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Overall, Wizard's Foot is a very high risk, high reward move which is powerful when it lands in the right situations but the extreme risk of doing it makes it an incredibly situational move overall, with its main use being for recovering rather than using it as an attack. | Overall, Wizard's Foot is a very high risk, high reward move which is powerful when it lands in the right situations but the extreme risk of doing it makes it an incredibly situational move overall, with its main use being for recovering rather than using it as an attack. | ||
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==In ''[[Super Smash Bros. Brawl]]''== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
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In ''Super Smash Bros. Brawl'', Wizard's Foot has seen a plethora of changes. Ganondorf now grunts when using the move and the move has seen some slight changes to its speed. The move has more startup lag (with both versions now being frame 16) and it has slightly less active frames however, it also has one frame less ending lag, both on the ground and in the air. | In ''Super Smash Bros. Brawl'', Wizard's Foot has seen a plethora of changes. Ganondorf now grunts when using the move and the move has seen some slight changes to its speed. The move has more startup lag (with both versions now being frame 16) and it has slightly less active frames however, it also has one frame less ending lag, both on the ground and in the air. | ||
The grounded version has seen numerous changes, with most of them hindering the move. The move has an updated animation where Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward. As Ganondorf is travelling forwards, his foot is positioned higher, which makes the move easier to low profile under. In ''Melee'', {{SSBM|Kirby}} and {{SSBM|Jigglypuff}} were the only characters who could crouch under the move and even they could get clipped by the move depending on what part of their crouching animation they were in. In ''Brawl'' however, pretty much every small character can crouch under the move and even characters like {{SSBB|Mario}} could | The grounded version has seen numerous changes, with most of them hindering the move. The move has an updated animation where Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward. As Ganondorf is travelling forwards, his foot is positioned higher, which makes the move easier to low profile under. In ''Melee'', {{SSBM|Kirby}} and {{SSBM|Jigglypuff}} were the only characters who could crouch under the move and even they could get clipped by the move depending on what part of their crouching animation they were in. In ''Brawl'' however, pretty much every small character can crouch under the move and even characters like {{SSBB|Mario}} could occasionally crouch under it (despite the move's closer hitboxes being larger). | ||
The move's horizontal range is significantly shorter overall. The move's foot hitbox is not only smaller but it has been moved a lot closer to Ganondorf: so much so that the move does not even cover Ganondorf's foot anymore. This results in the move having deceptively short range and overall making it easier to intercept. | The move's horizontal range is significantly shorter overall. The move's foot hitbox is not only smaller but it has been moved a lot closer to Ganondorf: so much so that the move does not even cover Ganondorf's foot anymore. This results in the move having deceptively short range and overall making it easier to intercept. | ||
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The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept. | The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept. | ||
During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the game now detecting Wizard's Foot as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a | During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the game now detecting Wizard's Foot as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a less reliable edgeguarding move, especially since the changes to meteor cancelling have also improved the effectiveness of down aerial. On the positive side however, the move now deals 15% during these first three frames and it has considerably higher knockback, which compensates for the move now being meteor cancellable. | ||
For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential. | For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential. | ||
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Overall, Wizard's Foot in ''Brawl'' is an interesting move. The grounded version is a much weaker move which can be a lot safer when used in the right situations while the aerial version is a lot stronger but it has lost utility in areas where it was useful before. The landing hit is stronger, safer and has more utility than it ever did previously. Wizard's Foot does have its uses, such as an Out of Shield option or as a mixup to approach but it is not the most spectacular move Ganondorf has either, making it a situation move overall. | Overall, Wizard's Foot in ''Brawl'' is an interesting move. The grounded version is a much weaker move which can be a lot safer when used in the right situations while the aerial version is a lot stronger but it has lost utility in areas where it was useful before. The landing hit is stronger, safer and has more utility than it ever did previously. Wizard's Foot does have its uses, such as an Out of Shield option or as a mixup to approach but it is not the most spectacular move Ganondorf has either, making it a situation move overall. | ||
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==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
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Overall, Wizard's Foot is a more rewarding move than it was in ''Brawl'' but the move has lost some of the utility it had before due to losing some of its exploits. It remains a risky approach option which can be difficult to land and can be easily punished if it does not hit. | Overall, Wizard's Foot is a more rewarding move than it was in ''Brawl'' but the move has lost some of the utility it had before due to losing some of its exploits. It remains a risky approach option which can be difficult to land and can be easily punished if it does not hit. | ||
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==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
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[[File:Ganondorf SSBU Skill Preview Down Special.png|thumb|Wizard's Foot shown by the Move List in ''Ultimate''.]] | [[File:Ganondorf SSBU Skill Preview Down Special.png|thumb|Wizard's Foot shown by the Move List in ''Ultimate''.]] | ||
The move on the ground was significantly buffed in power and speed. The foot now does 16% damage and the leg does 14% (as opposed to the other way around in ''Brawl'' and ''Smash 4''), making the sweetspot easier to land overall which KOs around 93% near the edge of [[Final Destination]], with the sourspot only | The move on the ground was significantly buffed in power and speed. The foot now does 16% damage and the leg does 14% (as opposed to the other way around in ''Brawl'' and ''Smash 4''), making the sweetspot easier to land overall which KOs around 93% near the edge of [[Final Destination]], with the sourspot only occurring when used at point-blank. The move was also sped-up with reduced ending lag on the ground, making it much less susceptible to being punished while also being a decent combo starter when used at low percentages. Its animation was also altered, with him bending his knee forward before kicking, being closer to its appearance in Melee, with Ganondorf travelling and kicking much closer to the ground, meaning that characters with a low crouch posture and smaller characters can no longer consistently low profile underneath his foot. | ||
However, it no longer has a thigh hitbox. Additionally, both versions have significantly smaller hitboxes. This makes the move much harder to land, and makes the aerial version less effective at anti-juggling. | However, it no longer has a thigh hitbox. Additionally, both versions have significantly smaller hitboxes. This makes the move much harder to land, and makes the aerial version less effective at anti-juggling. | ||
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==Instructional quotes== | ==Instructional quotes== | ||
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{{CustomSet|Ganon|Down|name1=Wizard's Foot|desc1=A magic kick that flies straight when on the ground and diagonally when airborne.|name2=Wizard's Dropkick|desc2=Jump low into the air before doing the flying kick.|name3=Wizard's Assault|desc3=A faster flying kick that goes through foes. In the air, the kick goes straight down.}} | {{CustomSet|Ganon|Down|name1=Wizard's Foot|desc1=A magic kick that flies straight when on the ground and diagonally when airborne.|name2=Wizard's Dropkick|desc2=Jump low into the air before doing the flying kick.|name3=Wizard's Assault|desc3=A faster flying kick that goes through foes. In the air, the kick goes straight down.}} | ||
# '''Wizard's Foot''': Default. | # '''Wizard's Foot''': Default. | ||
# '''Wizard's Dropkick''': The kick moves at a 45 degree angle downward, and Ganondorf jumps to use it in the air when used on the ground; despite this it does not have the aerial version's shockwave and ending lag. This move significantly remedies Ganondorf's flaws towards projectiles and recovery, as it vaults over projectiles and the aerial version travels faster and further than [[Flame Choke]] while also not causing [[helpless]]ness. Deals less damage and cannot [[meteor smash]], and has slightly more start-up and slightly more ending lag in the air, but less ending lag on the ground. The kick's darkness is a dark blue color. | # '''Wizard's Dropkick''': The kick moves at a 45 degree angle downward, and Ganondorf jumps to use it in the air when used on the ground; despite this it does not have the aerial version's shockwave and ending lag. This move significantly remedies Ganondorf's flaws towards projectiles and recovery, as it vaults over projectiles and the aerial version travels faster and further than [[Flame Choke]] while also not causing [[helpless]]ness. Deals less damage and cannot [[meteor smash]], and has slightly more start-up and slightly more ending lag in the air, but less ending lag on the ground. The kick's darkness is a dark blue color. {{Main|Ganondorf (SSB4)/Down special/Custom 1}} | ||
# '''Wizard's Assault''': A faster and further kick that travels through foes, but with more start-up and ending lag, slightly less damage, and sends opponents behind Ganondorf which makes it difficult to KO with. In the air the kick goes straight down, but the distance traveled makes it invariable suicide when used off-stage, even with a full hop and double jump. This custom is considered inferior to Wizard's Foot/Dropkick due to its flaws providing increased predictability and lack of KO power, less useful for off-stage and edgeguarding, and its advantages being considerably less effective than the latter's. The kick's darkness is a magenta color. | # '''Wizard's Assault''': A faster and further kick that travels through foes, but with more start-up and ending lag, slightly less damage, and sends opponents behind Ganondorf which makes it difficult to KO with. In the air the kick goes straight down, but the distance traveled makes it invariable suicide when used off-stage, even with a full hop and double jump. This custom is considered inferior to Wizard's Foot/Dropkick due to its flaws providing increased predictability and lack of KO power, less useful for off-stage and edgeguarding, and its advantages being considerably less effective than the latter's. The kick's darkness is a magenta color. {{Main|Ganondorf (SSB4)/Down special/Custom 2}} | ||
==Origin== | ==Origin== | ||
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[[Category:Ganondorf (SSB4)]] | [[Category:Ganondorf (SSB4)]] | ||
[[Category:Ganondorf (SSBU)]] | [[Category:Ganondorf (SSBU)]] | ||
[[es:Patada del hechicero]] |
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