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==Ganondorf Wishlist==
==Ganondorf Wishlist==
 
[https://www.youtube.com/watch?v=szggXY8k99I Project Ganondorf]. Otherwise for his base Falcondorf moveset, effectively turn him into his ''Project M'' incarnation with a few changes:
===SSB4===
[https://www.youtube.com/watch?v=szggXY8k99I Project Ganondorf]. Otherwise for his base Falcondorf moveset:


====Attributes====
====Attributes====
*{{buff|Increase weight to be on par with King Dedede's.}}
*{{buff|Increase weight to be on par with ''SSB4'' King Dedede's.}}
*{{buff|Increase shield size, reducing shield stabbing vulnerability.}}
*{{buff|Increase shield size, reducing shield stabbing vulnerability.}}
*{{buff|Restore faster dashing speed and animation from ''Melee''.}}
*{{buff|Restore sidestep dodge speed and distance from ''Melee''.}}
*{{buff|Restore faster air speed from ''Brawl''.}}
*{{buff|Restore faster air speed from ''Brawl''.}}
*{{buff|Increase double jump height to be around Little Mac's or Bowser's level, increasing recovery and making it easier to hop back to the stage.}}
*{{buff|Increase jump and double jump height to be around ''SSB4'' Bowser's level, increasing aerial mobility, recovery, and making it easier to hop back to the stage. ''Project M'' double jump height is a barely noticeable increase.}}
*{{buff|Dead Man's Drift floating moved to jump, and Ganondorf can now use special moves during a float.}}
*{{buff|''SSB4'': Give Bowser's Tough Guy attribute to Ganondorf.}}
*{{buff|''Project M'' carries over ''SSB4'' buff for damage, range, and landing lag.}}


====Ground Attacks====
====Ground Attacks====
*{{buff|Increase jab's start-up to frame 5 and its ending lag to frame 20~25, and strengthen all hitboxes to be as strong as the sweetspot, so its on equal footing with all other heavyweight's jabs.}}
*{{buff|Add intangibility to the hand and forearm of jab, and foot and shin of all tilts, and up and down smash.}}
*{{buff|Restore dash attack's stronger damage and knockback from ''Brawl''.}}
*{{change|Add electric effect to forward and down tilts, dash attack, and up and down smashes.}}
*{{buff|Restore forward tilt's angling and faster start-up and ending lag from ''Melee''.}}
*{{buff|''SSB4'': Jab damage 6%/8%/10% → 10%/10%/10%.}}
*{{buff|Strengthen up tilt's sourspot to deal 23% damage, knockback to KO around 75% range, and shield damage to where it'll instantly shatter shields like the sweetspot.}}
*{{buff|''Project M'' up tilt: Replace the initial hitbox with Volcano Kick's vacuum so it doesn't get in the way of the main knockback hitbox.}}
*{{buff|Increase forward smash's lunging range to around ''Melee''/''Brawl'' pivot distance, and decrease its ending lag.}}
**{{nerf|Deals 30% → 22% total damage due to the removal of the initial hitbox.}}
**{{buff|Alternatively to forward smash, replace the elbow thrust with the dark explosion from ''Brawl Minus'', taking away its angling for better hitbox placement and reach.}}
*{{buff|''SSB4'' Volcano Kick up tilt: Hitbox active 81-83 → 80-87, giving it better ledge coverage, and endlag 115 → 101. Strengthen all sourspot hitboxes to match sweespot, so all hitboxes KO at 50% and instantly shatter shields; anyone who gets hit by this deserves to be sent into the shadow realm. Additionally have the vacuum pull into the explosion range rather than right next to Ganondorf, giving the move better spacing.}}
*{{buff|Reduce up smash's start-up slightly and ending lag, and remove its sourspot.}}
*{{buff|Dash attack invincibility frames increased 1-2 → 7-10 (covering the early dash attack frames like in ''Melee SD Remix''). Retains ''SSB4'' sourspot angle and lowered knockback, and endlag.}}
*{{buff|Remove down smash's forward knockback on the first kick, reduce the move's ending lag, and make the move link better overall.}}
*{{buff|Forward and up smash shield damage 0 → 12, allowing it to demolish shields better.}}
*{{buff|Reduce up smash's ending lag to match ''Melee''.}}
**{{nerf|''SSB4'': Retain up smash's single upward kick, but keep the frame and knockback data of ''Melee''/''Project M'' up smash first kick's the same.}}
*{{buff|''Balanced Brawl'' knockback on the first hit of down smash, making it always link reliably.}}
*{{change|''SSB4'': Lower angles on forward tilt and forward smash retained.}}


====Aerial Attacks====
====Aerial Attacks====
*{{change|Revert neutral aerial back to its ''Melee'' incarnation sans its damage and knockback, having an early auto-cancel window without the late weak hitboxes.}}
*{{buff|Neutral and back air hits lower, giving it a more favorable hitbox placement against smaller characters.}}
*{{buff|Give forward aerial an auto-cancel window, while restoring its range, reduced ending lag, and lack of sourspot from ''Melee''.}}
*{{buff|Neutral air uses ''SSB4'' [[1.1.1]] patch, and intangiblity added to the shin and foot hurtbox.}}
*{{buff|Restore back aerial's range, hitbox duration, and lack of sourspot from ''Melee''. Additionally make its hitbox placement much lower, so its more likely to hit smaller enemies on the ground.}}
*{{change|Add electric effect to neutral air.}}
*{{change|Give forward aerial darkness effect and back aerial electric effect, like in ''Project M''.}}
*{{buff|Revert up and back aerial's ending lag to ''Melee'' values.}}
*{{buff|Restore down aerial's auto-cancel window, slightly wider range, and base knockback from ''Melee'' or ''Brawl'' so it meteor smashes grounded enemies at 0% and is unpunishable for doing so. Additionally remove its transcendent priority so it can cancel projectiles, and the sourspot so it doesn't get in the way of meteor smashing low percent opponents.}}


====Grabs and throws====
====Throws/other attacks====
*{{buff|Increase grab range to be among the farthest. For a character as big as Bowser, why is Ganondorf's grab out-reached by Pikachu and Kirby?}}
*{{buff|Increase grab range to be among the farthest. For a character as big as Bowser, why is Ganondorf's grab out-reached by Pikachu and Kirby? Even in ''Melee''/''Project M'' it's still rather short for his size.}}
*{{buff|Decrease dash grab start-up by one frame, matching the other heavyweights.}}
*{{buff|Dash grab start-up 11-12 → 10-11, endlag 45 → 41.}}
*{{buff|Increase forward and back throw's knockback scaling to KO around 135% near ledge like Bowser's/Donkey Kong's. Also increase back throw's damage to 12%.}}
*{{buff|Pummel damage 3% → 4.5%.}}
*{{buff|Increase up throw's damage to 12% and knockback scaling to KO around 150%. Also reduce its base knockback and ending lag to allow easier follow-ups.}}
*{{change|All throws deal one hit of damage rather than two.}}
*{{buff|Alter down throw's trajectory to be more vertical and reduce its ending lag to allow easier follow-ups.}}
*{{buff|Forward and back throw knockback adjusted to KO around 130% near the ledge Bowser's/Donkey Kong's. Back throw damage 10% → 12%. Both additionally launches opponents at a semi-spike angle (43° → 22°).}}
*{{buff|''SSB4'' up throw: knockback adjusted to KO around 140% and damage 10% → 12%.}}
*{{buff|All grabs and throws have less ending lag.}}
*{{change|Grab now has Ganondorf holding his opponent by the face and pummel is now a dark pulse, identical in animation to Flame Choke. Back throw sends opponents into the shadow realm and ejects them from behind, and up throw's uppercut has a darkness effect from Gerudo Dragon.}}
*{{change|Give pummel and all throws darkness effect.}}
*{{change|Give pummel and all throws darkness effect.}}
*{{buff|''Project M'': Strengthen down taunt's sword swing to be as strong as a the weakest hitbox of the sword slam, and give it medium armor and have it begin when he moves to swing the sword.}}
**{{change|Down taunt attack produces darkness effects rather than flame to match the actual taunt.}}


====Special Moves====
====Special Moves====
*{{buff|Alter Warlock Punch's super armor to last throughout the entirely of the move, and when initiated in the air.}}
*{{buff|Custom move option always enabled, especially in For Glory.}}
*{{buff|Replace Warlock Thrust with Dead Man's Volley from ''Project M'' or Gandouken from ''Brawl Minus''.}}
*{{buff|Keep Warlock Punch and Warlock Blade. Standard Warlock Punch knockback values reverted. Additionally give them super armor throughout the entirely of their start-ups and when initiated in the air.}}
*{{buff|Give Grounded Flame Choke more range and speed like in ''Project M/Brawl Minus''. Also make it no longer go off the edge and apply that to its customs.}}
*{{buff|Dead Man's Volley is now custom 2. The move now flings a sphere based on the original move from ''Ocarina of Time'', dealing paralysis and knockback, and can be reflected by all parties with any hitbox that gets faster and stronger with each reflect.}}
*{{buff|Give Aerial Flame Choke a weak set knockback meteor smash and reduced ending lag for guaranteed follow-ups like in ''Project M'', and allow it to be canceled in mid-air like in ''Brawl Minus'' as an option to prevent Ganoncide. Have it no longer remove forward momentum on landing and remove its helplessness, and apply that to its customs.}}
*{{buff|Add intangibility to the hand and forearm on Flame Choke. Allow it to be canceled in mid-air like in ''Brawl Minus'' as an option to prevent Ganoncide. Additionally no longer causes helplessness and reduce its landing lag to 20 frames (customs affected).}}
*{{buff|Increase Flame Wave's range to be around Flame Choke's, while slightly reducing its start-up and ending lag.}}
**{{buff|Increase Flame Wave's range and decrease its start-up and ending lag to be around ''Brawl''/''SSB4'' Flame Choke's.}}
*{{buff|Reduce Flame Chain's ending lag and have it no longer pass through shielding opponents so all hits land on shielding enemies and is overall better for shield pressure. Additionally strengthen its knockback to KO around 135% near the ledge.}}
**{{buff|Have Flame Chain no longer pass through shielding opponents so all hits land on shielding enemies and is overall better for shield pressure. Additionally strengthen its knockback to KO around 130% near the ledge.}}
*{{buff|Greatly strengthen Dark Dive's throw damage to 17% and uppercut damage to 12%, while being able to kill around 125% from the center of Final Destination. Additionally give it slightly more horizontal distance and super armor on start-up, like Dark Fists. Also make it easier to turn around and increased reach on its furthest grabbox from ''Melee'', and apply that to its customs.}}
*{{buff|Dark Dive's throw now semi-spikes (Sakurai Angle → 22°, Dark Vault affected), and uppercut damage 7% → 12%, both being able to kill around 115% from the center and ground of Final Destination, respectively. Additionally reduce its ending lag 60 → 30 and landing lag 30 → 20, making it harder to punish, and give it slightly more horizontal distance and super armor on start-up, like Dark Fists.}}
*{{buff|Strengthen Dark Fists' damage to 20%.}}
**{{buff|Dark Fists' first hit 6% → 5%, second hit 11% → 15%, total damage 17% → 20% (knockback weakened to kill at the same percentage).}}
*{{buff|Greatly strengthen Dark Vault's throw damage to 12%, while being able to kill around 150%. Additionally give it more horizontal and vertical distance and super armor during the first vault.}}
**{{buff|Dark Vault damage 4% → 12%, lower its angle to semi-spike, while being able to kill around 150%. Additionally give it more horizontal and vertical distance and super armor during the first vault.}}
*{{buff|Strengthen all hitboxes of Wizard's Foot's damage to 15% and being able to kill around 120% from center.}}
*{{buff|Wizard's Foot landing lag 30 → 20, aerial shield damage 15 → 20, aerial ending lag 58 → 30 (Wizard's Assault affected), and double the shockwave size to make it harder to punish (customs affected).}}
*{{buff|Strengthen all hitboxes of Wizard's Dropkick's damage to 12% and being able to kill around 135% near the ledge.}}
**{{buff|Wizard's Dropkick's damage 9%/11% → 12% and being able to kill around 130% near the ledge.}}
*{{buff|Strengthen all hitboxes of Wizard's Assault's damage to 17% and killing around 110% from center, and change its trajectory to be forward and not send opponents behind. Additionally have the aerial version interrupt much sooner so it's not invariable suicide.}}
**{{buff|Wizard's Assault is now three hits of 2.5%, 2.5%, and 9% (total damage 11%/12% → 14%), startup 29 → 20 (matching Wizard's Dropkick), ending lag 87 → 69 (matching ''Project M'' Wizard's Foot), grounded shield damage 0 → 20 (matching aerial version), and change its trajectory to be forward and not send opponents behind.}}
*{{buff|Have all hitboxes of aerial Wizard's Foot and Assault meteor smash, and increase its knockback to KO from the ground bounce to be on par with the vertical knockback, restoring its use as an edge-guard in ''Melee'' while still keeping its vertical KO ability intact.}}
**{{nerf|''SSB4'': Aerial Wizard's Foot does not restore Ganondorf's double jump.}}
 
===Project M===
*{{buff|Remove up tilt's initial hitbox or have it link better to the second hit.}}
*{{buff|Increase grab range. For a character of his stature it still doesn't go quite as far.}}
*{{buff|Flame Choke no longer sends opponents behind Ganondorf.}}
*{{buff|Increase Dark Dive's throw and uppercut to KO around 125%. Additionally increase the uppercut's damage to 12%.}}

Latest revision as of 04:08, April 15, 2016

A person who mains Ganondorf.

Ganondorf Wishlist

Project Ganondorf. Otherwise for his base Falcondorf moveset, effectively turn him into his Project M incarnation with a few changes:

Attributes

  • Buff Increase weight to be on par with SSB4 King Dedede's.
  • Buff Increase shield size, reducing shield stabbing vulnerability.
  • Buff Restore faster air speed from Brawl.
  • Buff Increase jump and double jump height to be around SSB4 Bowser's level, increasing aerial mobility, recovery, and making it easier to hop back to the stage. Project M double jump height is a barely noticeable increase.
  • Buff Dead Man's Drift floating moved to jump, and Ganondorf can now use special moves during a float.
  • Buff SSB4: Give Bowser's Tough Guy attribute to Ganondorf.
  • Buff Project M carries over SSB4 buff for damage, range, and landing lag.

Ground Attacks

  • Buff Add intangibility to the hand and forearm of jab, and foot and shin of all tilts, and up and down smash.
  • Change Add electric effect to forward and down tilts, dash attack, and up and down smashes.
  • Buff SSB4: Jab damage 6%/8%/10% → 10%/10%/10%.
  • Buff Project M up tilt: Replace the initial hitbox with Volcano Kick's vacuum so it doesn't get in the way of the main knockback hitbox.
    • Nerf Deals 30% → 22% total damage due to the removal of the initial hitbox.
  • Buff SSB4 Volcano Kick up tilt: Hitbox active 81-83 → 80-87, giving it better ledge coverage, and endlag 115 → 101. Strengthen all sourspot hitboxes to match sweespot, so all hitboxes KO at 50% and instantly shatter shields; anyone who gets hit by this deserves to be sent into the shadow realm. Additionally have the vacuum pull into the explosion range rather than right next to Ganondorf, giving the move better spacing.
  • Buff Dash attack invincibility frames increased 1-2 → 7-10 (covering the early dash attack frames like in Melee SD Remix). Retains SSB4 sourspot angle and lowered knockback, and endlag.
  • Buff Forward and up smash shield damage 0 → 12, allowing it to demolish shields better.
  • Buff Reduce up smash's ending lag to match Melee.
    • Nerf SSB4: Retain up smash's single upward kick, but keep the frame and knockback data of Melee/Project M up smash first kick's the same.
  • Buff Balanced Brawl knockback on the first hit of down smash, making it always link reliably.
  • Change SSB4: Lower angles on forward tilt and forward smash retained.

Aerial Attacks

  • Buff Neutral and back air hits lower, giving it a more favorable hitbox placement against smaller characters.
  • Buff Neutral air uses SSB4 1.1.1 patch, and intangiblity added to the shin and foot hurtbox.
  • Change Add electric effect to neutral air.

Throws/other attacks

  • Buff Increase grab range to be among the farthest. For a character as big as Bowser, why is Ganondorf's grab out-reached by Pikachu and Kirby? Even in Melee/Project M it's still rather short for his size.
  • Buff Dash grab start-up 11-12 → 10-11, endlag 45 → 41.
  • Buff Pummel damage 3% → 4.5%.
  • Change All throws deal one hit of damage rather than two.
  • Buff Forward and back throw knockback adjusted to KO around 130% near the ledge Bowser's/Donkey Kong's. Back throw damage 10% → 12%. Both additionally launches opponents at a semi-spike angle (43° → 22°).
  • Buff SSB4 up throw: knockback adjusted to KO around 140% and damage 10% → 12%.
  • Buff All grabs and throws have less ending lag.
  • Change Grab now has Ganondorf holding his opponent by the face and pummel is now a dark pulse, identical in animation to Flame Choke. Back throw sends opponents into the shadow realm and ejects them from behind, and up throw's uppercut has a darkness effect from Gerudo Dragon.
  • Change Give pummel and all throws darkness effect.
  • Buff Project M: Strengthen down taunt's sword swing to be as strong as a the weakest hitbox of the sword slam, and give it medium armor and have it begin when he moves to swing the sword.
    • Change Down taunt attack produces darkness effects rather than flame to match the actual taunt.

Special Moves

  • Buff Custom move option always enabled, especially in For Glory.
  • Buff Keep Warlock Punch and Warlock Blade. Standard Warlock Punch knockback values reverted. Additionally give them super armor throughout the entirely of their start-ups and when initiated in the air.
  • Buff Dead Man's Volley is now custom 2. The move now flings a sphere based on the original move from Ocarina of Time, dealing paralysis and knockback, and can be reflected by all parties with any hitbox that gets faster and stronger with each reflect.
  • Buff Add intangibility to the hand and forearm on Flame Choke. Allow it to be canceled in mid-air like in Brawl Minus as an option to prevent Ganoncide. Additionally no longer causes helplessness and reduce its landing lag to 20 frames (customs affected).
    • Buff Increase Flame Wave's range and decrease its start-up and ending lag to be around Brawl/SSB4 Flame Choke's.
    • Buff Have Flame Chain no longer pass through shielding opponents so all hits land on shielding enemies and is overall better for shield pressure. Additionally strengthen its knockback to KO around 130% near the ledge.
  • Buff Dark Dive's throw now semi-spikes (Sakurai Angle → 22°, Dark Vault affected), and uppercut damage 7% → 12%, both being able to kill around 115% from the center and ground of Final Destination, respectively. Additionally reduce its ending lag 60 → 30 and landing lag 30 → 20, making it harder to punish, and give it slightly more horizontal distance and super armor on start-up, like Dark Fists.
    • Buff Dark Fists' first hit 6% → 5%, second hit 11% → 15%, total damage 17% → 20% (knockback weakened to kill at the same percentage).
    • Buff Dark Vault damage 4% → 12%, lower its angle to semi-spike, while being able to kill around 150%. Additionally give it more horizontal and vertical distance and super armor during the first vault.
  • Buff Wizard's Foot landing lag 30 → 20, aerial shield damage 15 → 20, aerial ending lag 58 → 30 (Wizard's Assault affected), and double the shockwave size to make it harder to punish (customs affected).
    • Buff Wizard's Dropkick's damage 9%/11% → 12% and being able to kill around 130% near the ledge.
    • Buff Wizard's Assault is now three hits of 2.5%, 2.5%, and 9% (total damage 11%/12% → 14%), startup 29 → 20 (matching Wizard's Dropkick), ending lag 87 → 69 (matching Project M Wizard's Foot), grounded shield damage 0 → 20 (matching aerial version), and change its trajectory to be forward and not send opponents behind.
    • Nerf SSB4: Aerial Wizard's Foot does not restore Ganondorf's double jump.