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Super Smash Bros. Brawl

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
|}


==Overview==
{{FrameStripStart}}
This move is known as the '''Thunder Stomp'''. Ganondorf quickly [[stomp]]s under him, producing electric effects and powerfully [[meteor smash]]ing anyone who comes in contact with his body. It does 21% damage and is unanimously considered the most dangerous meteor smash in the game. While its [[knockback]] is inferior to {{mvsub|Ness|SSBB|down aerial|poss=y}}, its above average knockback scaling 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 coined as '''Thunderstomping'''. This technique can be used to [[punish]] very laggy attacks [[OoS]], or as a good followup to {{mvsub|Ganondorf|SSBB|side special|Flame Choke}}, if read correctly. Overall, one of the most dangerous moves in the game.
{{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}}


{{competitive expertise}}
===[[Landing lag]]===
{{technical data}}
{|class="wikitable"
!Animation length
|35
|}


{{MvSubNavGanondorf}}
{{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:Electric attacks]]
[[Category:Stomps (SSBB)]]
[[Category:Foot attacks]]
[[Category:Meteor smashes]]
[[Category:Stomps]]

Latest revision as of 21:19, May 21, 2024

Hitbox visualization showing Ganondorf's down aerial.

Overview[edit]

Ganondorf meteor smashing Marth in Brawl with his down aerial.

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]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 22% 0 AngleIcon270.png 30 100 0 7.0 0 0.0 3.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Foot (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
1 0 17% 0 AngleIcon270.png 30 100 0 6.0 0 0.0 10.0 1.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Foot (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png

Timing[edit]

Attack[edit]

Initial autocancel 1-3
Hitboxes 16-20
Ending autocancel 32-
Interruptible 45
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 35
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible