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'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') returns from ''[[Super Smash Bros. Melee]]'' in ''[[Super Smash Bros. Brawl]]'' as a playable character. | '''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') returns from ''[[Super Smash Bros. Melee]]'' in ''[[Super Smash Bros. Brawl]]'' as a playable character. , ''The Legend of Zelda director'', Eiji Aonuma, hinted at Ganondorf returning as a playable character when he stated that he sent ''Twilight Princess'' designs of him and [[Sheik]] to [[Masahiro Sakurai]]. He was ultimately confirmed on March 18, 2008. Ganondorf is now voiced by Hironori Miyata, his voice actor from ''Twilight Princess'' albeit with imported voice clips from said game. | ||
Ganondorf is currently ranked last on the [[tier list]] in 38th place, a significant drop from his position on the ''Melee'' tier list, where he was 14th out of 26. Ganondorf few strengths include his good power throughout his moveset, high endurance and strong [[momentum cancelling]] ability, very strong [[edge guard]]ing ability, access to the most powerful [[meteor smash]] in the game in his [[down aerial]] and a great [[semi-spike]] in his [[up aerial]]. Ganondorf has also gained a new superjump glitch in the [[Flight of Ganon]]. However, these strengths are overridden by a slew of significant flaws. Ganondorf's overall mobility is a very huge flaw, his overall mobility is very sluggish, with {{SSBB|King Dedede}} just barely beating him. Ganondorf is also at a serious disadvantage against most characters due to his frame data being the slowest out of all 38 charatcers. His recovery game is possibly his biggest flaw: [[Dark Dive]] has lost all of his KO power, now KO'ing past the 300% range. [[Flame Choke]], his new side special, covers minimal horizontal distance and is easily edge-guarded just like Dark Dive due to being slow and giving Ganondorf no real protection | Ganondorf is currently ranked last on the [[tier list]] in 38th place, a significant drop from his position on the ''Melee'' tier list, where he was 14th out of 26. Ganondorf few strengths include his good power throughout his moveset, high endurance and strong [[momentum cancelling]] ability, very strong [[edge guard]]ing ability, access to the most powerful [[meteor smash]] in the game in his [[down aerial]] and a great [[semi-spike]] in his [[up aerial]]. Ganondorf has also gained a new superjump glitch in the [[Flight of Ganon]]. However, these strengths are overridden by a slew of significant flaws. Ganondorf's overall mobility is a very huge flaw, his overall mobility is very sluggish, with {{SSBB|King Dedede}} just barely beating him. Ganondorf is also at a serious disadvantage against most characters due to his frame data being the slowest out of all 38 charatcers. His recovery game is possibly his biggest flaw: [[Dark Dive]] has lost all of his KO power, now KO'ing past the 300% range. [[Flame Choke]], his new side special, covers minimal horizontal distance and is easily edge-guarded just like Dark Dive due to being slow and giving Ganondorf no real protection, and an aerial [[Wizard's Foot]] also no longer gives Ganondorf an extra jump. His useful chain-grab options, the changes to [[hitstun]], and his overall moveset was heavily nerfed from ''Melee'', weakening his overall KO and combo ability. Additionally, many of his moves now either have large sourspots or can no longer KO realistic percentages such as his forward aerial and his aforementioned Dark Dive. Also, the loss of [[L-cancelling]] has harmed him far more than any other character in the game, as he is no longer able to safely use his powerful but laggy aerials for general usage. Most of Ganondorf's attacks either have poor [[reach]] for a character of his size or possess poorly placed [[hitbox]]es, putting him at a serious disadvantage against characters with long reach or disjointed hitboxes (like {{SSBB|Marth}}). In addition, his [[grab]] is slow and has the shortest reach in ''Brawl'', which combines with his slow attacks to leave him with poor [[out of shield]] options. His heavy weight, while giving him strong endurance potential, also makes him vulnerable to [[chain grabs]] and combos (with a few of them capable of [[zero-death]]ing him outright). His shield is also unusually small, making it very vulnerable shield stabbing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of a projectile makes him easily and [[camping|camped]] and leaves him with little approach options or the ability to force approaches. As a result, Ganondorf has the 2nd highest tier drop ({{SSBB|Jigglypuff}} has the highest), terrible tournament results, and having no advantageous or even match-ups (Donkey Kong also had this problem in the Japanese Version of Smash 64), being hard-countered by 22 characters, the highest in the series, and having 5 unwinnable match-ups. He is also the character in the whole series to have his own bottom tier. While Ganondorf ranks last on the American tier list, the Japanese players think slightly higher of him, ranking him in 31st place instead of dead last. | ||
==How to unlock== | ==How to unlock== | ||
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*{{buff|Dash attack has increased base knockback (40 → 60), now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, it is still the second most powerful dash attack.}} | *{{buff|Dash attack has increased base knockback (40 → 60), now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, it is still the second most powerful dash attack.}} | ||
*{{nerf|Dash attack has slightly more start-up (frame 7 → 10).}} | *{{nerf|Dash attack has slightly more start-up (frame 7 → 10).}} | ||
*{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle]] → 22°).}} | *{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle]] → 22°), making it good against characters with poor recoveries.}} | ||
*{{nerf|Forward tilt has weaker knockback (20 base/100 growth → 30 | *{{nerf|Forward tilt has weaker knockback (20 base/100 growth → 30/88), has slightly more start-up (frame 9 → 10) and more ending lag (IASA 29 → 39), less horizontal reach, and can no longer be angled, making it more difficult to land, and a less safe and less useful [[space]]r.}} | ||
*{{buff|Up tilt's start-up now produces a weak vacuum effect (frame 6-70), and the explosion produced is significantly larger, giving the move drastically better reach and making it overall easier to land. The hitbox also lasts one frame longer (81-83 → 81-84).}} | *{{buff|Up tilt's start-up now produces a weak vacuum effect (frame 6-70), and the explosion produced is significantly larger, giving the move drastically better reach and making it overall easier to land. The hitbox also lasts one frame longer (81-83 → 81-84).}} | ||
*{{nerf|Up tilt has drastically reduced base knockback (110 → 60), now KOing in the 50% range. It also now has large, drastically weaker sourspots covering the explosion that | *{{nerf|Up tilt has drastically reduced base knockback (110 → 60), now KOing in the 50% range. It also now has large, drastically weaker sourspots covering the explosion that deals less damage (27% → 19%/17%) and KO around the 75-100% range, but is still the most powerful tilt by far. The addition of [[Edge sweet spot|ledge auto-sweetspotting]] also makes the move less effective as an edge-guard.}} | ||
*{{change|Up tilt has a slightly altered animation, where Ganondorf holds up his leg while its charging.}} | *{{change|Up tilt has a slightly altered animation, where Ganondorf holds up his leg while its charging.}} | ||
*{{buff|Ganondorf has a new down tilt: a low front kick. It has slightly more reach.}} | *{{buff|Ganondorf has a new down tilt: a low front kick. It has slightly more reach.}} | ||
*{{buff|Forward smash now produces normal horizontal knockback (80°/70°/60° → 45°/40°/35°), and all angles are now as strong as the non-angled from ''Melee'' (83 growth).}} | *{{buff|Forward smash now produces normal horizontal knockback (80°/70°/60° → 45°/40°/35°), and all angles are now as strong as the non-angled from ''Melee'' (83 growth).}} | ||
*{{nerf|Ganondorf lunges about half the distance during an unpivoted forward smash, significantly decreasing its reach. It also has slightly more start-up (frames 20 → | *{{nerf|Ganondorf lunges about half the distance during an unpivoted forward smash, significantly decreasing its reach. It also has slightly more start-up (frames 20 → 21), less base knockback (40 → 30), and now has a sourspot on the elbow with less knockback scaling (75).}} | ||
*{{nerf|Ganondorf has a new up smash: a single upwards kick. It is weaker than the first kick in his ''Melee'' up smash (50 base/80 growth → 40 | *{{nerf|Ganondorf has a new up smash: a single upwards kick. It is weaker than the first kick in his ''Melee'' up smash (50 base/80 growth → 40/70), and has much less damage potential due to the removal of the second kick (39% → 22%). The move additionally has 3 frames more ending lag (IASA 40 → 43) and a sourspot on the leg that deals 3% less damage (22% → 19%) and slightly less knockback scaling (80 → 75).}} | ||
*{{buff|Down smash has slightly faster start-up (frames 19 → | *{{buff|Down smash has slightly faster start-up (frames 19 → 15).}} | ||
*{{nerf|Down smash transitions from the first kick to the second much slower (frames 28 → 35), making it more difficult to link. Along with this, the move has much more ending lag (IASA 46 → 63), making it much less safe to use. The second kick additionally hits at a more diagonal angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).}} | *{{nerf|Down smash transitions from the first kick to the second much slower (frames 28 → 35), making it more difficult to link. Along with this, the move has much more ending lag (IASA 46 → 63), making it much less safe to use. The second kick additionally hits at a more diagonal angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).}} | ||
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*{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32).}} | *{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32).}} | ||
*{{nerf|The second kick of neutral aerial is drastically weaker, dealing 5% less damage (12% → 7%) and less base knockback (50 → 25), completely removing its KOing capabilities. The first kick also deals 1% less damage (12% → 11%). The move additionally [[autocancel]]s significantly later (frames 22 → 41) due to the longer hitbox durations, and these hitboxes produce less damage (hit 1: 11% → 7%, hit 2: 7% → 5%) and knockback.}} | *{{nerf|The second kick of neutral aerial is drastically weaker, dealing 5% less damage (12% → 7%) and less base knockback (50 → 25), completely removing its KOing capabilities. The first kick also deals 1% less damage (12% → 11%). The move additionally [[autocancel]]s significantly later (frames 22 → 41) due to the longer hitbox durations, and these hitboxes produce less damage (hit 1: 11% → 7%, hit 2: 7% → 5%) and knockback.}} | ||
*{{buff|Forward aerial produces slightly more knockback (60 base/80 growth → 48 | *{{buff|Forward aerial produces slightly more knockback (60 base/80 growth → 48/83).}} | ||
*{{nerf|Forward aerial has more landing (frames 25 → 32) and ending lag (IASA 35 → 45), now has a large sourspot on Ganondorf's arm that deals 2% less damage (17% → 15%) and significantly weaker knockback (30 base/80 growth), and has less reach (the third hitbox it had in ''Melee'' was removed). In addition, the move's late autocancel window has been removed, which when coupled with the move's long duration results it going into the landing animation even from the maximum height of both his jumps. This results the move's usability being significantly hindered, completely removing its capability as an effective aerial spacer, while making it a dangerously unsafe and difficult to land KO move.}} | *{{nerf|Forward aerial has more landing (frames 25 → 32) and ending lag (IASA 35 → 45), now has a large sourspot on Ganondorf's arm that deals 2% less damage (17% → 15%) and significantly weaker knockback (30 base/80 growth), and has less reach (the third hitbox it had in ''Melee'' was removed). In addition, the move's late autocancel window has been removed, which when coupled with the move's long duration results it going into the landing animation even from the maximum height of both his jumps. This results the move's usability being significantly hindered, completely removing its capability as an effective aerial spacer, while making it a dangerously unsafe and difficult to land KO move.}} | ||
*{{buff|Up aerial has slightly less landing lag (frames 25 → 22).}} | *{{buff|Up aerial has slightly less landing lag (frames 25 → 22).}} | ||
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*{{change|Down aerial has Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward.}} | *{{change|Down aerial has Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward.}} | ||
*{{buff|Back aerial has slightly less landing lag (25 → 22).}} | *{{buff|Back aerial has slightly less landing lag (25 → 22).}} | ||
*{{nerf|Back aerial has more ending lag (IASA 29 → 36), deals weaker knockback (30 base/100 growth → 28 | *{{nerf|Back aerial has more ending lag (IASA 29 → 36), deals weaker knockback (30 base/100 growth → 28/85, KOing about 15-25% later), and also has a sourspot on the arm that has even less base knockback (10). Its hitbox duration was additionally reduced to half of its previous duration (10-15 → 10-12), and has less reach, making it more difficult to land.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== |
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