Ganondorf (SSBU): Difference between revisions

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While Ganondorf's tall size gives him better reach than most characters, some of his attacks have noticably large blind spots. In particular, neutral attack, forward tilt, neutral aerial, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, low duration, small hitboxes sizes, and/or high hitbox placements. Many small characters such as {{SSBU|Pichu}} can easily avoid these attacks, especially when crouching, while also being able to exploit these blind spots.
While Ganondorf's tall size gives him better reach than most characters, some of his attacks have noticably large blind spots. In particular, neutral attack, forward tilt, neutral aerial, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, low duration, small hitboxes sizes, and/or high hitbox placements. Many small characters such as {{SSBU|Pichu}} can easily avoid these attacks, especially when crouching, while also being able to exploit these blind spots.


Outside of down throw, Ganondorf's grab game is also lackluster. His grab reach is among the shortest despite his tall stature, and despite their high damage the rest of his throws have little follow-up while being unreliable KO options, with up throw being a prime example. The ability to tech Flame Choke also works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position.
Outside of down throw, Ganondorf's grab game is also lackluster. His grab reach is notoriously among the shortest despite his tall stature, and despite their high damage the rest of his throws have little follow-up while being unreliable KO options, with up throw being a prime example. The ability to tech Flame Choke also works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position.


The other major weakness is his poor [[recovery]], which is considered to be one of the worst in the game. Ganondorf's slow air speed and low jump heights, as well as Flame Choke and Dark Dive having low speed, distance, resilence and leaves him helpless, makes his off-stage movement linear and predictable while leaving him very vulnerable to edgeguards and gimps. His recovery specials also work against Ganondorf; aerial Flame Choke can be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be teched and punished due to its very high ending lag and also causes him to leap back a large distance and away from the stage. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering.
The other major weakness is his poor [[recovery]], which is considered to be one of the worst in the game. Ganondorf's slow air speed and low jump heights, as well as Flame Choke and Dark Dive having low speed, distance, resilence and leaves him helpless, makes his off-stage movement linear and predictable while leaving him very vulnerable to edgeguards and gimps. His recovery specials also work against Ganondorf; aerial Flame Choke can be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be teched and punished due to its very high ending lag and also causes him to leap back a large distance and away from the stage. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering.
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**{{buff|The throw has less ending lag (FAF 60 → 50).}}
**{{buff|The throw has less ending lag (FAF 60 → 50).}}
**{{nerf|Ganondorf leaps back much farther out of a throw. While this makes it very slightly harder to punish out of a stage tech, it significantly hinders Ganondorf's already poor recovery.}}
**{{nerf|Ganondorf leaps back much farther out of a throw. While this makes it very slightly harder to punish out of a stage tech, it significantly hinders Ganondorf's already poor recovery.}}
**{{nerf|Dark Dive's grabbox is now only active after Ganondorf has left the ground, giving it a blindspot that misses small opponents on the ground.}}
**{{nerf|Grounded Dark Dive's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.}}
**{{change|The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.}}
**{{change|The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.}}
*{{bugfix|Flame Choke and Dark Dive no longer experience [[RCO lag]].}}
*{{bugfix|Flame Choke and Dark Dive no longer experience [[RCO lag]].}}