Super Smash Bros. 4

Ganondorf (SSB4)/Neutral aerial

< Ganondorf (SSB4)
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Overview

Ganondorf performs two kicks in succession. The first kick has low knockback so that it can easily link into the second, more powerful kick. The move is useful for spacing, and occasionally, as an edgeguarding move. It is capable of KO'ing Mario at the center of Final Destination at 133%.

Update history

When Smash 4 was released, this move was more similar to Captain Falcon's neutral aerial. Over the course of the game's updates, Ganondorf's neutral aerial was massively buffed and differentiated somewhat from Captain Falcon's.

  1.0.4

  •   Landing lag on all aerials reduced.

  1.0.6

  •   Neutral attack deals 1% more damage: 6%/9% → 7%/10%.

  1.1.1

  •   Neutral aerial has been improved. It deals more damage: 7%/9%/5% → 8%/10%/7%, its knockback has altered: 20 (base)/100 (growth) → 0/130/90 (hit 1), 100 → 120 (hit 2), its second hit's hitbox sizes increased: 4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u and its angles altered: 55°/60°/65° → 55°/70°/100°. This makes its hits connect together better at low percentages while retaining its KO power.
  •   Neutral aerial's first hit's decreased base knockback makes it less safe on hit and on landing at low percentages.

  1.1.3

  •   Neutral aerial is significantly improved. The first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to Captain Falcon's, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.
  •   The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing and less effective as a spacer unless hitting with the foot, while completely removing its KOing capabilities. It also deals less damage on the clean and late hitbox.
  •   Neutral, forward, back and up aerials all have 1 frame less landing lag.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
First possible hit (clean)
0 0 7% 0   20 30 0 7.4 3 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 7% 0   20 30 0 5.7 9 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
2 0 7% 0   50 110 0 4.5 9 6.0 0.0 0.0 1.0x 1.0x 0%               Kick  
3 0 7% 0   20 30 0 4.5 9 6.0 0.0 0.0 1.0x 1.0x 0%               Kick  
First possible hit (late)
0 0 5.25% 0   20 30 0 7.4 3 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 5.25% 0   20 30 0 5.7 9 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
2 0 5.25% 0   50 110 0 4.5 9 6.0 0.0 0.0 1.0x 1.0x 0%               Kick  
3 0 5.25% 0   20 30 0 4.5 9 6.0 0.0 0.0 1.0x 1.0x 0%               Kick  
Second possible hit (clean)
0 0 12% 0   25 106 0 6.0 5 6.5 0.0 -3.0 1.0x 1.2x 0%               Kick  
1 0 12% 0   25 106 0 5.7 5 0.0 0.0 -1.0 1.0x 1.2x 0%               Kick  
2 0 12% 0   25 106 0 4.5 3 0.0 0.0 0.0 1.0x 1.2x 0%               Kick  
Second possible hit (late)
0 0 9% 0   25 106 0 6.0 5 6.0 0.0 -3.0 1.0x 1.0x 0%               Kick  
1 0 9% 0   25 106 0 5.3 5 0.0 0.0 -1.0 1.0x 1.0x 0%               Kick  
2 0 9% 0   25 106 0 4.5 3 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  

Timing

Attack

Hit 1 early hitboxes 7-8
Hit 1 late hitboxes 9-13
Hit 2 early hitboxes 17-18
Hit 2 late hitboxes 19-29
Autocancel 1-2, 38-42
Animation length ?
IASA 42
                                                                                   
                                                                                   

Landing lag

Animation length 17
                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible