Super Smash Bros. Ultimate

Ganondorf (SSBU)/Dash attack: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
m (→‎Overview: grammar)
Tag: Mobile edit
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:GanondorfDashAttackSSBU.gif|thumb|400px|Hitbox visualization showing Ganondorf's dash attack.]]
[[File:GanondorfDashAttackSSBU.gif|thumb|400px|Hitbox visualization showing Ganondorf's dash attack.]]
{{competitive expertise}}
==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}}

Latest revision as of 02:35, September 3, 2024

Hitbox visualization showing Ganondorf's dash attack.

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]

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 Shieldstun
Clean hit
0 0 0 15.0% 1.0 AngleIcon70.png Forward 50 85 0 HitboxTableIcon(False).png 7.0 top 0.0 9.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Heavy SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 11.0% 1.0 AngleIcon80.png Forward 45 60 0 HitboxTableIcon(False).png 4.0 top 0.0 9.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Heavy SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 1.3×

Timing[edit]

Clean hit 10-12
Late hit 13-19
Interruptible 38
Animation length 60
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(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).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(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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible