Ganondorf (SSB4): Difference between revisions

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*{{nerf|Neutral attack has reduced knockback (40/30/40 (base)/105 (growth) → 38/30/40 (base)/90/90/105 (growth)), making it slightly weaker despite its damage increase.}}
*{{nerf|Neutral attack has reduced knockback (40/30/40 (base)/105 (growth) → 38/30/40 (base)/90/90/105 (growth)), making it slightly weaker despite its damage increase.}}
*{{nerf|Sweetspotted [[dash attack]] deals 1% less damage (15% → 14%) and has decreased base knockback (60 → 50), now KOing around 140% instead of the 100%-125% range in ''Brawl''.}}
*{{nerf|Sweetspotted [[dash attack]] deals 1% less damage (15% → 14%) and has decreased base knockback (60 → 50), now KOing around 140% instead of the 100%-125% range in ''Brawl''.}}
*{{buff|Sourspotted dash attack has an altered angle (100° → 80°) and has decreased ending lag (IASA 41 → 38), improving its combo potential. It also received 2 frames of invincibility after start-up, improving its defensive potential.}}
*{{buff|Sourspotted dash attack has an altered angle (100° → 80°) and has decreased ending lag (IASA 41 → 38), improving its combo potential. It also received 2 frames of invincibility after startup, improving its defensive potential.}}
*{{buff|[[Down tilt]] deals 1% more damage (12% → 13%), improving its KO potetial.}}
*{{buff|[[Down tilt]] deals 1% more damage (12% → 13%), improving its KO potetial.}}
*{{buff|[[Up tilt]] deals 1% more damage (17%/19%/27%/27% → 18%/20%/28%/28%). Additionally, it deals more shield damage across all hitboxes (0 → 20), on top of shields taking 19% more damage, which allows its sweetspot to instantly shatter even full shields. Lastly, the changes in ledge mechanics also makes it much easier to trap opponents with, improving its edgeguarding potential.}}
*{{buff|[[Up tilt]] deals 1% more damage (17%/19%/27%/27% → 18%/20%/28%/28%). Additionally, it deals more shield damage across all hitboxes (0 → 20), on top of shields taking 19% more damage, which allows its sweetspot to instantly shatter even full shields. Lastly, the changes in ledge mechanics also makes it much easier to trap opponents with, improving its edgeguarding potential.}}
*{{buff|Sweetspotted [[forward smash]] has increased base knockback (30 → 35), slightly improving its KO potential.}}
*{{buff|Sweetspotted [[forward smash]] has increased base knockback (30 → 35), slightly improving its KO potential.}}
*{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, decreasing its range.}}
*{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, decreasing its range.}}
*{{buff|[[Up smash]] deals 2% more damage (19%/22%/22% → 21%/24%/24%) and has slightly higher knockback growth (70 → 71), making it the strogest up smash in ''Smash 4''. It also has marginally decreased ending lag (IASA 43 → 42).}}
*{{buff|[[Up smash]] deals 2% more damage (19%/22%/22% → 21%/24%/24%) and has slightly higher knockback growth (70 → 71), making it the strongest up smash in ''Smash 4''. It also has marginally decreased ending lag (IASA 43 → 42).}}
*{{buff|[[Down smash]] deals 1% more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2) and the second hit has increased knockback growth (75 → 94) and a larger hitbox (5.5u → 6.5u), improving its KO potential and making the move function similarly to how it did in ''Melee''. The second hit now pushes away shielding opponents rather than dragging them toward him, making the move safer.}}
*{{buff|[[Down smash]] deals 1% more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2) and the second hit has increased knockback growth (75 → 94) and larger hitboxes (5.5u → 6.5u), improving its KO potential and making the move function similarly to how it did in ''Melee''. The second hit now pushes away shielding opponents rather than dragging them toward him, making the move safer.}}
*{{nerf|Down smash's first hit received a hitbox on Ganondorf's thigh that launches opponents forward and away from the second hit, making it much harder for both hits to connect together and making Ganondorf more susceptible to being punished.}}
*{{nerf|Down smash's first hit received a hitbox on Ganondorf's thigh that launches opponents forward and away from the second hit, making it much harder for both hits to connect together and making Ganondorf more susceptible to being punished.}}
*{{change|Down smash's second hit now flips opponents.}}
*{{change|Down smash's second hit now flips opponents.}}
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*{{nerf|Neutral aerial's first hit deals less damage (11% (clean)/7% (late) → 7%/5.25%) and its significantly decreased knockback makes it less safe on hit and on landing, removing its KO potential and hindering its spacing potential unless hitting with his foot.}}
*{{nerf|Neutral aerial's first hit deals less damage (11% (clean)/7% (late) → 7%/5.25%) and its significantly decreased knockback makes it less safe on hit and on landing, removing its KO potential and hindering its spacing potential unless hitting with his foot.}}
*{{buff|[[Forward aerial]] and [[back aerial]]s deal more damage (15% (sourspot)/17% (sweetspot) → 17%/18%), (30/48 (base)/80/83 (growth) →  20/93) (forward); (16% → 17%), (10/28 (base)/85 (growth) → 40/89) (back), making the sourspots much less of a hindrance.}}
*{{buff|[[Forward aerial]] and [[back aerial]]s deal more damage (15% (sourspot)/17% (sweetspot) → 17%/18%), (30/48 (base)/80/83 (growth) →  20/93) (forward); (16% → 17%), (10/28 (base)/85 (growth) → 40/89) (back), making the sourspots much less of a hindrance.}}
*{{buff|Sourspotted down aerial now launches at the [[Sakurai angle]], improving its onstage edgeguarding and KO potentials. In addition, the move's hitboxes were moved lower, giving it more range below him.}}
*{{buff|Sourspotted down aerial now launches at the [[Sakurai angle]], improving its onstage edgeguarding and KO potentials and granting the move spacing potential.}}
*{{change|Down aerial's hitboxes are positioned lower.}}
*{{nerf|Down aerial has a shorter duration (16-20 → 16-18), has decreased base knockback (30 → 20), and deals 3% less damage on the sweetspot (22% → 19%). This makes it meteor smash grounded opponents later (0% → 10%) and KO grounded opponents later (100% → 120%), though it is still the most powerful meteor smash in the game. It can also no longer [[autocancel]] with a short hop, hindering its combo potential and making Ganondorf more susceptible to being punished at very low percentages. The sourspot also further worsens the move's offstage edgeguarding ability, and its altered hitbox placements make it incapable of punishing opponents recovering high.}}
*{{nerf|Down aerial has a shorter duration (16-20 → 16-18), has decreased base knockback (30 → 20), and deals 3% less damage on the sweetspot (22% → 19%). This makes it meteor smash grounded opponents later (0% → 10%) and KO grounded opponents later (100% → 120%), though it is still the most powerful meteor smash in the game. It can also no longer [[autocancel]] with a short hop, hindering its combo potential and making Ganondorf more susceptible to being punished at very low percentages. The sourspot also further worsens the move's offstage edgeguarding ability, and its altered hitbox placements make it incapable of punishing opponents recovering high.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Pummel deals 1% more damage (2% → 3%).}}
*{{buff|Pummel deals 1% more damage (2% → 3%).}}
*{{buff|Up throw deals 3% more damage (7% → 10%).}}
*{{change|Up throw deals 3% more damage (7% → 10%).}}
*{{buff|The changes to hitstun canceling improves down throw's combo potential.}}
*{{buff|The changes to hitstun canceling improves down throw's combo potential.}}
*{{change|Forward, up, and down throws have decreased hitlag.}}
*{{change|Forward, up, and down throws have decreased hitlag.}}
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*{{buff|[[Dark Dive]] deals more damage (11% → 13.8%) and knockback growth (82 → 90), improving its out of shield potential. The changes to hitstun canceling now results in opponents no longer being able to attack Ganondorf after he releases them from Dark Dive, improving its defensive potential.}}
*{{buff|[[Dark Dive]] deals more damage (11% → 13.8%) and knockback growth (82 → 90), improving its out of shield potential. The changes to hitstun canceling now results in opponents no longer being able to attack Ganondorf after he releases them from Dark Dive, improving its defensive potential.}}
*{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with the previous point about Flame Choke, this makes Ganondorf more susceptible to edgeguarding.}}
*{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with the previous point about Flame Choke, this makes Ganondorf more susceptible to edgeguarding.}}
*{{buff|Grounded [[Wizard's Foot]] deals 2% more damage (12%/10%/10% → 14%/12%/12%), improving its KO potential near the ledge and its safety potential at low percentages while also out-prioritizing most weak projectiles. Its hitboxes were also widened (z position -1/-3/4 → 0/-3/6), increasing its range. Aerial Wizard's Foot deals more [[shield damage]] (10 → 15). It can also be interrupted much sooner, giving Ganondorf much greater leniency to successfully recover after using it off-stage when edgeguarding and when using it as a recovery mix-up. This also allows it to be used over ground from not as high up without going into its laggy landing animation.}}
*{{buff|Grounded [[Wizard's Foot]] deals 2% more damage (12%/10%/10% → 14%/12%/12%), improving its KO potential and its safety at low percentages while also out-prioritizing most weak projectiles. Its hitboxes were also widened (z position -1/-3/4 → 0/-3/6), increasing its range. Aerial Wizard's Foot deals more [[shield damage]] (10 → 15). It can also be interrupted much sooner, giving Ganondorf much greater leniency to successfully recover after using it off-stage when edgeguarding and when using it as a recovery mix-up. This also allows it to be used over ground from not as high up without going into its laggy landing animation.}}
*{{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, and Ganondorf enters a three-point landing pose when the move ends.}}
*{{nerf|[[Beast Ganon]] deals 7% less damage (47% → 40%) and has decreased knockback, removing its [[one-hit KO]] ability.}}
*{{nerf|[[Beast Ganon]] deals 7% less damage (47% → 40%) and has decreased knockback, removing its [[one-hit KO]] ability.}}
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