_Ganondorf_
The Demon King
About up smash coverage; you are taking about PM/Melee up smash? Or the Triforce v4.0 Upsmash?Okay, now that I can get behind.
So, using down-B more... It is REALLY Shoryuken-y, in practice if not design. Especially when grounded, it is easily whiffed and punished... yet given how this game works, it actually is a powerful tactic on a good read because of the three steps that hitting will entail: You back up a bit or be spaced right to land it. Then you go in an arc that is surprisingly good against quite a few power moves, which then suddenly jerks down. In effect, it is an effective punish tool that actually seems to genuinely help thwart unchecked aggression, and demands safe play and making Ganon respect the opponent. In other words, a Shoryuken.
Seriously though, the number of moves I have seen whiff and be punished by it is legit surprising me. Like, I am beginning to feel, as designed, it could change Dorf as much as the Port. I am loving the feeling of making that read. It also is, of course, an awesome aerial. In fact, this set? Its nickname is Warpdorf, because he now has a multitude of ways to warp his trajectory in the air. He seems to seriously discourage over-reaching attempts to juggle and GtA control. He is tricky, constantly makes the opponent have to guess, and this confusion creates more holes that he can punish. It "plays" Ganondorf, but now actually lets Dorf have some pace control... which admittedly is a dangerous concept for being the game's hardest hitter and a punisher extraordinare as is.
As far as uSmash... the biggest thing is, his ability to confirm into it seems far more reliable than his previous uSmash. You are correct, the previous was "ok", but it kind of seemed appropriate considering he can easily launch a foe, and surprisingly at an adequate trajectory for uSmash. Actually it gets better when you look at his new uAir, which I am quickly finding to juggle extraordinarily well. In general, really, Dorf's air control took a few steps up with this.
I also WILL COMPLETELY disagree with the "barely covers space above him" claim. Just... I cannot agree with this. It goes pretty damn high, compared to MANY uSmashes, and it actually has quite a bit of horizontal space in that region as well. It DOES have terrible coverage around him, however, and seems to have an even tighter hitbox on himself than old uSmash. But barely covers space "above" him? It probably covers about as much space above him as one of the melee FEs, and across that region to boot.
That said, I will say the current uTilt feels... meh. Just meh. It doesn't cover above, yet it doesn't have much horizontal, is kinda slow, and doesn't really seem to be effective at diagonal trajectories. It kinda is just there, with a somewhat serviceable use for specific pokes.
I was taking about PM/Melee Up smash. And it is pretty limited in its coverage above Ganon. The only reason it seems high is because Ganon is tall and can poke with it though platforms but a bunch of characters can do that plus have more coverage above and all around. I'm no a fan of PM up smash since the player has to be "exact" with it and usually it's easier said than done. Even with a good DACUS it's easy to whiff it. This Upsmash (or even the past version with the Magic uppercut) are both superior to the PM one and fit Ganon's punish game a lot more since if you make the read it rewards you more, while with PM Upsmash even if your read is on point sometimes the "lack" hitbox and/or coverage fails the player.
Same with the PM grab range. Why should I be punished for whiffing a grab cause it's too short and/or doesn't grab low? I can make the best read and and with any other character I would be able to grab the opponent for the same mistake but not with Ganon?
The same with PM Upsmash. I make the read and the only reason the foe isn't hit is because I was off with the move by an "inch". With this mod's Upsmash my reads connects a lot more since I have the proper "coverage".
Sorry for the "ranty" post just my 2 cents
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