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Caleb13frede (talk | contribs) |
(→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% → | *{{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'' | **{{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% | *{{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% → | **{{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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