Ganondorf (SSBM): Difference between revisions
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== Recovery == | == Recovery == | ||
Ganondorf's horizontal recovery, if performed correctly, greatly contributes to the character as a whole. Simply using the [[double jump]] followed by the [[triple jump]] is the common approach to recovery for most characters, but for Ganondorf, if down B is performed after the double jump, Ganondorf can perform the double jump again. This combination can be done multiple times in a row, but using down B forces Ganondorf down at the cost of horizontal recovery. In most recovery situations, it is ideal for Ganondorf to perform a double jump, followed by down B, followed by another double jump, and finally the triple jump. | Ganondorf's horizontal [[recovery]], if performed correctly, greatly contributes to the character as a whole. Simply using the [[double jump]] followed by the [[triple jump]] is the common approach to recovery for most characters, but for Ganondorf, if down B is performed after the double jump, Ganondorf can perform the double jump again. This combination can be done multiple times in a row, but using down B forces Ganondorf down at the cost of horizontal recovery. In most recovery situations, it is ideal for Ganondorf to perform a double jump, followed by down B, followed by another double jump, and finally the triple jump. | ||
Ganondorf's triple jump places him in a very vulnerable position when being edge guarded. Many attacks from numerous characters will hit Ganondorf while he's in his triple jump animation. Since Ganondorf is such a large target, it makes it even easier to edge guard Ganondorf in this way. Attacks that turn the opponent around, like Mario's foward B (cape), will almost 100% of the time result in a KO on Ganondorf, because he cannot perform any kind of jump after the triple jump animation. To avoid this when versing Mario and the like, Ganondorf can usually recover using his [[air dodge]] instead of his triple jump, as long as he is close enough and does not need to travel as vertical to recover. | Ganondorf's triple jump places him in a very vulnerable position when being edge guarded. Many attacks from numerous characters will hit Ganondorf while he's in his triple jump animation. Since Ganondorf is such a large target, it makes it even easier to edge guard Ganondorf in this way. Attacks that turn the opponent around, like Mario's foward B (cape), will almost 100% of the time result in a KO on Ganondorf, because he cannot perform any kind of jump after the triple jump animation. To avoid this when versing Mario and the like, Ganondorf can usually recover using his [[air dodge]] instead of his triple jump, as long as he is close enough and does not need to travel as vertical to recover. |
Revision as of 22:41, March 8, 2007
Template:Character Ganondorf (Japanese:ガノンドロフ, Ganondorofu) is the main villain of The Legend of Zelda: Ocarina of Time. Mainly in all the other Zelda games, he is in his other form that resembles a large warthog or pig. SSBM marks the first time that Ganondorf has been playable. He is an unlockable character that challenges the player after he beats Triforce Gathering. He is also unlocked by playing 600 vs. matches.
Ganondorf is considered a slow but tough and hard-hitting character. He is very heavy and has a long recovery, and his attacks have very high knockback. On the flipside, he's a big, slow target and is easily combo'd and bogged down by fast attacks.
Pros & Cons
Pros
- High range
- Extremely powerful attacks
- Long horizontal recovery
- Up and down throws are excellent launchers
- Good edge-guarder
- Heavy weight
- Can moonwalk
Cons
- Slow dash and run
- Easy for Sheik to chain grab
- Huge target
- Very easily edge-guarded recovery
- No projectile
Recovery
Ganondorf's horizontal recovery, if performed correctly, greatly contributes to the character as a whole. Simply using the double jump followed by the triple jump is the common approach to recovery for most characters, but for Ganondorf, if down B is performed after the double jump, Ganondorf can perform the double jump again. This combination can be done multiple times in a row, but using down B forces Ganondorf down at the cost of horizontal recovery. In most recovery situations, it is ideal for Ganondorf to perform a double jump, followed by down B, followed by another double jump, and finally the triple jump.
Ganondorf's triple jump places him in a very vulnerable position when being edge guarded. Many attacks from numerous characters will hit Ganondorf while he's in his triple jump animation. Since Ganondorf is such a large target, it makes it even easier to edge guard Ganondorf in this way. Attacks that turn the opponent around, like Mario's foward B (cape), will almost 100% of the time result in a KO on Ganondorf, because he cannot perform any kind of jump after the triple jump animation. To avoid this when versing Mario and the like, Ganondorf can usually recover using his air dodge instead of his triple jump, as long as he is close enough and does not need to travel as vertical to recover.
Aiming to grab the ledge on a recovery can be difficult for Ganondorf, but is another alternative to facing edge guarders. If Ganondorf precisely grabs the edge, then recovery can be completed by choosing to either roll onto the stage (hitting L or R), jumping high into the air over the stage (hitting X, Y, or up on the joystick), or by using his kick, punch, or standing recovery (hitting A, B, or slightly up on the joystick).
Home Run Contest
Bat drop: Do a full jump above the sandbag, at the peak of your jump, drop the bat, and do a dair (Down+A in the air). Does around 39%.
Double Jump Bat Drop: First to a full jump, then do a double jump. IMMEDIATELY , right after you start the jump, let go of the bat, then do a fast falled ADA.
Reverse Warlock Punch: Go to the right side of the stand bag(Not laying on the ground, laying vertically up). Do a full jump above the right edge of the sandbag, then do a double jump, IMMEDIATELY after you do it, throw the bat up, tap left, then start a Warlock Punch. The bat will knock the Sandbag into your punch, and it mysteriously send the bag farther and faster than normally. The chances of this happening are somewhat random, and harder to do if the sandbag is at a higher percent.
Also, you may just do a 1 full jump instead and throw the bat up, and tap left then start the Warlock Punch, but you need to be faster, as the Warlock Punch needs to be started in the air.
Tied with Ice Climbers for the World Record.
One of the suggested Methods to get a decent score:
- Grab the Bat.
- Uncharged Upsmash.
- Turn right, then jump backwards, to the right edge of the sandbag while it is still in mid air, and do a double jump bat drop.
- 3 more bat drop+ Down A
- Reverse Warlock Punch.
This will net you 5,500 ft from the center of the platform.