Editing Flame Choke

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===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
[[File:FlamechokeSlam.jpg|thumb|250px|When used in the air, Flame Choke slams the opponent into the ground.]]
[[File:FlamechokeSlam.jpg|thumb|250px|When used in the air, Flame Choke slams the opponent into the ground.]]
When used, Ganondorf charges at his opponent, similarly to Gerudo Dragon, but instead of uppercutting them, he grabs them by the head and attacks them with a dark pulsing explosion, before the opponent is quickly slammed into the ground upon the explosion occurring. As a grab move, Flame Choke bypasses [[shield]]s and [[counter]]s. Grounded Flame Choke also functions as a weak [[meteor smash]], causing the opponent to weakly bounce upward and allow follow-ups such as Ganondorf's [[neutral attack]] (only on very large characters such as Bowser, Donkey Kong, and King Dedede), [[forward tilt]], [[down tilt]], and [[down smash]] (only on Olimar).
When used, Ganondorf charges at his opponent, similarly to Gerudo Dragon, but instead of uppercutting them, he grabs them by the head and attacks them with a dark pulsing explosion, before the opponent is quickly slammed into the ground upon the explosion occurring. As a grab move, Flame Choke bypass [[shield]]s and [[counter]]s. Grounded Flame Choke also functions as a weak [[meteor smash]], causing the opponent to weakly bounce upward and allow follow-ups such as Ganondorf's [[neutral attack]] (only on very large characters such as Bowser, Donkey Kong, and King Dedede), [[forward tilt]], [[down tilt]], and [[down smash]] (only on Olimar).


The grabbox is active from frames 16-30. Mid-grab, Ganondorf has [[super armor]] on frames 17-40, allowing him to, for example, snag a passing Wario off his [[Wario Bike]] while also preventing it from being interrupted. This also gives the opponent super armor, allowing for the grabbed opponent to be hit before being thrown. Oddly, in the aerial version, only the opponent has super armor, meaning Ganondorf can be hit during the descent (for example, on [[Norfair]]'s lava) while the opponent continues plummeting.  
The grabbox is active from frames 16-30. Mid-grab, Ganondorf has [[super armor]] on frames 17-40, allowing him to, for example, snag a passing Wario off his [[Wario Bike]] while also preventing it from being interrupted. This also gives the opponent super armor, allowing for the grabbed opponent to be hit before being thrown. Oddly, in the aerial version, only the opponent has super armor, meaning Ganondorf can be hit during the descent (for example, on [[Norfair]]'s lava) while the opponent continues plummeting.  
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When the move is used in mid-air, both Ganondorf and the grabbed foe will plummet directly towards to the ground, which can cause a [[Suicide KO]] known as "Ganoncide". If Ganondorf performs this move in the air while going through a soft platform (half body above platform and half below), then he will grab the opponent and plummet below the platform (however, he has no knockback resistance in the air). Unlike the grounded version, the opponent is immediately floored instead of bouncing and the move has some ending lag, making it difficult to follow up, though the aerial version deals more damage.
When the move is used in mid-air, both Ganondorf and the grabbed foe will plummet directly towards to the ground, which can cause a [[Suicide KO]] known as "Ganoncide". If Ganondorf performs this move in the air while going through a soft platform (half body above platform and half below), then he will grab the opponent and plummet below the platform (however, he has no knockback resistance in the air). Unlike the grounded version, the opponent is immediately floored instead of bouncing and the move has some ending lag, making it difficult to follow up, though the aerial version deals more damage.


Also, when Ganondorf does the move in the air, he can slightly alter its path, slamming the foe more to the left, or more to the right. This makes it difficult to chase him off the edge, because as a last resort, he takes the opponent down with him. However, in a last-stock situation, Ganoncide causes either a [[Sudden Death]] or a loss.
Also, when Ganondorf does the move in the air, he can slightly alter its path, slamming the foe more to the left, or more to the right. This makes it difficult to chase him off the edge, because as a last resort, he takes the opponent down with him. However, in ''Brawl'' Ganoncide causes a [[Sudden Death]] or a loss, which can be negated if Ganondorf is a stock/point up.


Using this move on the ground with the opponent near the edge of the stage can meteor smash the opponent straight down off of the edge. However, this is not very useful, as it has set knockback and is too weak to prevent most characters from recovering with their [[up special move]], and they will also grab the ledge if possible.
Using this move on the ground with the opponent near the edge of the stage can meteor smash the opponent straight down off of the edge. However, this is not very useful, as it has set knockback and is too weak to prevent most characters from recovering with their [[up special move]], and they will also grab the ledge if possible.
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The aerial version was changed into a [[stall-then-fall]], making it easier to steer backward, but covering less distance forward. This makes [[Suicide KO|Ganonciding]] easier off-stage, but harder on-stage and adds more difficulty to return to the stage.
The aerial version was changed into a [[stall-then-fall]], making it easier to steer backward, but covering less distance forward. This makes [[Suicide KO|Ganonciding]] easier off-stage, but harder on-stage and adds more difficulty to return to the stage.


Ganoncide also now KOs the opponent first, making Ganondorf always win when Ganonciding in a last-stock situation. Note that Ganonciding an opponent does not count as KOing them; credit for the KO goes to the last person to hit the victim.
Ganoncide also now KOs the opponent first, making Ganondorf always win when Ganonciding while he and his opponents are on their last stocks. Note that Ganonciding an opponent does not count as KOing them; credit for the KO goes to the last person to hit the victim.


Enemies in [[Smash Run]] are not blasted downwards by the move, but instead away at a typical horizontal angle.
Enemies in [[Smash Run]] are not blasted downwards by the move, but instead away at a typical horizontal angle.
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The grounded version of the move's ending lag was reduced by 3 frames. This makes Flame Choke's combos more consistent while also allowing more possible follow-ups against missed [[tech]]s, with down tilt or dash attack being a true combo against all characters. It also no longer dashes over an edge.
The grounded version of the move's ending lag was reduced by 3 frames. This makes Flame Choke's combos more consistent while also allowing more possible follow-ups against missed [[tech]]s, with down tilt or dash attack being a true combo against all characters. It also no longer dashes over an edge.


However, [[Suicide KO|Ganoncide]]'s viability was significantly reduced. The aerial version of the move can now be escaped by [[button mashing]], with opponents who have lower damage than Ganondorf being able to break out more quickly. In addition, Ganondorf is now KO'd first instead of his opponent, resulting in him losing in a last-stock situation, although now granting him credit for the KO for the resulting grab-release. This removes its ability to deter edgeguards and worsens his already poor recovery, as it allows opponents to edgeguard Ganondorf by intentionally jumping into the grab, either causing him to lose outright, or mashing out of it just before reaching the bottom blast line leaving him in a position where he cannot recover.
However, [[Suicide KO|Ganoncide]]'s viability was significantly reduced. The aerial version of the move can now be escaped by [[button mashing]], with opponents who have lower damage than Ganondorf being able to break out more quickly. In addition, Ganondorf is now KO'd first instead of his opponent, resulting him losing if he and his opponent are on their last stocks. This removes its ability to deter edgeguards and worsens his already poor recovery, as it allows opponents to edgeguard Ganondorf by intentionally jumping into the grab which causes him to lose outright, or mash out of it just before reaching the bottom blast line leaving him in a position where he cannot recover.


==Instructional quotes==
==Instructional quotes==
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==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|Ganon|Side|name1=Flame Choke|desc1=Rush forward to grab an enemy. Grabbed enemies will be thrown straight down.|name2=Flame Wave|desc2=Dash forward to grab enemies and blast them into the air into other enemies.|name3=Flame Chain|desc3=Dash forward and strike enemies repeatedly rather than grab them.}}
{{CustomSet|Ganon|Side|name1=Flame Choke|desc1=Rush forward to grab an enemy. Grabbed enemies will be thrown straight down.|name2=Flame Wave|desc2=Dash forward to grab an enemy and blast them into the air into other enemies.|name3=Flame Chain|desc3=Dash forward and strike enemies repeatedly rather than grab them.}}
# '''Flame Choke''': Default.
# '''Flame Choke''': Default.
# '''Flame Wave''': Deals more damage and grabbed enemies will be launched into the air with high knockback with KO potential around 115% on the ground and 100% in the air, sacrificing guaranteed combos. Aerial version will still cause Ganondorf and his opponent to plummet downward and thus can still be used for [[Ganoncide]]. However, it moves slower, and has significantly shorter range and more start-up and ending lag, making it riskier in neutral than Flame Choke/Chain and more of a strict KOing tool. Knockback is similar to [[Gerudo Dragon]].
# '''Flame Wave''': Deals more damage and grabbed enemies will be launched into the air with high knockback with KO potential around 115% on the ground and 100% in the air, sacrificing guaranteed combos. Aerial version will still cause Ganondorf and his opponent to plummet downward and thus can still be used for [[Ganoncide]]. However, it moves slower, and has significantly shorter range and more start-up and ending lag, making it riskier in neutral than Flame Choke/Chain and more of a strict KOing tool. Knockback is similar to [[Gerudo Dragon]].
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==Origin==
==Origin==
Ganondorf performs a similar rushing move in ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' that kills one of the sages who impaled him, though lacking the dark flames. Ganondorf holding the opponent in the air is reminiscent of him holding {{s|zeldawiki|Tetra}} up by her throat in ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}''. When using the Flame Choke in midair, the consequential slam is very reminiscent of his ground-pound move from ''[[The Legend of Zelda: Ocarina of Time]]'', making the reference twofold.
Ganondorf performs a similar rushing move in ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' that kills one of the sages who impaled him, though lacking the dark flames. In the [[Nintendo GameCube|GameCube]] version of ''Twilight Princess'', Ganondorf uses his right hand, which is inscribed with the [[zeldawiki:Triforce|Triforce of Power]], whereas in the mirrored [[Wii]] version, he uses his left hand, the latter of which is reflected in ''Brawl''. Ganondorf holding the opponent in the air is reminiscent of him holding {{s|zeldawiki|Tetra}} up by her throat in ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}''. When using the Flame Choke mid-air, the consequential slam is very reminiscent of his ground-pound move from ''[[The Legend of Zelda: Ocarina of Time]]'', making the reference twofold.


<gallery>
<gallery>
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Ganondorf SSBU Skill Preview Side Special.png|Flame Choke as shown by the [[Move List]] in ''Ultimate''.
Ganondorf SSBU Skill Preview Side Special.png|Flame Choke as shown by the [[Move List]] in ''Ultimate''.
</gallery>
</gallery>
==Names in other languages==
{{langtable
|ja={{ja|炎獄握|Engoku'aku}}
|en=Flame Choke
|fr=Étranglement
|es=Estrangulamiento
|de=Lodergriff
|it=Morsa di fuoco
|nl=Verstikkend Vuur
|ru={{rollover|Пламенное удушение|Plamennoye udusheniye|?}}
|ko={{rollover|염옥악|Yeomogak|?}}
|zh_cn={{rollover|炎狱握|Yán Yù Wò|?}}
|zh_tw={{rollover|炎獄握|Yán Yù Wò|?}}
}}


==Trivia==
==Trivia==
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*In ''Ultimate'', if a [[Smart Bomb]]'s explosion hits Ganondorf while he is Flame Choking someone, the animation of the Flame Choke will slow down until the bomb's explosion ends, meaning that the player being choked will be held for longer.
*In ''Ultimate'', if a [[Smart Bomb]]'s explosion hits Ganondorf while he is Flame Choking someone, the animation of the Flame Choke will slow down until the bomb's explosion ends, meaning that the player being choked will be held for longer.
**Surprisingly, the bomb's explosion does not damage the player being choked, only Ganondorf.
**Surprisingly, the bomb's explosion does not damage the player being choked, only Ganondorf.
*Disregarding Final Smashes, Flame Choke is Ganondorf's only special move to be directly based on an attack he has performed in his home series. The [[Warlock Punch]] was invented for ''Smash'' (but would later be referenced in the spin-off ''{{s|zeldawiki|Hyrule Warriors}}''), while the [[Dark Dive]] and [[Wizard's Foot]] have no canonical basis.
*Disregarding Final Smashes, Flame Choke is Ganondorf's only special move (and one of the few moves overall) to be directly based on an attack he has performed in his home series. The [[Warlock Punch]] was invented for ''Smash'' (but would later be referenced in the spin-off ''{{s|zeldawiki|Hyrule Warriors}}''), while the [[Dark Dive]] and [[Wizard's Foot]] have no canonical basis.


{{Special Moves|char=Ganondorf}}
{{Special Moves|char=Ganondorf}}
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[[Category:Ganondorf (SSB4)]]
[[Category:Ganondorf (SSB4)]]
[[Category:Ganondorf (SSBU)]]
[[Category:Ganondorf (SSBU)]]
[[es:Estrangulamiento]]

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