Ganondorf (SSBB): Difference between revisions

m (it's=it is. Its is the possesive form)
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*[[Back aerial]] - Backhand. One of Ganondorf's fastest aerials, good knockback. One of his few moves that are fairly safe on shield even when it's not auto canceled, but unfortunately its high vertical hitbox reduces its usefulness as it can't hit grounded opponents with a buffered short hop back aerial. Can be ground canceled. Does 16%. Hitbox out on frame 10 until 12.
*[[Back aerial]] - Backhand. One of Ganondorf's fastest aerials, good knockback. One of his few moves that are fairly safe on shield even when it's not auto canceled, but unfortunately its high vertical hitbox reduces its usefulness as it can't hit grounded opponents with a buffered short hop back aerial. Can be ground canceled. Does 16%. Hitbox out on frame 10 until 12.
*[[Up aerial]] - Overhead Flip Kick. The hitbox travels in a large arc, hitting opponents above and behind as well. Fast and great for edge guarding. Difficult to hit smaller characters on the ground. Very strong at the start and semi-spike at the end. Hit in last few frames is great at gimping recoveries that either lacks horizontally, vertically, or both. Ganondorf's fastest attack and grants him a good aerial game because of its range and speed. Inflicts 13%. Hits on frame 6-16.
*[[Up aerial]] - Overhead Flip Kick. The hitbox travels in a large arc, hitting opponents above and behind as well. Fast and great for edge guarding. Difficult to hit smaller characters on the ground. Very strong at the start and semi-spike at the end. Hit in last few frames is great at gimping recoveries that either lacks horizontally, vertically, or both. Ganondorf's fastest attack and grants him a good aerial game because of its range and speed. Inflicts 13%. Hits on frame 6-16.
*[[Down aerial]] - Thunder Stomp. Ganondorf kicks his legs downward, with an electric effect if the attack connects. Will always spike if it hits, even if not sweetspotted, which makes it one of the easier to spike with. Inflicts 23% damage. If connected with body instead of his leg, the attack will do 17%. This [[meteor smash]] has by far the highest knockback growth in the game but still average base knockback spike, making it along [[Ness (SSBB)|Ness]]'s down aerial (which instead has very high base knockback but fairly low knockback growth), often KOing even at 0% (although, with DI, and if their recovery is well-timed, some characters can survive this up to around 80%, however, it is very difficult to Meteor Cancel at such high percentages). This spike is so powerful that grounded opponents will be launched upward, getting [[Star KO]]ed at high enough damages (most characters lower than 100%). Can chain 2 autocanceled down aerials at 0%, or 1 down aerial to chain into an up Smash or short hop up aerial. Ganondorf can also chain three autocanceled down aerials at 0% on large, heavy characters like Bowser, dealing roughly 60%. Can be auto-canceled after [[short hop]]s making it a great approach move, and is also a solid edgeguarding move. Despite its below average start-up, (16 frames) it can be difficult for characters off-stage to avoid it due to its deceptive horizontal range. However, its KO power stales extremely quickly.
*[[Down aerial]] - Thunder Stomp. Ganondorf kicks his legs downward, with an electric effect if the attack connects. Will always spike if it hits, even if not sweetspotted, which makes it one of the easier to spike with. Inflicts 23% damage. If connected with body instead of his leg, the attack will do 17%. This [[meteor smash]] has by far the highest knockback growth in the game but still average base knockback spike, making it along [[Ness (SSBB)|Ness]]'s down aerial (which instead has very high base knockback but fairly low knockback growth), often KOing even at 0% (although, with DI, and if their recovery is well-timed, some characters can survive this up to around 80%, however, it is very difficult to Meteor Cancel at such high percentages). This spike is so powerful that grounded opponents will be launched upward, getting [[Star KO]]ed at high enough damages (most characters lower than 100%). Can chain 2 autocanceled down aerials at 0%, or 1 down aerial to chain into an up Smash or short hop up aerial. Ganondorf can also chain three autocanceled down aerials at 0% on large, heavy characters like Bowser, dealing roughly 60%. Can be auto-canceled after [[short hop]]s making it a great approach move, and is also a solid edgeguarding move. Despite its below average start-up (16 frames), it can be difficult for characters off-stage to avoid it due to its deceptive horizontal range. However, its KO power stales extremely quickly.


===[[Grab]]s & [[Throw]]s===
===[[Grab]]s & [[Throw]]s===
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