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Ganondorf (SSBU)/Dash attack: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Ganondorf performs a shoulder bash.
Ganondorf performs a shoulder bash. It is one of its most potent burst options, making it very useful in neutral or to catch landings. The strong hit is a combo starter at low percent, letting Ganon follow up with a [[Ganondorf_(SSBU)/Neutral_aerial|Neutral Aerial]] or a [[Ganondorf_(SSBU)/Up_aerial|Up Aerial]], and becomes a kill move later on. The weak hit is much safer and way less powerful, allowing it to consistently lead into [[Ganondorf_(SSBU)/Neutral_aerial|Neutral Aerial]] and [[Ganondorf_(SSBU)/Up_aerial|Up Aerial]], or even in certain cases [[Ganondorf_(SSBU)/Forward_aerial|Forward Aerial]] and [[Ganondorf_(SSBU)/Back_aerial|Back Aerial]], making it one of the only way for Ganondorf to [[Kill_confirm|Kill confirm]]. Dash Attack also has the ability to [[Cross-up]], making it relatively safe if spaced correctly.
Overall a staple of Ganondorf's toolkit and one of the best in the game.
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}

Revision as of 21:19, December 27, 2023

Hitbox visualization showing Ganondorf's dash attack.
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Overview

Ganondorf performs a shoulder bash. It is one of its most potent burst options, making it very useful in neutral or to catch landings. The strong hit is a combo starter at low percent, letting Ganon follow up with a Neutral Aerial or a Up Aerial, and becomes a kill move later on. The weak hit is much safer and way less powerful, allowing it to consistently lead into Neutral Aerial and Up Aerial, or even in certain cases Forward Aerial and Back Aerial, making it one of the only way for Ganondorf to Kill confirm. Dash Attack also has the ability to Cross-up, making it relatively safe if spaced correctly. Overall a staple of Ganondorf's toolkit and one of the best in the game.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 15.0% 1.0 AngleIcon70.png Forward 50 85 0 HitboxTableIcon(False).png 7.0 top 0.0 9.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Heavy SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 11.0% 1.0 AngleIcon80.png Forward 45 60 0 HitboxTableIcon(False).png 4.0 top 0.0 9.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Heavy SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 1.3×

Timing

Clean hit 10-12
Late hit 13-19
Interruptible 38
Animation length 60
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(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible