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Ganondorf (SSB4)/Forward aerial: Difference between revisions

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==Overview==
==Overview==
Ganondorf preforms an overhead, downward arcing punch, often called the '''Skull Crusher'''. It is Ganondorf's second slowest aerial attack (behind down aerial), coming out on frame 14, but is very powerful, with the sweetspot being able to KO {{SSB4|Mario}} at 104% at the center of {{SSB4|Final Destination}}. And an extremely large hitbox, even reaching behind Ganondorf at the beginning. However, it has very high ending lag, fairly high landing lag, has a sourspot on his arm that deals 1% less damage, and due to a programming error, can not [[autocancel]] even if used in a full hop.
Ganondorf performs an overhead, downward arcing punch, often called the '''Skull Crusher'''. It is Ganondorf's second slowest aerial attack (behind down aerial), coming out on frame 14, but is very powerful, with the sweetspot being able to KO {{SSB4|Mario}} at 104% at the center of {{SSB4|Final Destination}}. And an extremely large hitbox, even reaching behind Ganondorf at the beginning. However, it has very high ending lag, fairly high landing lag, has a sourspot on his arm that deals 1% less damage, and due to a programming error, can not [[autocancel]] even if used in a full hop.


==Update History==
==Update History==

Revision as of 18:44, February 28, 2017

Overview

Ganondorf performs an overhead, downward arcing punch, often called the Skull Crusher. It is Ganondorf's second slowest aerial attack (behind down aerial), coming out on frame 14, but is very powerful, with the sweetspot being able to KO Mario at 104% at the center of Final Destination. And an extremely large hitbox, even reaching behind Ganondorf at the beginning. However, it has very high ending lag, fairly high landing lag, has a sourspot on his arm that deals 1% less damage, and due to a programming error, can not autocancel even if used in a full hop.

Update History

Super Smash Bros. 4 1.0.4

  • Buff Forward aerial has received a slight decrease in landing lag.

Super Smash Bros. 4 1.1.0

  • Buff Forward aerial deals 1% more damage: 16%/17% → 17%/18%.

Super Smash Bros. 4 1.1.3

  • Buff Forward aerial has one frame less of landing lag: 23 frames → 22.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 17% 0 Sakurai angle 20 93 0 4.0 21 -1.1 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
1 0 18% 0 Sakurai angle 20 93 0 5.5 22 2.0 0.0 0.0 1.0x 1.1x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png

Timing

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Attack

Hitboxes 14-19
IASA 45
Animation length ?
Autocancel 1-6, 55>
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png

Landing lag

Animation length 22
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox