Super Smash Bros. Melee

Ganondorf (SSBM)/Neutral aerial: Difference between revisions

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(→‎Overview: Revised to make it flow better.)
 
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==Overview==
==Overview==
Ganondorf performs two aerial kicks in rapid succession. At a cursory glance, the move appears to be a copy of Falcon's [[Captain Falcon (SSBM)/Neutral aerial|neutral air]], with minor tweaks to better fit Ganon's character. As compared to Falcon's neutral air, it has the same startup and animation length, more [[Lag#Ending lag|end lag]], [[Lag#Aerial landing|landing lag]], knockback, and damage (on both hits), and [[Auto-canceling|autocancels]] 9 frames sooner. Given this, one would think it would fulfill the same role as Falcon's neutral air, i.e. a combo-starter and neutral tool.
Ganondorf performs two aerial roundhouse kicks in rapid succession. At a cursory glance, the move appears to be a copy of Falcon's [[Captain Falcon (SSBM)/Neutral aerial|Rotary Kick]] with minor tweaks to better fit Ganondorf's character. As compared to Falcon's neutral air, it has the same [[startup]] and move duration, more [[end lag]], [[Lag#Aerial landing|landing lag]], [[knockback]], and damage (on both hits), and [[autocancel]]s ³⁄₂₀ of a second sooner. Given this, one would think that it would behave similarly in [[neutral game|neutral]], being a combo-starter and [[approach]] tool.


However, there are lots of flaws with this move that make themselves apparent after competitive use that completely neuter its viability. There are 4 total [[Hitbox|active frames]] split between the two hits, compared to Falcon, who has 16. In addition, the move has much worse range than Falcon's, barely covering his ankles instead of sticking out a good distance past them. These facts, combined with the increased landing lag (5 frames to be precise), make it a horrible approach option. It doesn't fare much better against shields, either; the best possible frame advantage on shield Ganon can get with it is -2, which is unlikely, and the move doesn't push opponents away enough or have enough range to avoid being hit by an [[out of shield]] option, unlike his [[Ganondorf (SSBM)/Forward aerial|forward air]] or [[Ganondorf (SSBM)/Back aerial|back air]]. Should Ganon actually hit the opponent with this move, he's unlikely to get a combo out of it. At anything beyond low percents, the 1st hit is unlikely to combo into the 2nd hit, since it lacks [[Knockback#Set knockback|fixed knockback]], unlike Falcon; if the 2nd hit does connect, Ganon will likely be unable to follow up, since it launches the opponent too far away.
However, there are a lot of flaws with the move that make themselves apparent after attempted use in competitive or semi-competitive matches. The most obvious nerf from Falcon's version is the grand total of 4 [[Hitbox|active frames]] split between the two hits, unlike Falcon's 16. In addition, the move has much worse range, barely covering his ankles instead of being slightly [[disjoint]]ed like Falcon. Combined with the over 1.5x higher landing lag, this makes the move terrible at approaching, and much more likely to be stuffed by the opponent. The move is also worse against shields. The best Ganon can be against shield with this move (assuming it's performed frame perfectly, which is extremely difficult to perform) is -2; his {{mvsub|Ganondorf|SSBM|forward aerial}} and {{mvsub|Ganondorf|SSBM|back aerial}} have much better range and [[shield pushback]], allowing Ganon to pressure shields and attempt a [[shield poke]] without fearing the opponent's [[out of shield]] options. In the event that he lands the move on an opponent, Ganon is unlikely to get a combo: the 2nd hit is usually too strong and launches opponents too far away for a follow-up, and the 1st hit (unlike Falcon's) lacks [[fixed knockback]], making it unlikely to combo into the 2nd hit at anything above low percents.


However, there is one saving grace for the move. While the previous paragraph presented the 2nd hit not connecting from the 1st as a negative, it's actually ''desirable'' in one specific situation: '''extending combos'''. At mid-percents, most of Ganon's moves are too strong to keep combos going but not strong enough to secure the kill. The 1st hit of neutral air, however, has low enough knockback and favorable angles (55° - 65°) to keep opponents close to Ganon and in the air. The hitbox with the best angle (65°) is on his hip. After launching an opponent with a move such as [[Ganondorf (SSBM)/Down aerial|down air]], [[Ganondorf (SSBM)/Down tilt|down tilt]], or [[Ganondorf (SSBM)/Down smash|down smash]], he can juggle opponents 1 - 4 times with this move, before finishing the combo with [[Ganondorf (SSBM)/Forward aerial|forward air]] or [[Ganondorf (SSBM)/Back aerial|back air]], outright killing them or leading to an [[Edgeguarding|edgeguard]].
However, there is one niche that saves the move from being utterly unusable: '''extending combos'''. Ganondorf's moveset is full of strong, high-knockback aerials which are great for starting combos at low percents but terrible for keeping combos up at mid-percents until Ganon can successfully [[KO]]. 1st-hit-only neutral air, by contrast, is an amazing [[juggle]] tool, owing to the move's comparatively lower knockback and favorable [[angle]]s, ranging from 55° on his foot to 65° on his hip (colored Blue in the hitbox image), keeping the opponent closer to Ganon. The hip angle can be difficult to land, as the knee hitbox outprioritizes it, requiring Ganon to land the hit while the opponent's hitbox is inside him, though this does allow him to perform a [[Directional_influence#DI_mixups|DI mixup]] by occasionally hitting with the [[Angle#Angle flipper|reverse hitbox]]. Ideally, Ganon will launch the opponent with his {{mvsub|Ganondorf|SSBM|down aerial}}, {{mvsub|Ganondorf|SSBM|down smash}}, or {{mvsub|Ganondorf|SSBM|down tilt}}, juggle the opponent with this move 1-to-4 times, and finish the combo with his forward or back air, leading to an [[edgeguard]] or outright killing them.


==Update history==
==Update history==

Latest revision as of 20:50, November 25, 2024

Hitbox visualization showing Ganondorf's neutral aerial.
Hitbox angles of the first hit of Ganondorf's neutral aerial.

Overview[edit]

Ganondorf performs two aerial roundhouse kicks in rapid succession. At a cursory glance, the move appears to be a copy of Falcon's Rotary Kick with minor tweaks to better fit Ganondorf's character. As compared to Falcon's neutral air, it has the same startup and move duration, more end lag, landing lag, knockback, and damage (on both hits), and autocancels ³⁄₂₀ of a second sooner. Given this, one would think that it would behave similarly in neutral, being a combo-starter and approach tool.

However, there are a lot of flaws with the move that make themselves apparent after attempted use in competitive or semi-competitive matches. The most obvious nerf from Falcon's version is the grand total of 4 active frames split between the two hits, unlike Falcon's 16. In addition, the move has much worse range, barely covering his ankles instead of being slightly disjointed like Falcon. Combined with the over 1.5x higher landing lag, this makes the move terrible at approaching, and much more likely to be stuffed by the opponent. The move is also worse against shields. The best Ganon can be against shield with this move (assuming it's performed frame perfectly, which is extremely difficult to perform) is -2; his forward aerial and back aerial have much better range and shield pushback, allowing Ganon to pressure shields and attempt a shield poke without fearing the opponent's out of shield options. In the event that he lands the move on an opponent, Ganon is unlikely to get a combo: the 2nd hit is usually too strong and launches opponents too far away for a follow-up, and the 1st hit (unlike Falcon's) lacks fixed knockback, making it unlikely to combo into the 2nd hit at anything above low percents.

However, there is one niche that saves the move from being utterly unusable: extending combos. Ganondorf's moveset is full of strong, high-knockback aerials which are great for starting combos at low percents but terrible for keeping combos up at mid-percents until Ganon can successfully KO. 1st-hit-only neutral air, by contrast, is an amazing juggle tool, owing to the move's comparatively lower knockback and favorable angles, ranging from 55° on his foot to 65° on his hip (colored Blue in the hitbox image), keeping the opponent closer to Ganon. The hip angle can be difficult to land, as the knee hitbox outprioritizes it, requiring Ganon to land the hit while the opponent's hitbox is inside him, though this does allow him to perform a DI mixup by occasionally hitting with the reverse hitbox. Ideally, Ganon will launch the opponent with his down aerial, down smash, or down tilt, juggle the opponent with this move 1-to-4 times, and finish the combo with his forward or back air, leading to an edgeguard or outright killing them.

Update history[edit]

Super Smash Bros. Melee 1.0.1

  • Change The second hit has more startup lag (frame 16 → 20), now matching its animation.
    • Buff This decreases its ending lag as its total duration was unchanged.
    • Nerf However, this also makes it auto-cancel 4 frames later (frame 22 → 26).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 12% 0 AngleIcon55.png 30 100 0 3.5154 13 5.859 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 12% 0 AngleIcon60.png 30 100 0 4.6872 12 3.1248 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 12% 0 AngleIcon65.png 30 100 0 5.0778 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Hit 2
0 0 12% 0 Sakurai angle 50 100 0 3.5154 7 5.859 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 12% 0 Sakurai angle 50 100 0 4.6872 6 3.1248 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 12% 0 Sakurai angle 50 100 0 5.0778 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

1.0.0[edit]

Initial autocancel 1-3
Hit 1 7-8
Hit 2 16-17
Ending autocancel 22-
Animation length 44
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

1.0.1+[edit]

Initial autocancel 1-3
Hit 1 7-8
Hit 2 20-21
Ending autocancel 26-
Animation length 44
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 25
L-cancelled animation length 12
Normal  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel