Ganondorf (SSBM): Difference between revisions

rewrote some moves; particularly his smash attacks. my info is probably somewhat incorrect as im not very good lmao
m (forward smash sending at a higher angle majorly hampers its kill power while giving no benefits)
(rewrote some moves; particularly his smash attacks. my info is probably somewhat incorrect as im not very good lmao)
Line 188: Line 188:
|fsmashsidedmg={{ChargedSmashDmgSSBM|22}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|22}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|20}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|20}}
|fsmashdesc=Lunges forward while thrusting out his elbow. Impressive vertical knockback combined with almost no horizontal knockback, making it difficult to [[Directional influence|DI]] out of. It has fairly slow start-up and significant ending lag, but is very powerful, and because Ganondorf moves ahead while performing it, it has great reach. Angled upwards, it is the second most powerful forward smash in the game, only being exceeded by Bowser.
|fsmashdesc=Lunges forward, thrusting out his elbow. Great reach thanks to how far forward Ganon steps during the thrust; it can outrange other pokes and occasionally even {{SSBM|Marth}}'s forward smash, but its poor start-up and cooldown render it catastrophically unsafe on block and very easy to punish. Despite being hard to Dl, forward smash can struggle to kill, especially on fastfallers, and is generally outclassed by his two other smash attacks.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|usmashdesc=Kicks both his legs upward. The first hit can lead into the second, though it is unlikely at high percentages and can be DI'd out of. It is the second most powerful (uncharged) up smash in the game (second to {{SSBM|Pikachu}}'s), and when fully charged, is the most powerful and damaging up smash, as well as the most powerful smash attack overall. However, even though it is extremely powerful and surprisingly fast, its lack of horizontal reach limits its effectiveness as a reliable KO move. Regardless, even when uncharged, it can KO under 100% (even on characters with excellent vertical endurance, such as {{SSBM|Captain Falcon}}, {{SSBM|Donkey Kong}}, and {{SSBM|Falco}}).
|usmashdesc=A 540 kick. It has three unique hitboxes; the first on his pelvis sends sideways with strong knockback, great for calling out high recoveries; the second is located on his thigh and is fairly rare to land, but links into the second hit to deal nearly 40%. The final hit covering his foot sends up with great knockback, consistently killing even fast-fallers below 100%. Up smash has great priority, making it a great anti-air and callout for shorthops and aerials from ledge, and is surprisingly safe on shield (-7). This move isn't without its flaws however; it loses to most ground attacks, has slow, reactable start-up and is extremely susceptible to low profiling.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2 leg), {{ChargedSmashDmgSSBM|12}} (hit 2 foot)
|dsmashdmg={{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2 leg), {{ChargedSmashDmgSSBM|12}} (hit 2 foot)
|dsmashdesc=Swings his leg in front and back of him. Can chain together, but the second hit can be easily DI'd out of. It's one of, if not the most powerful down smash in the game, capable of star KOing lighter/floatier characters under 100%. It is rather fast, especially for how powerful it is, and, due to Ganondorf's long legs, is one of the farthest-reaching down smashes. If near an edge, even if an opponent avoids the second kick, the base knockback of the first kick can set up an early edgeguard opportunity.
|dsmashdesc=Kicks on either side of him. One of Ganon's best launchers and his fastest smash attack in terms of startup. The first hit chains into the second, and the second hit sends upward, making down smash into an aerial a viable kill confirm on fastfallers. The first hit can rarely fail to link properly and send the opponent at a deep semi-spike angle, setting them up for an edgeguard.
|nairname= 
|nairname= 
|nairdmg=12% (hits 1-2)
|nairdmg=12% (hits 1-2)
|nairdesc=Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession, but it is extremely difficult to land the two kicks even at very low percentages, and impossible to land at percentages higher than 25% (under standard conditions). It's possible to land the second kick without the first one, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by {{SSBM|Mr. Game & Watch}}'s).
|nairdesc=Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession. The first hit can be used as a niche poke and has limited killpower and combo ability on poor DI, but rarely links into the second kick even at low percents; it's completely impossible to do so past ~25%. It's possible to land the second kick without the first one, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by {{SSBM|Mr. Game & Watch}}'s).
|fairname= 
|fairname= 
|fairdmg=17%
|fairdmg=17%