Ganondorf (SSBU)/Dash attack: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:GanondorfDashAttackSSBU.gif|thumb| | [[File:GanondorfDashAttackSSBU.gif|thumb|400px|Hitbox visualization showing Ganondorf's dash attack.]] | ||
==Overview== | ==Overview== | ||
Ganondorf performs a shoulder bash. | Ganondorf performs a shoulder bash. It is one of his most potent burst options, making it very useful in neutral or to catch landings. The strong hit is a combo starter at low percent, letting Ganondorf follow up with a [[../Neutral aerial|neutral aerial]] or an [[../Up_aerial|up aerial]], and becomes a kill move later on. Dash attack also has the ability to [[cross-up]], making it relatively safe if spaced correctly. | ||
This move also shines when it is coupled with [[../Side special|Flame Choke]], being able to cover multiple options at once and creating a [[50-50]] when the aerial version is landed. | |||
The late hit is much safer and way less powerful than the early hit, allowing it to consistently lead into neutral aerial and up aerial, or even in certain cases [[../Forward aerial|forward aerial]] and [[../Back aerial|back aerial]], making it one of the only ways for Ganondorf to [[kill confirm]]. However, it barely extends past his [[hurtbox]], making it trade or lose against a lot of moves, and also causing issues with the [[jostle]] mechanics present in ''[[Super Smash Bros. Ultimate]]''. | |||
Overall a staple of Ganondorf's toolkit and one of the best in the game. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | !Shieldstun | ||
{{HitboxTableTitle|Clean hit|50}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=15.0% | |damage=15.0% | ||
|sd=1.0 | |||
|angle=70 | |angle=70 | ||
|af=3 | |||
|bk=50 | |bk=50 | ||
|ks=85 | |ks=85 | ||
Line 19: | Line 28: | ||
|ypos=9.0 | |ypos=9.0 | ||
|zpos=7.0 | |zpos=7.0 | ||
|type=Body | |type=Body | ||
|effect=Normal | |effect=Normal | ||
Line 25: | Line 33: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | |— | ||
{{HitboxTableTitle|Late hit|50}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=11.0% | |damage=11.0% | ||
|sd=1.0 | |||
|angle=80 | |angle=80 | ||
|af=3 | |||
|bk=45 | |bk=45 | ||
|ks=60 | |ks=60 | ||
Line 38: | Line 49: | ||
|ypos=9.0 | |ypos=9.0 | ||
|zpos=7.0 | |zpos=7.0 | ||
|type=Body | |type=Body | ||
|effect=Normal | |effect=Normal | ||
Line 44: | Line 54: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|1.3× | |||
|} | |} | ||
==Timing== | ==Timing== | ||
Line 54: | Line 65: | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |38 | ||
|- | |- | ||
!Animation length | !Animation length | ||
Line 61: | Line 72: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=7|s=HitboxChangeE}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=7|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=23}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 02:35, September 3, 2024
Overview[edit]
Ganondorf performs a shoulder bash. It is one of his most potent burst options, making it very useful in neutral or to catch landings. The strong hit is a combo starter at low percent, letting Ganondorf follow up with a neutral aerial or an up aerial, and becomes a kill move later on. Dash attack also has the ability to cross-up, making it relatively safe if spaced correctly.
This move also shines when it is coupled with Flame Choke, being able to cover multiple options at once and creating a 50-50 when the aerial version is landed.
The late hit is much safer and way less powerful than the early hit, allowing it to consistently lead into neutral aerial and up aerial, or even in certain cases forward aerial and back aerial, making it one of the only ways for Ganondorf to kill confirm. However, it barely extends past his hurtbox, making it trade or lose against a lot of moves, and also causing issues with the jostle mechanics present in Super Smash Bros. Ultimate.
Overall a staple of Ganondorf's toolkit and one of the best in the game.
Hitboxes[edit]
Timing[edit]
Clean hit | 10-12 |
---|---|
Late hit | 13-19 |
Interruptible | 38 |
Animation length | 60 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|