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Ganondorf (SSBB)/Down aerial: Difference between revisions
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{{ArticleIcons|ssbb=y}} | {{ArticleIcons|ssbb=y}} | ||
[[File:GanondorfDAirSSBB.gif|thumb|350px|Hitbox visualization showing Ganondorf's down aerial.]] | |||
==Overview== | |||
[[File:Ganondorf Down Aerial Meteor Smash Brawl.png|thumb|{{SSBB|Ganondorf}} [[meteor smash]]ing {{SSBB|Marth}} in ''Brawl'' with his down aerial.]] | |||
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. | |||
==Hitboxes== | |||
{{BrawlHitboxTableHeader}} | |||
{{BrawlHitboxTableRow | |||
|id=0 | |||
|part=0 | |||
|damage=22% | |||
|angle=270 | |||
|bk=30 | |||
|ks=100 | |||
|fkv=0 | |||
|r=420000 | |||
|bn=0 | |||
|xpos=0.0 | |||
|ypos=180000 | |||
|zpos=0.0 | |||
|clang=f | |||
|effect=Electric | |||
|type=Foot | |||
|sfx=Burn | |||
|slvl=L | |||
|rawflags=XX11000110XXXX11XX01000X10X00011 | |||
}} | |||
{{BrawlHitboxTableRow | |||
|id=1 | |||
|part=0 | |||
|damage=17% | |||
|angle=270 | |||
|bk=30 | |||
|ks=100 | |||
|fkv=0 | |||
|r=360000 | |||
|bn=0 | |||
|xpos=0.0 | |||
|ypos=600000 | |||
|zpos=60000 | |||
|clang=f | |||
|effect=Electric | |||
|type=Foot | |||
|sfx=Burn | |||
|slvl=L | |||
|rawflags=XX11000110XXXX11XX01000X10X00011 | |||
}} | |||
|} | |||
==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}} | |||
[[Category:Down aerials (SSBB)]] | [[Category:Down aerials (SSBB)]] | ||
[[Category:Ganondorf (SSBB)]] | [[Category:Ganondorf (SSBB)]] | ||
[[Category:Stomps (SSBB)]] | |||
[[Category:Stomps]] |
Latest revision as of 21:19, May 21, 2024
Overview[edit]
Ganondorf quickly stomps under him, producing electric effects and powerfully meteor smashing 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 Donkey Kong. Overall, one of the most dangerous moves in the game.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-3 |
---|---|
Hitboxes | 16-20 |
Ending autocancel | 32- |
Interruptible | 45 |
Animation length | 54 |
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Landing lag[edit]
Animation length | 35 |
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![]() Lag time |
![]() Hitbox |
![]() Autocancel |
![]() Interruptible |