Editing Dark Dive

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{{CustomSet|Ganon|Up|name1=Dark Dive|desc1-ntsc=Jump up and grabs enemies, and then shock and launch them.|desc1-pal=Jumps high at a slight angle to grab an enemy. If you grab one, you kick off them into the air.|name2=Dark Fists|desc2-ntsc=Punch opponents into the air, and then hit them in midair to send them higher.|desc2-pal=Punches opponents into the air, then follows up with a mid-air strike to send them higher.|name3=Dark Vault|desc3-ntsc=Jump extra high, but you can only grab at the beginning or end of the attack.|desc3-pal=Jumps extra high, but is less effective at grabbing on to your opponents.}}
{{CustomSet|Ganon|Up|name1=Dark Dive|desc1-ntsc=Jump up and grabs enemies, and then shock and launch them.|desc1-pal=Jumps high at a slight angle to grab an enemy. If you grab one, you kick off them into the air.|name2=Dark Fists|desc2-ntsc=Punch opponents into the air, and then hit them in midair to send them higher.|desc2-pal=Punches opponents into the air, then follows up with a mid-air strike to send them higher.|name3=Dark Vault|desc3-ntsc=Jump extra high, but you can only grab at the beginning or end of the attack.|desc3-pal=Jumps extra high, but is less effective at grabbing on to your opponents.}}
# '''Dark Dive''': Default.
# '''Dark Dive''': Default.
# '''Dark Fists''': Instead of grabbing the enemy, Ganondorf gains a hitbox on the move's start-up. The first hit, dealing 6% damage, is thrown before the jump, and has set knockback. If it connects it will usually chain victims into the second hit, dealing 11% damage for a total of 17% damage, which is thrown at the apex of the jump and has formidable damage and knockback, able to KO as low as 80% anywhere on the stage and 110% from underneath the stage while the opponent is on ground level, making it very risky to intercept. It is generally considered superior to Dark Dive and Dark Vault due to having legitimate offensive use, improved distance thanks its somewhat slow start-up allowing for better horizontal reach, and the start-up also possessing [[armor]] which further bolsters its anti-[[edge-guarding]] capabilities and can even be used as a pseudo-[[counter]]. However, the lack of a grab means that the move cannot be used in rapid succession should it hit an opponent. It has slightly less landing lag.
# '''Dark Fists''': Instead of grabbing the enemy, Ganondorf gains a hitbox on the move's start-up. The first hit, dealing 6% damage, is thrown before the jump, and has set knockback. If it connects it will usually chain victims into the second hit, dealing 11% damage for a total of 17% damage, which is thrown at the apex of the jump and has formidable damage and knockback, able to KO as low as 80% anywhere on the stage and 110% from underneath the stage while the opponent is on ground level, making it very risky to intercept. It is generally considered superior to Dark Dive and Dark Vault due to having legitimate offensive use, improved distance thanks its somewhat slow start-up allowing for better horizontal reach, and the start-up also possessing [[armor]] which further bolsters its anti-[[edge-guarding]] capabilities and can even be used as a pseudo-[[counter]]. However, the lack of a grab means that the move cannot be used in rapid succession should it hit an opponent.
# '''Dark Vault''': Vaults upward twice, but does not give a noticeable amount of increased distance, and can only grab during the beginning of either vault, and has no ending uppercut. Has less horizontal distance, the electrocution ends faster but deals drastically less damage (1% electrocution, 3% throw, 4% total), and the explosion has less knockback power that KOs at 400% instead. There also is some lag between the two vaults, making it much easier to edge-guard. It has more landing lag.
# '''Dark Vault''': Vaults upward twice, but does not give a noticeable amount of increased distance, and can only grab during the beginning of either vault, and has no ending uppercut. Has less horizontal distance, the electrocution ends faster but deals drastically less damage (1% electrocution, 3% throw, 4% total), and the explosion has less knockback power that KOs at 400% instead. There also is some lag between the two vaults, making it much easier to edge-guard.


==Differences with Falcon Dive==
==Differences with Falcon Dive==

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