Ganondorf (SSBU)/Neutral aerial: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:GanondorfNAirSSBU.gif|thumb| | [[File:GanondorfNAirSSBU.gif|thumb|350px|Hitbox visualization showing Ganondorf's neutral aerial.]] | ||
{{competitive expertise}} | |||
==Overview== | ==Overview== | ||
Ganondorf throws two back-to-back kicks, the first one sending the opponent into the other. With an enormous hitbox, a great safety on shield, low lag, incredible damage and surprising kill power, this move is the backbone of Ganondorf's gameplan in competitive play. It is usually used in [[neutral game]] to outspace the opponent, nullify projectiles, and combo into [[grab]] in advantage state to finish up Ganondorf's short combo and kill, and in disadvantage state to threaten a reversal and try to get back into a more comfortable position. | |||
It is also a powerful [[edgeguarding]] tool. Its very large and active hitboxes let him win or trade blows against most of its opponent's recovery options. | |||
However, the move suffers from consistency issues, the first hit often sending the opponent too far up to combo into the second hit, making it very tricky to edgeguard with. Though this first hit also has some very niche combo potential, notably with grab or [[jab]]. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 59: | Line 66: | ||
|slvl=M | |slvl=M | ||
|a=f | |a=f | ||
|setweight=t | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 286: | Line 294: | ||
|- | |- | ||
!Ending autocancel | !Ending autocancel | ||
| | |38- | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |41 | ||
|- | |- | ||
!Animation length | !Animation length | ||
Line 295: | Line 303: | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=15}} | ||
|- | |- | ||
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c= | {{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=34}}{{FrameStrip|t=Autocancel|c=18}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
===Landing lag=== | ===Landing lag=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Interruptible | |||
|11 | |||
|- | |||
!Animation length | !Animation length | ||
| | |22 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=10}} | {{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c=12}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 15:38, May 11, 2024
Overview[edit]
Ganondorf throws two back-to-back kicks, the first one sending the opponent into the other. With an enormous hitbox, a great safety on shield, low lag, incredible damage and surprising kill power, this move is the backbone of Ganondorf's gameplan in competitive play. It is usually used in neutral game to outspace the opponent, nullify projectiles, and combo into grab in advantage state to finish up Ganondorf's short combo and kill, and in disadvantage state to threaten a reversal and try to get back into a more comfortable position.
It is also a powerful edgeguarding tool. Its very large and active hitboxes let him win or trade blows against most of its opponent's recovery options.
However, the move suffers from consistency issues, the first hit often sending the opponent too far up to combo into the second hit, making it very tricky to edgeguard with. Though this first hit also has some very niche combo potential, notably with grab or jab.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-3 |
---|---|
Clean hit 1 | 7-8 |
Late hit 1 | 9-12 |
Clean hit 2 | 17-18 |
Late hit 2 | 19-26 |
Ending autocancel | 38- |
Interruptible | 41 |
Animation length | 55 |
Landing lag[edit]
Interruptible | 11 |
---|---|
Animation length | 22 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|