Super Smash Bros. Brawl

Ganondorf (SSBB)/Side special: Difference between revisions

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==Overview==
==Overview==
[[File:Ganon link flamechoke.jpg|thumb|right|{{SSBB|Ganondorf}} using [[Flame Choke]] against {{SSBB|Link}} in ''Brawl''.]]
[[File:Ganon link flamechoke.jpg|thumb|right|{{SSBB|Ganondorf}} using [[Flame Choke]] against {{SSBB|Link}} in ''Brawl''.]]
{{SSBB|Ganondorf}}'s side special in ''Brawl'' is [[Flame Choke]]. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. It can potentially be used continuously to [[tech chase]] opponents; alternatively, Ganondorf can follow up with several of his moves, making Flame Choke a combo starter.
{{SSBB|Ganondorf}}'s side special in ''Brawl'' is [[Flame Choke]]. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. The grab comes out slowly and it has deceptively poor range, which can make it hard to land. If Ganondorf does grab the opponent however, it is fairly rewarding. The opponent is put into a [[tech]] situation where they cannot tech and when used on the ground, Ganondorf has the frame advantage against his opponent. Ganondorf has a +9 to +12 frame advantage against most characters, giving him guaranteed followups, including a guaranteed dash attack for a KO confirm against around 75% of the cast (and Ganondorf can mix this up with a down tilt or a forward tilt, especially if he predicts that the opponent will try and DI the dash attack). If Ganondorf cannot follow up or if he wants to go for a more powerful followup, he can [[tech chase]] the opponent where he can either land one of his stronger moves (such as down aerial or a smash attack) or he can Flame Choke again to reset the situation.  


If used in the air, Ganondorf will forcefully slam the opponent down to the ground. If used offstage, unless there is a moving platform that prevents them from descending offstage, he and the opponent will plummet downwards and will result in both players being [[KO]]ed. This tactic is called the [[Ganoncide]]. However, unlike in ''Smash 4'', where this tactic will always result in victory for Ganondorf, in ''Brawl'', using Ganoncide is unpredictable and can result in a win, a loss, or even [[Sudden Death]].
If used in the air, Ganondorf will forcefully slam the opponent down to the ground. This is not very useful on stage as it has considerably more ending lag than the grounded version, giving Ganondorf no guaranteed followups. If used offstage, unless there is a moving platform that prevents them from descending offstage, he and the opponent will plummet downwards and will result in both players being [[KO]]ed. This tactic is called the [[Ganoncide]]. However, unlike in ''Smash 4'', where this tactic will always result in victory for Ganondorf, in ''Brawl'', using Ganoncide is unpredictable and can result in a win, a loss, or even [[Sudden Death]].


==Grabbox Data==
==Grabbox Data==

Revision as of 09:59, August 11, 2021

This article is about the hitbox visualization in Super Smash Bros. Brawl. For the move itself, see Flame Choke.

Overview

Ganondorf using Flame Choke against Link in Brawl.

Ganondorf's side special in Brawl is Flame Choke. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. The grab comes out slowly and it has deceptively poor range, which can make it hard to land. If Ganondorf does grab the opponent however, it is fairly rewarding. The opponent is put into a tech situation where they cannot tech and when used on the ground, Ganondorf has the frame advantage against his opponent. Ganondorf has a +9 to +12 frame advantage against most characters, giving him guaranteed followups, including a guaranteed dash attack for a KO confirm against around 75% of the cast (and Ganondorf can mix this up with a down tilt or a forward tilt, especially if he predicts that the opponent will try and DI the dash attack). If Ganondorf cannot follow up or if he wants to go for a more powerful followup, he can tech chase the opponent where he can either land one of his stronger moves (such as down aerial or a smash attack) or he can Flame Choke again to reset the situation.

If used in the air, Ganondorf will forcefully slam the opponent down to the ground. This is not very useful on stage as it has considerably more ending lag than the grounded version, giving Ganondorf no guaranteed followups. If used offstage, unless there is a moving platform that prevents them from descending offstage, he and the opponent will plummet downwards and will result in both players being KOed. This tactic is called the Ganoncide. However, unlike in Smash 4, where this tactic will always result in victory for Ganondorf, in Brawl, using Ganoncide is unpredictable and can result in a win, a loss, or even Sudden Death.

Grabbox Data

Grounded

ID Radius Bone Offset G A
0 5.0 0 0.0 8.0 4.5 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png
1 1.0 0 0.0 8.0 4.2 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Aerial

ID Radius Bone Offset G A
0 5.0 0 0.0 6.0 6.5 HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png
1 1.0 0 0.0 11.0 6.5 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Throw Data

Grounded

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 9% Sakurai angle Standard 60 90 0 0 1.0x None 0% Typeless (type) Darkness (effect) L Explosion
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Aerial

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 12% Sakurai angle Standard 40 82 0 0 1.0x None 0% Typeless (type) Darkness (effect) L Explosion
1 4% AngleIcon0.png Forwards 100 10 0 0 1.0x None 0% Throwing (type) Normal (effect) S Kick

Timing

Grounded

Grab 16-30
Animation length 59
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(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).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(Lag).png FrameIcon(Lag).png

Grounded Throw

Super Armor 17-40
Throw Release 31
Animation length 60
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(Lag).png FrameIcon(Lag).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).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(Lag).png FrameIcon(Lag).png
FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Aerial

Grab 19-31
Animation length 59
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(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).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(Lag).png

Aerial throw (landing)

Throw Release 1
Animation length 40
FrameIcon(LagThrowE).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(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
Legend (1 square = 1 frame)
Lag
Lag time
FrameIcon(Vulnerable).png
Vulnerable
Armor
Armour
Grab
Grab
ThrowThrow
Throw point

Flame Choke followup list

As a note of reference:

  • Jab is a frame 8 option
  • Forward tilt, down tilt, dash attack and landing Wizard's Foot are frame 10 options
  • Down smash is a frame 15 option
Possible followups: Characters
No guaranteed followups Ganondorf (SSBB)Falco (SSBB)Lucario (SSBB)Marth (SSBB)
Jab only Bowser (SSBB)Donkey Kong (SSBB)Link (SSBB)Samus (SSBB)Wolf (SSBB)Snake (SSBB)
Down tilt, dash attack and landing Wizard's Foot Mario (SSBB)Peach (SSBB)Zelda (SSBB)Sheik (SSBB)Zero Suit Samus (SSBB)Captain Falcon (SSBB)Sonic (SSBB)
Jab, down tilt, dash attack and landing Wizard's Foot Pit (SSBB)
Forward tilt, down tilt, dash attack and landing Wizard's Foot Toon Link (SSBB)Fox (SSBB)Squirtle (SSBB)Ness (SSBB)Lucas (SSBB)
Jab, forward tilt, down tilt, dash attack and landing Wizard's Foot Luigi (SSBB)Diddy Kong (SSBB)Yoshi (SSBB)Wario (SSBB)Ice Climbers (SSBB)R.O.B. (SSBB)Kirby (SSBB)Meta Knight (SSBB)King Dedede (SSBB)Pikachu (SSBB)Ivysaur (SSBB)Charizard (SSBB)Jigglypuff (SSBB)Ike (SSBB)Mr. Game & Watch (SSBB)
Jab, forward tilt, down tilt, dash attack, landing Wizard's Foot and down smash Olimar (SSBB)