Ganondorf (SSBU)/Up tilt: Difference between revisions
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==Overview== | ==Overview== | ||
Ganondorf lifts his leg up and hangs it up for nearly a full second before violently slamming it down. Sometimes jokingly called "the stanky leg", the move is able to hit below ledge, allowing it to be used for a two frame punish, but the extreme startup lag makes the timing for two frames extremely specific and hard to pull | Ganondorf lifts his leg up and hangs it up for nearly a full second before violently slamming it down. Sometimes jokingly called "the stanky leg", the move is able to hit below ledge, allowing it to be used for a two frame punish, but the extreme startup lag makes the timing for two frames extremely specific and hard to pull off. The sweetspot also breaks shields instantly, meaning that with the right setup, it can be a devastating [[edge guard]] tool. However, it lacks utility most of the time due to it being too slow and too strong to combo or serve any other utility. | ||
==Update History== | ==Update History== |
Latest revision as of 20:56, November 29, 2022
Overview[edit]
Ganondorf lifts his leg up and hangs it up for nearly a full second before violently slamming it down. Sometimes jokingly called "the stanky leg", the move is able to hit below ledge, allowing it to be used for a two frame punish, but the extreme startup lag makes the timing for two frames extremely specific and hard to pull off. The sweetspot also breaks shields instantly, meaning that with the right setup, it can be a devastating edge guard tool. However, it lacks utility most of the time due to it being too slow and too strong to combo or serve any other utility.
Update History[edit]
- Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.
Hitboxes[edit]
The clean hit is set to trigger a Special Zoom if it connects.
Due to the 0° angle's special behavior in Ultimate, the late sourspot's angle changes to 32° if it deals knockback of at least 120 units. Under normal damage and knockback conditions, this takes effect at the 110%-120% percent range against middleweights.
Timing[edit]
Windboxes | 6-52 (rehit rate: 6) |
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Clean hit | 60-61 |
Late hit | 62-63 |
Interruptible | 95 |
Animation length | 109 |
Lag time |
Hitbox |
Hitbox change |
Flinchless hitbox |
Interruptible |
Special Zoom parameters[edit]
Duration | 40 frames |
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Slowdown magnitude | 4 |
Zoom rate | 4 |
Time before zoom | 3 frames |
Background duration (non-1v1) | 30 frames |
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