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SmashWiki:Sandbox
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Mario moveset
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Chain Punch | 2.2% | The Punch + Punch + Kick combo from Super Mario 64: two punches followed by a jumping kick. The first and second hits can lock, and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2. | |
1.7% | ||||
4% | ||||
Forward tilt | Motor Kick | 7% | A wheel kick. It can be angled. Very quick and good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs, but it's weak and situational, as it cannot KO until 200% or even lock. | |
Up tilt | Sky Fist | 5.5% | A spinning jumping uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of DI and SDI, and can be punished on hit at very low percents. Unlike in SSB4, the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, creating a blindspot and making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the Mega Glove's combo from Super Mario RPG: Legend of the Seven Stars. | |
Down tilt | Wipeout Kick | 5% (foot), 7% (leg) | A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge as well. | |
Dash attack | Goal Slide | 8% (clean), 6% (late) | A baseball slide. Has a diagonal knockback angle, making its lingering hitbox useful for 2-framing certain opponents and punishing spot dodges. The new animation is more unfavorable in terms of hurtbox placements. Very similar to the Slide Kick from Super Mario 64. | |
Forward smash | Fireball Thrust | 17.8% (fire), 14.7% (arm) | Steps back and does a palm thrust that produces a small explosion. Though it is Mario's slowest ground attack, coming out on frame 15, it is among the quicker forward smashes and considered among the best in the game for several reasons: It is Mario's most powerful KO move when sweetspotted, KOing as low as 65% by the ledge, the fireball itself is disjointed, can be angled downwards or upwards to hit ledge hangs, and the start-up animation has Mario pull back his hurtbox deceptively far, inadvertently allowing him to avoid several attacks. However, the sweetspot is outprioritized by the sourspot. | |
Up smash | Lead Headbutt | 14% | An upward arching headbutt. One of Mario's most reliable KO options. Its quick startup at frame 9 makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him, thus having trouble hitting short or crouching opponents in front of him. Has very fast interruptibility for its strength, at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield. | |
Down smash | Dance Sweep | 10% (front), 12% (back) | The Sweep Kick from Super Mario 64. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits semi-spike opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in Ultimate more closely resembles Mario's breakdance from Dance Dance Revolution: Mario Mix. | |
Neutral aerial | Piston Kick | 8% (clean), 5% (late) | A flying kick. As a sex kick, it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. Autocancels in a short hop. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit. Very similar to the Jump Kick from Super Mario 64. | |
Forward aerial | Meteor Knuckle | 12% (early), 14% (clean), 10% (late) | Rears back his fist and then throws an overhand. When hit clean, it is a meteor smash with enough knockback to KO under 45% offstage. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop. Other than lacking combo potential, the early and late hit are too weak to KO reliably. | |
Back aerial | Cannon Kick | 10.5% (clean), 7% (late) | A dropkick behind Mario. Has fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective spacing tool and horizontal combo extender at low percents, as well as having the ability to pseudo Wall of Pain off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs. Its knockback is mediocre for its type, however. | |
Up aerial | Wheel Kick | 7% | A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line. | |
Down aerial | Mario Tornado | 1.4% (hits 1-5), 5.5% (hit 6), 2% (landing) | Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. Possesses rather low startup and ending lag, making the move reasonably safe to use barring its short range and lack of disjointed hitboxes. It also has a landing hitbox that combos reliably into tilts or a grab. However, opponents will occasionally break out of the move before the final hit, especially when Mario is moving quickly through the air. Useful as a combo finisher, combo breaker, and general damage-racking option, and can KO opponents near the upper blast line at high percentages. Resembles the Spin Jump, a technique that first appeared in Super Mario World. | |
Grab | Plumber Grip | — | Reaches out. Mario's overall grab range is somewhat short. | |
Pummel | Red Lock | 1.3% | Headbutts the opponent. | |
Forward throw | Karate Swing | 8% | Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge. | |
Back throw | Airplane Swing | 11% (throw), 8% (collateral) | A giant swing, a throw used on floored opponents in wrestling. Mario grabs the opponent by the feet, making them fall to the ground and spins three times while holding them by the legs before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of rage, but can KO middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. Due to its slow speed, it is easy to DI, causing it to KO only above 160%. It is based on the throw that he uses against Bowser in Super Mario 64. | |
Up throw | Rocket Throw | 7% | Holds the opponent by the chest and then tosses them directly overhead with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from Super Mario Odyssey. | |
Down throw | Single Slam | 5% | Jumps upwards while holding the opponent and then performs a body slam, slamming them to the ground with one arm. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
Floor Wipe | 7% | Performs a modified version of the Sweep Kick from Super Mario 64 before getting up. | |
Floor attack (back) Floor getups (back) |
Dual Punch | 7% | Punches behind himself and then in front of himself while getting up. | |
Floor attack (trip) Floor getups (trip) |
Vortex Kick | 5% | Performs a side kick behind himself and then in front of himself while getting up. | |
Edge attack Edge getups |
Missile Kick | 9% | Performs a dropkick while climbing up. | |
Neutral special | Fireball | 5% (early), 4% (late) | Throws a Fireball. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough. | |
Side special | Cape | 7%, 1.5x times the reflected projectile | Dons a Cape around his neck and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover. | |
Up special | Super Jump Punch | 5% (hit 1), 0.6% (hits 2-6), 3% (hit 7) | A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move, but it covers overall a short distance and leaves him helpless. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an out of shield option. Can KO near the upper blast line at high percents. | |
Down special | F.L.U.D.D. | 0% | Wields F.L.U.D.D. and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be charge canceled and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. Can also be used as an edgeguarding tool. | |
Final Smash | Mario Finale | 2% (early), 2.5% (clean), 3% (late) | Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge. |
Ganondorf moveset
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Storm Thrust | 11% | A palm thrust that discharges electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from center. A decent out of shield option. However it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it. | |
Forward tilt | Stealth Kick | 14% (foot), 13% (leg) | A front kick. Good start-up on frame 10 with high semi-spike knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in The Legend of Zelda: Twilight Princess. | |
Up tilt | Volcano Kick | 24% (leg/explosion), 13% (explosion apex) | A delayed axe kick that produces an explosion. Has vacuum properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full shields and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's best edgeguarding options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag at 60 frames, making it an extreme "high risk, high reward" move. The move has a late hitbox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination. | |
Down tilt | Leg Sweep | 14% | A crouching front kick. Good start-up on frame 10 and range, making it a decent out-of-shield. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall. | |
Dash attack | Bull Tackle | 15% (clean), 11% (late) | A shoulder tackle. Good start-up on frame 10 and Ganondorf gains both a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. Also a reliable follow-up and tech-chase out of grounded Flame Choke. | |
Forward smash | Butcher Slash | 24% | A lunging, two-handed downward sword slash. Humorously nicknamed as Doriyah by the community, based on his exclamation during the attack. The third strongest forward smash in the game, behind King Dedede's and Max Aura Lucario's, KOing at 65% from the center. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledgehangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head. | |
Up smash | Lion Slash | 24% (sword), 21% (arm) | An overhead 180° arcing sword slash from front to back. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and hits slightly underneath the stage, allowing it to hit ledgehangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground. | |
Down smash | Execution Slash | 5% (hit 1), 15% (hit 2) | Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself in a similar manner to Cloud's down smash. The first hit launches opponents into the second, and can stage spike with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, but its 60 frames of ending lag makes it just as punishable. The second hit by itself KOs around 67% near the edge. | |
Neutral aerial | Twin Knock | 7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) | A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as sex kicks, and the late hits can cause opponents to trip. Has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks grounded opponents away and is useful for creating distance, but with no KO power. Starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Despite the move's noticeably large blindspot and the two hits sometimes not connecting properly, its extremely high damage and knockback, quick speed and surprisingly long duration make it notorious among the community for its sheer effectiveness in Ganondorf's arsenal. | |
Forward aerial | Crane Grasp | 18% (fist), 17% (arm) | An overhand. It has good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only cancelling when used from a double jump. It also has above average startup lag, coming out on frame 14. | |
Back aerial | Demon Knuckle | 18.5% (fist), 17% (arm) | A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 36 frames, alongside being able to autocancel from a short hop. All these factors make it rather useful to wall out approaches, and is safe on shield when fully spaced. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach and very small hitboxes, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching. | |
Up aerial | Devil's Wing | 13%/12% (clean), 12%/10% (mid), 8%/6% (late) | A flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second fastest aerial attack, and can autocancel from a short hop. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a sourspot that semi-spikes with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox. | |
Down aerial | Thunderstrike Stomp | 19% (legs), 17% (body) | A double foot stomp. It discharges electricity upon landing, it was the most powerful meteor smash in the game before the addition of Byleth, if hit with the lower half of his body, it can KO grounded opponents under 115%, and can KO any character starting at around 15% offstage. There is a sourspot on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Ganondorf's slowest aerial move at frame 16. It does not start launching grounded opponents upwards until 10%, although Ganondorf can follow this with a jab. | |
Grab | Snake Grab | — | Reaches out with his left hand. Despite Ganondorf's tall stature, its reach is among the shortest. | |
Pummel | Devil's Knee | 1.6% | A knee strike. | |
Forward throw | Catapult Punch | 5% (hit 1), 8% (throw) | Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game, and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge. | |
Back throw | Snake Kick | 5% (hit 1), 5% (throw) | Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge. | |
Up throw | Sunset Throw | 10% (hit 1), 3% (throw) | Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback and low knockback growth makes it unsuitable for follow-ups while preventing it from KOing until 240%. | |
Down throw | Dusk Slam | 7% | A one-handed body slam. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, reverse aerial rush back aerial, up aerial, or Wizard's Foot at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
Witch's Kick | 7% | A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. | |
Floor attack (back) Floor getups (back) |
Propeller Kick | 7% | A somersault kick. | |
Floor attack (trip) Floor getups (trip) |
Devil's Trick | 5% | Spins around to kick those who are near. | |
Edge attack Edge getups |
Eclipse Fist | 10% | Performs a backfist while climbing up. Has a very long range and can even occasionally stage spike enemies near or at the edge behind him. | |
Neutral special | Warlock Punch | 30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse) | Winds up his left arm while charging dark magic for 70 frames and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to one-hit KO any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has armor until just before the punch, though the aerial version does not even if he lands. | |
Side special | Flame Choke | 12% (ground throw), 15% (air throw), 4% (release) | Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. On the ground, the move has super armor as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can tech and enforce tech-chases. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground, or to the lower blast line in a suicide KO if used off-stage, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. Moderately slow startup of 16 frames, and surprisingly poor reach as the grabbox does not even cover Ganondorf's hand. | |
Up special | Dark Dive | 1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release) | Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered helpless and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that deals weak knockback. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par recovery. The move also has very high endlag of 50 frames after a successful grab, enough for a opponent that is thrown onto the stage to tech and punish Ganondorf. Decent startup at frame 14 making it a decent out-of-shield, but has a high grabbox placement that frequently whiffs smaller opponents on the ground. | |
Down special | Wizard's Foot | 14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing) | A dark magic-infused flying kick. On the ground it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high shield damage in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has moderately slow startup of 16 frames, moderate ending lag of 61 frames, very high landing lag of 45 frames, very small hitboxes, and is extremely risky to use off-stage. | |
Final Smash | Ganon, The Demon King | 10% (greatswords), 45%/35% (charge) | Uses the Triforce of Power to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. |
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