User:Shadow: Difference between revisions

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====Ground Attacks====
====Ground Attacks====
*{{buff|Strengthen forward and down tilts to KO around 120%.}}
*{{buff|Retain ''SSB4'' jab but increase all hitboxes to 10% damage with and lower its startup to frame 5 and endlag to ~25.}}
*{{buff|Uses the up tilt from ''Project M''. Additionally replace the initial hitbox with Volcano Kick's vacuum so it doesn't get in the way of the main knockback hitbox.}}
*{{buff|Add intangibility to the foot hitbox of forward and down tilts.}}
**{{nerf|Damage lowered to 17% and KOs around 120%. 22%/30% damage while KOing at 100% is rather extreme for a frame 25 tilt.}}
*{{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 8% less total damage due to the removal of the initial hitbox.}}
*{{buff|''SSB4'' Volcano Kick up tilt: Sourspot strengthened 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 increase the range of its bottom hitboxes to extend slightly more under the stage to hit low recoveries better, and have the vacuum pull into the explosion range rather than right next to Ganondorf, giving the move better spacing.}}
*{{buff|Dash attack invincibility increased by 1-2 frames.}}
*{{buff|Reduce up smash's ending lag to match ''Melee''.}}
*{{buff|Reduce up smash's ending lag to match ''Melee''.}}
**{{nerf|''SSB4'': Revert up smash back to the single upward kick, but keep the frame data of ''Melee''/''Project M'' up smash first kick's the same.}}
**{{nerf|''SSB4'': Revert up smash back to the single upward kick, but keep the frame data of ''Melee''/''Project M'' up smash first kick's the same.}}


====Aerial Attacks====
====Aerial Attacks====
*{{buff|All aerials have their reduced ''SSB4'' landing lag.}}
*{{buff|All aerials have their reduced ''SSB4'' landing lag and slightly increased forward/back air damage.}}
*{{buff|Back air hits lower, giving it a more favorable hitbox placement against smaller characters.}}


====Throws/other attacks====
====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|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|Increase forward and back throw's knockback scaling to KO around 130% near ledge like Bowser's/Donkey Kong's. Also increase back throw's damage to 12%.}}
*{{buff|All throws deal one hit of damage rather than two, giving them drastically more knockback.}}
*{{buff|Forward and back throw knockback adjusted to KO around 130% near the ledge Bowser's/Donkey Kong's. Back throw additionally deals 12% damage.}}
*{{buff|''SSB4'' up throw: knockback adjusted to KO around 150% and damage increased to 12%.}}
*{{buff|All throws have less ending lag.}}
*{{change|Give pummel and all throws darkness effect.}}
*{{change|Give pummel and all throws darkness effect.}}
*{{buff|Strengthen down taunt's sword swing to be as strong as a the weakest hitbox of the sword slam, restore its super armor (''SSB4'') and have it begin when he moves to swing the sword, and have it instantly destroy shields on all hitboxes akin to ''SSB4'' Volcano Kick.}}
*{{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.}}
**{{nerf|''SSB4'': Lower its damage to 22%~30%, with its knockback KOing around 50%~75% akin to ''SSB4'' Volcano Kick.}}
**{{change|Down taunt attack produces darkness effects rather than flame to match the actual taunt.}}
**{{change|Down taunt attack produces darkness effects rather than flame to match the actual taunt.}}


====Special Moves====
====Special Moves====
*{{buff|Have Dead Man's Volley & Drift reflect 1.5x damage and the cape to knock opponents farther away from Ganondorf. Additionally allow Ganondorf to use any other special move during the float, and allow him to re-use the volley after a float.}}
*{{buff|Custom move option always enabled, especially in For Glory.}}
**{{change|Custom 1: Dark Descent. Float time increased to 3 seconds. Reflect speed and damage reduced to 1.25x.}}
*{{buff|Keep Warlock Punch and Warlock Blade. Additionally give them super armor throughout the entirely of their start-ups and when initiated in the air.}}
**{{buff|Custom 2: Warlock Punch. Now has super armor throughout the entirely of its start-up and when initiated in the air.}}
*{{buff|Have Dead Man's Volley & Drift as Custom 2, reflect 1.5x damage and the cape to knock opponents farther away from Ganondorf. Additionally allow Ganondorf to use any other special move during the float, and allow him to re-use the volley after a float.}}
*{{buff|Allow aerial Flame Choke to be canceled in mid-air like in ''Brawl Minus'' as an option to prevent Ganoncide. Additionally no longer causes helplessness (customs affected).}}
*{{buff|Add intangibility to the hand on Flame Choke. Allow aerial Flame Choke to be canceled in mid-air like in ''Brawl Minus'' as an option to prevent Ganoncide. Additionally no longer causes helplessness (customs affected).}}
**{{buff|Increase Flame Wave's range and decrease its start-up and ending lag to be around ''Brawl''/''SSB4'' Flame Choke's while KOing around 110%. Additionally reduce its base knockback and with compensated knocback scaling for early follow-ups.}}
**{{buff|Increase Flame Wave's range and decrease its start-up and ending lag to be around ''Brawl''/''SSB4'' Flame Choke's. Additionally reduce its base knockback and with compensated knocback scaling for early follow-ups.}}
**{{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|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|Greatly strengthen Dark Dive's uppercut damage to 12%, with all hitboxes being able to kill around 115% from the center of Final Destination. Additionally give it slightly more horizontal distance and super armor on start-up, like Dark Fists.}}
*{{buff|Greatly strengthen Dark Dive's uppercut damage to 12%, with all hitboxes being able to kill around 115% from the center of Final Destination. Additionally give it slightly more horizontal distance and super armor on start-up, like Dark Fists.}}
**{{buff|Strengthen Dark Fists' total damage to 20%.}}
**{{buff|Strengthen Dark Fists' total damage to 20% (knockback compensated).}}
**{{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|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|Strengthen aerial Wizard's Foot's knockback so that the meteor smash bounce KOs as it were to from the vertical knockback.}}
*{{buff|Strengthen all hitboxes of Wizard's Dropkick's damage to 12% and being able to kill around 135% near the ledge.}}
**{{buff|Strengthen all hitboxes of Wizard's Dropkick's damage to 12% and being able to kill around 135% near the ledge.}}
*{{buff|Strengthen all hitboxes of Wizard's Assault's damage, knockback, and ending lag to be on par with ''Project M'' Wizard's Foot and its start-up to match Wizard's Dropkick, and change its trajectory to be forward and not send opponents behind. Additionally the aerial version spikes across all hitboxes and is interruptible after traveling down aerial Wizard's Foot distance so it's not invariable suicide, and the ground impact produces a larger shockwave.}}
**{{buff|Strengthen all hitboxes of Wizard's Assault's damage, knockback, and ending lag to be on par with ''Project M'' Wizard's Foot, and change its trajectory to be forward and not send opponents behind. Additionally the aerial version spikes across all hitboxes and is interruptible after traveling down aerial Wizard's Foot distance so it's not invariable suicide.}}
*{{nerf|''SSB4'': Aerial Wizard's Foot does not restore Ganondorf's double jump.}}
**{{nerf|''SSB4'': Aerial Wizard's Foot does not restore Ganondorf's double jump.}}

Revision as of 05:40, November 28, 2015

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 double jump height to be around SSB4 Bowser's level, increasing recovery and making it easier to hop back to the stage. Project M double jump height is a barely noticeable increase.

Ground Attacks

  • Buff Retain SSB4 jab but increase all hitboxes to 10% damage with and lower its startup to frame 5 and endlag to ~25.
  • Buff Add intangibility to the foot hitbox of forward and down tilts.
  • 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 8% less total damage due to the removal of the initial hitbox.
  • Buff SSB4 Volcano Kick up tilt: Sourspot strengthened 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 increase the range of its bottom hitboxes to extend slightly more under the stage to hit low recoveries better, and have the vacuum pull into the explosion range rather than right next to Ganondorf, giving the move better spacing.
  • Buff Dash attack invincibility increased by 1-2 frames.
  • Buff Reduce up smash's ending lag to match Melee.
    • Nerf SSB4: Revert up smash back to the single upward kick, but keep the frame data of Melee/Project M up smash first kick's the same.

Aerial Attacks

  • Buff All aerials have their reduced SSB4 landing lag and slightly increased forward/back air damage.
  • Buff Back air hits lower, giving it a more favorable hitbox placement against smaller characters.

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 All throws deal one hit of damage rather than two, giving them drastically more knockback.
  • Buff Forward and back throw knockback adjusted to KO around 130% near the ledge Bowser's/Donkey Kong's. Back throw additionally deals 12% damage.
  • Buff SSB4 up throw: knockback adjusted to KO around 150% and damage increased to 12%.
  • Buff All throws have less ending lag.
  • 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. Additionally give them super armor throughout the entirely of their start-ups and when initiated in the air.
  • Buff Have Dead Man's Volley & Drift as Custom 2, reflect 1.5x damage and the cape to knock opponents farther away from Ganondorf. Additionally allow Ganondorf to use any other special move during the float, and allow him to re-use the volley after a float.
  • Buff Add intangibility to the hand on Flame Choke. Allow aerial Flame Choke to be canceled in mid-air like in Brawl Minus as an option to prevent Ganoncide. Additionally no longer causes helplessness (customs affected).
    • Buff Increase Flame Wave's range and decrease its start-up and ending lag to be around Brawl/SSB4 Flame Choke's. Additionally reduce its base knockback and with compensated knocback scaling for early follow-ups.
    • 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 Greatly strengthen Dark Dive's uppercut damage to 12%, with all hitboxes being able to kill around 115% from the center of Final Destination. Additionally give it slightly more horizontal distance and super armor on start-up, like Dark Fists.
    • Buff Strengthen Dark Fists' total damage to 20% (knockback compensated).
    • 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 Strengthen all hitboxes of Wizard's Dropkick's damage to 12% and being able to kill around 135% near the ledge.
  • Buff Strengthen all hitboxes of Wizard's Assault's damage, knockback, and ending lag to be on par with Project M Wizard's Foot and its start-up to match Wizard's Dropkick, and change its trajectory to be forward and not send opponents behind. Additionally the aerial version spikes across all hitboxes and is interruptible after traveling down aerial Wizard's Foot distance so it's not invariable suicide, and the ground impact produces a larger shockwave.
  • Nerf SSB4: Aerial Wizard's Foot does not restore Ganondorf's double jump.