Super Smash Bros. Melee

Ganondorf (SSBM)/Forward aerial: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
==Overview==
==Overview==
Ganondorf's forward aerial, often nicknamed the '''Skull Crusher''', involves him performing a rather quick punch in front of himself with high knockback, dealing 17% damage. This move is commonly used in Ganondorf's [[metagame]], due to its power, good [[range]], and lack of a [[sour spot]]. It can easily cover various [[tech]] and getup options from opponents on platforms above Ganondorf due to its range, and is also especially useful on stages with close [[blast line]]s such as [[Yoshi's Story]]. The move's speed is on par with the {{mvsub|Captain Falcon|SSBM|forward aerial|alt=Knee Smash}} (having 1 frame less [[ending lag]]), though it has lower power and slower [[startup]], albeit much larger range.
[[File:Ganondorf Forward Aerial Hitbox Melee.gif|thumb|Hitbox duration of Ganondorf's forward aerial.]]
 
Ganondorf's forward aerial, often nicknamed the '''Skull Crusher''' or '''The Punch''', involves him punching in a downwards motion in front of himself. Compared to the [[Captain Falcon (SSBM)/Forward aerial|Knee Smash]], The Punch is weaker and [[lag]]gier, which is made up for by its significantly longer range.
 
The move has many positive traits which make it a widely used move in Ganondorf's [[metagame]], namely its power, good [[range]], and lack of a [[sourspot]]. The fact that it hits above Ganondorf means it can easily cover various [[tech]] options from opponents on platforms above him, as well as being a very good kill move, being able to kill [[spacie]]s at below 80% if used near the edge of most competitive stages. Also, if the move is spaced properly, it's very hard to punish out of shield (due to its high [[shieldstun]] and [[shield pushback]] by virtue of its damage output) if used while falling.  
 
However, every move has its drawbacks, and The Punch is outclassed by {{mvsub|Ganondorf|SSBM|back aerial}} in many areas, being slower, laggier, having less knockback (starting at 106%) and, most importantly, not being able to [[autocancel]] in a [[short hop]], which makes it only work as a falling aerial, giving oponents more time to react and potentially whiff punish the attack.
 
Overall, The Punch is considered a staple of Ganondorf's moveset for its variety of good traits, however, it should not be overused, as it might not always be the most rewarding option for every situation and Ganondorf can be [[punish]]ed hard if the attack fails to connect.
 
==Hitboxes==
===NTSC===
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=17%
|angle=361
|bk=60
|ks=80
|fkv=0
|r=800
|bn=66
|xpos=-200
|effect=Normal
|slvl=L
|sfx=Burn
}}
{{MeleeHitboxTableRow
|id=1
|damage=17%
|angle=361
|bk=60
|ks=80
|fkv=0
|r=1000
|bn=66
|xpos=500
|effect=Normal
|slvl=L
|sfx=Burn
}}
{{MeleeHitboxTableRow
|id=2
|damage=17%
|angle=361
|bk=60
|ks=80
|fkv=0
|r=1300
|bn=67
|xpos=1200
|effect=Normal
|slvl=L
|sfx=Burn
}}
|}
 
===PAL===
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=17%
|angle=361
|bk=40
|bkbg=nerf
|ks=80
|fkv=0
|r=700
|rbg=nerf
|bn=66
|xpos=-200
|effect=Normal
|slvl=L
|sfx=Burn
}}
{{MeleeHitboxTableRow
|id=1
|damage=17%
|angle=361
|bk=40
|bkbg=nerf
|ks=80
|fkv=0
|r=900
|rbg=nerf
|bn=66
|xpos=500
|effect=Normal
|slvl=L
|sfx=Burn
}}
{{MeleeHitboxTableRow
|id=2
|damage=17%
|angle=361
|bk=40
|bkbg=nerf
|ks=80
|fkv=0
|r=1100
|rbg=nerf
|bn=67
|xpos=1200
|effect=Normal
|slvl=L
|sfx=Burn
}}
|}
 
Summary:
*{{nerf|Base knockback (60 → 40)}}
*{{nerf|Hitbox sizes (3.125u/3.91u/5.08u → 2.734u/3.52u/4.3u)}}
 
==Timing==
===Attack===
{|class="wikitable"
!Initial autocancel
|1-6
|-
!Hitboxes
|14-19
|-
!Ending autocancel
|34-
|-
!Interruptible
|35
|-
!Animation length
|44
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Hitbox|c=6}}{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=10}}
|-
{{FrameStrip|t=Autocancel|c=6}}{{FrameStrip|t=Blank|c=27}}{{FrameStrip|t=Autocancel|c=11}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
|-
!Animation length
|25
|-
!L-cancelled animation length
|12
|}
 
{{FrameStripStart}}
|Normal {{FrameStrip|t=Lag|c=25}}
|-
|L-cancelled {{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Blank|c=13}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}


{{technical data}}
{{MvSubNavGanondorf|g=SSBM}}
{{MvSubNavGanondorf|g=SSBM}}
[[Category:Ganondorf (SSBM)]]
[[Category:Ganondorf (SSBM)]]
[[Category:Forward aerials (SSBM)]]
[[Category:Forward aerials (SSBM)]]

Latest revision as of 07:44, June 22, 2023

Overview[edit]

Hitbox duration of Ganondorf's forward aerial.

Ganondorf's forward aerial, often nicknamed the Skull Crusher or The Punch, involves him punching in a downwards motion in front of himself. Compared to the Knee Smash, The Punch is weaker and laggier, which is made up for by its significantly longer range.

The move has many positive traits which make it a widely used move in Ganondorf's metagame, namely its power, good range, and lack of a sourspot. The fact that it hits above Ganondorf means it can easily cover various tech options from opponents on platforms above him, as well as being a very good kill move, being able to kill spacies at below 80% if used near the edge of most competitive stages. Also, if the move is spaced properly, it's very hard to punish out of shield (due to its high shieldstun and shield pushback by virtue of its damage output) if used while falling.

However, every move has its drawbacks, and The Punch is outclassed by back aerial in many areas, being slower, laggier, having less knockback (starting at 106%) and, most importantly, not being able to autocancel in a short hop, which makes it only work as a falling aerial, giving oponents more time to react and potentially whiff punish the attack.

Overall, The Punch is considered a staple of Ganondorf's moveset for its variety of good traits, however, it should not be overused, as it might not always be the most rewarding option for every situation and Ganondorf can be punished hard if the attack fails to connect.

Hitboxes[edit]

NTSC[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 17% 0 Sakurai angle 60 80 0 3.1248 66 -0.7812 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 17% 0 Sakurai angle 60 80 0 3.906 66 1.953 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
2 0 17% 0 Sakurai angle 60 80 0 5.0778 67 4.6872 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 17% 0 Sakurai angle 40 80 0 2.7342 66 -0.7812 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 17% 0 Sakurai angle 40 80 0 3.5154 66 1.953 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
2 0 17% 0 Sakurai angle 40 80 0 4.2966 67 4.6872 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Summary:

  • Nerf Base knockback (60 → 40)
  • Nerf Hitbox sizes (3.125u/3.91u/5.08u → 2.734u/3.52u/4.3u)

Timing[edit]

Attack[edit]

Initial autocancel 1-6
Hitboxes 14-19
Ending autocancel 34-
Interruptible 35
Animation length 44
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(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(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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 25
L-cancelled animation length 12
Normal  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
L-cancelled  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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible