Ganondorf (SSB4)/Up special/Default: Difference between revisions
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==Overview== | |||
Ganondorf performs [[Dark Dive]], in which he leaps upwards and performs an uppercut. This move covers minimal horizontal or vertical distance and causes [[helpless]]ness, making it a very poor recovery move. However, if Ganondorf hits an opponent while using Dark Dive, he will latch onto them and discharge electricity before launching them with an explosion and jumping off. If Ganondorf is able to grab an opponent with Dark Dive, he will not go into a helpless state, giving him more versatility offstage. As Dark Dive is a command grab, it cannot be shielding if used against a grounded opponent and is a decent [[out of shield]] move. Alternatively, if Ganondorf misses the grabbing portion of the move, opponents can still be hit with the uppercut at the peak of Ganondorf's jump, which can be used to catch aerial opponents off-guard. Overall, Dark Dive has weak knockback compared to the similar [[Falcon Dive]], making it a sub-par [[KO]]ing move. | |||
==Update history== | |||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | |||
*{{buff|Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.}} | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 21:18, February 28, 2017
Overview
Ganondorf performs Dark Dive, in which he leaps upwards and performs an uppercut. This move covers minimal horizontal or vertical distance and causes helplessness, making it a very poor recovery move. However, if Ganondorf hits an opponent while using Dark Dive, he will latch onto them and discharge electricity before launching them with an explosion and jumping off. If Ganondorf is able to grab an opponent with Dark Dive, he will not go into a helpless state, giving him more versatility offstage. As Dark Dive is a command grab, it cannot be shielding if used against a grounded opponent and is a decent out of shield move. Alternatively, if Ganondorf misses the grabbing portion of the move, opponents can still be hit with the uppercut at the peak of Ganondorf's jump, which can be used to catch aerial opponents off-guard. Overall, Dark Dive has weak knockback compared to the similar Falcon Dive, making it a sub-par KOing move.
Update history
- Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.
Hitboxes
Grab
Looping hitbox that hits 4 times.
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | SDIx | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 1.2% | 0 | 50 | 100 | 0 | 7.0 | 0 | 0.0 | 9.0 | 0.0 | 1.0x | 1.0x | 0% | Shock |
Release
Hitbox type | Damage | Angle | Base knockback | Knockback scaling | Fixed knockback value | Weight dependent |
---|---|---|---|---|---|---|
Throw | 9% | 361 | 40 | 82 | 0 | No |
Late hit
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