Ganondorf (SSBB): Difference between revisions
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However, these strengths are overridden by a slew of significant flaws. Ganondorf's overall mobility and frame data are among the slowest, if not the slowest in the game, with {{SSBB|King Dedede}} just barely beating him. His [[recovery]] is possibly his biggest flaw: he has the third lowest [[jump]] in the game, Flame Choke covers minimal horizontal distance and is easily edge-guarded due to its slow speed and lack of protection, and aerial [[Wizard's Foot]] no longer restores his double jump; in particular, [[Dark Dive]] is likewise slow and its newly added hitbox at the move's climax is not sufficient enough to defend from edge-guarding, while it has also lost all of his KO power and now KOs past the 300% range, and opponents can now hit Ganondorf out of it as soon as the move completes. His useful chain-grab options, the changes to [[hitstun]], and his moveset overall was heavily nerfed from ''Melee'', weakening his KO and combo ability. Additionally, many of his moves either have large sourspots or cannot KO realistic percentages such as his forward aerial and his aforementioned Dark Dive. Also, the loss of [[L-cancelling]] has harmed him far more than any other character in the game, as he is no longer able to safely use his powerful but laggy aerials for general usage. Most of Ganondorf's attacks either have poor [[reach]] for a character of his size or possess poorly placed [[hitbox]]es, putting him at a serious disadvantage against characters with long reach or disjointed hitboxes (like {{SSBB|Marth}}). In addition, his [[grab]] is slow and the shortest-reaching grab in the games, which along with his slow attacks leaves him with poor [[out of shield]] options. His heavy weight, while giving him strong endurance potential, also makes him vulnerable to [[chain grabs]] and combos (with a few of them capable of [[zero-death]]ing him outright). His shield is also unusually small, making it very vulnerable to [[shield stab]]bing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of a projectile makes him easily [[camping|camped]] and leaves him with little approach options or the ability to force approaches. | However, these strengths are overridden by a slew of significant flaws. Ganondorf's overall mobility and frame data are among the slowest, if not the slowest in the game, with {{SSBB|King Dedede}} just barely beating him. His [[recovery]] is possibly his biggest flaw: he has the third lowest [[jump]] in the game, Flame Choke covers minimal horizontal distance and is easily edge-guarded due to its slow speed and lack of protection, and aerial [[Wizard's Foot]] no longer restores his double jump; in particular, [[Dark Dive]] is likewise slow and its newly added hitbox at the move's climax is not sufficient enough to defend from edge-guarding, while it has also lost all of his KO power and now KOs past the 300% range, and opponents can now hit Ganondorf out of it as soon as the move completes. His useful chain-grab options, the changes to [[hitstun]], and his moveset overall was heavily nerfed from ''Melee'', weakening his KO and combo ability. Additionally, many of his moves either have large sourspots or cannot KO realistic percentages such as his forward aerial and his aforementioned Dark Dive. Also, the loss of [[L-cancelling]] has harmed him far more than any other character in the game, as he is no longer able to safely use his powerful but laggy aerials for general usage. Most of Ganondorf's attacks either have poor [[reach]] for a character of his size or possess poorly placed [[hitbox]]es, putting him at a serious disadvantage against characters with long reach or disjointed hitboxes (like {{SSBB|Marth}}). In addition, his [[grab]] is slow and the shortest-reaching grab in the games, which along with his slow attacks leaves him with poor [[out of shield]] options. His heavy weight, while giving him strong endurance potential, also makes him vulnerable to [[chain grabs]] and combos (with a few of them capable of [[zero-death]]ing him outright). His shield is also unusually small, making it very vulnerable to [[shield stab]]bing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of a projectile makes him easily [[camping|camped]] and leaves him with little approach options or the ability to force approaches. | ||
As a result, Ganondorf has had the 2nd highest tier drop from ''Melee'' to ''Brawl'' ({{SSBB|Jigglypuff}} has the highest), with terrible tournament results and no advantageous or even match-ups ({{SSB|Donkey Kong}} also had this problem in the Japanese Version of ''Smash 64''). He has the highest number of hard counters of any character the series at 17, in addition to 5 nearly unwinnable match-ups. He is also the only character in the whole series to have ever had his own tier at the bottom of the tier list. However, he is ranked 31st, rather than dead last, on the Japanese tier list. | As a result, Ganondorf has had the 2nd highest tier drop from ''Melee'' to ''Brawl'' ({{SSBB|Jigglypuff}} has the highest), with terrible tournament results and no advantageous or even match-ups ({{SSB|Donkey Kong}} also had this problem in the Japanese Version of ''Smash 64''). He has the highest number of hard counters of any character in the series at 17, in addition to 5 nearly unwinnable match-ups. He is also the only character in the whole series to have ever had his own tier at the bottom of the tier list. However, he is ranked 31st, rather than dead last, on the Japanese tier list. | ||
==How to unlock== | ==How to unlock== |