Ganondorf (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Ganondorf has been considerably buffed in the transition from ''Brawl'' to ''SSB4'', albeit not enough to raise his standing among the cast. Aside from a few minor animation changes and different [[custom moves]], Ganondorf is still a [[semi-clone]] of {{SSB4|Captain Falcon}}, having even been slightly re-cloned with his down aerial and neutral aerial's first hit functioning almost exactly like Falcon's, albeit the latter having no set knockback and an added hitbox on the foot with increased knockback. Outside of this, some of his moves are faster (notably neutral attack, dash attack, and neutral aerial), have even more power (most notably down smash, back aerial, and Wizard's Foot), or deal more damage (notably up smash, forward aerial, and Flame Choke)  His dash attack's sourspot has vastly improved combo potential, while the sourspots on some of his attack are less of a hindrance now due to either having consistent knockback on all their hitboxes and/or deal more damage. Unlike many other characters who got increases in landing lag, Ganondorf's aerials have less landing lag, most prominently forward and down aerials, while the others are still noticeable as well. His slowest but most rewarding moves, such as his up tilt and [[Warlock Punch]], are much easier to land and are even more powerful. His grab game has been slightly improved, though it remains very poor. One of the most notable changes is that the use of [[Flame Choke]] for [[Ganoncide|Ganonciding]] now consistently KOs the opponent before Ganondorf, allowing it to be used as a guaranteed win if both players in a one-on-one match are on their last stock.
Given that he was regarded as quite possibly the worst character in ''Brawl'', Ganondorf has been buffed in the transition from ''Brawl'' to ''SSB4'', albeit not enough to raise his standing among the cast. Aside from a few minor animation changes and different [[custom moves]], Ganondorf is still a [[semi-clone]] of {{SSB4|Captain Falcon}}, having even been slightly re-cloned with his down aerial and neutral aerial's first hit functioning almost exactly like Falcon's, albeit the latter having no set knockback and an added hitbox on the foot with increased knockback. Outside of this, some of his moves are faster (notably neutral attack, dash attack, and neutral aerial), have even more power (most notably down smash, back aerial, and Wizard's Foot), or deal more damage (notably up smash, forward aerial, and Flame Choke)  His dash attack's sourspot has vastly improved combo potential, while the sourspots on some of his attack are less of a hindrance now due to either having consistent knockback on all their hitboxes and/or deal more damage. Ganondorf's overall damage output is higher which is especially beneficial as most other returning veterans had their damage output reduced. Unlike many other characters who got increases in landing lag, Ganondorf's aerials have less landing lag, most prominently forward and down aerials, while the others are still noticeable as well. His slowest but most rewarding moves, such as his up tilt and [[Warlock Punch]], are much easier to land and are even more powerful. His grab game has been slightly improved, though it remains very poor. One of the most notable changes is that the use of [[Flame Choke]] for [[Ganoncide|Ganonciding]] now consistently KOs the opponent before Ganondorf, allowing it to be used as a guaranteed win if both players in a one-on-one match are on their last stock.


Ganondorf also significantly benefits from the general changes of ''SSB4''. The removal of [[chain grab]]bing, which heavily plagued Ganondorf in previous games, improves his survival, while the changes to [[hitstun canceling]], now only being possible after frame 40, allows a reasonable period for Ganondorf's attacks to connect better (notably from down throw) and makes opponents less capable of attacking him right out of [[Dark Dive]] (though it is still very capable of being attacked out). The removal of damage reduction on [[shield]]s and increased [[shieldstun]] allows many of Ganondorf's attacks to break them more easily, the introduction of edge-stealing which allows Ganondorf to edge-hog more effectively while limiting his opponents' ability to do the same (which is only helped by his ledge grab animation being the lowest and safest in the game). Additionally, the new [[rage]] mechanic greatly strengthens his already high overall knockback, which he can benefit from even further due to his heavier weight.
Ganondorf also benefits from the general changes of ''SSB4''. The removal of [[chain grab]]bing, which heavily plagued Ganondorf in previous games, improves his survival, while the changes to [[hitstun canceling]], now only being possible after 40 frames, slightly improves Ganondorf's combo potential (notably from down throw) and makes opponents less capable of attacking him right out of [[Dark Dive]] (though it is still very capable of being attacked out). The removal of damage reduction on [[shield]]s and increased [[shieldstun]] allows many of Ganondorf's attacks to break them more easily, the introduction of edge-stealing which allows Ganondorf to edge-hog more effectively while limiting his opponents' ability to do the same (which is only helped by his ledge grab animation being the lowest and safest in the game). Additionally, the new [[rage]] mechanic greatly strengthens his already high overall knockback, which he can benefit from even further due to his heavier weight.


However, Ganondorf also received noteworthy nerfs. His forward smash no longer has extra reach when pivoted, and while [[Warlock Punch]] was improved overall, it is much weaker unless reversed or performed in midair. Despite being infamous for his poor recovery, Ganondorf is even easier to edgeguard due to the removal of [[armor|grab armor]] and his low [[air speed]] being nearly reduced to what it was in ''Melee''. His down aerial is also significantly weaker, lasts shorter, and no longer [[autocancel]]s with a [[short hop]], drastically weakening its utility despite having significantly less landing lag and greater reach. He can no longer perform the Flight of Ganon, noticeably hindering his aerial game. The biggest nerf Ganondorf received was to Flame Choke, his staple move in ''Brawl'': it not only lost its grab armor, but when grounded, it can now be [[tech]]ed before Ganondorf can act. This enforces unreliable hard reads, and if Ganondorf reads incorrectly, his slow attack speed will ensure he can get punished. In addition to his nerfs, some glaring flaws, outside of universal changes, from ''Brawl'' were not addressed, such as his low mobility and poor recovery, while the only issues that were addressed were his unusually low attack power in spite of his character archetype and, to a lesser extent, less landing lag for his aerials and slightly faster start-up in some areas.
However, Ganondorf also received noteworthy nerfs. His forward smash no longer has extra reach when pivoted, and while [[Warlock Punch]] was improved overall, it is laggier when reversed and much weaker unless reversed or performed in midair. Despite being infamous for his poor recovery, Ganondorf is even easier to edgeguard due to the removal of [[armor|grab armor]] and his low [[air speed]] being nearly reduced to what it was in ''Melee''. He can no longer perform the Flight of Ganon, noticeably hindering his aerial game. Ganondorf's best moves in ''Brawl'' have been siginficantly nerfed. His down aerial is also significantly weaker, lasts shorter, and no longer [[auto-cancel]]s in a [[short hop]], drastically weakening its utility despite having significantly less landing lag and greater reach. The biggest nerf Ganondorf received was to Flame Choke, his staple move in ''Brawl'': it not only lost its grab armor, but when grounded, it can now be [[tech]]ed before Ganondorf can act. This enforces unreliable hard reads, and if Ganondorf reads incorrectly, his slow attack speed will ensure he can get punished. In addition to his nerfs, his glaring flaws, outside of universal changes, from ''Brawl'' were not properly addressed, such as his extremely poor mobility and frame data and poor recovery, while the only issues that were addressed were his unusually low attack power in spite of his character archetype. Lastly, while the changes to hitstun canceling slightly improve his combo potential, it does not improve his combo potential anywhere near as much as some other returning veterans and it also makes him much more susceptible to combos himself and it removes [[momentum cancel]]ing which when combined with rage, hinders Ganondorf's endurance.


Overall, Ganondorf is considered a much better and more rewarding character overall compared to how he was in ''Brawl''. However, this has barely helped his standing on the tier list, due to the vast number of his fellow [[veteran]]s having been buffed as well, while he also remains arguably inferior to how he was in ''Melee'' in certain aspects. The changes to Ganondorf and his fellow veterans are also somewhat evident in his match-ups against them; while he generally fares poorly against them, his match-ups are not as abysmal as they were in ''Brawl''. Lastly, some of Ganondorf's custom moves address a few of his glaring flaws to the point that they noticeably improve him even further, although it is very debatable as to whether their benefits make him as viable as he was in ''Melee''.
Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in ''Brawl'' as his damage output and KO potential are greater overall. However, this has barely helped his standing on the tier list, due to his weaknesses not being properly addressed. His speed is still abysmal despite being improved and his recovery is still highly exploitable despite the changes to [[air dodge]]s and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed and the changes to the game's mechanics do not benefit him as much as some other characters. His overall matchup spread while not as poor as it was in ''Brawl'' is still very bad as he still loses a large majority of matchups. As a result, Ganondorf is still one of the worst characters in the game although it is generally agreed upon that he isn't the worst in the game.  


===Aesthetics===
===Aesthetics===
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*{{bugfix|[[Flight of Ganon]] has been removed.}}
*{{bugfix|[[Flight of Ganon]] has been removed.}}
**{{nerf|This noticeably hinders his already subpar air game.}}
**{{nerf|This noticeably hinders his already subpar air game.}}
*{{buff| The removal of [[chain grabbing]] significantly improves Ganondorf's endurance.}}
*{{buff|The removal of [[chain grabbing]] significantly improves Ganondorf's endurance.}}
*{{nerf|[[Roll]]s have more ending lag (frame 31 → 33).}}
*{{buff|[[Air dodge]] has less ending lag (frame 50 → 35).}}
*{{nerf|[[Spotdodge]] has more startup lag with a shorter duration (frames 2-20 → 4-19) and has more ending lag (frame 26 → 29).}}


===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]] deals 1% more damage (5%/7%/9% → 6%/8%/10%) and has decreased startup (8 frames → 7) and ending lag ([[IASA]] 34 → 29), improving its [[out of shield]] potential. Its sweetspot and sourspot were moved 1 unit forward and backward respectively (x position 18/12 → 19/11), decreasing the blind spots covering his body while slightly increasing its range.}}
*{{buff|[[Neutral attack]] deals 1% more damage (5%/7%/9% → 6%/8%/10%) and has decreased startup (frame 8 → 7) and ending lag (frame 35 → 29), improving its [[out of shield]] potential. Its sweetspot and sourspot were moved 1 unit forward and backward respectively (x position 18/12 → 19/11), decreasing the blind spots covering his body while slightly increasing its range.}}
*{{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 (scaling) → (38/30/40)/(90/90/105), 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.}}
*{{buff|Sourspotted dash attack has an altered angle (100° → 80°) and has decreased ending lag (frame 42 → 38), improving its combo 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 1.19x more damage (as opposed to 0.7x), 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. Downward angled forward smash also has increased knockback scaling on its clean hit (80 → 83).}}
*{{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. Upward angled forward smash also has decreased knockback scaling (85 → 83).}}
*{{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|[[Up smash]] deals 2% more damage (19%/22%/22% → 21%/24%/24%) and the sweetspot launches opponents at a higher angle (80° → 85°) and has slightly higher knockback scaling (70 → 71), making it the strongest up smash in ''Smash 4'' (although it is still weaker compared to {{SSBB|Ivysaur}}'s, {{SSBB|Lucas}}', and {{SSBB|Mr. Game & Watch}}'s up smashes in ''Brawl''). It also has marginally decreased ending lag (frame 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 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.}}
*{{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 scaling (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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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have decreased landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}}
*{{buff|All aerials have decreased landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}}
*{{buff|[[Neutral aerial]]'s first kick has significantly decreased knockback growth (100 → 30), has altered angles (55°/60°/65° → 55°/70°/100°) and transitions into its second hit faster (frame 20 → 17), making the hits link much more reliably similar to {{SSB4|Captain Falcon}}'s neutral aerial. It also gained a hitbox on his foot with significantly increased knockback (20 (base)/100 (growth) → 50/110), improving its spacing potential when hitting with his foot. The second kick also deals more damage (7% (clean)/5% (late) → 12%/9%), has increased knockback growth (100 → 106) and a larger hitbox (4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u), restoring its KO potential from ''Melee''. It also has decreased ending lag (IASA 45 → 42).}}
*{{buff|[[Neutral aerial]]'s first kick has significantly decreased knockback scaling (100 → 30), has altered angles (55°/60°/65° → 55°/70°/100°) and transitions into its second hit faster (frame 20 → 17), making the hits link much more reliably similar to {{SSB4|Captain Falcon}}'s neutral aerial. It also gained a hitbox on his foot with significantly increased knockback (20 (base)/100 (growth) → 50/110), improving its spacing potential when hitting with his foot. The second kick also deals more damage (7% (clean)/5% (late) → 12%/9%), has increased knockback scaling (100 → 106) and a larger hitbox (4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u), restoring its KO potential from ''Melee''. It also has decreased ending lag (frame 45 → 42) and [[auto-cancel]]s earlier (frame 41 → 38).}}
*{{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, with higher and consistent knockback (forward: 15% (sourspot)/17% (sweetspot) → 17%/18%, 30/48 (base)/80/83 (growth) → 20/93); (back: 16% → 16%/17%, 10/28 (base)/85 (growth) → 40/89), making the sourspots much less of a hindrance.}}
*{{buff|[[Forward aerial]] and [[back aerial]]s deal more damage, with higher and consistent knockback (forward: 15% (sourspot)/17% (sweetspot) → 17%/18%, 30/48 (base)/80/83 (scaling) → 20/93); (back: 16% → 16%/17%, 10/28 (base)/85 (scaling) → 40/89), 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 and granting the move spacing potential. The reduced [[tech]] window and the move's high hitlag also makes down aerial remain untechable by grounded opponents unlike all other meteor smashes.}}
*{{change|Sourspotted down aerial now launches at the [[Sakurai angle]], improving its onstage KO potentials and granting the move spacing potential but hindering its edeguarding potential. The reduced [[tech]] window and the move's high hitlag also makes down aerial remain untechable by grounded opponents unlike all other meteor smashes.}}
*{{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 at low percentages.}}
*{{nerf|Down aerial has a shorter duration (frames 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 auto-cancel in a short hop, hindering its combo potential and safety. The sourspot also further worsens the move's offstage edgeguarding ability at low percentages.}}
*{{change|Down aerial's hitboxes are positioned lower, making it easier to land the sweetspot below, but makes it incapable of punishing opponents recovering high.}}
*{{change|Down aerial's hitboxes are positioned lower, making it easier to land the sweetspot below, but makes it incapable of punishing opponents recovering high.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have more ending lag (frame 30 → 36 (standing), frame 40 → 42 (dash), frame 36 → 40 (pivot)).}}
*{{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%).}}
*{{buff|Up throw deals 3% more damage (7% → 10%).}}
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===Special moves===
===Special moves===
*{{nerf|Grounded [[Warlock Punch]] deals 2% less damage (32% → 30%) and has altered knockback (30 (base)/100 (growth) → 120/42), considerably hindering its KO potential.}}
*{{nerf|Grounded [[Warlock Punch]] deals 2% less damage (32% → 30%) and has altered knockback (30 (base), 100 (scaling) → 120/42), considerably hindering its KO potential. Reversed Warlock Punch also has more ending lag (frame 118 → 128).}}
*{{buff|Aerial Warlock Punch deals more damage (35% → 38%). Grounded and aerial reversed Warlock Punch also deal more damage (35% (grounded)/38% (aerial) → 37%/40%). Grounded Warlock Punch now also grants [[armor]] lasting from frames 11-66 and frames 11-58, respectively.}}
*{{buff|Aerial Warlock Punch deals more damage (35% → 38%). Grounded and aerial reversed Warlock Punch also deal more damage (35% (grounded)/38% (aerial) → 37%/40%). Grounded Warlock Punch now also grants [[armor]] lasting from frames 11-66 and frames 11-58, respectively.}}
*{{buff|[[Flame Choke]] deals more damage (9% (grounded)/12% (aerial) → 12/15%) has more range (5.2 (grounded)/5.5 (aerial) → 7.2/7.5). Grounded Flame Choke no longer has any blind spots and due to the changes in [[ledge]] mechanics, using grounded Flame Choke on an opponent using their normal get-up option will cause them to miss their ledge grab. Flame Choke now also meteor smashes opponents when Ganondorf lands on ledges with them. Lastly, [[Ganoncide]] always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}}
*{{buff|[[Flame Choke]] deals more damage (9% (grounded)/12% (aerial) → 12/15%) has more range (5.2 (grounded)/5.5 (aerial) → 7.2/7.5). Grounded Flame Choke no longer has any blind spots and due to the changes in [[ledge]] mechanics, using grounded Flame Choke on an opponent using their normal get-up option will cause them to miss their ledge grab. Flame Choke now also meteor smashes opponents when Ganondorf lands on ledges with them. Lastly, [[Ganoncide]] always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}}
*{{nerf|Flame Choke can now be [[tech]]ed, though the grounded version's low ending lag allows [[tech-chasing]]. The removal of grab armor makes it easier to intercept, as traded blows will interrupt the grab. This makes Ganonciding slightly more difficult to perform and thus less of a deterrent for opponents edgeguarding Ganondorf.}}
*{{nerf|Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential. The removal of grab armor makes it easier to intercept, as traded blows will interrupt the grab. This makes Ganonciding slightly more difficult to perform and thus less of a deterrent for opponents edgeguarding Ganondorf.}}
*{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}}
*{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}}
*{{buff|[[Dark Dive]] deals 2.8% more damage (11% → 13.8%) and knockback growth (82 → 90), improving its out of shield potential and allowing it to KO reliably, unlike in ''Brawl''. 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 2.8% more damage (11% → 13.8%) and knockback scaling (82 → 90), improving its out of shield potential and allowing it to KO reliably, unlike in ''Brawl''. The changes to hitstun canceling now results in opponents no longer being able to attack Ganondorf after he releases them from Dark Dive unless they stage tech, improving its defensive potential.}}
*{{change|Dark Dive has a new animation, in which he grabs his opponent with one hand instead of two.}}
*{{change|Dark Dive has a new animation, in which he grabs his opponent with one hand instead of two.}}
*{{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.}}
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