Ganondorf (SSB4): Difference between revisions

1,142 bytes added ,  2 years ago
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**{{buff|Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.}}  
**{{buff|Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.}}  
**{{buff|Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.}}  
**{{buff|Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.}}  
**{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher, and Ganondorf enters a three-point landing pose when the move ends.}}
**{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher (although the move still hits at the same altitude), and Ganondorf enters a three-point landing pose when the move ends.}}
**{{change|Ganondorf now lands on the ground after the aerial ending animation if he is on stage instead of staying in the air.}}  
**{{change|Due to the changes to the animation transition frame, Ganondorf now immediately lands on the ground after the aerial ending animation if he is on stage and he performs an action instead of staying in an aerial state for one frame before landing.}}  
***{{buff|This allows Ganondorf to instantly shield, attack or perform any other ground action.}}
***{{buff|This allows Ganondorf to instantly shield, attack or perform any other ground action without having to go through his hard landing lag animation.}}
***{{nerf|However, this also prevents Ganondorf from immediately being able to double jump and use his aerial options.}}
***{{nerf|However, this also prevents Ganondorf from immediately being able to double jump, use his aerial options or immediately land with Wizard's Foot.}}
***{{nerf|The changes to the animation transition frame along with the changes to the [[buffer]] system also removes [[Flight of Ganon]], hindering Ganondorf's already subpar air game.}}
**{{nerf|Ganondorf can no longer immediately land with Wizard's Foot after jumping, removing its use as an Out of Shield option.}}
**{{nerf|Ganondorf can no longer immediately land with Wizard's Foot after jumping, removing its use as an Out of Shield option.}}
**{{nerf|Ganondorf can no longer use Wizard's Foot at an edge to get the aerial ending animation on the ground which overall hinders the move as the aerial ending animation is shorter.}}
**{{nerf|Ganondorf can no longer use Wizard's Foot at an edge to get the aerial ending animation on the ground which overall hinders the move as the aerial ending animation is shorter.}}
**{{nerf|[[Flight of Ganon]] has been removed, hindering Ganondorf's already subpar air game.}}
**{{nerf|If Ganondorf drops through a platform and immediately uses Wizard's Foot, he will now instantly land for one frame and then fall through the platform. While this may seem useful, the move's hitbox does not come out when this is performed (as the hitbox comes out on frame 2 and Ganondorf is only in the animation for one frame), making it slightly harder for Ganondorf to use his aerial Wizard's Foot when dropping through a platform as well as making him more vulnerable when this is performed.}}
***{{nerf|This especially hurts the move on moving platforms as Ganondorf could previously instantly land on moving platforms to get quickly get out the landing hitbox which along with the removal of [[platform canceling]], hinders its utility on moving platforms.}}
*[[Beast Ganon]]:
*[[Beast Ganon]]:
**{{nerf|Beast Ganon deals less damage (47% → 40%), removing its [[one-hit KO]] ability.}}
**{{nerf|Beast Ganon deals less damage (47% → 40%), removing its [[one-hit KO]] ability.}}
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