Ganondorf (SSBU)/Down aerial: Difference between revisions
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Ganondorf stomps below him with electricity. It is his slowest aerial, but also his deadliest, with the [[Sweet spot (hitbox)|sweetspot]] often being a guaranteed kill offstage, and the [[sourspot]] around Ganondorf's chest still killing earlier than both his [[../Forward aerial|forward]] and [[../Back aerial|back aerial]]. It is able to start [[combo|combos]] at low percent, with [[../Neutral attack|jab]] and [[../Grab|grab]] being the main follow-ups, and at later percent with any aerial. It is also Ganondorf's prime [[kill confirm]] starter when followed up with [[../Forward aerial|forward aerial]], [[../Back aerial|back aerial]], or [[../Up smash|up smash]], though the latter require a precise [[fast fall]]. It can also be combined with [[../Side special|Flame Choke]], covering neutral [[tech]] when on the ground and both neutral and [[Floor attack|getup attack]] with the aerial version. Its usage as an [[out of shield]] is niche, although it can be very effective against [[Dash attack|dash attacks]] or repeated use of [[down tilt]], such as against {{SSBU|R.O.B}}. | Ganondorf stomps below him with electricity. It is his slowest aerial, but also his deadliest, with the [[Sweet spot (hitbox)|sweetspot]] often being a guaranteed kill offstage, and the [[sourspot]] around Ganondorf's chest still killing earlier than both his [[../Forward aerial|forward]] and [[../Back aerial|back aerial]]. It is able to start [[combo|combos]] at low percent, with [[../Neutral attack|jab]] and [[../Grab|grab]] being the main follow-ups, and at later percent with any aerial. It is also Ganondorf's prime [[kill confirm]] starter when followed up with [[../Forward aerial|forward aerial]], [[../Back aerial|back aerial]], or [[../Up smash|up smash]], though the latter require a precise [[fast fall]]. It can also be combined with [[../Side special|Flame Choke]], covering neutral [[tech]] when on the ground and both neutral and [[Floor attack|getup attack]] with the aerial version. Its usage as an [[out of shield]] is niche, although it can be very effective against [[Dash attack|dash attacks]] or repeated use of [[down tilt]], such as against {{SSBU|R.O.B}}. | ||
However, it is often outclassed in its edgeguarding role by [[../Neutral aerial|neutral aerial]] which lasts longer and cover more space with way less endlag, | However, it is often outclassed in its edgeguarding role by [[../Neutral aerial|neutral aerial]] which lasts longer and cover more space with way less endlag, making Ganondorf less vulnerable if the move doesnt connect. Its use cases are also almost nonexistent in neutral due to its long startup and mediocre horizontal range, making it a very high risk high reward option limited to [[read|reads]] and setplay. | ||
==Hitboxes== | ==Hitboxes== |
Latest revision as of 01:27, September 5, 2024
Overview[edit]
Ganondorf stomps below him with electricity. It is his slowest aerial, but also his deadliest, with the sweetspot often being a guaranteed kill offstage, and the sourspot around Ganondorf's chest still killing earlier than both his forward and back aerial. It is able to start combos at low percent, with jab and grab being the main follow-ups, and at later percent with any aerial. It is also Ganondorf's prime kill confirm starter when followed up with forward aerial, back aerial, or up smash, though the latter require a precise fast fall. It can also be combined with Flame Choke, covering neutral tech when on the ground and both neutral and getup attack with the aerial version. Its usage as an out of shield is niche, although it can be very effective against dash attacks or repeated use of down tilt, such as against R.O.B.
However, it is often outclassed in its edgeguarding role by neutral aerial which lasts longer and cover more space with way less endlag, making Ganondorf less vulnerable if the move doesnt connect. Its use cases are also almost nonexistent in neutral due to its long startup and mediocre horizontal range, making it a very high risk high reward option limited to reads and setplay.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-3 |
---|---|
Hitboxes | 16-18 |
Ending autocancel | 32- |
Interruptible | 45 |
Animation length | 59 |
Landing lag[edit]
Interruptible | 17 |
---|---|
Animation length | 26 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|