From SmashWiki, the Super Smash Bros. wiki
Overview
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 reaching the blast zone, 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 |
|
|
1 |
1.0 |
0 |
0.0 |
8.0 |
4.2 |
|
|
ID |
Damage |
Angle |
BK |
KS |
FKV |
Bone |
SDIx |
FFx |
T% |
Type |
Effect |
Sound
|
1 |
4% |
|
Forwards |
100 |
10 |
0 |
0 |
1.0x |
None |
0% |
|
|
Kick
|
Aerial
ID |
Radius |
Bone |
Offset |
G |
A
|
0 |
5.0 |
0 |
0.0 |
6.0 |
6.5 |
|
|
1 |
1.0 |
0 |
0.0 |
11.0 |
6.5 |
|
|
ID |
Damage |
Angle |
BK |
KS |
FKV |
Bone |
SDIx |
FFx |
T% |
Type |
Effect |
Sound
|
1 |
4% |
|
Forwards |
100 |
10 |
0 |
0 |
1.0x |
None |
0% |
|
|
Kick
|
Throw Data
Grounded
ID |
Damage |
Angle |
BK |
KS |
FKV |
Bone |
SDIx |
FFx |
T% |
Type |
Effect |
Sound
|
0 |
9% |
|
Standard |
60 |
90 |
0 |
0 |
1.0x |
None |
0% |
|
|
Explosion
|
1 |
4% |
|
Forwards |
100 |
10 |
0 |
0 |
1.0x |
None |
0% |
|
|
Kick
|
Aerial
ID |
Damage |
Angle |
BK |
KS |
FKV |
Bone |
SDIx |
FFx |
T% |
Type |
Effect |
Sound
|
0 |
12% |
|
Standard |
40 |
82 |
0 |
0 |
1.0x |
None |
0% |
|
|
Explosion
|
1 |
4% |
|
Forwards |
100 |
10 |
0 |
0 |
1.0x |
None |
0% |
|
|
Kick
|
Timing
Grounded
Grab
|
16-30
|
Animation length
|
59
|
Grounded Throw
Super Armor
|
17-40
|
Throw Release
|
31
|
Animation length
|
60
|
Aerial
Grab
|
19-31
|
Animation length
|
59
|
Aerial throw (landing)
Throw Release
|
1
|
Animation length
|
40
|
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 |
|
Jab only |
|
Down tilt, dash attack and landing Wizard's Foot |
|
Jab, down tilt, dash attack and landing Wizard's Foot |
|
Forward tilt, down tilt, dash attack and landing Wizard's Foot |
|
Jab, forward tilt, down tilt, dash attack and landing Wizard's Foot |
|
Jab, forward tilt, down tilt, dash attack, landing Wizard's Foot and down smash |
|