2,443
edits
(→Moveset: https://w.atwiki.jp/wiki13_sumaburax/pages/201.html https://wikiwiki.jp/sbx/%E3%82%AD%E3%83%A3%E3%83%A9%E3%82%AF%E3%82%BF%E3%83%BC/%E3%82%AC%E3%83%8E%E3%83%B3%E3%83%89%E3%83%AD%E3%83%95 https://www.wikihouse.com/suma/index.php?%A5%AC%A5%CE%A5%F3%A5%C9%A5%ED%A5%D5%28X%29) |
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{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralname= | |neutralname=Thunder Punch ({{ja|雷打|Raida}}, ''Thunder Hit'') | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutral1dmg=9% (hand), 7% (arm), 5% (body) | |neutral1dmg=9% (hand), 7% (arm), 5% (body) | ||
|neutraldesc=A slow palm strike. Ganondorf's fastest attack on the ground (outside of his grab), with decent range and knockback, but is among the slowest jabs in the game as it comes out on frame 8. It is overall a useful move for Ganondorf but this is mainly due to Ganondorf lacking any faster options on the ground, outside of his short-ranged grab, which is only a single frame faster. | |neutraldesc=A slow palm strike. Ganondorf's fastest attack on the ground (outside of his grab), with decent range and knockback, but is among the slowest jabs in the game as it comes out on frame 8. It is overall a useful move for Ganondorf but this is mainly due to Ganondorf lacking any faster options on the ground, outside of his short-ranged grab, which is only a single frame faster. | ||
|ftiltname= | |ftiltname=Piercing Kick ({{ja|突破蹴|Toppashū}}, ''Breakthrough Kick'') | ||
|ftiltdmg=13% (foot), 12% (leg) | |ftiltdmg=13% (foot), 12% (leg) | ||
|ftiltdesc=Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory. Despite its semi-spike ability, it deals the lowest knockback out of all of Ganondorf's tilts. It is similar to a kick used by Ganondorf himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''. | |ftiltdesc=Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory. Despite its semi-spike ability, it deals the lowest knockback out of all of Ganondorf's tilts. It is similar to a kick used by Ganondorf himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''. | ||
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|utiltdmg=27% (leg), 19%/17% (explosion) | |utiltdmg=27% (leg), 19%/17% (explosion) | ||
|utiltdesc=Ganondorf lifts his leg before smashing it down in an explosion. Has [[vacuum]] properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start-up tilt and the slowest move overall with a total of 81 frames of startup, but also the strongest if hit with the sweetspot. Can KO at low percentage if used very close to the edge and the opponent doesn't utilize DI and [[momentum canceling]]. | |utiltdesc=Ganondorf lifts his leg before smashing it down in an explosion. Has [[vacuum]] properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start-up tilt and the slowest move overall with a total of 81 frames of startup, but also the strongest if hit with the sweetspot. Can KO at low percentage if used very close to the edge and the opponent doesn't utilize DI and [[momentum canceling]]. | ||
|dtiltname= | |dtiltname=Leg Sweep ({{ja|掃脚|Sōkyaku}}, ''Brush Leg'') | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=Ganondorf kneels on one leg and thrusts the other leg forward. Great range and sets up for aerials, including a slight disjoint in the end but is not safe when shielded. | |dtiltdesc=Ganondorf kneels on one leg and thrusts the other leg forward. Great range and sets up for aerials, including a slight disjoint in the end but is not safe when shielded. | ||
|dashname= | |dashname=Iron Shoulder ({{ja|剛肩|Gōken}}, ''Strong Shoulder'') | ||
|dashdmg=15% (clean), 10% (late) | |dashdmg=15% (clean), 10% (late) | ||
|dashdesc=Charges at the opponent and rams into them. Ganondorf gains a quick speed boost during the move. Considered the second strongest dash attack in the game. | |dashdesc=Charges at the opponent and rams into them. Ganondorf gains a quick speed boost during the move. Considered the second strongest dash attack in the game. | ||
|fsmashname= | |fsmashname=Nightmare Lunge ({{ja|紫炎肘|Shienchū}}, ''Violet Flame Elbow'') | ||
|fsmashdmg={{ChargedSmashDmgSSBB|24}} | |fsmashdmg={{ChargedSmashDmgSSBB|24}} | ||
|fsmashdesc=Thrusts his elbow forward, dealing [[darkness]] damage on contact. Relatively slow start-up and high [[cool down]], but its extreme knockback is capable of KO'ing past 70%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled. While the move is based on Captain Falcon's forward smash, it is also very similar to a move Ganondorf uses in the final battle in ''The Legend of Zelda: Twilight Princess''. | |fsmashdesc=Thrusts his elbow forward, dealing [[darkness]] damage on contact. Relatively slow start-up and high [[cool down]], but its extreme knockback is capable of KO'ing past 70%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled. While the move is based on Captain Falcon's forward smash, it is also very similar to a move Ganondorf uses in the final battle in ''The Legend of Zelda: Twilight Princess''. | ||
|usmashname= | |usmashname=Launching Kick ({{ja|打上脚|Dajōzan}}, ''Launching Leg'') | ||
|usmashdmg={{ChargedSmashDmgSSBB|22}} (leg), {{ChargedSmashDmgSSBB|19}} (body) | |usmashdmg={{ChargedSmashDmgSSBB|22}} (leg), {{ChargedSmashDmgSSBB|19}} (body) | ||
|usmashdesc=Forcefully swings his leg up. It has high startup lag although it has low ending lag, solid KO power, great vertical range and deceptive (albeit short) horizontal range. It is overall an effective up smash, although its high startup and somewhat short horizontal range do make it difficult to land. | |usmashdesc=Forcefully swings his leg up. It has high startup lag although it has low ending lag, solid KO power, great vertical range and deceptive (albeit short) horizontal range. It is overall an effective up smash, although its high startup and somewhat short horizontal range do make it difficult to land. | ||
|dsmashname= | |dsmashname=Leg Whip ({{ja|連携蹴|Renkeishū}}, ''Linkage Kick'') | ||
|dsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (hit 2) | ||
|dsmashdesc=Kicks his leg in front and then behind him. The move has high startup lag (although it is Ganondorf's fastest smash attack), and there is quite a long gap between the first and second hit. It also has high ending lag, having the highest total duration out of all of Ganondorf's smash attacks. If the opponent is put into tumble from the first hit, they have enough time to air dodge to avoid the second hit and even potentially punish Ganondorf afterward. Whether the first hit puts the opponent into tumble or not depends on the opponent's weight and which hitbox connects. Only 7 characters are never put into tumble with the move, with 11 characters being put into tumble by both the close hitbox and the far hitbox, allowing them to always avoid the move. The first hit's nearest hitbox puts no characters into tumble but it does not link into the second hit at all. The first hit does have a low SDI multiplier, however, so if the opponent is not put into tumble, it is very difficult for them to SDI to avoid the second hit. | |dsmashdesc=Kicks his leg in front and then behind him. The move has high startup lag (although it is Ganondorf's fastest smash attack), and there is quite a long gap between the first and second hit. It also has high ending lag, having the highest total duration out of all of Ganondorf's smash attacks. If the opponent is put into tumble from the first hit, they have enough time to air dodge to avoid the second hit and even potentially punish Ganondorf afterward. Whether the first hit puts the opponent into tumble or not depends on the opponent's weight and which hitbox connects. Only 7 characters are never put into tumble with the move, with 11 characters being put into tumble by both the close hitbox and the far hitbox, allowing them to always avoid the move. The first hit's nearest hitbox puts no characters into tumble but it does not link into the second hit at all. The first hit does have a low SDI multiplier, however, so if the opponent is not put into tumble, it is very difficult for them to SDI to avoid the second hit. | ||
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Down smash is overall Ganondorf's least effective smash attack as while it is his fastest smash attack, it is still quite laggy, in addition to being weak and unreliable. | Down smash is overall Ganondorf's least effective smash attack as while it is his fastest smash attack, it is still quite laggy, in addition to being weak and unreliable. | ||
|nairname= | |nairname=Whirlwind Formation ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Array'') | ||
|nairdmg=11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late) | |nairdmg=11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late) | ||
|nairdesc=Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percents. | |nairdesc=Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percents. | ||
|fairname= | |fairname=Skull Crusher ({{ja|頭蓋割|Zugai Wari}}, ''Cranium Splitter'') | ||
|fairdmg=17% (fist), 15% (arm) | |fairdmg=17% (fist), 15% (arm) | ||
|fairdesc=An overhead punch in a downwards arc. Very powerful with decent start-up, but has high cool down and landing lag. It also has a large sourspot that prevents it from KO'ing at realistic percents. Due to a programming error, the move [[auto-cancel]]s much later than it is supposed to (it is supposed to auto-cancel on frame 36 but due to the wrong kind of timer being used, it does not auto-cancel until frame 55). This same error also gives the move more ending lag (it should be interruptible starting from frame 45 but since the game has to wait for the move to be auto-cancellable first, it cannot be interrupted until frame 55). | |fairdesc=An overhead punch in a downwards arc. Very powerful with decent start-up, but has high cool down and landing lag. It also has a large sourspot that prevents it from KO'ing at realistic percents. Due to a programming error, the move [[auto-cancel]]s much later than it is supposed to (it is supposed to auto-cancel on frame 36 but due to the wrong kind of timer being used, it does not auto-cancel until frame 55). This same error also gives the move more ending lag (it should be interruptible starting from frame 45 but since the game has to wait for the move to be auto-cancellable first, it cannot be interrupted until frame 55). | ||
|bairname= | |bairname=Backhand Fist ({{ja|裏拳|Uraken}}, ''Backfist'') | ||
|bairdmg=16% | |bairdmg=16% | ||
|bairdesc=A back-handed punch. One of Ganondorf's fastest aerials dealing good knockback. Also one of his few moves that are fairly safe on shield even when it's not auto cancelled, but unfortunately its high vertical hitbox reduces its usefulness as it can't hit grounded opponents with a buffered short hop back aerial. Can be ground canceled. | |bairdesc=A back-handed punch. One of Ganondorf's fastest aerials dealing good knockback. Also one of his few moves that are fairly safe on shield even when it's not auto cancelled, but unfortunately its high vertical hitbox reduces its usefulness as it can't hit grounded opponents with a buffered short hop back aerial. Can be ground canceled. | ||
|uairname= | |uairname=Backflip Kick ({{ja|後転脚|Kōtenkyaku}}, ''Back Turn Kick'') | ||
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late) | |uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late) | ||
|uairdesc=A flip kick, covering a large arc above him. Fast start-up, good coverage with great power. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a [[sour spot]] that [[semi-spike]]s with extremely low horizontal knockback, which can be a deadly edgeguarding move. Considered Ganondorf's fastest attack. | |uairdesc=A flip kick, covering a large arc above him. Fast start-up, good coverage with great power. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a [[sour spot]] that [[semi-spike]]s with extremely low horizontal knockback, which can be a deadly edgeguarding move. Considered Ganondorf's fastest attack. | ||
|dairname= | |dairname=Thunder Drop ({{ja|落雷蹴|Rakuraishū}}, ''Thunderbolt Kick'') | ||
|dairdmg=22% (legs), 17% (body) | |dairdmg=22% (legs), 17% (body) | ||
|dairdesc=Stomps his legs downward, dealing [[electric]] damage. The strongest [[meteor smash]] in the game, with all hitboxes sending opponents downward, and is capable of KOing grounded opponents under 100%. Has little cool down, but high landing lag unless used with a full hop. Can autocancel in a short hop, allowing it to combo into other moves such as another down air. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles. | |dairdesc=Stomps his legs downward, dealing [[electric]] damage. The strongest [[meteor smash]] in the game, with all hitboxes sending opponents downward, and is capable of KOing grounded opponents under 100%. Has little cool down, but high landing lag unless used with a full hop. Can autocancel in a short hop, allowing it to combo into other moves such as another down air. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=A short ranged grab. Ganondorf's standing and dash grab both have deceptively short range relative to their animations, with both of them failing to cover Ganondorf's hand. Ganondorf's standing grab is often considered to be the shortest in the game due to its deceptively short range, although its lateral range is only the 11th shortest. Ganondorf's grabs are not too slow and pivot grab does have reasonably good range, being quite disjointed. Ganondorf's grab is considered to be poor overall however, due to his short standing grab range and his unspectacular throws. | |grabdesc=A short ranged grab. Ganondorf's standing and dash grab both have deceptively short range relative to their animations, with both of them failing to cover Ganondorf's hand. Ganondorf's standing grab is often considered to be the shortest in the game due to its deceptively short range, although its lateral range is only the 11th shortest. Ganondorf's grabs are not too slow and pivot grab does have reasonably good range, being quite disjointed. Ganondorf's grab is considered to be poor overall however, due to his short standing grab range and his unspectacular throws. | ||
|pummelname= | |pummelname=Grab Knee Kick ({{ja|つかみ膝蹴|Tsukami Hizageri}}) | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=Knees the opponent. A moderately slow pummel. | |pummeldesc=Knees the opponent. A moderately slow pummel. | ||
|fthrowname= | |fthrowname=Gut Punch ({{ja|剛突|Gōtotsu}}, ''Strong Thrust'') | ||
|fthrowdmg=5% (hit 1), 8% (throw) | |fthrowdmg=5% (hit 1), 8% (throw) | ||
|fthrowdesc=Punches his opponent forward. High damage for a throw and good power. | |fthrowdesc=Punches his opponent forward. High damage for a throw and good power. | ||
|bthrowname= | |bthrowname=Rear Kick ({{ja|衝脚|Shōkyaku}}, ''Piercing Leg'') | ||
|bthrowdmg=5% (hit 1), 5% (throw) | |bthrowdmg=5% (hit 1), 5% (throw) | ||
|bthrowdesc=Throws opponent backward and kicks them. Strong knockback for a throw, it easily sets up edgeguard opportunities, and can even KO at high percentages when near the edge. | |bthrowdesc=Throws opponent backward and kicks them. Strong knockback for a throw, it easily sets up edgeguard opportunities, and can even KO at high percentages when near the edge. | ||
|uthrowname= | |uthrowname=Jaw Breaker ({{ja|顎砕|Gakusai}}, ''Jaw Smash'') | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=Throws opponent upward and jabs their back. A poor throw that isn't strong enough to KO under 200%, but has too high of base knockback to able to combo effectively. | |uthrowdesc=Throws opponent upward and jabs their back. A poor throw that isn't strong enough to KO under 200%, but has too high of base knockback to able to combo effectively. | ||
|dthrowname= | |dthrowname=Dirt Drop Crusher ({{ja|地割落|Jiwariraku}}, ''Earth Splitting Fall'') | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Throws his opponent violently on the ground. A weak throw that works very well for setting up at low percentages, even a shutter-step Forward Smash for high damage. Can often be led into a Flame Choke, up aerial, back aerial, or even down aerial depending on the opponent's DI. No followups are guaranteed however, and Ganondorf's poor speed does limit his potential followup options. | |dthrowdesc=Throws his opponent violently on the ground. A weak throw that works very well for setting up at low percentages, even a shutter-step Forward Smash for high damage. Can often be led into a Flame Choke, up aerial, back aerial, or even down aerial depending on the opponent's DI. No followups are guaranteed however, and Ganondorf's poor speed does limit his potential followup options. |
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