Super Smash Bros. Ultimate

Ganondorf (SSBU)/Down aerial: Difference between revisions

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[[File:GanondorfDAirSSBU.gif|thumb|450px|Hitbox visualization showing Ganondorf's down aerial.]]
[[File:GanondorfDAirSSBU.gif|thumb|450px|Hitbox visualization showing Ganondorf's down aerial.]]
==Overview==
==Overview==
Ganondorf stomps below him with electricity. In spite of the move being frame 16, the slowest of all his aerials, the iconic stomp is just as dangerous is ever, with the [[Sweet spot (hitbox)|sweetspot]] on Ganondorfs lower body being a brutal spike that kills at absurdly low percentages. The move can also KO on the ground under 115%. The sourspot, while not nearly as strong, but is still stronger than both [[Ganondorf (SSBU)/Back aerial|back aerial]] and [[Ganondorf (SSBU)/Forward aerial|forward aerial]] at high percentages. Overall, the move, despite it's slow startup, is one of the most dangerous moves to get hit by in the game, almost always scoring a KO if the sweetspot is connected offstage.
Ganondorf stomps below him with electricity. It is his slowest aerial, but also his deadliest, with the [[Sweet spot (hitbox)|sweetspot]] often being a guaranteed kill offstage, and the [[sourspot]] around Ganondorf's chest still killing earlier than both his [[../Forward aerial|forward]] and [[../Back aerial|back aerial]]. It is able to start [[combo|combos]] at low percent, with [[../Neutral attack|jab]] and [[../Grab|grab]] being the main follow-ups, and at later percent with any aerial. It is also Ganondorf's prime [[kill confirm]] starter when followed up with [[../Forward aerial|forward aerial]], [[../Back aerial|back aerial]], or [[../Up smash|up smash]], though the latter require a precise [[fast fall]]. It can also be combined with [[../Side special|Flame Choke]], covering neutral [[tech]] when on the ground and both neutral and [[Floor attack|getup attack]] with the aerial version. Its usage as an [[out of shield]] is niche, although it can be very effective against [[Dash attack|dash attacks]] or repeated use of [[down tilt]], such as against {{SSBU|R.O.B}}.
 
However, it is often outclassed in its edgeguarding role by [[../Neutral aerial|neutral aerial]] which lasts longer and cover more space with way less endlag, letting Ganondorf less vulnerable if the move doesnt connect. Its use cases are also almost nonexistent in neutral due to its long startup and mediocre horizontal range, making it a very high risk high reward option limited to [[read|reads]] and setplay.


==Hitboxes==
==Hitboxes==

Revision as of 22:17, December 27, 2023

Hitbox visualization showing Ganondorf's down aerial.

Overview

Ganondorf stomps below him with electricity. It is his slowest aerial, but also his deadliest, with the sweetspot often being a guaranteed kill offstage, and the sourspot around Ganondorf's chest still killing earlier than both his forward and back aerial. It is able to start combos at low percent, with jab and grab being the main follow-ups, and at later percent with any aerial. It is also Ganondorf's prime kill confirm starter when followed up with forward aerial, back aerial, or up smash, though the latter require a precise fast fall. It can also be combined with Flame Choke, covering neutral tech when on the ground and both neutral and getup attack with the aerial version. Its usage as an out of shield is niche, although it can be very effective against dash attacks or repeated use of down tilt, such as against R.O.B.

However, it is often outclassed in its edgeguarding role by neutral aerial which lasts longer and cover more space with way less endlag, letting Ganondorf less vulnerable if the move doesnt connect. Its use cases are also almost nonexistent in neutral due to its long startup and mediocre horizontal range, making it a very high risk high reward option limited to reads and setplay.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 19.0% 0 AngleIcon270.png Standard 20 100 0 HitboxTableIcon(False).png 7.0 top 0.0 1.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 17.0% 0 Sakurai angle Standard 20 100 0 HitboxTableIcon(False).png 6.0 top 0.0 10.0 1.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Attack

Initial autocancel 1-3
Hitboxes 16-18
Ending autocancel 32-
Interruptible 45
Animation length 59
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Landing lag

Interruptible 17
Animation length 26
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Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible