Super Smash Bros. Brawl

Ganondorf (SSBB)/Side special: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Brawl]]''|the move itself|Flame Choke}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Brawl]]''|the move itself|Flame Choke}}
[[File:GanondorfFlameChokeGSSBB.gif|thumb|500px|Hitbox visualization showing Ganondorf's grounded side special, Flame Choke.]]
[[File:GanondorfFlameChokeASSBB.gif|thumb|500px|Hitbox visualization showing Ganondorf's aerial side special, Flame Choke.]]
[[File:GanondorfFlameChokeGHitSSBB.gif|thumb|250px|Hitbox visualization showing Ganondorf's successful grounded Flame Choke.]]
==Overview==
==Overview==
[[File:Ganon link flamechoke.jpg|thumb|right|{{SSBB|Ganondorf}} using [[Flame Choke]] against {{SSBB|Link}} in ''Brawl''.]]
[[File:Ganon link flamechoke.jpg|thumb|{{SSBB|Ganondorf}} using [[Flame Choke]] against {{SSBB|Link}} in ''Brawl''.]]
{{SSBB|Ganondorf}}'s side special in ''Brawl'' is [[Flame Choke]]. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. The grab comes out slowly and it has deceptively poor range, which can make it hard to land. If Ganondorf does grab the opponent however, it is fairly rewarding. The opponent is put into a [[tech]] situation where they cannot tech and when used on the ground, Ganondorf has the frame advantage against his opponent. Ganondorf has a +9 to +12 frame advantage against most characters, giving him guaranteed followups, including a guaranteed dash attack for a KO confirm against around 75% of the cast (and Ganondorf can mix this up with a down tilt or a forward tilt, especially if he predicts that the opponent will try and DI the dash attack). If Ganondorf cannot follow up or if he wants to go for a more powerful followup, he can [[tech chase]] the opponent where he can either land one of his stronger moves (such as down aerial or a smash attack) or he can Flame Choke again to reset the situation.  
{{SSBB|Ganondorf}}'s side special in ''Brawl'' is [[Flame Choke]]. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the face before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. The grab comes out slowly and it has deceptively poor range, which can make it hard to land. If Ganondorf does grab the opponent, however, it is fairly rewarding. The opponent is put into a [[Floor recovery|wakeup]] situation that cannot be avoided with a [[tech]], and when used on the ground, Ganondorf has the frame advantage against his opponent. Ganondorf has a +9 to +12 frame advantage against most characters, giving him guaranteed followups, including dash attack or forward tilt for a KO confirm against over half the cast (and characters vulnerable to forward tilt must be wary of Ganondorf mixing up their DI). If Ganondorf cannot follow up or if he wants to go for a more powerful followup, he can [[tech chase]] the opponent where he can either land one of his stronger moves (such as down aerial or a smash attack) or he can Flame Choke again to reset the situation.  


If used in the air, Ganondorf will forcefully slam the opponent down to the ground. This is not very useful on stage as it has considerably more ending lag than the grounded version, giving Ganondorf no guaranteed followups. If used offstage, unless there is a moving platform that prevents them from reaching the blast zone, he and the opponent will plummet downwards and will result in both players being [[KO]]ed. This tactic is called the [[Ganoncide]]. However, unlike in ''Smash 4'', where this tactic will always result in victory for Ganondorf, in ''Brawl'', using Ganoncide is unpredictable and can result in a win, a loss, or even [[Sudden Death]].
If used in the air, Ganondorf will forcefully slam the opponent down to the ground. This is not as useful on stage as it has considerably more ending lag than the grounded version, giving Ganondorf no guaranteed followups. If used offstage, unless there is a moving platform that prevents them from reaching the blast zone, he and the opponent will plummet downwards and will result in both players being [[KO]]ed. This tactic is called the [[Ganoncide]]. However, unlike in ''Smash 4'', where this tactic will always result in victory for Ganondorf, in ''Brawl'', using Ganoncide is unpredictable and can result in a win, a loss, or even [[Sudden Death]].


==Grabbox Data==
==Grabbox Data==
Line 66: Line 69:
{{BrawlGrabboxTableRow
{{BrawlGrabboxTableRow
|id=1
|id=1
|r=60000
|r=300000
|bn=0
|bn=0
|xpos=0
|xpos=0
Line 235: Line 238:
*Forward tilt, down tilt, dash attack and landing [[Wizard's Foot]] are frame 10 options
*Forward tilt, down tilt, dash attack and landing [[Wizard's Foot]] are frame 10 options
*Down smash is a frame 15 option
*Down smash is a frame 15 option
*This whole lists assumes Ganondorf performs the move on flat ground. Slopes and platforms can alter the followups Ganondorf can get.
{|class="wikitable"
{|class="wikitable"
! style="width:250px" |Possible followups:
|
! style="width:120px" | Characters
|{{Head|Olimar|g=SSBB|s=20px}}
|-
|{{Head|Diddy Kong|g=SSBB|s=20px}}||{{Head|Charizard|g=SSBB|s=20px}}||{{Head|Ike|g=SSBB|s=20px}}||{{Head|Ivysaur|g=SSBB|s=20px}}||{{Head|King Dedede|g=SSBB|s=20px}}||{{Head|Meta Knight|g=SSBB|s=20px}}||{{Head|R.O.B.|g=SSBB|s=20px}}||{{Head|Yoshi|g=SSBB|s=20px}}
|No guaranteed followups||{{Head|Ganondorf|g=SSBB|s=24px}}{{Head|Falco|g=SSBB|s=24px}}{{Head|Lucario|g=SSBB|s=24px}}{{Head|Marth|g=SSBB|s=24px}}
|{{Head|Pikachu|g=SSBB|s=20px}}
|{{Head|Toon Link|g=SSBB|s=20px}}
|{{Head|Pit|g=SSBB|s=20px}}
|{{Head|Fox|g=SSBB|s=20px}}
|{{Head|Sheik|g=SSBB|s=20px}}
|{{Head|Captain Falcon|g=SSBB|s=20px}}||{{Head|Peach|g=SSBB|s=20px}}||{{Head|Sonic|g=SSBB|s=20px}}||{{Head|Zelda|g=SSBB|s=20px}}||{{Head|Zero Suit Samus|g=SSBB|s=20px}}
|{{Head|Jigglypuff|g=SSBB|s=20px}}||{{Head|Ice Climbers|g=SSBB|s=20px}}||{{Head|Mr. Game & Watch|g=SSBB|s=20px}}
|{{Head|Luigi|g=SSBB|s=20px}}
|{{Head|Kirby|g=SSBB|s=20px}}
|{{Head|Mario|g=SSBB|s=20px}}
|{{Head|Lucas|g=SSBB|s=20px}}||{{Head|Ness|g=SSBB|s=20px}}
|{{Head|Bowser|g=SSBB|s=20px}}||{{Head|Donkey Kong|g=SSBB|s=20px}}||{{Head|Link|g=SSBB|s=20px}}||{{Head|Samus|g=SSBB|s=20px}}||{{Head|Snake|g=SSBB|s=20px}}
|{{Head|Wario|g=SSBB|s=20px}}
|{{Head|Squirtle|g=SSBB|s=20px}}
|{{Head|Wolf|g=SSBB|s=20px}}
|{{Head|Falco|g=SSBB|s=20px}}||{{Head|Lucario|g=SSBB|s=20px}}||{{Head|Marth|g=SSBB|s=20px}}||{{Head|Ganondorf|g=SSBB|s=20px}}
|-
|-
|Jab only||{{Head|Bowser|g=SSBB|s=24px}}{{Head|Donkey Kong|g=SSBB|s=24px}}{{Head|Link|g=SSBB|s=24px}}{{Head|Samus|g=SSBB|s=24px}}{{Head|Wolf|g=SSBB|s=24px}}{{Head|Snake|g=SSBB|s=24px}}
|Dash attack
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|{{indeterminate|20}}||{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|Dash attack
|-
|-
|Down tilt, dash attack and landing Wizard's Foot||{{Head|Mario|g=SSBB|s=24px}}{{Head|Peach|g=SSBB|s=24px}}{{Head|Zelda|g=SSBB|s=24px}}{{Head|Sheik|g=SSBB|s=24px}}{{Head|Zero Suit Samus|g=SSBB|s=24px}}{{Head|Captain Falcon|g=SSBB|s=24px}}{{Head|Sonic|g=SSBB|s=24px}}
|Forward tilt
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{n|20}}
|{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{indeterminate|20}}||{{indeterminate|20}}||{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|{{y|15}}/{{indeterminate|15}}||{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|Forward tilt
|-
|-
|Jab, down tilt, dash attack and landing Wizard's Foot||{{Head|Pit|g=SSBB|s=24px}}
|Down tilt
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|{{y|15}}/{{indeterminate|15}}||{{y|15}}/{{indeterminate|15}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|Down tilt
|-
|-
|Forward tilt, down tilt, dash attack and landing Wizard's Foot||{{Head|Toon Link|g=SSBB|s=24px}}{{Head|Fox|g=SSBB|s=24px}}{{Head|Squirtle|g=SSBB|s=24px}}{{Head|Ness|g=SSBB|s=24px}}{{Head|Lucas|g=SSBB|s=24px}}
|Landing Wizard's Foot
|{{y|15}}/{{indeterminate|15}}
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{y|15}}/{{indeterminate|15}}
|{{y|20}}
|{{y|15}}/{{indeterminate|15}}||{{y|15}}/{{indeterminate|15}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|{{y|15}}/{{indeterminate|15}}||{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|Landing Wizard's Foot
|-
|-
|Jab, forward tilt, down tilt, dash attack and landing Wizard's Foot||{{Head|Luigi|g=SSBB|s=24px}}{{Head|Diddy Kong|g=SSBB|s=24px}}{{Head|Yoshi|g=SSBB|s=24px}}{{Head|Wario|g=SSBB|s=24px}}{{Head|Ice Climbers|g=SSBB|s=24px}}{{Head|R.O.B.|g=SSBB|s=24px}}{{Head|Kirby|g=SSBB|s=24px}}{{Head|Meta Knight|g=SSBB|s=24px}}{{Head|King Dedede|g=SSBB|s=24px}}{{Head|Pikachu|g=SSBB|s=24px}}{{Head|Ivysaur|g=SSBB|s=24px}}{{Head|Charizard|g=SSBB|s=24px}}{{Head|Jigglypuff|g=SSBB|s=24px}}{{Head|Ike|g=SSBB|s=24px}}{{Head|Mr. Game & Watch|g=SSBB|s=24px}}
|Jab
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{indeterminate|20}}
|{{n|20}}
|{{y|20}}
|{{n|20}}
|{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|{{y|20}}||{{y|20}}||{{y|20}}
|{{indeterminate|20}}
|{{y|20}}
|{{indeterminate|15}}/{{n|15}}
|{{n|20}}||{{n|20}}
|{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}||{{y|20}}
|{{y|15}}/{{indeterminate|15}}||{{n|20}}||{{indeterminate|20}}
|{{n|20}}||{{n|20}}||{{n|20}}||{{n|20}}
|Jab
|-
|-
|Jab, forward tilt, down tilt, dash attack, landing Wizard's Foot and down smash||{{Head|Olimar|g=SSBB|s=24px}}
|Down smash
|{{y|20}}
|colspan=38|
|
|}
|}
 
*Some otherwise guaranteed followups can be avoided by drifting out of the way as Ganondorf lets go (either out or in depending on the character/followup), indicated by {{indeterminate}}.
*{{y}}/{{indeterminate}} indicates that the followup is fully guaranteed however:
**If the opponent drifts in, Ganondorf has to perform a turnaround jab/forward tilt/down tilt.
**If the opponent drifts out, Ganondorf has to perform a dash jump into landing Wizard's Foot.
*{{indeterminate}}/{{n}} indicates that while the followup is usually not guaranteed, it can be guaranteed if the opponent drifts in a specific direction.


{{MvSubNavGanondorf|g=SSBB}}
{{MvSubNavGanondorf|g=SSBB}}
[[Category:Ganondorf (SSBB)]]
[[Category:Ganondorf (SSBB)]]
[[Category:Side special moves (SSBB)]]
[[Category:Side special moves (SSBB)]]

Latest revision as of 00:28, June 7, 2024

This article is about the hitbox visualization in Super Smash Bros. Brawl. For the move itself, see Flame Choke.
Hitbox visualization showing Ganondorf's grounded side special, Flame Choke.
Hitbox visualization showing Ganondorf's aerial side special, Flame Choke.
Hitbox visualization showing Ganondorf's successful grounded Flame Choke.

Overview[edit]

Ganondorf using Flame Choke against Link in Brawl.

Ganondorf's side special in Brawl is Flame Choke. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the face before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. The grab comes out slowly and it has deceptively poor range, which can make it hard to land. If Ganondorf does grab the opponent, however, it is fairly rewarding. The opponent is put into a wakeup situation that cannot be avoided with a tech, and when used on the ground, Ganondorf has the frame advantage against his opponent. Ganondorf has a +9 to +12 frame advantage against most characters, giving him guaranteed followups, including dash attack or forward tilt for a KO confirm against over half the cast (and characters vulnerable to forward tilt must be wary of Ganondorf mixing up their DI). If Ganondorf cannot follow up or if he wants to go for a more powerful followup, he can tech chase the opponent where he can either land one of his stronger moves (such as down aerial or a smash attack) or he can Flame Choke again to reset the situation.

If used in the air, Ganondorf will forcefully slam the opponent down to the ground. This is not as useful on stage as it has considerably more ending lag than the grounded version, giving Ganondorf no guaranteed followups. If used offstage, unless there is a moving platform that prevents them from reaching the blast zone, he and the opponent will plummet downwards and will result in both players being KOed. This tactic is called the Ganoncide. However, unlike in Smash 4, where this tactic will always result in victory for Ganondorf, in Brawl, using Ganoncide is unpredictable and can result in a win, a loss, or even Sudden Death.

Grabbox Data[edit]

Grounded[edit]

ID Radius Bone Offset G A
0 5.0 0 0.0 8.0 4.5 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png
1 1.0 0 0.0 8.0 4.2 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Aerial[edit]

ID Radius Bone Offset G A
0 5.0 0 0.0 6.0 6.5 HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png
1 5.0 0 0.0 11.0 6.5 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Throw Data[edit]

Grounded[edit]

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 9% Sakurai angle Standard 60 90 0 0 1.0x None 0% Typeless (type) Darkness (effect) L Explosion
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Aerial[edit]

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 12% Sakurai angle Standard 40 82 0 0 1.0x None 0% Typeless (type) Darkness (effect) L Explosion
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Timing[edit]

Grounded[edit]

Grab 16-30
Animation length 59
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(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).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

Grounded Throw[edit]

Super Armor 17-40
Throw Release 31
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(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(LagThrowS).png FrameIcon(LagThrowE).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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Aerial[edit]

Grab 19-31
Animation length 59
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(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).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

Aerial throw (landing)[edit]

Throw Release 1
Animation length 40
FrameIcon(LagThrowE).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
FrameIcon(Vulnerable).png
Vulnerable
Armor
Armour
Grab
Grab
ThrowThrow
Throw point

Flame Choke followup list[edit]

As a note of reference:

  • Jab is a frame 8 option
  • Forward tilt, down tilt, dash attack and landing Wizard's Foot are frame 10 options
  • Down smash is a frame 15 option
  • This whole lists assumes Ganondorf performs the move on flat ground. Slopes and platforms can alter the followups Ganondorf can get.
Olimar (SSBB) Diddy Kong (SSBB) Charizard (SSBB) Ike (SSBB) Ivysaur (SSBB) King Dedede (SSBB) Meta Knight (SSBB) R.O.B. (SSBB) Yoshi (SSBB) Pikachu (SSBB) Toon Link (SSBB) Pit (SSBB) Fox (SSBB) Sheik (SSBB) Captain Falcon (SSBB) Peach (SSBB) Sonic (SSBB) Zelda (SSBB) Zero Suit Samus (SSBB) Jigglypuff (SSBB) Ice Climbers (SSBB) Mr. Game & Watch (SSBB) Luigi (SSBB) Kirby (SSBB) Mario (SSBB) Lucas (SSBB) Ness (SSBB) Bowser (SSBB) Donkey Kong (SSBB) Link (SSBB) Samus (SSBB) Snake (SSBB) Wario (SSBB) Squirtle (SSBB) Wolf (SSBB) Falco (SSBB) Lucario (SSBB) Marth (SSBB) Ganondorf (SSBB)
Dash attack Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Indeterminate? Indeterminate? Indeterminate? Indeterminate? Indeterminate? Indeterminate? Indeterminate? Indeterminate? No No No No No Indeterminate? Indeterminate? No No No No No Dash attack
Forward tilt Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Indeterminate? No No No No No No Yes Yes Yes Yes Yes Indeterminate? Indeterminate? Indeterminate? No No No No No Yes/Indeterminate? Indeterminate? No No No No No Forward tilt
Down tilt Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No No No Yes/Indeterminate? Yes/Indeterminate? No No No No No Down tilt
Landing Wizard's Foot Yes/Indeterminate? Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes/Indeterminate? Yes Yes/Indeterminate? Yes/Indeterminate? No No No No No Yes/Indeterminate? Indeterminate? No No No No No Landing Wizard's Foot
Jab Yes Yes Yes Yes Yes Yes Yes Yes Yes Indeterminate? No Yes No Indeterminate? No No No No No Yes Yes Yes Indeterminate? Yes Indeterminate?/No No No Yes Yes Yes Yes Yes Yes/Indeterminate? No Indeterminate? No No No No Jab
Down smash Yes
  • Some otherwise guaranteed followups can be avoided by drifting out of the way as Ganondorf lets go (either out or in depending on the character/followup), indicated by Indeterminate?.
  • Yes/Indeterminate? indicates that the followup is fully guaranteed however:
    • If the opponent drifts in, Ganondorf has to perform a turnaround jab/forward tilt/down tilt.
    • If the opponent drifts out, Ganondorf has to perform a dash jump into landing Wizard's Foot.
  • Indeterminate?/No indicates that while the followup is usually not guaranteed, it can be guaranteed if the opponent drifts in a specific direction.