Editing Ganondorf (SSB4)/Neutral attack

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deals [[electric]] damage (with the exception of the sourspot). It has three separate hitboxes: on the hand, on the arm, and on his body. The hitbox on his hand is the sweetspot, dealing the most damage and knockback while the hitbox on his body is the sourspot, dealing the least damage and knockback. It is Ganondorf's fastest ground attack, and has decent range and knockback that can KO around 155% near the ledge if sweetspotted. However, it is surprisingly weak for a heavyweight jab where, apart from the sweetspot, the damage is relatively low and possesses little (if any) jab setups.
deals [[electric]] damage (with the exception of the sourspot). It has three separate hitboxes: on the hand, on the arm, and on his body. The hitbox on his hand is the sweetspot, dealing the most damage and knockback while the hitbox on his body is the sourspot, dealing the least damage and knockback. It is Ganondorf's fastest ground attack, and has decent range and knockback that can KO around 155% near the ledge if sweetspotted. However, it is surprisingly weak for a heavyweight jab where, apart from the sweetspot, the damage is relatively low and possesses little (if any) jab setups.


While initially nerfed from ''Brawl'' where the sourspot and arm hitboxes dealt 1% less damage, this was reverted in patch [[1.0.6]] for the arm hitbox, and the sweetspot also gained a 1% damage bonus. Ganondorf's neutral attack was improved again in [[1.1.5]], dealing more damage on the sourspot and arm hitbox, having faster start-up and ending lag, and the sweetspot's hitbox was shifted forward one unit giving it more range and the sourspot was shifted back one unit reducing the possibility of hitting a blindspot.
While initially nerfed from ''Brawl'' where the sourspot and arm hitboxes dealt 1% less damage, this was reverted in patch [[1.0.6]] for the arm hitbox, and the sweetspot also gained a 1% damage bonus. Ganondorf's neutral attack was improved again in [[1.1.5]], dealing more damage on the sourspot and arm hitbox, has faster start-up and ending lag, the sweetspot's hitbox was shifted forward one unit giving it more range and the sourspot was shifted back one unit reducing the possibility of hitting a blindspot.


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