Ganondorf (SSBM): Difference between revisions

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===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]] is a single attack instead of a combo, possessing higher base knockback than the [[Gentleman]] (20 → 30), while still being a useful combo starter. It also deals 7%/8% damage, being more damaging than the first two hits and the infinite of Captain Falcon's jab alone. Notably when sweetspotted, it is the strongest jab in the game.}}
*[[Neutral attack]]:
*{{nerf|Neutral attack deals 1% less damage than Captain Falcon's Gentleman and lacks an infinite, making it worse for damage-racking.}}
**{{buff|Neutral attack is a single palm strike that possess higher base knockback than the [[Gentleman]] (20 → 30), while still being a useful combo starter. It also deals 7%/8% damage, being more damaging than the first two hits and the infinite of Captain Falcon's jab alone. Notably when sweetspotted, it is the strongest jab in the game.}}
*{{change|Neutral attack is a palm strike instead of a punch and has an [[electric]] effect.}}
**{{nerf|Neutral attack deals 1% less damage than Captain Falcon's Gentleman and lacks an infinite, making it worse for damage-racking.}}
*{{buff|[[Forward tilt]] deals more damage (11% → 13%) and base knockback (10 → 20), being the third strongest forward tilt in the game.}}
**{{change|Neutral attack has an [[electric]] effect.}}
*{{nerf|Forward tilt is less damaging if the opponent is up close to Ganondorf, dealing 1% less on the knee and 2% on the body.}}
*[[Forward tilt]]:
*{{buff|[[Up tilt]] deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}}
**{{buff|Forward tilt deals more damage (11% → 13%) and base knockback (10 → 20), being the third strongest forward tilt in the game.}}
*{{nerf|Up tilt has drastically more startup (17 frames → 81) and ending lag (38 frames → 115), making it impossible to land in almost any circumstance outside of punishment, edgeguarding, or deceptive mindgames. It also lacks a hitbox as Ganondorf brings his foot down, giving the move less vertical range.}}
**{{nerf|Forward tilt is less damaging if the opponent is up close to Ganondorf, dealing 1% less on the knee and 2% on the body.}}
*{{change|Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.}}
*[[Up tilt]]:
*{{buff|[[Down tilt]] has significantly higher knockback (25 base/75 growth → 30 base/100 growth), being the fourth most powerful down tilt in ''Melee'', while still being a useful combo starter at lower percentages.}}
**{{buff|Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}}
*{{nerf|Down tilt has a shorter duration (10-15 → 10-12).}}
**{{nerf|Up tilt has drastically more startup (17 frames → 81) and ending lag (38 frames → 115), making it impossible to land in almost any circumstance outside of punishment, edgeguarding, or deceptive mindgames. It also lacks a hitbox as Ganondorf brings his foot down, giving the move less vertical range.}}
**{{change|Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.}}
*[[Down tilt]]:
**{{buff|Down tilt has significantly higher knockback (25 base/75 growth → 30 base/100 growth), being the fourth most powerful down tilt in ''Melee'', while still being a useful combo starter at lower percentages.}}
**{{nerf|Down tilt has a shorter duration (10-15 → 10-12).}}
*{{buff|[[Dash attack]] deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), improving its KO potential, while still being a useful combo starter.}}
*{{buff|[[Dash attack]] deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), improving its KO potential, while still being a useful combo starter.}}
*{{buff|[[Forward smash]] has much higher knockback (24 base/100 growth → 40 base/80, 83, and 85 growth), damage (up: 21% → 24%, forward: 20% → 22%, down: 19% 20%), and range.}}
*[[Forward smash]]:
*{{nerf|Forward smash has more startup lag (18 frames → 20).}}
**{{buff|Forward smash has much higher knockback (24 base/100 growth → 40 base/80, 83, and 85 growth), damage (20% (forward)/21% (up)/19% (down) → 22%/24%/20%), and range.}}
*{{change|Forward smash launches opponents at a higher angle (361° (all) → 80° (up)/70° (forward)/60° (down)).}}
**{{nerf|Forward smash has more startup lag (18 frames → 20).}}
*{{buff|[[Up smash]] deals more damage (hit 1: 8%/14% → 22%, hit 2: 13%/12% → 19%, total: 21%/26% → 41%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.}}
**{{change|Forward smash launches opponents at a higher angle (361° (all) → 80° (up)/70° (forward)/60° (down)).}}
*{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
*[[Up smash]]:
*{{buff|[[Down smash]]'s two hits can [[natural combo|naturally combo]] into each other, dealing more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%), and also deals more knockback (30 and 20 base/100 growth → 60 base/110 growth).}}
**{{buff|Up smash deals consistent and increased more damage (8%/14% (hit 1)/13%/12% (hit 2) 22%/19%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.}}
*{{nerf|Down smash's individual kicks deals less damage (hit 1: 18% → 8%, hit 2: 16% → 14%/12%), resulting it being weaker than Captain Falcon's if it only hits once. It also has slightly more ending lag (IASA 45 → 47).}}
**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
*[[Down smash]]:
**{{buff|Down smash can [[natural combo|naturally combo]] into each other, dealing more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%), and also deals more knockback (30 and 20 base/100 growth → 60 base/110 growth).}}
**{{nerf|Down smash's individual kicks deals less damage and the second kick has a sourspot (18% (hit 1)/16% (hit 2) → 8%/14%/12%), resulting it being weaker than Captain Falcon's if it only hits once. It also has slightly more ending lag (IASA 45 → 47).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}}
*{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}}
*{{buff|[[Neutral aerial]]'s individual kicks deals more damage (hit 1: 5%/6% → 12%, hit 2: 7% → 12%, total: 12%/13% → 22.92% due to [[stale]]ness). It also has increased base knockback on both hits (hit 1: 0 → 30, hit 2: 40 → 50), with the first hit having KO power on its own.}}
*[[Neutral aerial]]:
*{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}}
**{{buff|Neutral aerial's individual kicks deals more damage (5%/6% (hit 1)/7% (hit 2) → 12%). It also has increased base knockback on both hits (0 (hit 1)/40 (hit 2) 30/50), with the first hit having KO power on its own.}}
*{{buff|[[Forward aerial]] is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]], as well as being slightly disjointed. It also has less ending lag (36 frames → 35).}}
**{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}}
*{{change|Forward aerial deals different knockback than the Knee Smash (24 base/100 growth → 60 base/80 growth).}}
*[[Forward aerial]]:
*{{nerf|Forward aerial does not [[semi-spike]] (32° → 361°), and deals 1% less damage (18% → 17%).}}
**{{buff|Forward aerial is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]], as well as being slightly disjointed. It also has less ending lag (36 frames → 35).}}
*{{change|Forward aerial lacks the electric effect.}}
**{{change|Forward aerial deals different knockback than the Knee Smash (24 base/100 growth → 60/80).}}
**{{nerf|Forward aerial does not [[semi-spike]] (32° → 361°), and deals 1% less damage (18% → 17%).}}
**{{change|Forward aerial lacks the electric effect.}}
*{{buff|[[Back aerial]] deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10) and range, and lacks a weak late hitbox.}}
*{{buff|[[Back aerial]] deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10) and range, and lacks a weak late hitbox.}}
*{{buff|[[Up aerial]] has more range and base knockback (10/8/6 → 35/30/20, KO`ing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes have higher [[hitstun]], making it more effective at [[edgeguarding]] than Captain Falcon's.}}
*{{buff|[[Up aerial]] has more range and base knockback (10/8/6 → 35/30/20, KO`ing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes have higher [[hitstun]], making it more effective at [[edgeguarding]] than Captain Falcon's.}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*{{buff|[[Down aerial]] deals 6% more damage (16% → 22%) with higher base knockback (40 → 50), being the strongest [[meteor smash]] in ''Melee'', able to KO grounded opponents under 100% while being notoriously difficult to meteor cancel. It also has larger hitboxes.}}
*[[Down aerial]]:
*{{nerf|Down aerial's top hitbox lacks the ability to [[nipple spike]], meaning it is always meteor cancellable regardless of which hitbox is landed. It also has [[transcendent priority]], preventing it from cancelling out projectiles.}}
**{{buff|Down aerial deals 6% more damage (16% → 22%) with higher base knockback (40 → 50), being the strongest [[meteor smash]] in ''Melee'', able to KO grounded opponents under 100% while being notoriously difficult to meteor cancel. It also has larger hitboxes.}}
*{{change|Down aerial has an electric effect.}}
**{{nerf|Down aerial's top hitbox lacks the ability to [[nipple spike]], meaning it is always meteor cancellable regardless of which hitbox is landed. It also has [[transcendent priority]], preventing it from cancelling out projectiles.}}
**{{change|Down aerial has an electric effect.}}


===Throws/other attacks===
===Throws/other attacks===
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===Special moves===
===Special moves===
*{{buff|[[Warlock Punch]] deals much more damage (23%/25%/27% → 30%/32%/34%) and knockback than the [[Falcon Punch]], able to KO virtually any character under 30% damage on [[Tournament legal (SSBM)|tournament legal]] stages. It also has better range.}}
*[[Warlock Punch]]:
*{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) and knockback than the [[Falcon Punch]], able to KO virtually any character under 30% damage on [[Tournament legal (SSBM)|tournament legal]] stages. It also has better range.}}
*{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed and Warlock Punch's higher startup.}}
*{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed and Warlock Punch's higher startup.}}
*{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
*{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
*{{buff|[[Gerudo Dragon]] deals much more damage (7% → 17% (ground)/7% → 16% (air)) and knockback (ground: 78 base/80 growth → 60 base/69 growth, air: 60 base/70 growth → 50 base/65 growth) than [[Raptor Boost]].}}
*[[Gerudo Dragon]]:
*{{nerf|Gerudo Dragon covers less distance than Raptor Boost and the aerial version cannot meteor smash (270° → 70°).}}
**{{buff|[[Gerudo Dragon]] deals much more damage (7% → 17% (ground)/16% (aerial)) and knockback (78 base/80 growth (grounded) → 60/69, 60 base/70 growth (aerial) → 50/65) than [[Raptor Boost]].}}
*{{change|When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.}}
**{{nerf|Gerudo Dragon covers less distance than Raptor Boost and the aerial version cannot meteor smash (270° → 70°).}}
*{{buff|[[Dark Dive]] travels slightly more vertical distance than [[Falcon Dive]] due to Ganondorf's taller stature. Its grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf. The throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150% and dealing 2% more damage.}}
**{{change|When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.}}
*{{buff|Grounded [[Wizard's Foot]] has higher knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60 base/85 growth). It also has a longer duration (14-32 → 14-34) and lacks weak late hitboxes. Aerial Wizard's Foot is also a powerful [[spike]] instead of dealing horizontal knockback like Falcon Kick (361° → 290°), making it deadly offstage, and the landing hitbox deals more damage (9% → 12%). It is also safer to use to restore Ganondorf's midair jump thanks to his lower falling speed compared to Captain Falcon.}}
*[[Dark Dive]]:
*{{nerf|Both grounded and aerial Wizard's Foot have slightly more ending lag. Aerial Wizard's Foot also deals 1% less damage (15% → 14%).}}
**{{buff|[[Dark Dive]] travels slightly more vertical distance than [[Falcon Dive]] due to Ganondorf's taller stature. Its grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf. The throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150% and dealing 2% more damage.}}
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot has higher knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60/85). It also has a longer duration (14-32 → 14-34) and lacks weak late hitboxes. Aerial Wizard's Foot is also a powerful [[spike]] instead of dealing horizontal knockback like Falcon Kick (361° → 290°), making it deadly offstage, and the landing hitbox deals more damage (9% → 12%). It is also safer to use to restore Ganondorf's midair jump thanks to his lower falling speed compared to Captain Falcon.}}
**{{nerf|Both grounded and aerial Wizard's Foot have slightly more ending lag. Aerial Wizard's Foot also deals 1% less damage (15% → 14%).}}


==Moveset==
==Moveset==
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