Wizard's Foot: Difference between revisions

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In ''Super Smash Bros. Melee'', the grounded version of Wizard's Foot comes out on frame 14, lasts until frame 35 and it takes 77 frames to complete (69 frames if the move ends in the air). The move deals 15% along with high horizontal knockback, with the move KOing {{SSBM|Mario}} at around 115% in the middle of [[Final Destination]] and at around 75% at the ledge. This makes it a rather powerful KO option although the grounded version is quite situational due to its slow speed. The move has a lot of ending lag so if Ganondorf misses the move or if the opponent shields it, he is left wide open for a punish, especially since he moves towards the opponent (although the move does deal a good amount of shield damage). This often makes the risk of using the move too high, with the move only really being useful as a punishment option. Even in situations where Ganondorf can land the move, he often has better punishment options which are either stronger, safer or both. As an additional note, when Ganondorf hits an opponent, he slows down a considerable amount (70% its original speed), which applies to every target Ganondorf hits.
In ''Super Smash Bros. Melee'', the grounded version of Wizard's Foot comes out on frame 14, lasts until frame 35 and it takes 77 frames to complete (69 frames if the move ends in the air). The move deals 15% along with high horizontal knockback, with the move KOing {{SSBM|Mario}} at around 115% in the middle of [[Final Destination]] and at around 75% at the ledge. This makes it a rather powerful KO option although the grounded version is quite situational due to its slow speed. The move has a lot of ending lag so if Ganondorf misses the move or if the opponent shields it, he is left wide open for a punish, especially since he moves towards the opponent (although the move does deal a good amount of shield damage). This often makes the risk of using the move too high, with the move only really being useful as a punishment option. Even in situations where Ganondorf can land the move, he often has better punishment options which are either stronger, safer or both. As an additional note, when Ganondorf hits an opponent, he slows down a considerable amount (70% its original speed), which applies to every target Ganondorf hits.


In the air, the move functions quite differently. The move comes out on frame 15, lasts until frame 30 and takes 58 frames to complete. The move deals 14% and it is a powerful [[spike]], which allows it to be used for [[edge-guarding]]. The move does have good knockback for a spike, which can lead to opponents being KOed although the move is difficult to land and as Ganondorf travels downwards with a considerable amount of lag, there are instances where Ganondorf will not be able to make it back to the stage if he does not use Wizard's Foot high enough. The move also has deceptively poor range, with Ganondorf's leg and foot completely exposed making the move difficult to land and easy to intercept. The move is also not very effective against opponents on stage. The move cannot KO Mario on Final Destination unless he is over 200% and if the move hits an opponent in the air and they land on stage, the move will not KO them at all.  
In the air, the move functions quite differently. The move comes out on frame 15, lasts until frame 30 and takes 58 frames to complete. The move deals 14% and it is a powerful [[spike]], which allows it to be used for [[edge-guarding]]. The move does have good knockback for a spike, which can lead to opponents being KOed although the move is difficult to land and as Ganondorf travels downwards with a considerable amount of lag, there are instances where Ganondorf will not be able to make it back to the stage if he does not use Wizard's Foot high enough. The move also has deceptively poor range, with Ganondorf's leg and foot being completely exposed, making the move difficult to land and easy to intercept. The move is also not very effective against opponents on stage. The move cannot KO Mario on Final Destination unless he is over 200% and if the move hits an opponent in the air and they land on stage, the move will not KO them at all.  


If Ganondorf lands with the aerial version, a small shockwave is formed. This shockwave deals 12% damage, it can only hit opponents on the ground and it has low vertical knockback. Ganonorf can land both the aerial version and the landing hit at very low percents which deals 24%. The main issue with landing with an aerial Wizard's Foot however is that the move has an incredibly high amount of landing lag (57 frames). This makes the move incredibly punishable and the vertical knockback on the shockwave is very poor, which makes the move easily punishable on hit, right up until higher percents. Even when the move cannot be punished on hit, the move is still far too laggy for Ganondorf to be in an advantageous position.   
If Ganondorf lands with the aerial version, a small shockwave is formed. This shockwave deals 12% damage, it can only hit opponents on the ground and it has low vertical knockback. Ganonorf can land both the aerial version and the landing hit at very low percents which deals 24%. The main issue with landing with an aerial Wizard's Foot however is that the move has an incredibly high amount of landing lag (57 frames). This makes the move incredibly punishable and the vertical knockback on the shockwave is very poor, which makes the move easily punishable on hit, right up until higher percents. Even when the move cannot be punished on hit, the move is still far too laggy for Ganondorf to be in an advantageous position.   
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Overall, Wizard's Foot is a very high risk, high reward move which is powerful when it lands in the right situations but the extreme risk of doing it makes it an incredibly situational move overall, with its main use being for recovering rather than using it as an attack.  
Overall, Wizard's Foot is a very high risk, high reward move which is powerful when it lands in the right situations but the extreme risk of doing it makes it an incredibly situational move overall, with its main use being for recovering rather than using it as an attack.  


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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
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In ''Super Smash Bros. Brawl'', Wizard's Foot has seen a plethora of changes. Ganondorf now grunts when using the move and the move has seen some slight changes to its speed. The move has more startup lag (with both versions now being frame 16) and it has slightly less active frames however, it also has one frame less ending lag, both on the ground and in the air.
In ''Super Smash Bros. Brawl'', Wizard's Foot has seen a plethora of changes. Ganondorf now grunts when using the move and the move has seen some slight changes to its speed. The move has more startup lag (with both versions now being frame 16) and it has slightly less active frames however, it also has one frame less ending lag, both on the ground and in the air.


The grounded version has seen numerous changes, with most of them hindering the move. The move has an updated animation where Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward. As Ganondorf is travelling forwards, his foot is positioned higher, which makes the move easier to low profile under. In ''Melee'', {{SSBM|Kirby}} and {{SSBM|Jigglypuff}} were the only characters who could crouch under the move and even they could get clipped by the move depending on what part of their crouching animation they were in. In ''Brawl'' however, pretty much every small character can crouch under the move and even characters like {{SSBB|Mario}} could occassionally crouch under it (despite the move's closer hitboxes being larger).  
The grounded version has seen numerous changes, with most of them hindering the move. The move has an updated animation where Ganondorf instead side-swings his right leg forward for the kick, and tucks in his body away from his direction when traveling forward. As Ganondorf is travelling forwards, his foot is positioned higher, which makes the move easier to low profile under. In ''Melee'', {{SSBM|Kirby}} and {{SSBM|Jigglypuff}} were the only characters who could crouch under the move and even they could get clipped by the move depending on what part of their crouching animation they were in. In ''Brawl'' however, pretty much every small character can crouch under the move and even characters like {{SSBB|Mario}} could occasionally crouch under it (despite the move's closer hitboxes being larger).  


The move's horizontal range is significantly shorter overall. The move's foot hitbox is not only smaller but it has been moved a lot closer to Ganondorf: so much so that the move does not even cover Ganondorf's foot anymore. This results in the move having deceptively short range and overall making it easier to intercept.  
The move's horizontal range is significantly shorter overall. The move's foot hitbox is not only smaller but it has been moved a lot closer to Ganondorf: so much so that the move does not even cover Ganondorf's foot anymore. This results in the move having deceptively short range and overall making it easier to intercept.  
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The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept.
The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept.


During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the game now detecting Wizard's Foot as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a much less rewarding edgeguarding move, especially since the changes to meteor cancelling have also improved the effectiveness of down aerial. On the positive side however, the move now deals 15% during these first three frames and it has considerably higher knockback, which does partially compensate for the move now being meteor cancellable.  
During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the game now detecting Wizard's Foot as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a less reliable edgeguarding move, especially since the changes to meteor cancelling have also improved the effectiveness of down aerial. On the positive side however, the move now deals 15% during these first three frames and it has considerably higher knockback, which compensates for the move now being meteor cancellable.  


For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential.  
For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential.  
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Overall, Wizard's Foot in ''Brawl'' is an interesting move. The grounded version is a much weaker move which can be a lot safer when used in the right situations while the aerial version is a lot stronger but it has lost utility in areas where it was useful before. The landing hit is stronger, safer and has more utility than it ever did previously. Wizard's Foot does have its uses, such as an Out of Shield option or as a mixup to approach but it is not the most spectacular move Ganondorf has either, making it a situation move overall.
Overall, Wizard's Foot in ''Brawl'' is an interesting move. The grounded version is a much weaker move which can be a lot safer when used in the right situations while the aerial version is a lot stronger but it has lost utility in areas where it was useful before. The landing hit is stronger, safer and has more utility than it ever did previously. Wizard's Foot does have its uses, such as an Out of Shield option or as a mixup to approach but it is not the most spectacular move Ganondorf has either, making it a situation move overall.


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==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
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Overall, Wizard's Foot is a more rewarding move than it was in ''Brawl'' but the move has lost some of the utility it had before due to losing some of its exploits. It remains a risky approach option which can be difficult to land and can be easily punished if it does not hit.  
Overall, Wizard's Foot is a more rewarding move than it was in ''Brawl'' but the move has lost some of the utility it had before due to losing some of its exploits. It remains a risky approach option which can be difficult to land and can be easily punished if it does not hit.  


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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
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[[File:Ganondorf SSBU Skill Preview Down Special.png|thumb|Wizard's Foot shown by the Move List in ''Ultimate''.]]
[[File:Ganondorf SSBU Skill Preview Down Special.png|thumb|Wizard's Foot shown by the Move List in ''Ultimate''.]]


The move on the ground was significantly buffed in power and speed. The foot now does 16% damage and the leg does 14% (as opposed to the other way around in ''Brawl'' and ''Smash 4''), making the sweetspot easier to land overall which KOs around 93% near the edge of [[Final Destination]], with the sourspot only occuring when used at point-blank. The move was also sped-up with reduced ending lag on the ground, making it much less susceptible to being punished while also being a decent combo starter when used at low percentages. Its animation was also altered, with him bending his knee forward before kicking, being closer to its appearance in Melee, with Ganondorf travelling and kicking much closer to the ground, meaning that characters with a low crouch posture and smaller characters can no longer consistently low profile underneath his foot.
The move on the ground was significantly buffed in power and speed. The foot now does 16% damage and the leg does 14% (as opposed to the other way around in ''Brawl'' and ''Smash 4''), making the sweetspot easier to land overall which KOs around 93% near the edge of [[Final Destination]], with the sourspot only occurring when used at point-blank. The move was also sped-up with reduced ending lag on the ground, making it much less susceptible to being punished while also being a decent combo starter when used at low percentages. Its animation was also altered, with him bending his knee forward before kicking, being closer to its appearance in Melee, with Ganondorf travelling and kicking much closer to the ground, meaning that characters with a low crouch posture and smaller characters can no longer consistently low profile underneath his foot.


However, it no longer has a hitbox on his thigh. Additionally, both versions have significantly smaller hitboxes. This makes the move much harder to land, and makes the aerial version less effective at anti-juggling.
However, it no longer has a thigh hitbox. Additionally, both versions have significantly smaller hitboxes. This makes the move much harder to land, and makes the aerial version less effective at anti-juggling.


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==Instructional quotes==
==Instructional quotes==
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==Trivia==
==Trivia==
*In ''Brawl'', when he hits a wall with Wizard's Foot he flies backwards, as opposed to Captain Falcon who backflips. In fact, the animation used when Ganondorf bounces off a wall by using this move is the same as the animation used when releasing an opponent from the [[Dark Dive]].<!--Confirmed in SSBB, unsure in SSBM and SSB4-->
*The animation used when Ganondorf bounces off a wall by using this move is the same as the animation used when releasing an opponent from the [[Dark Dive]].
**The animation appears slightly different in ''Ultimate'', however this is because Dark Dive's release has a [[frame speed multiplier]] of 0.75 and Wizard's Foot doesn't.
*If used on the ground, it can send Ganondorf right over certain items, such as Diddy Kong's [[Banana Peel (move)|Bananas]], without activating them.
*If used on the ground, it can send Ganondorf right over certain items, such as Diddy Kong's [[Banana Peel (move)|Bananas]], without activating them.
*If Ganondorf uses Wizard's Foot just as he hits a spring in a custom stage, he will launch more than twice as high. This can cause a [[self-destruct]] in the Subspace Emissary if he uses Wizard's Foot at specific springs in stages such as [[The Forest]].
*If Ganondorf uses Wizard's Foot just as he hits a spring in a custom stage, he will launch more than twice as high. This can cause a [[self-destruct]] in the Subspace Emissary if he uses Wizard's Foot at specific springs in stages such as [[The Forest]].
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[[Category:Ganondorf (SSB4)]]
[[Category:Ganondorf (SSB4)]]
[[Category:Ganondorf (SSBU)]]
[[Category:Ganondorf (SSBU)]]
[[es:Patada del hechicero]]
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