Super Smash Bros. 4

Ganondorf (SSB4)/Forward tilt: Difference between revisions

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(if we can call his forward air skull crusher (which i have not actually heard once), we can call this the boot)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:GanondorfFTilt.gif|thumb|270px|Hitbox visualization showing Ganondorf's forward tilt.]]
==Overview==
==Overview==
[[File:SSB4 Ganondorf F-tilt.jpg|thumb|right|{{SSB4|Ganondorf}} using his forward tilt in {{for3ds}}.]]
Commonly referred to as '''The Boot''', Ganondorf leans back and delivers a forceful forward kick with his left leg.
Commonly referred to as '''The Boot''', Ganondorf leans back and delivers a forceful forward kick with his left leg.


It has good start-up, high [[knockback]], and is a [[semi-spike]], making it an excellent edge-guarding move against characters with little horizontal recovery options, such as {{SSB4|Little Mac}}. It is one of the few tools Ganondorf has for spacing, even though it is not a great spacing move itself. It can also be used to punish opponents who charge in recklessly, or be a safer [[read]] option against characters with no projectiles to aid their approach. Forward tilt is guaranteed on certain characters if they fail to tech [[Flame Choke]], though down tilt is generally better as a combo starter.
It has good startup, high [[knockback]], and is a [[semi-spike]], making it an excellent edge-guarding move against characters with little horizontal recovery options, such as {{SSB4|Little Mac}}. It is one of the few tools Ganondorf has for spacing, even though it is not a great spacing move itself due to having the lowest reach of all of his ground moves. It also has a slight leanback during its start-up, allowing it to punish opponents who charge in recklessly, or be a safer [[read]] option against characters with no projectiles to aid their approach. Forward tilt is guaranteed on certain characters if they fail to tech [[Flame Choke]], though down tilt is generally better as a combo starter.


The move is based on a kick Ganondorf and other large enemies use in ''The Legend of Zelda: Twilight Princess''. {{clr}}
The move is based on a kick Ganondorf and other large enemies use in ''The Legend of Zelda: Twilight Princess''. {{clr}}


==Hitboxes==
==Hitboxes==
{|class="wikitable"
{{SSB4HitboxTableHeader}}
! Effect !! Damage !! Angle !! Base knockback !! Knockback scaling
{{SSB4HitboxTableRow
|-
|id=0
| Normal || 13% (foot), 12% (leg) || 22° || 30 || 88
|part=0
|damage=13%
|angle=22
|bk=30
|ks=88
|fkv=0
|r=5.5
|bn=5
|xpos=5.3
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|slvl=L
}}
{{SSB4HitboxTableRow
|id=1
|part=0
|damage=12%
|angle=22
|bk=30
|ks=88
|fkv=0
|r=5.3
|bn=5
|xpos=0.5
|ypos=0.0
|zpos=0.0
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|slvl=L
}}
{{SSB4HitboxTableRow
|id=2
|part=0
|damage=12%
|angle=22
|bk=30
|ks=88
|fkv=0
|r=5.1
|bn=3
|xpos=0.0
|ypos=0.0
|zpos=0.0
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|slvl=L
}}
|}
|}


==Timing==
==Timing==
===Attack===
{|class="wikitable"
{|class="wikitable"
!Hitbox
|10-12
|-
|-
!Hitboxes
!Interruptible
|10-12
|40
|-
|-
!Animation length
!Animation length
|39
|54
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=15}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y}}


{{technical data}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
 
{{MvSubNavGanondorf|g=SSB4}}
{{MvSubNavGanondorf|g=SSB4}}
[[Category:Ganondorf (SSB4)]]
[[Category:Ganondorf (SSB4)]]

Latest revision as of 21:09, April 12, 2022

Hitbox visualization showing Ganondorf's forward tilt.

Overview[edit]

Commonly referred to as The Boot, Ganondorf leans back and delivers a forceful forward kick with his left leg.

It has good startup, high knockback, and is a semi-spike, making it an excellent edge-guarding move against characters with little horizontal recovery options, such as Little Mac. It is one of the few tools Ganondorf has for spacing, even though it is not a great spacing move itself due to having the lowest reach of all of his ground moves. It also has a slight leanback during its start-up, allowing it to punish opponents who charge in recklessly, or be a safer read option against characters with no projectiles to aid their approach. Forward tilt is guaranteed on certain characters if they fail to tech Flame Choke, though down tilt is generally better as a combo starter.

The move is based on a kick Ganondorf and other large enemies use in The Legend of Zelda: Twilight Princess.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 13% 0 AngleIcon22.png 30 88 0 5.5 5 5.3 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 12% 0 AngleIcon22.png 30 88 0 5.3 5 0.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 12% 0 AngleIcon22.png 30 88 0 5.1 3 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Hitbox 10-12
Interruptible 40
Animation length 54
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(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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible