Ganondorf (SSBM): Difference between revisions

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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), improving its KO potential, while still being a useful combo starter.}}
**{{buff|Dash attack deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), improving its KO potential, while still being a useful combo starter.}}
**{{buff|Dash attack's hitboxes are placed a little further out, increasing the move's range. They are also positioned higher.}}
**{{change|Dash attack has a different launch angle (361° → 115° (clean)/110° (late)).}}
**{{change|Dash attack has a different launch angle (361° → 115° (clean)/110° (late)).}}
*[[Forward smash]]:
*[[Forward smash]]:
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*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash deals consistent and increased more damage (8%/14% (hit 1)/13%/12% (hit 2) → 22%/19%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.}}
**{{buff|Up smash deals consistent and increased more damage (8%/14% (hit 1)/13%/12% (hit 2) → 22%/19%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.}}
**{{buff|Both hits have more active frames (21-22 → 21-23 (hit 1), 27-28 → 26-29 (hit 2)), which also shrinks the frame gap between the 2 hits.}}
**{{change|Both hits have a bigger hitbox on the foot, increasing the move's vertical range. However, the first hit of Ganondorf's version lacks the hitbox on the ground in front of him, reducing the move's horizontal range and worsening its ability to hit grounded opponents.}}
**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
*[[Down smash]]:
*[[Down smash]]:
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**{{buff|Neutral aerial's individual kicks deals more damage (5%/6% (hit 1)/7% (hit 2) → 12%). It also has increased base knockback on both hits (0 (hit 1)/40 (hit 2) → 30/50), with the first hit having KO power on its own.}}
**{{buff|Neutral aerial's individual kicks deals more damage (5%/6% (hit 1)/7% (hit 2) → 12%). It also has increased base knockback on both hits (0 (hit 1)/40 (hit 2) → 30/50), with the first hit having KO power on its own.}}
**{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}}
**{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}}
**{{nerf|Both hits have less active frames (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)) and smaller hitboxes on the feet.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]], as well as being slightly disjointed. It also has less ending lag (36 frames → 35).}}
**{{buff|Forward aerial is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]], as well as being slightly disjointed. It also has less ending lag (36 frames → 35).}}
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**{{nerf|Forward aerial does not [[semi-spike]] (32° → 361°), and deals 1% less damage (18% → 17%).}}
**{{nerf|Forward aerial does not [[semi-spike]] (32° → 361°), and deals 1% less damage (18% → 17%).}}
**{{change|Forward aerial lacks the electric effect.}}
**{{change|Forward aerial lacks the electric effect.}}
*{{buff|[[Back aerial]] deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10) and range, and lacks a weak late hitbox.}}
*[[Back aerial]]
*{{buff|[[Up aerial]] has more range and base knockback (10/8/6 → 35/30/20, KO`ing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes have higher [[hitstun]], making it more effective at [[edgeguarding]] than Captain Falcon's.}}
**{{buff|Back aerial deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10), a larger hitbox on the fist, and doesn't get weaker later in.}}
**{{nerf|Back aerial has fewer total active frames (10-17 → 10-15).}}
*[[Up aerial]]
**{{buff|Up aerial has more range and base knockback (10/8/6 → 35/30/20, KOing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes have higher [[hitstun]], making it more effective at [[edgeguarding]] than Captain Falcon's.}}
**{{buff|Up aerial has an additional late hit, extending the move's active frames and infamously giving it range below Ganondorf (6-13 → 6-16).}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*[[Down aerial]]:
*[[Down aerial]]:
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**{{buff|Gerudo Dragon deals much more damage (7% → 17% (ground)/16% (aerial)) and some extra shield damage (0 → 10 (grounded)) compared to [[Raptor Boost]].}}
**{{buff|Gerudo Dragon deals much more damage (7% → 17% (ground)/16% (aerial)) and some extra shield damage (0 → 10 (grounded)) compared to [[Raptor Boost]].}}
**{{change|Gerudo Dragon has a different angle on the ground (90° → 105°).}}
**{{change|Gerudo Dragon has a different angle on the ground (90° → 105°).}}
**{{nerf|Gerudo Dragon deals less knockback (78 base/80 growth (grounded) → 60/69, 60 base/70 growth (aerial) → 50/65).}}
**{{nerf|Gerudo Dragon has lower knockback values (78 base/80 growth (grounded) → 60/69, 60 base/70 growth (aerial) → 50/65), dealing less knockback at lower percents, though it still deals more knockback at higher percents due to the increased damage.}}
**{{nerf|Gerudo Dragon covers less distance than Raptor Boost and the aerial version cannot meteor smash (270° → 70°).}}
**{{nerf|Gerudo Dragon covers less distance than Raptor Boost and the aerial version cannot meteor smash (270° → 70°).}}
**{{nerf|Gerudo Dragon's detection hitboxes during the dash are positioned further back, giving the move a large negative disjoint.}}
**{{change|When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.}}
**{{change|When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.}}
*[[Dark Dive]]:
*[[Dark Dive]]: