This article is about the hitbox visualization in Super Smash Bros. Brawl. For the move itself, see Flame Choke.

Overview

 
Ganondorf using Flame Choke against Link in Brawl.

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 face 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 wakeup situation that cannot be avoided with a 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 dash attack or forward tilt for a KO confirm against over half the cast (and characters vulnerable to forward tilt must be wary of Ganondorf mixing up their DI). 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 as 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
                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Armour
 
Grab
  
Throw point

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
  • This whole lists assumes Ganondorf performs the move on flat ground. Slopes and platforms can alter the followups Ganondorf can get.
                                                                             
Dash attack                                        ?  ?  ?  ?  ?  ?  ?  ?            ?  ?           Dash attack
Forward tilt                          ?                        ?  ?  ?            / ?  ?           Forward tilt
Down tilt                                                                  / ?  / ?           Down tilt
Landing Wizard's Foot  ?                                              ?    ?  ?            ?  ?           Landing Wizard's Foot
Jab                    ?        ?                  ?    ?/                 / ?    ?         Jab
Down smash  
  • Some otherwise guaranteed followups can be avoided by drifting out of the way as Ganondorf lets go (either out or in depending on the character/followup), indicated by  ?.
  •  / ? indicates that the followup is fully guaranteed but if the played drifts in, Ganondorf has to perform a turnaround followup.
  •  ?/  indicates that while the followup is usually not be guaranteed, it can be guaranteed if the opponent drifts in a specific direction.