Ganondorf (SSBU): Difference between revisions

→‎Changes from Super Smash Bros. 4: I found the damage percentages on some of Ganondorf's moves. Just look at the link below. https://m.youtube.com/watch?v=f__o547pksM
(→‎Changes from Super Smash Bros. 4: I found the damage percentages on some of Ganondorf's moves. Just look at the link below. https://m.youtube.com/watch?v=f__o547pksM)
Tag: Mobile edit
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===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]] deals slightly more damage and no longer has sourspots (6%/8%/10% → 11%).}}
*{{buff|[[Neutral attack]] deals slightly more damage and no longer has sourspots (6%/8%/10% → 13%).}}
*{{buff|[[Forward tilt]] (12%/13% → 13%/14%), [[down tilt]] (13% → 14%), and [[dash attack]] (10%/14% → 11%/15%) all deal slightly more damage.}}
*{{buff|[[Forward tilt]] (12%/13% → 13%/14%), [[down tilt]] (13% → 14%), and [[dash attack]] (10%/14% → 11%/15%) all deal slightly more damage.}}
*{{buff|[[Up tilt]] is significantly faster, with less startup (frame 81 → 60) and endlag (frame 115 → 96). The vacuum effect is also much stronger.}}
*{{buff|[[Up tilt]] is significantly faster, with less startup (frame 81 → 60) and endlag (frame 115 → 96). The vacuum effect is also much stronger.}}
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**{{change|Up tilt now produces a flame effect on Ganondorf's foot during startup, and Ganondorf no longer holds up his leg with his hand.}}
**{{change|Up tilt now produces a flame effect on Ganondorf's foot during startup, and Ganondorf no longer holds up his leg with his hand.}}
**{{change|Up tilt now triggers Special Zoom if it successfully hit the opponent.}}
**{{change|Up tilt now triggers Special Zoom if it successfully hit the opponent.}}
*{{buff|[[Dash attack]] deals higher damage (14%→18%).}}
*{{change|All of Ganondorf's new [[smash attack]]s utilize his sword from the Space World 2000 tech demo. They also all have the [[slash]] effect, with forward smash losing the [[darkness]] effect.}}
*{{change|All of Ganondorf's new [[smash attack]]s utilize his sword from the Space World 2000 tech demo. They also all have the [[slash]] effect, with forward smash losing the [[darkness]] effect.}}
*[[Forward smash]]:
*[[Forward smash]]:
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have much less landing lag (Neutral: frame 17 → 10, Forward: 21 → 13, Up/Back: 19 → 11, Down: 26 → 16). This also makes [[neutral aerial]] and [[down aerial]] less punishable on landing.}}
*{{buff|All aerials have much less landing lag (Neutral: frame 17 → 10, Forward: 21 → 13, Up/Back: 19 → 11, Down: 26 → 16). This also makes [[neutral aerial]] and [[down aerial]] less punishable on landing.}}
*{{buff|[[Forward aerial]] has increased range due to Ganondorf leaning farther forward as he punches similar to ''Melee''.}}
*{{buff|[[Forward aerial]] has increased range due to Ganondorf leaning farther forward as he punches, similar to its animation in ''Melee''.}}
**{{bugfix|Forward aerial's auto-cancel window has been restored.}}
**{{bugfix|Forward aerial's auto-cancel window has been restored.}}
*{{change|Ganondorf no longer crosses his legs during [[back aerial]].}}
*{{change|Ganondorf no longer crosses his legs during [[back aerial]].}}
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**{{change|Ganondorf kicks with his right leg instead of his left.}}
**{{change|Ganondorf kicks with his right leg instead of his left.}}
*{{buff|[[Down aerial]] no longer has [[transcendent priority]], allowing it to cancel out projectiles.}}
*{{buff|[[Down aerial]] no longer has [[transcendent priority]], allowing it to cancel out projectiles.}}
**{{change|Down aerial has Ganondorf lean back slightly as he stomps, similar to its ''Melee'' animation.}}
**{{change|Down aerial has Ganondorf lean back slightly as he stomps, similar to its animation in ''Melee''.}}
**{{nerf|Down aerial has a sourspot (it deals 19% damage.}}
**{{buff|The sweetspot of down aerial deals more damage (19%→22.8%).}}


===Throws/other attacks===
===Throws/other attacks===
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*{{nerf|Pivot grab has slightly more startup (frame 10 → 11).}}
*{{nerf|Pivot grab has slightly more startup (frame 10 → 11).}}
*{{buff|[[Pummel]] is significantly faster, making it overall better at damage racking despite doing less damage (3% → 1.6%).}}
*{{buff|[[Pummel]] is significantly faster, making it overall better at damage racking despite doing less damage (3% → 1.6%).}}
*{{buff|The first hit of [[up throw]] deals more damage (7% → 10%, total: 10% → 13%).}}
*{{buff|The first hit of [[up throw]] deals more damage (7%→12%, total: 10%→15%).}}
*{{buff|[[Down throw]] is no longer [[weight]] dependent, allowing more consistent followups on heavyweights.}}
*{{buff|[[Down throw]] is no longer [[weight]] dependent, allowing more consistent followups on heavyweights.}}
*{{buff|[[Forward throw]] deals more knockback, now KOing around 150% near the edge.}}
*{{buff|[[Forward throw]] deals higher damage (13%→15%) and more knockback, now KOing around 150% near the edge.}}
**{{change|Forward throw's animation is now an uppercut.}}
**{{change|Forward throw's animation is now an uppercut.}}
*{{buff|[[Back throw]] deals more knockback, now KOing around 145% near the edge.}}
*{{buff|[[Back throw]] deals more knockback, now KOing around 145% near the edge.}}
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===Special Moves===
===Special Moves===
*{{change|[[Warlock Punch]] now triggers Special Zoom upon hitting the opponent.}}
*{{change|[[Warlock Punch]] now triggers Special Zoom upon hitting the opponent.}}
*{{buff|Warlock Punch deals higher damage (30%→36%).}}
*[[Flame Choke]]:
*[[Flame Choke]]:
**{{buff|Grounded Flame Choke has less endlag (FAF 62 → 58), significantly improving its combo potential and allowing for more possible follow-ups on missed [[tech]]s; in particular, a combo into down tilt or dash attack is now guaranteed against all characters.}}
**{{buff|Grounded Flame Choke has less endlag (FAF 62 → 58), significantly improving its combo potential and allowing for more possible follow-ups on missed [[tech]]s; in particular, a combo into down tilt or dash attack is now guaranteed against all characters.}}
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**{{nerf|The opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock.}}
**{{nerf|The opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock.}}
*[[Dark Dive]]:
*[[Dark Dive]]:
**{{buff|Dark Dive's multi-hits deals more damage (multi-hits: 1.2% → 1.9%, total: 13.8% → 16.6%).}}
**{{buff|Dark Dive's multi-hits deals more damage (multi-hits: 1.2% → 2.2%, total: 13.8% → 19.%).}}
**{{buff|Dark Dive's throw deals drastically more knockback and launches opponents at a [[semi-spike]], now reliably KOing at 89% near the edge, while also giving it gimping potential.}}
**{{buff|Dark Dive's throw deals drastically more knockback and launches opponents at a [[semi-spike]], now reliably KOing at 89% near the edge, while also giving it gimping potential.}}
**{{buff|Dark Dive's throw has less endlag (FAF 60 → 50).}}
**{{buff|Dark Dive's throw has less endlag (FAF 60 → 50).}}
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