Ganondorf (SSBU): Difference between revisions
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While Ganondorf's tall size gives him better reach than most characters, some of his attacks have noticably large blind spots. In particular, neutral attack, forward tilt, neutral aerial, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, low duration, small hitboxes sizes, and/or high hitbox placements. Many small characters such as {{SSBU|Pichu}} can easily avoid these attacks, especially when crouching, while also being able to exploit these blind spots. | While Ganondorf's tall size gives him better reach than most characters, some of his attacks have noticably large blind spots. In particular, neutral attack, forward tilt, neutral aerial, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, low duration, small hitboxes sizes, and/or high hitbox placements. Many small characters such as {{SSBU|Pichu}} can easily avoid these attacks, especially when crouching, while also being able to exploit these blind spots. | ||
Outside of down throw, Ganondorf's grab game is also lackluster. His grab reach is considerably below-average despite his tall stature, and despite their high damage the rest of his throws have little follow-up while being KO options, with up throw being a prime example. Flame Choke also works against Ganondorf, as it can be [[tech]]ed to force hard reads, and incorrect reads can put Ganondorf in a vulnerable position. | Outside of down throw, Ganondorf's grab game is also lackluster. His grab reach is considerably below-average despite his tall stature, and despite their high damage the rest of his throws have little follow-up while being unreliable KO options, with up throw being a prime example. Flame Choke also works against Ganondorf, as it can be [[tech]]ed to force hard reads, and incorrect reads can put Ganondorf in a vulnerable position. | ||
The other major weakness is his poor [[recovery]], which is considered to be one of the worst in the game. Ganondorf's slow air speed and low jump heights leave him very vulnerable to edgeguards and gimps, while Flame Choke and Dark Dive have low speed, distance, and resilience and both leave him helpless, making his off-stage movement linear and predictable. His recovery specials also work against Ganondorf; aerial Flame Choke can now be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be teched and punished due to its very high ending lag and also causes him to leap back a large distance and away from the stage. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering. | |||
Overall, Ganondorf's raw power lets him rack damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously. | Overall, Ganondorf's raw power lets him rack damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously. |