Ganondorf (SSB4)/Up aerial
Overview
Ganondorf performs a bicycle kick. This up aerial in Smash 4 is known for being a very versatile move. The strong initial hitbox is fairly fast, coming out at frame 6, and is a good move for escaping strings. The move covers a wide range and is quick, and is Ganondorf's fastest-starting move. The strong hitbox is a powerful move that KOs around 100%, especially near the ledge. It can be safe to throw out in neutral due to its good range and high hitlag on shield, as well as being excellent for punishing airdodges due to its speed, power, and large hitbox, which covers almost his entire body. When it doesn't KO, the up air can send the opponent offstage where they are vulnerable to Ganondorf's powerful edgeguarding tools and ledgetrapping. The move can assist in the process of edgeguarding. The late hitbox is especially powerful for edgeguarding due to sending on a very low angle with lots of hitstun, making it difficult to recover from. At high percents offstage the strong hit of up air can KO even earlier than normal, sometimes as low as 60% on lightweight characters when Ganondorf has rage. Ganondorf can also be hard to edgeguard when not forced to use his up special due to the threat of his up air, which is a potent reverse-edgeguarding move. The late hit of the up air is also a potent jab reset, which will reset even at 999%, and is an essential part of Ganondorf's combo game when combined with his down aerial and footstool jumping. Ganondorf can also use the late hitbox of his up air to combo into a footstool jump until mid percents on tall characters, and footstool to Wizard's Foot is a true combo on most of the cast, which can KO at extremely low percents if used near the edge. This is known as the Gungnir, a true combo popularized by Gungnir. Ganondorf's up air can also be comboed into using grounded down air, down throw, or another up air if DI is poor.
Update History
- Landing lag on all aerial attacks has been reduced, with neutral aerial having a moderate decrease while the rest of his aerials had a slight decrease.
- Neutral, forward, back and up aerials all have 1 frame less landing lag.
Hitboxes
Timing
Attack
Early hitboxes | 6-10 |
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Mid hitboxes | 11-13 |
Late hitboxes | 14-16 |
Autocancel | 25-34 |
Animation length | 34 |
Landing lag
Animation length | 19 |
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Lag time |
Hitbox |
Hitbox change |
Autocancel |
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