Ganondorf (PM): Difference between revisions
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*{{buff|Ganondorf has been given the ability to float.}} | *{{buff|Ganondorf has been given the ability to float.}} | ||
*{{buff|Ganondorf received a new Neutral special, allowing him to reflect projectiles with a flip of his cape, with Warlock Punch relocated to serve as his Side smash.}} | *{{buff|Ganondorf received a new Neutral special, allowing him to reflect projectiles with a flip of his cape, with Warlock Punch relocated to serve as his Side smash.}} | ||
*{{buff|Ganondorf's sword taunt now functions as an attack | *{{buff|Ganondorf's sword taunt now functions as an attack. He will take out the sword as normal, however he strikes a pose and swings it downwards, causing massive damage to nearby opponents.}} | ||
==Moveset== | ==Moveset== |
Revision as of 14:11, November 15, 2014
Ganondorf in Project M and Project+ | |
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Universe | The Legend of Zelda |
Base game appearance | Brawl |
Moveset inspiration | Ganondorf (SSBM), Ganondorf (SSBB) |
Alternate costume | Ocarina of Time Ganondorf |
Ganondorf is a playable character in the Brawl mod Project M. He was buffed significantly in Project M after being mostly reverted to his Melee version. However, some Brawl attributes were maintained.
Attributes
Changes from Melee and Brawl to PM
- Dashing animation and speed changed to match their Melee incarnations.
- Midair jumping height increased; Ganondorf can now edge hop properly onto the stage without needing to utilise the advanced flipman tech.
- Neutral attack's reach was reduced, but its start-up was significantly decreased back to its Melee speed, and its knockback values were reverted back to its more combo friendly Melee levels as well.
- Forward tilt can be angled like it could in Melee, has improved horizontal reach, and has less ending lag.
- New up tilt: Ganondorf lifts his foot, then brings it down an electric stomp of high hitbox duration. Lasts for about 60 frames, and hits twice, much like Captain Falcon's up tilt in Smash 64, with the second hit having strong power and knockback, enough to reliably KO under 100%. It deals up to 30% damage (3% more than the Brawl up tilt).
- Down tilt has less ending lag.
- Dash attack has its faster speed from Melee and now be canceled in to a long DACUS.
- Up smash reverted back to the stronger and faster "tornado kick" from Melee. It also has slightly wider hitboxes and the second kick deals slightly more damage.
- Down smash reverted back to its Melee form, being much faster, stronger, and hitting more vertically. The hits in down smash also link into each other more effectively.
- Neutral aerial's hits are easier to link into each other, and the move autocancels sooner, allowing it to be autocanceled in a short hop. The second kick has also been reverted back to its Melee power, though it retains its Brawl sourspot.
- Forward aerial's frame data has been reverted to back to its faster and much less laggy Melee version. It additionally retains its sourspot from Brawl, but it was decreased in size and now has the strength of his Melee fair, with the sweetspot retaining its Brawl power. The move also has slightly more reach.
- Back aerial given its stronger Melee knockback and longer hitbox duration, and the late weak hitbox has been removed.
- Down aerial's late weak hitboxes have been removed, and the hitboxes as a whole are slightly larger. It also has slightly less ending lag, which allows it to still autocancel in a short hop as it can in Brawl. It additionally no longer has transcendent priority, which now allows it to cancel out projectiles.
- Grabbing reach from Brawl was slightly improved.
- Up throw has less base knockback, so it can now be effectively followed up on, as well as chain throw fast fallers.
- Down throw's knockback scaling was weakened, and has its Melee trajectory of throwing the opponent right next to Ganondorf, allowing it to chain throw and setup very effectively.
- Grounded Flame Choke deals more damage, plus it travels faster and farther. Additionally, if Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming helpless, allowing him to still grab the ledge within the game's new physics.
- Aerial Flame Choke deals slightly more damage and now inflicts caught opponents with a weak set knockback meteor smash, causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups (especially if the opponent doesn't tech), and is overall much easier to followup. In addition, if Ganondorf performs a Sacrificial KO with it when him and his opponent are on their last stock, he'll always win now (unlike in vBrawl where it results in either a Sudden Death or loss for Ganondorf).
- Dark Dive has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the Melee version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.
- Wizard's Foot has its late weak hitboxes removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its Melee version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and spikes opponents as it did in Melee, significantly improving Ganondorf's recovery and equipping him with a deadly edge guard.
- New up tilt is significantly weaker in terms of knockback, while producing a much smaller hitbox, and can no longer drag opponents towards Ganondorf.
- Dash attack's knockback values were not adjusted for the much faster falling speeds, making it a bit less effective and reliable at KOing (with it now KOing around the 115-145% range, about 25% later than in Brawl).
- Forward smash is slightly weaker unless it is angled upward, and it additionally produces more vertical knockback, slightly weakening its KOing ability, especially against fast fallers.
- Forward and back throws are significantly worse; both inflict less damage than in Brawl, and both are less effective for getting opponents offstage, with the latter no longer being capable of KOing at very high damages.
- Grounded Flame Choke can now be teched, removing its guaranteed followups from Brawl.
- Ganondorf can no longer perform the Flight of Ganon.
- Later hitboxes of aerial Wizard's Foot spike instead of hitting opponents upward, making it significantly less useful on grounded opponents and as an anti-juggle move, as well as making it no longer a reliable KO move on onstage opponents.
- Warlock Punch can now be turned around a maximum of four times, though this has no real practical use.
- Forward tilt has a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker.
- Some attack aesthetics were altered. Sweetspot of forward aerial produces a darkness effect while back aerial produces an electric effect. Dark Dive now makes Ganondorf briefly flash purple during the uppercut portion. Both back aerial and neutral attack now also use a different "punch" SFX similar to that of his side taunt.
- Ganondorf now uses his laughing SFX during his on-screen appearance.
Past Ganondorf
Past Ganondorf appears as Ganondorf's alternate costume, based on The Legend of Zelda: Ocarina of Time.
Revisions
2.1
- Fixed one of Ganondorf's up tilt hitboxes so that when the explosion occurs it is likelier to hit.
- Forward tilt has its animations adjusted, and the angled up version can now properly hit enemies standing on upper platforms.
- Flame Choke causes Ganondorf to go into the aerial ending animation when slipping off an edge with it, allowing to grab the edge and come back to the stage.
- Down smash kicks hit at the proper frames apart now, so the second kick doesn't whiff as easily.
- Ledge attacks now match those of Melee.
- Adjusted Ganondorf's Dark Dive physics and grab hitboxes to be closer to Melee's.
- Dash attack can slip off edges like in Melee.
- Back and up aerial's ranges now match those of Melee.
- Down throw's animation was adjusted.
2.5b
- Flame Choke's top grab box fixed to affect grounded opponents, so he doesn't miss opponents on platforms.
- Down throw increased slightly in knockback growth.
- Jab and down aerial have new electric graphical effects.
- Warlock Punch is now reversible. Its turn occurs slightly later than in Brawl, but can be performed up to four times.
- Flame Choke has its darkness hit effects restored.
- Dark Dive's launch fire hit effects were restored.
2.6b
- Initial dash animation length increased by 1 frame to match Melee, also improving moonwalk distance slightly.
- Dash attack adjusted to use Brawl's damage and knockback values.
- Up tilt (Volcano Kick) replaced with new, electric stomp attack, which is weaker in knockback, but much faster and of practical use.
- Neutral aerial's first kick has less base knockback and higher angle to be slightly better as a combo starter and combo into second hit more often.
- Forward smash's angles adjusted in damage, power, and trajectory so there is more reason to use them over up angled, while previously the move was superior in all 3 angles.
- T-pose bug with his Final Smash is fixed.
- Ganondorf's magical effects now illuminate his body.
- Warlock Punch's additional turns can be prevented by holding the special button.
3.0
- Dark Dive's startup is slightly faster.
- Wizard Foot's damage increased on both ground and air kicks; knockback compensated to be the same. The move is now also reversible.
- Ganondorf is now always KO'd first when performing a Sacrificial KO with Flame Choke.
- Forward air's animation was polished. Active frames begin and terminate one frame earlier to better match the animation.
- Down air's animation was polished.
3.02
- Ganondorf is now always KO'd last when suiciding with Flame Choke.
- Aerial Wizard's Foot can be ledge-canceled.
- Up and down aerial item throw animations' heights have been adjusted.
3.5
- Ganondorf has been given the ability to float.
- Ganondorf received a new Neutral special, allowing him to reflect projectiles with a flip of his cape, with Warlock Punch relocated to serve as his Side smash.
- Ganondorf's sword taunt now functions as an attack. He will take out the sword as normal, however he strikes a pose and swings it downwards, causing massive damage to nearby opponents.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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Neutral attack | Thunder Punch | 7% | Ganon does a quick one hit punch with lightning properties. |
Forward tilt | Armor Crusher | 13% | Ganon quickly kicks the opponent with a large force. |
Up tilt | Shock Stomp | 8% then 22% (30% total) | Ganon does a very quick stomp on the opponent. Weaker than the original up tilt, but much quicker. |
Down tilt | Sweeping Snake | 12% | Ganon does a kick to the opponent. |
Dash attack | Iron Shoulder | 15% | Ganon charges at the opponent, and forcefully rams into them. |
Forward smash | Nightmare Lunge | 22% | Ganon elbows the opponent with a dark force. A strong vertical finisher. Can be angled: when uncharged, deals 2% more damage if angled up and 3% less damage if angled down. |
Up smash | Tornado Kick | 22% then 19% (41% total) | Ganon does a double kick upwards. Deadly knockback, and also the most damaging up smash. |
Down smash | Leg Whip | 8% then 14% (22% total) | Ganon kicks around him. The first kick combos into the second kick. |
Neutral aerial | Swooping Keese | 12%, then 12% (clean) or 7% (late) | Ganon does two mid-air kicks. |
Forward aerial | Skull Crusher | 17% | Ganon punches the opponent with deadly force and knockback. Great finisher. |
Back aerial | Hidden Gauntlet | 16% | Ganon does a back-handed punch. Faster than his forward air, but with weaker knockback. |
Up aerial | Vulture Kick | 13%-7% | Ganon does a bicycle kick into the air. |
Down aerial | Thunder Drop | 22% | Brings down an electric stomp. The most powerful meteor smash in the game, though unlike Captain Falcon's down aerial, it cannot spike opponents. |
Grab | Grab | Grabs the opponent. | |
Pummel | Armored Knee | 3% | Ganon knees the opponent with a quick speed. |
Forward throw | Gut Punch | 9% | Ganon punches the opponent forwards. |
Back throw | Blind Mule Kick | 9% | Ganon does a forceful kick backwards. |
Up throw | Jaw Breaker | 7% | Ganon punches the foe upwards into the air. |
Down throw | Dirt Nap | 7% | Ganon throws the opponent forcibly on the ground. |
Floor attack (front) | Dark Flip | 2 hits of 6% | Ganon flips himself to kick in the front and back. |
Floor attack (back) | Dark Spin | 6% | Ganon does a spinning double kick. |
Floor attack (trip) | Beast Spin | 5% | Ganon spins around to kick those who are near. |
Edge attack (fast) | Front Kick | 10% | Ganon gets up and does a fast kick. |
Edge attack (slow) | Sleepy Slap | 10% | Ganon does a slow slap to the opponent. |
Neutral special | Warlock Punch | 34%, 32%, or 30% depending on distance, +3% damage when reversed | Ganon winds up a large amount of darkness and releases it all in one deadly punch. Can be turned around up to 4 times; when done in midair Ganondorf slightly shifts into that direction. Deals more damage and knockback the closer the opponent is to Ganondorf. |
Side special | Flame Choke | 13% (both versions) | On the ground, Ganon slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganon grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot ledges. If there is no ground, there will be a self-destruct for both players. Can be used for edgehogging. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable. |
Up special | Dark Dive | 18% total (grab), 7% (uppercut) | Ganon grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall helpless and can use it again. The grab attack inflicts 4 electric hits of 1% damage that can damage nearby foes, then the explosion deals 14% with a flame effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish edge-hoggers, while possesing a large edge sweet spot. |
Down special | Wizard's Foot | 17% (both versions), 8% (landing) | Ganon launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag. |
Final Smash | Beast Ganon | 10% (grounding), 10% (stomp) then 40% (run over) | Ganondorf becomes his beast form and rams into the opponent. Opponents can become stuck in the ground, or paralyzed in midair. Usually a one-hit KO. |
In competitive play
Notable players
Palette swaps
Ganondorf's palette swaps remain unchanged from Brawl. He is set to have a costume based on his appearance in The Legend of Zelda: Ocarina of Time.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |