Ganondorf (SSBM): Difference between revisions

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(→‎Differences from {{SSBM|Captain Falcon}}: Attempting to modernize this section of the article, adding some more technical information as well documenting things that weren't documented previously.)
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*{{nerf|Ganondorf cannot [[wall jump]].}}
*{{nerf|Ganondorf cannot [[wall jump]].}}
*{{nerf|Ganondorf's [[falling speed]] is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.}}
*{{nerf|Ganondorf's [[falling speed]] is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.}}
*{{change|Ganondorf's moves are generally slower but more powerful than Captain Falcon's.}}
*{{change|Captain Falcon's attacks that deal [[flame]] damage, such as forward smash, [[Falcon Punch]], [[Raptor Boost]], and [[Falcon Kick]], are replaced by [[darkness]] for Ganondorf's counterparts.}}
*{{change|Captain Falcon's attacks that deal [[flame]] damage, such as forward smash, [[Falcon Punch]], [[Raptor Boost]], and [[Falcon Kick]], are replaced by [[darkness]] for Ganondorf's counterparts.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack is a single palm strike that possess higher base knockback than the [[Gentleman]] (20 → 30), while still being a useful combo starter. It also deals 7%/8% damage, being more damaging than the first two hits and the infinite of Captain Falcon's jab alone. Notably when sweetspotted, it is the strongest jab in the game.}}
**{{change|Neutral attack is changed to be only a single palm strike.}}
**{{nerf|Neutral attack deals 1% less damage than Captain Falcon's Gentleman and lacks an infinite, making it worse for damage-racking.}}
***{{change|The single hit deals only 7% (palm)/8% (body), it makes it deal more than the first two hits (2% (hit 1)/3% (hit 2)) and the roughly the same damage as the [[Gentleman]] (8% (clean)/6% (late) individually, but does less damage than Captain Falcon's if all hits of his jab were to connect.}}
**{{change|Neutral attack has an [[electric]] effect.}}
***{{buff|It has a larger hitbox on the palm than Falcon's Jab 1 (3.5154u → 3.906u).}}
***{{buff|It has higher base knockback than the Gentleman (20 → 30).}}  
***{{nerf|It has more ending lag than Falcon's Jab 1 (IASA 16 → 19).}}
***{{nerf|It does not have a rapid jab}}
**{{change|It has an [[electric]] effect.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (11% → 13%) and base knockback (10 → 20), being the third strongest forward tilt in the game.}}
**{{buff|It deals more damage overall (11% (unangled)/12%/11% (angled up)/10%/11% (angled down) → 13%/12%/11% (unangled)/14%/13%/12% (angled up)/12%/11%/10% (angled down))}}
**{{nerf|Forward tilt is less damaging if the opponent is up close to Ganondorf, dealing 1% less on the knee and 2% on the body.}}
**{{buff|It has more base knockback (10 → 20), being the third strongest forward tilt in the game.}}
**{{buff|It has a larger hitbox at the foot (4.2966u → 5.0778u).}}
**{{buff|Its sweetspot hitboxes are positioned at the foot rather than up close when angled down, making it better for spacing.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}}
**{{buff|Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}}
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**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash can [[natural combo|naturally combo]] into each other, dealing more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%), and also deals more knockback (30 and 20 base/100 growth → 60 base/110 growth).}}
**{{change|Down smash's hits [[natural combo|naturally combo]] into each other as opposed strong hitting once.}}
**{{nerf|Down smash's individual kicks deals less damage and the second kick has a sourspot (18% (hit 1)/16% (hit 2) → 8%/14%/12%), resulting it being weaker than Captain Falcon's if it only hits once. It also has slightly more ending lag (IASA 45 → 47).}}
***{{buff|This allows it to deal more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%).}}
***{{nerf|Due to being a multi-hit, it naturally makes it reliable due to risk of the opponent falling out and being more vulnerable to [[Smash directional influence|SDI]].}}
**{{change|The seconds launches vertically in front of Ganondorf has opposed to horizontally (361° → 120°)}}
**{{buff|The second kick has higher knockback despite it's lower damage (30 and 20 base/100 growth → 60 base/110 growth).}}
**{{nerf|Both hits deal less damage on their own with the second kick having a sourspot (18% (hit 1)/16% (hit 2) → 8%/14%/12%).}}
**{{nerf|The first hit's hitboxes are slightly smaller (3.906u/3.906u → 3.5154u/3.5154u), though it's Z-offset was compensated (5.0778u → 5.859u).}}
***{{buff|The second hit's hitboxes are bigger with it having an extra hitbox inside of Ganondorf (3.5154u/3.5154u → 4.2966u/4.2966u/4.2966u).}}
**{{nerf|It also has slightly more ending lag (IASA 45 → 47).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}}
*{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's individual kicks deals more damage (5%/6% (hit 1)/7% (hit 2) → 12%). It also has increased base knockback on both hits (0 (hit 1)/40 (hit 2) 30/50), with the first hit having KO power on its own.}}
**{{change|The first hit does not have fixed knockback (0 (base)/100 (growth)/40 (fixed) → 30/100/0).  This allows the first hit to KO on it's own, but significantly hinders it's ability to connect into the second hit.}}
**{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}}
**{{change|The first hit has an altered launch angle (82°/78°/74° → 55°/60°/65°).}}
**{{nerf|Both hits have less active frames (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)) and smaller hitboxes on the feet.}}
**{{buff|It more damage on both kicks (5%/6% (hit 1)/7% (hit 2) → 12% (both)).}}
**{{buff|The second hit has higher base knockback (40 → 50).}}
**{{buff|It autocancels earlier (frame 34 → 26).}}
**{{nerf|Both hits have shorter durations (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)).}}
**{{nerf|Both hits have smaller hitboxes overall (4.2966u/5.4684u/4.2966u → 3.5154u/4.6872u/5.0778u (hit 1), 4.2966u/4.2966u/4.2966u → 3.5154u/4.6872u/5.0778u (hit 2)}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]], as well as being slightly disjointed. It also has less ending lag (36 frames → 35).}}
**{{change|Forward aerial has a different animation: an arcing downward punch.}}
**{{change|Forward aerial deals different knockback than the Knee Smash (24 base/100 growth → 60/80).}}
**{{change|It does not have a sourspot, this makes it more reliable for KO'ing, but removes the sourspot combos from Captain Falcon's [[Knee Smash]].}}
**{{nerf|Forward aerial does not [[semi-spike]] (32° 361°), and deals 1% less damage (18% → 17%).}}
**{{change|It does not have an electric effect.}}
**{{change|Forward aerial lacks the electric effect.}}
**{{change|It has altered knockback (24 base/100 growth → 60/80).}}
**{{buff|It has greater range due to it's new animation.}}
**{{buff|It autocancels slightly earlier (frame 34 → 33).}}
**{{buff|It is able to be interrupted earlier (IASA 36 → 35).}}
***{{nerf|However, it has more ending lag overall due to move's fewer active frames.}}
**{{nerf|It has much less active frames (frames 14-30 14-19).}}
**{{nerf|It deals slightly less damage than the sweetspot of Captain Falcon's (18% → 17%).}}
**{{nerf|It does not [[semi-spike]] (32° → 361°).}}
*[[Back aerial]]
*[[Back aerial]]
**{{buff|Back aerial deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10), a larger hitbox on the fist, and doesn't get weaker later in.}}
**{{buff|It deals more damage (14% → 16%).}}
**{{nerf|Back aerial has fewer total active frames (10-17 → 10-15).}}
**{{buff|It has increased base knockback (20/0 → 30/10).}}
**{{buff|It has a larger hitbox on the fist (4.6872u → 5.4684u).}}
**{{buff|It does not have a weaker late hit.}}
**{{buff|It autocancels slightly earlier (frame 20 → 18).}}
**{{nerf|It has fewer total active frames (10-17 → 10-15).}}
*[[Up aerial]]
*[[Up aerial]]
**{{buff|Up aerial has more range and base knockback (10/8/6 → 35/30/20, KOing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes have higher [[hitstun]], making it more effective at [[edgeguarding]] than Captain Falcon's.}}
**{{buff|It has higher base knockback (10 (clean)/8 (late) → 35 (clean)/30 (middle)/20 (late)).}}
**{{buff|Up aerial has an additional late hit, extending the move's active frames and infamously giving it range below Ganondorf (6-13 → 6-16).}}
**{{change|It has a late hit that is active from frames 14-16 that deals 8% (body)/6% (foot) and sends at an angle of 0°.}}
***{{buff|This makes the move significantly better for [[Edgeguarding]] due to it's low angle.}}
***{{buff|The late hit gives the move a longer duration (6-13 → 6-16) and allows it to hit below Ganondorf.}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*[[Down aerial]]:
*[[Down aerial]]:
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===Special moves===
===Special moves===
*[[Warlock Punch]]:
*[[Warlock Punch]]:
**{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than the [[Falcon Punch]], able to KO virtually any character under 30% damage on [[Tournament legal (SSBM)|tournament legal]] stages. It also has more range.}}
**{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than the [[Falcon Punch]] with it's knockback not being fully compensated (scaling 102 → 100).}}
**{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed and Warlock Punch's higher startup. It also has slightly lower knockback scaling (102 → 100)}}
**{{nerf|It has smaller hitboxes (3.906u/3.5154u/4.8825u (ground)/5.2731u/4.6872u/4.8825u (air)) → 2.3436u/3.906u/3.5154u (both)).}}
**{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed and Warlock Punch's higher startup.}}
**{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
**{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
*[[Gerudo Dragon]]:
*[[Gerudo Dragon]]:
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**{{buff|Dark Dive's grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf.}}
**{{buff|Dark Dive's grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf.}}
**{{buff|Dark Dive's throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.}}
**{{buff|Dark Dive's throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.}}
**{{nerf|It covers slightly less horizontal momentum (1.1 → 0.85).}}
*[[Wizard's Foot]]:
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot has higher and consistent knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60/85).}}
**{{buff|Grounded Wizard's Foot has higher and consistent knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60/85).}}