air. In the middle percentages, the attack sets the opponent up for many juggling combos, but due to it being easily punished if used under the wrong circumstances, it is not often the optimal move to use.
|ssdesc=Lunges forward, uppercutting any opponents who come in his path. One of Ganondorf's best launchers, and it can hit slightly behind him, making it particularly useful in tech situations, but is very unsafe on whiff. Unlike [[Raptor Boost]], this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes [[Helpless|helplessness]] if used in the air.  
|usname=Dark Dive
|usname=Dark Dive
|usdmg=1% (hits 1-4), 15% (release), 6% (breakout)
|usdmg=1% (hits 1-4), 15% (release), 6% (breakout)
|usdesc=Quickly leaps upward. If he connects with an opponent, they will be trapped in a flurry of electricity. Also, if the move connects, Ganondorf will not go into a helpless state. This move can grab the ledge even if Ganondorf is facing the opposite direction.
|usdesc=Quickly leaps upward. If he connects with an opponent, they will be trapped in a flurry of electricity. Also, if the move connects, Ganondorf will not go into a helpless state. This move can grab the ledge even if Ganondorf is facing the opposite direction. Useful for mixups, especially below platforms and can kill at higher percents, but has so little base knockback that it's negative on hit at low percentages.
|dsname=Wizard's Foot
|dsname=Wizard's Foot
|dsdmg=15% (ground), 14% (air), 12% (landing)
|dsdmg=15% (ground), 14% (air), 12% (landing)
|dsdesc=On the ground, Ganondorf rushes forward with his leg extended, dealing damage and relatively high knockback. In the air, he plummets to the ground at a sharp angle. If Ganondorf comes into contact with the ground whilst this move is active, a shockwave is generated the frame after landing. Both the kick and the shockwave are spikes-giving them utility as devastating-albeit niche-edgeguarding tools. This move has the odd property of rewarding Ganondorf's second jump back.
|dsdesc=On the ground, Ganondorf rushes forward with his leg extended, dealing great knockback for the whole duration of the move, but leaving him extremely open, especially on shield. In the air, he plummets to the ground at a sharp angle. If Ganondorf comes into contact with the ground whilst this move is active, a shockwave is generated the frame after landing. Both the kick and the shockwave are spikes-giving them utility as devastating-albeit niche-edgeguarding tools, particularly against [[Donkey Kong (SSBM)|Donkey Kong]] and [[Bowser (SSBM)|Bowser]]. This move has the odd property of rewarding Ganondorf's second jump back, making it an essential tool in his recovery.
}}
}}