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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Ganondorf's design has been reverted back to his appearance in ''The Legend of Zelda: Ocarina of Time'', which was the basis of his appearance in ''[[Melee]]''. | *{{change|Ganondorf's design has been reverted back to his appearance in ''The Legend of Zelda: Ocarina of Time'', which was the basis of his appearance in ''[[Melee]]''; unlike ''Melee'', which used his model from the ''Space World 2000 GameCube Tech Demo'', his model has been updated to accurately be based on his appearance in ''Ocarina of Time'', with his overall design being an amalgamation of his designs from before and after the game's seven year time skip. It features a more vibrant color scheme due to the aesthetic used in ''Ultimate'', and his clothing and hair now feature simple detailing.}} | ||
**{{change| | **{{change|His facial features and muscles are more pronounced, and his skin tone is more green. He has the red eyes, ear rings, and the short vibrant red hair from his pre-time skip self. His bracers and greaves have visible hair detailing; his attire overall has a suede finish instead of a leather finish. He also wears the crown, boots, gauntlets, epaulets, and cape that come from his post-time skip self.}} | ||
**{{change|Ganondorf's sword has also been reverted back to the sword seen in the ''Space World 2000 GameCube Tech Demo''.}} | |||
**{{change|[[Palutena's Guidance]] conversation for Ganondorf has been changed to accommodate for his ''Ocarina of Time'' design.}} | |||
*{{change|Ganondorf has received two new alternate costumes based on his appearance in ''The Legend of Zelda: The Wind Waker'' and ''The Legend of Zelda: Twilight Princess'' respectively; the latter replaces his yellow costume in ''SSB4'', which was based on his ''Ocarina of Time'' appearance, effectively swapping its place with his default costume.}} | *{{change|Ganondorf has received two new alternate costumes based on his appearance in ''The Legend of Zelda: The Wind Waker'' and ''The Legend of Zelda: Twilight Princess'' respectively; the latter replaces his yellow costume in ''SSB4'', which was based on his ''Ocarina of Time'' appearance, effectively swapping its place with his default costume.}} | ||
*{{change|Ganondorf's cape has improved physics and rigging, allowing for more fluid animations.}} | *{{change|Ganondorf's cape has improved physics and rigging, allowing for more fluid animations.}} | ||
*{{change|Ganondorf's [[darkness]] particle effects appear more liquid-like, most notably seen during his [[on-screen appearance]] and [[Flame Choke]].}} | *{{change|Ganondorf's [[darkness]] particle effects appear more liquid-like, most notably seen during his [[on-screen appearance]] and [[Flame Choke]].}} They resemble how his dark magic was depicted in ''Ocarina of Time''. | ||
*{{change|Initial dash, [[walking]], [[running]], [[spot dodge]], [[roll]], [[air dodge]], hitstun, jump, and backwards jump animations have changed, further | *{{change|Initial dash, [[walking]], [[running]], [[spot dodge]], [[roll]], [[air dodge]], hitstun, jump, and backwards jump animations have changed, further differentiating him from {{SSBU|Captain Falcon}}.}} | ||
*{{change|Like many other characters, Ganondorf is more expressive. The corners of his mouth once again open, allowing for his facial expressions to be more natural and dynamic.}} | *{{change|Like many other characters, Ganondorf is more expressive. The corners of his mouth once again open, allowing for his facial expressions to be more natural and dynamic.}} | ||
*{{change|Ganondorf's new blast KO voice clips no longer play past the duration of the KO animation.}} | *{{change|Ganondorf's new blast KO voice clips no longer play past the duration of the KO animation.}} | ||
*{{change|Much like in ''Melee'', Ganondorf vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback. He shares this addition with {{SSBU|Link}}, {{SSBU|Zelda}} and {{SSBU|Wolf}}.}} | *{{change|Much like in ''Melee'', Ganondorf vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback. He shares this addition with {{SSBU|Link}}, {{SSBU|Zelda}} and {{SSBU|Wolf}}.}} | ||
*{{change|Ganondorf | *{{change|Ganondorf's [[victory pose|victory poses]] have been updated:}} | ||
**{{change|His left-inputted victory pose now has him | **{{change|His left-inputted victory pose now has him flipping his cape and turning to face the screen before pumping his fist, showing the back of it. Ganondorf also no longer kneels when pumping his fist.}} | ||
**{{change|His up-inputted victory pose now has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen rather than pumping his fist.}} | **{{change|His up-inputted victory pose now has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen rather than pumping his fist.}} | ||
**{{change|His right-inputted victory pose now has him flip his cape before crossing his arms and laughing wickedly, then looking at the screen with a sinister smile.}} | **{{change|His right-inputted victory pose now has him flip his cape before crossing his arms and laughing wickedly, then looking at the screen with a sinister smile.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Ganondorf's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}} | *{{buff|Like all characters (with the exception of {{SSBU|Kazuya}}), Ganondorf's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}} | ||
*{{buff|The inability to move past opponents on the ground prevents [[dash attack]], [[Flame Choke]], and [[Wizard's Foot]] from whiffing up close.}} | *{{buff|The inability to move past opponents on the ground prevents [[dash attack]], [[Flame Choke]], and [[Wizard's Foot]] from whiffing up close.}} | ||
*{{buff|Ganondorf [[dash]]es slightly faster (1.218 → 1.34), being nearly as fast as he was in ''Melee''.}} | *{{buff|Ganondorf [[dash]]es slightly faster (1.218 → 1.34), being nearly as fast as he was in ''Melee''.}} | ||
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**{{change|Its sweetspot triggers [[Special Zoom]].}} | **{{change|Its sweetspot triggers [[Special Zoom]].}} | ||
**{{change|The windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}} | **{{change|The windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}} | ||
**{{change|The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand.}} | **{{change|The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand, much like in ''Melee''.}} | ||
**{{change|Ganondorf now vocalizes during the move's startup.}} | **{{change|Ganondorf now vocalizes during the move's startup.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
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***{{nerf|Ganondorf does not lean back during his new forward smash, making it less safe than his previous forward smash.}} | ***{{nerf|Ganondorf does not lean back during his new forward smash, making it less safe than his previous forward smash.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash is now an overhead sword swing from front to back, appearing visually similar to | **{{change|Up smash is now an overhead sword swing from front to back, appearing visually similar to {{SSBU|Ike}}'s up smash, and {{SSB4|Link}}'s previous up tilt from ''Smash 4''.}} | ||
***{{buff|This new up smash has disjointed hitboxes and significantly more range that hits all around Ganondorf, making it more effective as an anti-air, at covering platforms and catching rolls. It also hits slightly below the edge of the stage, allowing it to be used for onstage edgeguarding.}} | ***{{buff|This new up smash has disjointed hitboxes and significantly more range that hits all around Ganondorf, making it more effective as an anti-air, at covering platforms and catching rolls. It also hits slightly below the edge of the stage, allowing it to be used for onstage edgeguarding.}} | ||
***{{buff|It has less startup lag with a longer duration (frames 21-23 → 20-25).}} | ***{{buff|It has less startup lag with a longer duration (frames 21-23 → 20-25).}} | ||
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**{{buff|Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.}} | **{{buff|Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.}} | ||
**{{nerf|The hitboxes are significantly smaller (5.5u/6.3u/4.8u → 4u/4.5u/3u), greatly reducing its vertical range.}} | **{{nerf|The hitboxes are significantly smaller (5.5u/6.3u/4.8u → 4u/4.5u/3u), greatly reducing its vertical range.}} | ||
**{{ | **{{nerf|It has an altered animation where Ganondorf leans further back into the move, kicks one of his legs out and keeps his arm out for a longer duration. This makes Ganondorf significantly more vulnerable to being punished and makes him a larger target to hit.}} | ||
**{{nerf|In addition to the aforementioned change, Ganondorf's arm hurtboxes are stretched during and after the swing, making him even more vulnerable to being attacked and reducing the effective safety of the move.}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial's hitbox is marginally larger (5.76u → 5.8u).}} | **{{buff|Up aerial's hitbox is marginally larger (5.76u → 5.8u).}} | ||
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**{{buff|The grabbox while rising is extended above Ganondorf, increasing the move's vertical range.}} | **{{buff|The grabbox while rising is extended above Ganondorf, increasing the move's vertical range.}} | ||
**{{buff|Dark Dive's looping hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).}} | **{{buff|Dark Dive's looping hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).}} | ||
**{{buff|The throw deals drastically more knockback (40 base/90 scaling → 50/108), restoring most of its lost KO power from ''Melee'', now KOing around | **{{buff|The throw deals drastically more knockback (40 base/90 scaling → 50/108), restoring most of its lost KO power from ''Melee'', now KOing around 110% near the edge.}} | ||
**{{buff|The throw has significantly less ending lag (FAF 60 → 25), greatly reducing the effectiveness of Tech | **{{buff|The throw has significantly less ending lag (FAF 60 → 25), greatly reducing the effectiveness of [[Tech Check]]ing, and thus improving the safety of Ganondorf's recovery.}} | ||
***{{nerf|However, Ganondorf leaps back farther out of a throw, and he still does not regain directional control until much later in the animation, allowing his recovery to still be gimped to some degree.}} | ***{{nerf|However, Ganondorf leaps back farther out of a throw, and he still does not regain directional control until much later in the animation, allowing his recovery to still be gimped to some degree.}} | ||
**{{nerf|The grounded version's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.}} | **{{nerf|The grounded version's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.}} | ||
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*{{bugfix|Flame Choke and Dark Dive no longer experience [[RCO lag]].}} | *{{bugfix|Flame Choke and Dark Dive no longer experience [[RCO lag]].}} | ||
*[[Wizard's Foot]]: | *[[Wizard's Foot]]: | ||
**{{buff|The grounded version's foot hitbox deals more damage (12% → 16%) | **{{change|The grounded version has a slightly different animation at the startup, with Ganondorf bending his knee forward before kicking.}} | ||
**{{buff|The grounded version travels faster and has significantly less ending lag (FAF 77 → 61).}} | **{{buff|The grounded version's foot hitbox deals more damage (12% → 16%) without full compensation on its knockback (60 base/70 scaling → 65/65), now being the move's sweetspot. This significantly improves its KO potential, now being a reliable KO move under 100% near the edge.}} | ||
**{{buff| | **{{buff|The grounded version's foot hitbox is larger (3.5u → 4u) and it has been moved further away from Ganondorf (x offset: 6 → 7), improving its range.}} | ||
**{{ | **{{buff|The grounded version travels faster.}} | ||
**{{change|The aerial version's late hit | **{{buff|The grounded version's animation is closer to its appearance in ''Melee'', with Ganondorf traveling closer to the ground. This means that shorter characters and characters with a low crouch can no longer consistently crouch under the move.}} | ||
**{{change| | **{{buff|The grounded version has significantly less ending lag when it ends on the ground (FAF 77 → 61).}} | ||
**{{buff|If Ganondorf travels from one platform to another using the grounded version, the move will now end in the grounded ending animation rather than the aerial ending animation. As the grounded ending animation is now shorter, this benefits the move overall.}} | |||
**{{buff|Due to the changes to meteor smashes, the aerial version's meteor smash can no longer be [[tech]]ed by grounded opponents.}} | |||
**{{buff|If Ganondorf immediately performs the aerial version after dropping through a platform, he will no longer quickly land on the platform for a frame before he falls through the platform, improving its reliability.}} | |||
**{{change|The aerial version's late hit is coded to have a shorter duration (frames 19-38 → 19-29), however this change has no impact on gameplay as the attack animation was only 29 frames long in the previous game, making it active from frames 19-29 previously.}} | |||
**{{change|Ganondorf has a slightly different animation and pose upon landing, where Ganondorf's landing arm is more centered to his body and he no longer brings his free arm down.}} | |||
**{{nerf|The grounded version's leg hitbox deals less knockback (60 base/70 scaling → 65/65), hindering its KO potential.}} | |||
**{{nerf|The grounded version's leg hitbox is smaller (4.5u → 3u) and it has been moved closer to Ganondorf (x offset: 0 → 2.7), reducing its range above and behind Ganondorf.}} | |||
**{{nerf|The aerial version has smaller hitboxes (5.8u/6.8u → 5u/3.5u) and the leg hitbox has been moved closer to Ganondorf (x offset: 6 → 8), reducing its range, especially above Ganondorf.}} | |||
**{{nerf|Both versions no longer have a hitbox on Ganondorf's thigh, reducing the grounded version's range behind Ganondorf and reducing the aerial version's range above Ganondorf.}} | |||
*[[Final Smash]]: | *[[Final Smash]]: | ||
**{{change|Ganondorf's Final Smash is called [[Ganon, The Demon King]], and is based on his bipedal form from ''Ocarina of Time''. It is functionally identical to [[Beast Ganon]]; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.}} | **{{change|Ganondorf's Final Smash is called [[Ganon, The Demon King]], and is based on his bipedal form from ''Ocarina of Time''. It is functionally identical to [[Beast Ganon]]; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.}} | ||
**{{buff|The charge deals more damage (40% (sweetspot) / 30% (sourspot) → 45%/35%).}} | **{{buff|The charge deals more damage (40% (sweetspot) / 30% (sourspot) → 45%/35%).}} | ||
**{{nerf|The charge has altered knockback (20 base/70 scaling → 122/25), being stronger on | **{{buff|The charge has noticeably more range due to Ganon's increased size in his new form.}} | ||
**{{buff|The move now applies 6x [[Slowdown]] to all opponents for 2 seconds upon activating the move, making it harder to avoid.}} | |||
**{{nerf|The charge has altered knockback (20 base/70 scaling → 122/25), being stronger on small stages at the ledge and weaker in all other circumstances.}} | |||
**{{nerf|The charge launches at a worse angle for KOing (30 → 42).}} | **{{nerf|The charge launches at a worse angle for KOing (30 → 42).}} | ||
**{{nerf|The sourspot is more likely to connect due to the hitboxes being rearranged.}} | **{{nerf|The sourspot is more likely to connect due to the hitboxes being rearranged, and one of the sweetspots becoming a new sourspot.}} | ||
***{{nerf|Additionally, the sword hit will knock opponents into the sourspot now.}} | ***{{nerf|Additionally, the sword hit will knock opponents into the sourspot now.}} | ||
**{{change|Opponents are [[meteor smash]]ed sooner upon being hit by the twin greatswords. This can cause the dash to miss, but against offstage opponents it allows for gimps due to the high set knockback.}} | **{{change|Opponents are [[meteor smash]]ed sooner upon being hit by the twin greatswords. This can cause the dash to miss, but against offstage opponents it allows for gimps due to the high set knockback.}} | ||
**{{nerf|The [[bury]]ing hitbox that occurred when transforming was removed.}} | **{{nerf|The [[bury]]ing hitbox that occurred when transforming was removed.}} | ||
**{{nerf|The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.}} | **{{nerf|The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.}} |
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