Ganondorf (SSBB)/Side special: Difference between revisions
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{{SSBB|Ganondorf}}'s side special in ''Brawl'' is [[Flame Choke]]. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. It can potentially be used continuously to [[tech chase]] opponents; alternatively, Ganondorf can follow up with several of his moves, making Flame Choke a combo starter. | {{SSBB|Ganondorf}}'s side special in ''Brawl'' is [[Flame Choke]]. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. It can potentially be used continuously to [[tech chase]] opponents; alternatively, Ganondorf can follow up with several of his moves, making Flame Choke a combo starter. | ||
If used in the air, Ganondorf will forcefully slam the opponent down to the ground. If used offstage, | If used in the air, Ganondorf will forcefully slam the opponent down to the ground. If used offstage, unless there is a moving platform that prevents them from descending offstage, he and the opponent will plummet downwards and will result in both players being [[KO]]ed. This tactic is called the [[Ganoncide]]. However, unlike in ''Smash 4'', where this tactic will always result in victory for Ganondorf, in ''Brawl'', using Ganoncide is unpredictable and can result in a win, a loss, or even [[Sudden Death]]. | ||
==Grabbox Data== | ==Grabbox Data== |
Revision as of 09:38, August 11, 2021
Overview
Ganondorf's side special in Brawl is Flame Choke. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. It can potentially be used continuously to tech chase opponents; alternatively, Ganondorf can follow up with several of his moves, making Flame Choke a combo starter.
If used in the air, Ganondorf will forcefully slam the opponent down to the ground. If used offstage, unless there is a moving platform that prevents them from descending offstage, he and the opponent will plummet downwards and will result in both players being KOed. This tactic is called the Ganoncide. However, unlike in Smash 4, where this tactic will always result in victory for Ganondorf, in Brawl, using Ganoncide is unpredictable and can result in a win, a loss, or even Sudden Death.
Grabbox Data
Grounded
ID | Radius | Bone | Offset | G | A | ||
---|---|---|---|---|---|---|---|
0 | 5.0 | 0 | 0.0 | 8.0 | 4.5 | ||
1 | 1.0 | 0 | 0.0 | 8.0 | 4.2 |
ID | Damage | Angle | BK | KS | FKV | Bone | SDIx | FFx | T% | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 4% | Forwards | 100 | 10 | 0 | 0 | 1.0x | None | 0% | Kick |
Aerial
ID | Radius | Bone | Offset | G | A | ||
---|---|---|---|---|---|---|---|
0 | 5.0 | 0 | 0.0 | 6.0 | 6.5 | ||
1 | 1.0 | 0 | 0.0 | 11.0 | 6.5 |
ID | Damage | Angle | BK | KS | FKV | Bone | SDIx | FFx | T% | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 4% | Forwards | 100 | 10 | 0 | 0 | 1.0x | None | 0% | Kick |
Throw Data
Grounded
ID | Damage | Angle | BK | KS | FKV | Bone | SDIx | FFx | T% | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 9% | Standard | 60 | 90 | 0 | 0 | 1.0x | None | 0% | Explosion | |||
1 | 4% | Forwards | 100 | 10 | 0 | 0 | 1.0x | None | 0% | Kick |
Aerial
ID | Damage | Angle | BK | KS | FKV | Bone | SDIx | FFx | T% | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 12% | Standard | 40 | 82 | 0 | 0 | 1.0x | None | 0% | Explosion | |||
1 | 4% | Forwards | 100 | 10 | 0 | 0 | 1.0x | None | 0% | Kick |
Timing
Grounded
Grab | 16-30 |
---|---|
Animation length | 59 |
Grounded Throw
Super Armor | 17-40 |
---|---|
Throw Release | 31 |
Animation length | 60 |
Aerial
Grab | 19-31 |
---|---|
Animation length | 59 |
Aerial throw (landing)
Throw Release | 1 |
---|---|
Animation length | 40 |
Lag time |
Vulnerable |
Armour |
Grab |
Throw point |
Flame Choke followup list
As a note of reference:
- Jab is a frame 8 option
- Forward tilt, down tilt, dash attack and landing Wizard's Foot are frame 10 options
- Down smash is a frame 15 option