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A more accurate moveset?

Diploma meme

Smash Rookie
Joined
Jul 19, 2008
Messages
4
In your eyes, how could Ganon's moveset be improved or rather be made more game accurate like other characters?
 

ZenJestr

Smash Lord
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ZenJestr
3DS FC
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by pulling his sword out of his *** and into his hands...


B: Black Magic - tap to shoot one ball of black energy. Hold to charge it (can be stored) and a charged attack is basically one big ball of energy that splits up into many tiny ones. This is inspired by OoT during the Ganondorf fight at the top of Ganon's Castle (also Phantom Ganon in WW did the same thing)

UpB: Fell Ascension - darkness covers his entire body into the shape of a demonic shadow Keese. He rises upwards (damages on the way up) and at the end of the move, the darkness is released from his body splitting up into 8 flaming keese. This is inspired by ALttP. After you defeat Agahnim the second time, Ganon comes out in the form of a giant bat and crashes into the Pyramid of Power. The flaming keese part is inspired from the same game during the final battle with Ganon he summons some fire keese at you. This also could be a nod at when you kill Ganon in the original LoZ. After killing him, he "explodes" in different directions, releasing multiple fire shots all around.

SideB: Murder Choke - same as Flame Choke with a better name...

DownB: Dark Tremor - on the ground, Ganon punches the ground releasing a dark shockwave around him. In the air, it works exactly like his current DownB, but he drives his sword downwards instead of kicking down. This is inspired by OoT, when Ganondorf created shockwaves to cause the tiles to fall.

Final Smash: Dark Beast Ganon - I dunno...maybe leave it...

A: same as Melee
Ftilt: he thrusts forward with his sword (he does this in TP)
Utilt: an magically enhanced uppercut that is multi-hit
Dtilt: he stabs forward into the ground at the feet area
Fsmash: he forcefully thrusts the sword forward with dark energy
Usmash: he impales the ground, causing dark energy to geyser upwards from the ground. Similar to Squirtle's Usmash...except its only on the side he's facing
Dsmash: same as down tilt but with more force and then he sweeps the blade back, basically emulating his current Dsmash.
Dash A: a running overhead slash (he does this in TP)
Nair: a single spin attack
Fair: he brings his sword back and then shanks it forward. Everything is technically the same as his current Fair, except for appearance and range.
Bair: same...
Uair: and overhead swipe with his sword. Exactly the same in effect as his current Uair...except for appearance
Dair: same...
Grab A: sends a surge of darkness through his arms and into the foe
Fthrow: lightly tosses them forward then does a one-inch punch sending them straight forward
Uthrow: raises them above his head and blasts them upwards via a big surge of darkness
Bthrow: tosses them back lightly then turns around and drives them into the ground with his sword
Dthrow: same...

Taunt 1: spins around a few times then laughs while floating

Taunt 2: dark energy courses through his body, mainly concentrated in his fist as his fist is raised in the air

Taunt 3: same as the victory taunt in Melee where he spins his sword and drives it into the ground

Victory Pose 1: the same as the laughing one in Brawl except his sword is impaled in the ground

Victory Pose 2: same as Taunt 3

Victory Pose 3: similar to Taunt 2 except he does so in a victorious way

Losing Pose: same as Brawl with his sword impaled in the ground


I think they should've given Ganon his own moveset and added Black Shadow into the mix and made him the Falcon clone. That way Ganon can get what he deserves and previous Ganon mains who like that playstyle can just use Black Shadow...
 

Hyrus

Smash Journeyman
Joined
Apr 15, 2008
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226
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Central US
While I made a thing about this a while back, there are some "A" button issues.


Multi-hit Attacks
Ganon's neutral air and down smash are the only multi-hit attacks he has. Neutral air is useful for its speed and range, while down smash can't pressure a shield and will sometimes leave Ganon open by not hitting the person into the second attack properly.

With multi-hit jab cancels and trickery with setups, a multi-hit attack is pretty handy in a game where power shielding into a quick attack is so potent. But, because his entire ground game consists of single hit attacks, an opponent can react pretty easily. The choke helps, but he's lower tier for a reason.

His jab can miss short characters, especially on inclines, a lot.
 

Diploma meme

Smash Rookie
Joined
Jul 19, 2008
Messages
4
@ZenJestr
VERY nice!! But what kind of con would he have? Theres no evidence to support that he can't run or walk fast so the speed issue is out, but he does seem to have a little bit of lag in some of his apearances, except wind waker.
 

theEffinBear

Smash Apprentice
Joined
Jun 16, 2008
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88
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North East
I've actually been compiling a list of all the glitch-fixes and tweaks I'd make to Brawl in a txt file over the past few weeks. Like others' efforts, it's a strictly for-fun endeavor. I started just fixing the things like grab priority and how I'd like to change tether recoveries, but since then the file has ballooned to a fairly massive size (100714 characters = 16855 words = 343 paragraphs by the Unix wordcount, at the moment), tweaking all but a couple characters in some way or other, with some parts cross-referencing other sections (there is a major "Glitches or General Tweaks" section at the top of the txt file, for example). My changes are fairly conservative on the whole*, in that most tweaks are hitbox sizes, damage, and knockback, and especially because I've made peace with the fact that Ganon still doesn't use his sword. A few changes (depending on the character and my own views on the balance of the game) are significantly more involved, requiring new animations or even entirely new mechanics; these bits are in a smaller fontsize. Anything that I would leave unchanged is not mentioned.
*The most radically changed character I have is Toon Link, where I have put together an entire alternate B-moveset with some A-move changes as well, to make himm resemble his Wind Waker and Phantom Hourglass incarnation much better, using the gear from those games instead of just toon versions of regular Link's moveset. I have a secret dream for having both Wolf Link + Midna (either a transformation from regular Link, or a separate character entirely) from Twilight Princess and Ridley in Brawl, and the even more secret dream of having Dr. Stiles from Trauma Center in the game, but have not attempted to make any kind of moveset for them, and probably never will. All my other changes have use the current game of Brawl as their common foundation.

I use a couple idiosyncratic terms to try to be slightly more consistent (I say "air jump" instead of "double jump", for example), but I think most everything is clear otherwise. Every single change would be subject to extensive playtesting if I were actually given free reign over Brawl's codebase, naturally.

Below is my Ganondorf section.

• GANONDORF // the grab, n-air, and b-air tweaks are same as CFalcon.
grab: OH GOD GANON, UNBEND YOUR MOTHER... LOVING... ELBOW. I KNOW YOUR ARMS CAN EXTEND TO A REASONABLE DISTANCE WHEN YOU JAB. WHY IS YOUR GRAB RANGE SO HEINOUS.
air jump: make it good enough that he can ledge-hop, as his air jump is just pathetic at present.
landing: don't make Ganondorf land until his body actually touches the ground: currently he can be a good (in-game) foot above the ground and performing an attack, which he interrupts to extend his feet and land, making it quite difficult to hit short opponents with several of his aerials.
u-tilt: the wind effect shouldn't activate Counter frames, as noted in the "Glitches or Incorrect Programming" section at top. The furthest hitbox should launch diagonally, like the regular hitbox.
d-smash: the first hit seems to combo into the second hit very rarely. Make it work more like Toon Link's d-smash: the first hit should give more fixed knockback at a lower angle towards Ganon's back so the second hit will actually hit them.
ADDITION TO d-smash: add some Super Armor frames to the d-smash, starting just before the first hitbox appears and continuing for as long as it's active, like Wario's f-smash. Ganon's one of the only two characters in the game who is wearing actual metal body armor (the other only other character who wears metal armor, Samus, should also get some Super Armor), and it should do something for him besides make his recovery vie for "worst in the game".
u-smash: (graphical change) Ganon's foot should travel a little bit forwards before ending way up high; right now it has a bit of a weird invisible hitbox in front of him.
f-air: why must it have such horrible landing lag? Why must the landing lag (almost) ALWAYS HAPPEN? Give it some auto-cancel frames, enough to finish without hideous lag on a full-hop, at the least: these auto-cancel frames should start when Ganon's elbow is lowered (i.e. when the "overarm" part of the "overarm punch" thing is visibly finished). And have it able to reach further down before Ganon lands: currently you can only hit a prone Snake with the f-air if you time it perfectly, and even then, you can only hit him if you aim Ganon's fist at Snake's head; Ganon will land before the fist reaches low enough to hit anywhere else on Snake -- even though as soon as you hit the ground, Ganon's fist just appears touching the ground, through Snake's leg.
ALTERNATIVE f-air: give the f-air some sort of on-landing hit, like G&W and Pikachu's d-airs have. Even putting Ganon's own down-B landing hit into the landing of his f-air would be good. Could combine this on-landing hit with the better f-air listed above.
n-air: why do both kicks have to go UPWARDS? if at least one of them went low enough to hit short foes on the ground, that would be great -- as it is, it is completely impossible to hit a prone Snake or a ducking Kirby with Ganon's n-air.
b-air: like the n-air, it would be nice if the attack had a decent shot at hitting short enemies on the ground. Remember how you leaned way back to deliver this pimp smack in Melee, Ganon? Something more like that. Like the n-air, it is completely impossible to hit a prone Snake or a ducking Kirby with Ganon's b-air.
forward-B (ground): falling off the ledge during this move shouldn't put you into helpless freefall.
forward-B (aerial): Ganonciding when both of you are on your last stock should always result in a win for G-Dorf (just have the victim held far enough below Ganon that he always dies second!).
neutral-B: Murder Fist is kinda neat. It sounds fine (though the turn-around version has a gap between the wind-up yell and the finishing yell that should be corrected) and looks good... but it's just so terribly useless. Super Armor frames would be great, at least while the hitbox is active (so it can be interrupted early, but Super Armored if ever trading hits, like DK's Giant Punch) or maybe even a little more on top. Also make it launch upwards instead of to the side, so it's distinct from the Volcano Kick in more ways than "less range", "can start in the air", and "can be reversed".
POSSIBLE ADDITION TO neutral-B: make the Murder Fist cancel-able by shielding or rolling. The mechanic would be identical to all charge-up-and-store moves (Giant Punch, Charge Shot, FLUDD, Aura Sphere, etc), except that canceling the charge-up wouldn't store anything -- you have to either wait through the entire startup and actually attack, or sacrifice the attack by canceling early to regain mobility and defense.
MAJOR CHANGES ON neutral-B: (significant changes) make the Murder Fist quite a bit weaker but only about ~30 frames startup ga before the initial hitbox, and give him Super Armor frames starting on frame ~15 and continuing until the hitbox ends. This may be really (too?) good at punishing get-up attacks off an aerial Murder Choke.
COMPLETE REWRITE OF neutral-B: (secret wishes version = massive changes) make it a projectile or something disjointed. Ganon has always had some sort of projectiles. Even the Twilight Princess version of Ganon had them: Ocarina-style energy tennis and Triforce-looking floor blast when possessing Zelda, and then phantom horsemen when pseudo-jousting on Hyrule Field. Ideally should be different from all the other projectiles and such in the game, so no Star Animal laser blasts, Link-style bombs, Aura hadoukens, or remote mines. The Triforce-ish floor blast appeals to me the most: press neutral-B and he gestures forwards with his fist (wreathed in dark fire but glowing with Triforce energy) to summon a glowing golden triangle about a distance of Ganon's roll in front of him at the height of his feet, and as wide as a stage builder block (it hangs in the air if you use neutral-B while jumping, but won't pass through solid obstacles: slopes will make the triangle appear somewhat higher and at an angle but at the same distance horizontally, but walls will make it appear closer). 20 frames after hitting neutral-B, you regain control of Ganondorf (before this, being hit will interrupt and stop the move), though the move has a 60 frame cooldown period; ~20 frames after you regain control (~40 frames after pressing neutral-B), the triangle erupts with energy for a single frame: if used on flat ground, the energy eruption should rise high enough to catch most short-hops and should hit someone in the middle of being Murder Choked, but low enough to miss most full-hops. It would hit them a little more powerfully than Ganon's jab but with a trajectory 20° from vertical towards Ganon, and with the same electricity effect, for about 12% damage. Same kind of hitbox as Samus's z-air, i.e. can't be absorbed, reflected, or canceled/clanked.

FIN.
That is how a still-swordless Ganon would work in theEffinBear's somewhat idealized world!
ENJOY.
/RtEB
 

Union of Darkness

Smash Ace
Joined
Jun 18, 2008
Messages
555
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SoCal
Nothing ideal, but some ideas off the top of my head:

Nuetral B: Changed from a punch to a chargeable shockwave thing that has extended frontal range. Being closer to Ganon deals more knockback. Don't know about aerial differences.

Side-B: Altered flame choke. Ganon has the ability to throw opponents in different directions after exploding them instead of just throwing them down. Knockback is always the same. Unchanged in the air.

Down-B: I'm tempted to say Counter because Ganon always seems to be blocking impossible **** in the Zelda games (see Wind Waker final battle). I dunno.
 

degypr

Smash Cadet
Joined
Jul 22, 2008
Messages
43
I actually really like his Warlock Punch since his voice in Melee matched it so perfect. However here's my take on his move-set,

B: Lightning. Ganondorf puts his hand over his head and charges up a lightning bolt like in OoT. Deals moderate knockback (Adult Link gets knocked down) and about 10%.

Forward B: Gerudo Rush. Quite an uninspired name but it's basically the flame choke without the choking part. Instead it's a Rush blow (when he kills the Water Sage in TTP) which sends the opponent flying. 10% there too with moderate knockback.

Up B: The same but when he hits someone he doesn't mimic Falcon's grab. Instead it's kind of a Dragon Punch all the way since it's a far more awesome move. :p Dunno about the stats though.

Down B: Exactly what ZenJester said. It's too perfect to miss out.
 

Xavi

Smash Cadet
Joined
Jun 19, 2008
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55
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Sparta
I actually really like his Warlock Punch since his voice in Melee matched it so perfect. However here's my take on his move-set,

B: Lightning. Ganondorf puts his hand over his head and charges up a lightning bolt like in OoT. Deals moderate knockback (Adult Link gets knocked down) and about 10%.

Forward B: Gerudo Rush. Quite an uninspired name but it's basically the flame choke without the choking part. Instead it's a Rush blow (when he kills the Water Sage in TTP) which sends the opponent flying. 10% there too with moderate knockback.

Up B: The same but when he hits someone he doesn't mimic Falcon's grab. Instead it's kind of a Dragon Punch all the way since it's a far more awesome move. :p Dunno about the stats though.

Down B: Exactly what ZenJester said. It's too perfect to miss out.
B is hard to use due to Ganondorf's weight, the PAUNCH is better for mindgames...
 

1337marth

Smash Ace
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Jul 17, 2007
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Why should I tell you? Kentucky
In your eyes, how could Ganon's moveset be improved or rather be made more game accurate like other characters?
I am thinking he is still a copy of Captain Falcon, so I think he needs his The Legend of Zelda Moves, Like the Sword as you people have said, and also as final Smash turn into Ganon, the pig like form. I really enjoy his playing, but he needs to be changed to fit his style.
 

degypr

Smash Cadet
Joined
Jul 22, 2008
Messages
43
B is hard to use due to Ganondorf's weight, the PAUNCH is better for mindgames...
I don't see why Ganondorf's weight would interfere with him throwing lightning all over theplace or did I just missunderstand the post? :bee:
 

__V

Smash Journeyman
Joined
Jul 6, 2008
Messages
253
Down-B should return him to a Poke ball and swap for Jinjodorf.

Ganon's neutral-B should be swapped for a DK-style attack. Ganon would summon dark energy to his fist, and it would be released upon a second press.

Murder Choke should be more flexible, grab range should be increased. Oh, and his Down-B in the air should be much stronger. He's landing on someone with his full weight.... hellooooo.
 

Diploma meme

Smash Rookie
Joined
Jul 19, 2008
Messages
4
@zen jester

I mean he has to have some kind of con, the last thing brawl needs is another broken character:urg:

What about this: Instead of a sword, how about using his trident? That way he'll have better reach and the developers can create a more fluid A-set?
 

Hyrus

Smash Journeyman
Joined
Apr 15, 2008
Messages
226
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Central US
What about the energy ball from OoT, or some kind of dark lightning that covers a wide forward area?
That's too easy. That's the given, duh, obvious thing to give Ganon. I enjoy the fact that he doesn't have a projectile and would loath a smash game where every character did.
 

Hoboparty

Smash Apprentice
Joined
Feb 20, 2008
Messages
76
Location
Hyrule
He should have a sword... lol he had one in melee too if you use AR he has one like in his victory taunt where he stabs it in the ground... but you still can't swing it >;'(

He has a spin attack in TP, that would work as recovery except make it not suck. and he should be more agile because he jumps 100+ feet in the air and flies around sometimes in all the games =\

Ganny hardly punches people so B should be changed. I think he chokes link in WW so his side B is OK but it shouldn't take away your upB because he needs more recovery imo
 

ZenJestr

Smash Lord
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Jul 5, 2007
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ZenJestr
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the dark energy ball of awesome doesn't necessarily have to be a projectile, it could work like Snake's Fsmash (cuz an RPG is a projectile...but its not in smash)

@Diploma meme: o like pro and con (hehehe...Im an idiot sometimes sorry)...he still has some lag on moves and such and everything stat wise that holds him back still applies...I dunno...I'd like to mak a better moveset than one I made off the top of my head with properties and % and everything later...but schools back and Im kinda busy...

and as for the whole OoT thing...so what if he doesn't like OoT...many people think its a good game, many people think its a godly game, and there are people who just don't like the game...its not perfect, there are pros and cons to everything...
 
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