Well Well Well, interesting, nothing unexpected, but nevertheless great to hear. Besides, expecting all these wishful changes that seem to go against Sakurai's design mentality as of now and debating every kind of buff to top/round Ganon's kit out at once, would be pretty childish anyway. We'll have to wait and see what the meta shapes up to be and ofc test/try out how well all the other wonderful changes so far, improve Ganon's capabilities, before we start asking/demanding anything else, without experiementing what sort of techs and utility his current kit provides. With all that being said however, I'm still keeping my fingers crossed and hoping that, we get any sort of buff to his recovery as that has unfortunately always been an issue, ever since Ganon got included in Smash. I also get the feeling that with Ultimate being more focussed on agressive play, with weakened shield and dodge options, as well as stronger more effective edge guarding game, that a subpar recovery is gonna sting more than ever :/
Due to the general nerf regarding airdodges (as in, each character only gets one until hit and directionals have tons of end lag) recoveries in general are going to be a lot more vulnerable. This hurts and helps Ganondorf more than most other characters. He will be destroyed by others rather easily. But he will also destroy others just as easily. His ledgeguard potential has always been dangerous; Ultimate merely kicked it up a notch in both directions.
Speaking of, even if you didn't test anything else in particular, I hope that can still answer me these questions;
1)Does his Run and Dash speed feel improved or more beneficial in any sort of way than before?
I will answer to the best of my remembrance. Regarding his run and dash, he's still slow. I can't say if he's exactly faster than his Sm4sh self, but I was competing against faster characters. I will say that, for reasons I can't describe accurately, he still
feels faster. The overall pace of the game has influenced him pretty strongly. The instant turn-arounds help a lot here but I feel that maybe it has more to do with his burst movement options: Dash Attack, Dark Dive, and Wizard's Foot. To me, these felt significantly faster and applied more pressure than they had in prior installments. Flame Choke is just as fast as it always was (though I wish the aerial version traveled just a tad further).
2) How about his Jump hight and general airial mobility? It's hard to tell from footage, it's seems better, but considering that just about every character and the game as whole were tuned in that a way, unless Ganon actually has an easier time dealing/hitting his opponents it won't mean much....(glances at PM)
Now that you mention it, his jumping seemed improved. I distinctly recall having zero issues taking to the skies to attack opponents with aerials. I'm thinking he got a big buff to his initial jump height. Can't recall the double jump height, however.
At one point, I had a missed input—I was trying to upsmash but used Dark Dive instead because of controls—and Dark Dive came out faster than I could react to having done it. I literally noticed I did the Dark Dive on accident
after I had already grabbed someone above me as a sort of pseudo anti-air. Whether or not the grounded version has any differences from the aerial version remains to be seen.
Ganondorf was not hampered in the air from what I can recall. I estimate below average air speed, but still fast enough to get the job done... which is, you know, hitting somebody. His aerial range really shows in this game. As far as recovery goes, if unhindered by an opposing player, he can come back to the stage just fine from what I experienced.
You know how everyone says magnet hands are gone? I'm pretty certain Ganondorf still has magnet hands. I've seen other characters use it too. It's just been toned down with a number of the recoveries, not removed entirely.
3) How does Hitstun and Knockback feel and behave in this Ultimate? Do you think it will be more to our advantage or no?
Thanks for the feedback btw, much appreciated. I hope I'll get an opportunity to try out some kind of demo somewhere in my near vicinity as well, with any luck. ;p
I think the "balloon knockback" that people fear will ruin overall combo ability has been... exaggerated. What needs to combo will, and what doesn't won't. I felt for certain that it was just as hard to escape from combos as it was in Sm4sh, if not more so. Certain moves had this "stickiness" to them that made escaping a potential follow-up more tedious (though in my case, the follow-up was both interrupted and then substituted by the other players in the free for all). The directional air dodge is probably the X-Factor in this new system. It makes
and breaks combos. (Going to be honest, watching the other players perform a directional airdodge STRAIGHT into my forward smash brought me more satisfaction than it probably should have).
In this regard, Ganondorf remains practically unchanged. The moves that need to connect did, and the moves that don't didn't. Ganondorf doesn't have many combos to begin with, but he doesn't really need them all that much. How Ganondorf plays in the future may have more to do with
positioning rather than combos. He definitely covered enemy landing options a lot better than he used to on the count of several factors; new forward smash covers more space above and in front of Ganon and is disjointed, up smash is a weaker forward smash but covers both sides, Dash attack and Wizard's Foot can cover the distance if the opponent tries to land away from Ganondorf, short hop nair/fair/uair/bair can be used to provoke landing options favorable to Ganondorf (if the opponent does nothing against the aerials, they just get hit and suffer whatever cruel fate awaits them), and the up tilt (though still a somewhat crappy move) has a decreased startup time which made getting punishes easier to do.
Overall, Ganondorf is still a punish-heavy character, as he's always been. Getting said punishes is probably where I think he's improved the most. It felt much easier to really let a player have it for choosing a slightly poorer option. (Or is it perhaps the Ganon player forcing the other player to pick the option Ganon wants?)
I believe his punishes may have less to do with nailing a player for their mistakes, and more to do with limiting an opponent's available options and then punishing the option chosen.
TL;DR, I think Ganondorf is a powerful punish-heavy character with much better option-coverage than he's ever had. His overall gameplan remains the same outside of these factors, and such a gameplan still harbors its own ups and downs as it always has.