Super Smash Bros. Melee

Ganondorf (SSBM)/Forward aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Ganondorf Forward Aerial Hitbox Melee.gif|thumb|Hitbox duration of Ganondorf's forward aerial.]]
[[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 jokingly just '''The Punch''', 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 longer [[landing lag]], albeit much larger range.


{{technical data}}
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}}
 
{{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

OverviewEdit

 
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.

HitboxesEdit

NTSCEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 17% 0   60 80 0 3.1248 66 -0.7812 0.0 0.0             Burn
1 0 17% 0   60 80 0 3.906 66 1.953 0.0 0.0             Burn
2 0 17% 0   60 80 0 5.0778 67 4.6872 0.0 0.0             Burn

PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 17% 0   40 80 0 2.7342 66 -0.7812 0.0 0.0             Burn
1 0 17% 0   40 80 0 3.5154 66 1.953 0.0 0.0             Burn
2 0 17% 0   40 80 0 4.2966 67 4.6872 0.0 0.0             Burn

Summary:

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

TimingEdit

AttackEdit

Initial autocancel 1-6
Hitboxes 14-19
Ending autocancel 34-
Interruptible 35
Animation length 44
                                                                                       
                                                                                       

Landing lagEdit

Animation length 25
L-cancelled animation length 12
Normal                                                   
L-cancelled                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible