Dumah
Smash Cadet
Is there room for 1 more FAQ on Ganondorf? I hope there is, but if there isn't then I'll take this thread down or ask a mod to. I hope it's received well, as it took a while to type this all up. Please enjoy this FAQ. I'll be updating it constantly as Ganon is the guy I play as 95% of the time. Please enjoy.
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Table of Contents
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1) Glossary
2) Pros and Cons (PAC)
3) Overview of Moves (OOM)
4) Combos (COM5)
5) Strategies (STRAT6)
6) Items (ITE7)
7) Levels/Stages (LEVEL8)
8) Closing statements (CLOSE9)
9) User submitted strategies (USER10)
10) Videos (VID11)
11) Brawl FC/Version history/Thanks (ENDFAQ)
-------------------
Glossary
-------------------
This is the place to learn the terms I'll use throughout the FAQ. Kind of an
important place to start.
v < > ^ = a direction (vAir means Down Air, >+B means forward + B)
Neu/neu = neutral (meaning just press the given button, nothing else. Ex.
NeuA means just press the A button. NeuAir means press A in the air)
Auto Cancel = a move that is stopped prematurely that allows you to attack again. This is actually automatic in Brawl. It usually happens with aerial attacks when you land and have no landing animation, which allows you to attack again immediately.
IASA = Interuptable as Soon as, is like a cancel. The only difference is the game doens't do it for you. There are attacks that you can interupt before the full attack animation is over. This means that you can attack again, part way
through the original attack. You interupt it, as soon as you press another button.
Spike = an attack that sends the opponent straight down
Knockback = just what it says. When you get hit, you get knocked back.
Super Armor [/B]= frames of animation during an attack that makes you impervious to knockback. You can still take damage, but you dont't go anywhere.
Stale Moves = a pentaly to knockback that the game gives you for repeating the same moves over and over again.
Priority = an attack that will hit first if collided with another attack.
FS = Final Smash
Spamming = abusing one attack or strategy
Gimped = catching somebody on their recovery attempt with a little attack that sends them just out of range of the stage for an easy KO.
Camp/Camping = standing on one side of the stage and spamming projectiles, or waiting there until somebody comes near you
Edge Hogging = hanging off the side of the stage so when your opponent tries to grab the edge, he/she gets nothing.
Dead weight = when you hit someone into somebody else
Tech or Teching = pressing the shield button as soon as you hit a wall or the
ground to pop up from it immediately
--------------------
Pros and Cons (PAC)
--------------------
So here's where the meat and potatos of the guide start.
Pros : Very strong. Ganondorf posesses some of the most powerful attacks in the game. Making him dangerous at any point in a match as he's capable of KOing anyone at 30%.
Very heavy. This allows Ganondorf to take a lot of punishment before he gets KOed. This allows you to stay in the game longer to land a few good hits to turn the tide.
2 Spikes. He's got 2 spikes that send people straight down, and a few more then send people at a downwards angle. His vAir stomp is a great spike, and his v+B has a spike as well. The problem with the second one is just the first few frames of animation send them straight down. Otherwise the move launches people straight up.
Multiple IASA attacks. None more useful then his ^Smash, but NeuA, >tilt, vTilt, vSmash, all have this property to them.
Multiple Auto Cancels. Ganondorf has 4 aerials that auto cancel upon landing. His vAir, NeuAir, ^Air and <Air all have zero landing animation when you've done the move right. If you time it wrong though, every one of them has huge lag on the end, which makes you very vulnerable.
Fast dodges. Some characters roll slow, or dodge slow. Ganondorf seems to have great rolling and dodging abilities, with less lag in between each of them.
Great FS. If you can connect with his FS, it's a KO. Some people say it stinks, but if you do a >+B first (face grab), then hit B, you can't escape it. Many people just jump the second you break the smash ball, so just wait until they land or are on the way down.
Lots of dead weight on his moves. Most of Ganon's attacks have the dead weight property to them. Except for maybe ^+B. This means two things. Every attack has decent knockback, and can clear out the people around him in 1 attack.
Cons : Slow running, walking, jumping, and attack speed. This is by far Ganon's biggest con. It's to balance out his power, but it's still slow. It can be very frustrating at times. As a result, you need to develop great timing to make Ganon effective.
Very little, or no combo ability. A drastic difference from the Ganon in Melee, this version relies on few, strong, single attacks to get the job done. Don't expect to rack up crazy amounts of damage like Meta Knight can with Ganon. Patience.
Easily gimped. Ganon has an above average recovery, despite what anyone says (I'll explain that later in the "STRAT6" section). The reason it will never be better is because you need to take a very strict pattern to maximize his recovery. Because of this, gimping him can be very easy to do. So can edge hogging.
Average (at best) priority. There are many attacks in the game that out prioritize Ganon's attacks. Even his massive Warlock Punch only has ok priority on it.
Attack lag. Many of Ganon's moves shoot out, and stay out. This is bad. It's bad because if your attack is perfect shielded, he can actually be grabbed by the end of the attack. What this means is, if NeuA is perfect shielded, Ganondorf can be grabbed by his arm, instead of having to be right next to him.
=========================================================
Ganondorf FAQ
for Super Smash Bros. Brawl
written by Dumah
for Super Smash Bros. Brawl
written by Dumah
Code:
squeezethejuice@inbox.com
------------------
Table of Contents
------------------
1) Glossary
2) Pros and Cons (PAC)
3) Overview of Moves (OOM)
4) Combos (COM5)
5) Strategies (STRAT6)
6) Items (ITE7)
7) Levels/Stages (LEVEL8)
8) Closing statements (CLOSE9)
9) User submitted strategies (USER10)
10) Videos (VID11)
11) Brawl FC/Version history/Thanks (ENDFAQ)
-------------------
Glossary
-------------------
This is the place to learn the terms I'll use throughout the FAQ. Kind of an
important place to start.
v < > ^ = a direction (vAir means Down Air, >+B means forward + B)
Neu/neu = neutral (meaning just press the given button, nothing else. Ex.
NeuA means just press the A button. NeuAir means press A in the air)
Auto Cancel = a move that is stopped prematurely that allows you to attack again. This is actually automatic in Brawl. It usually happens with aerial attacks when you land and have no landing animation, which allows you to attack again immediately.
IASA = Interuptable as Soon as, is like a cancel. The only difference is the game doens't do it for you. There are attacks that you can interupt before the full attack animation is over. This means that you can attack again, part way
through the original attack. You interupt it, as soon as you press another button.
Spike = an attack that sends the opponent straight down
Knockback = just what it says. When you get hit, you get knocked back.
Super Armor [/B]= frames of animation during an attack that makes you impervious to knockback. You can still take damage, but you dont't go anywhere.
Stale Moves = a pentaly to knockback that the game gives you for repeating the same moves over and over again.
Priority = an attack that will hit first if collided with another attack.
FS = Final Smash
Spamming = abusing one attack or strategy
Gimped = catching somebody on their recovery attempt with a little attack that sends them just out of range of the stage for an easy KO.
Camp/Camping = standing on one side of the stage and spamming projectiles, or waiting there until somebody comes near you
Edge Hogging = hanging off the side of the stage so when your opponent tries to grab the edge, he/she gets nothing.
Dead weight = when you hit someone into somebody else
Tech or Teching = pressing the shield button as soon as you hit a wall or the
ground to pop up from it immediately
--------------------
Pros and Cons (PAC)
--------------------
So here's where the meat and potatos of the guide start.
Pros : Very strong. Ganondorf posesses some of the most powerful attacks in the game. Making him dangerous at any point in a match as he's capable of KOing anyone at 30%.
Very heavy. This allows Ganondorf to take a lot of punishment before he gets KOed. This allows you to stay in the game longer to land a few good hits to turn the tide.
2 Spikes. He's got 2 spikes that send people straight down, and a few more then send people at a downwards angle. His vAir stomp is a great spike, and his v+B has a spike as well. The problem with the second one is just the first few frames of animation send them straight down. Otherwise the move launches people straight up.
Multiple IASA attacks. None more useful then his ^Smash, but NeuA, >tilt, vTilt, vSmash, all have this property to them.
Multiple Auto Cancels. Ganondorf has 4 aerials that auto cancel upon landing. His vAir, NeuAir, ^Air and <Air all have zero landing animation when you've done the move right. If you time it wrong though, every one of them has huge lag on the end, which makes you very vulnerable.
Fast dodges. Some characters roll slow, or dodge slow. Ganondorf seems to have great rolling and dodging abilities, with less lag in between each of them.
Great FS. If you can connect with his FS, it's a KO. Some people say it stinks, but if you do a >+B first (face grab), then hit B, you can't escape it. Many people just jump the second you break the smash ball, so just wait until they land or are on the way down.
Lots of dead weight on his moves. Most of Ganon's attacks have the dead weight property to them. Except for maybe ^+B. This means two things. Every attack has decent knockback, and can clear out the people around him in 1 attack.
Cons : Slow running, walking, jumping, and attack speed. This is by far Ganon's biggest con. It's to balance out his power, but it's still slow. It can be very frustrating at times. As a result, you need to develop great timing to make Ganon effective.
Very little, or no combo ability. A drastic difference from the Ganon in Melee, this version relies on few, strong, single attacks to get the job done. Don't expect to rack up crazy amounts of damage like Meta Knight can with Ganon. Patience.
Easily gimped. Ganon has an above average recovery, despite what anyone says (I'll explain that later in the "STRAT6" section). The reason it will never be better is because you need to take a very strict pattern to maximize his recovery. Because of this, gimping him can be very easy to do. So can edge hogging.
Average (at best) priority. There are many attacks in the game that out prioritize Ganon's attacks. Even his massive Warlock Punch only has ok priority on it.
Attack lag. Many of Ganon's moves shoot out, and stay out. This is bad. It's bad because if your attack is perfect shielded, he can actually be grabbed by the end of the attack. What this means is, if NeuA is perfect shielded, Ganondorf can be grabbed by his arm, instead of having to be right next to him.