Ganondorf (PM): Difference between revisions

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*{{buff|[[Dark Dive]] has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the ''Melee'' version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.}}
*{{buff|[[Dark Dive]] has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the ''Melee'' version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.}}
*{{buff|[[Wizard's Foot]] has its sourspots removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its ''Melee'' version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and [[spike]]s opponents as it did in ''Melee'', significantly improving Ganondorf's recovery and equipping him with a deadly [[edge guard]].}}
*{{buff|[[Wizard's Foot]] has its sourspots removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its ''Melee'' version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and [[spike]]s opponents as it did in ''Melee'', significantly improving Ganondorf's recovery and equipping him with a deadly [[edge guard]].}}
*{{buff|[[Warlock Punch]] can now be turned around a maximum of four times.}}
*{{nerf|New up tilt is significantly weaker in terms of knockback, while producing a much smaller hitbox, and can no longer drag opponents towards Ganondorf.}}
*{{nerf|New up tilt is significantly weaker in terms of knockback, while producing a much smaller hitbox, and can no longer drag opponents towards Ganondorf.}}
*{{nerf|Dash attack's knockback values were not adjusted for the much faster falling speeds, making it a bit less effective and reliable at KOing (with it now KOing around the 115-145% range, about 25% later than in ''Brawl'').}}
*{{nerf|Dash attack's knockback values were not adjusted for the much faster falling speeds, making it a bit less effective and reliable at KOing (with it now KOing around the 115-145% range, about 25% later than in ''Brawl'').}}
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*{{nerf|Ganondorf can no longer perform the [[Flight of Ganon]].}}
*{{nerf|Ganondorf can no longer perform the [[Flight of Ganon]].}}
*{{nerf|Later hitboxes of aerial Wizard's Foot spike instead of hitting opponents upward, making it significantly less useful on grounded opponents and as an anti-juggle move, as well as making it no longer a reliable KO move on onstage opponents.}}
*{{nerf|Later hitboxes of aerial Wizard's Foot spike instead of hitting opponents upward, making it significantly less useful on grounded opponents and as an anti-juggle move, as well as making it no longer a reliable KO move on onstage opponents.}}
*{{change|[[Warlock Punch]] can now be turned around a maximum of four times, though this has no real practical use.}}
*{{change|Forward tilt has a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker.}}
*{{change|Forward tilt has a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker.}}
*{{change|Some attack aesthetics were altered. Sweetspot of forward aerial produces a [[darkness]] effect while back aerial produces an [[electric]] effect. Dark Dive now makes Ganondorf briefly flash purple during the uppercut portion. Both back aerial and neutral attack now also use a different "punch" SFX similar to that of his side taunt.}}
*{{change|Some attack aesthetics were altered. Sweetspot of forward aerial produces a [[darkness]] effect while back aerial produces an [[electric]] effect. Dark Dive now makes Ganondorf briefly flash purple during the uppercut portion. Both back aerial and neutral attack now also use a different "punch" SFX similar to that of his side taunt.}}