As everyone here knows, Ganondorf down air is great combo tool starting from low %s.
When you land a down air on most of the cast at certain %s the opponet won't be able to act before he hits the ground.
So, if your opponent misses the tech, you can follow up with a jab reset up air and it's guaranteed on those %s if you are facing in the opposite direction of your opponent (can work even if you face in the same direction but needs higher %s). This can be very usefull since it gives you at least a free smash, and potentially a stock.
These are the %s in which this works, on lower % the opponent won't get knocked down by the down air, on higher %s the opponent will be able to jump out. Characters with a "No" can always jump out before they reach the ground.
These %s will vary if the opponent is crouching, charging a smash or if there are too much down airs in your stale queue since they decrease/increase knockback.
Since 12% is the damage that a grounded flame choke deals, you can get this on a missed tech back roll read of a flame choke at 0% on most of characters (just a potential use).
Here there are some nasty things you can do out of dair to uair reset, they're hard to pull off in a real match though.
I hope this can be usefull and sorry if my english is terrible.
When you land a down air on most of the cast at certain %s the opponet won't be able to act before he hits the ground.
So, if your opponent misses the tech, you can follow up with a jab reset up air and it's guaranteed on those %s if you are facing in the opposite direction of your opponent (can work even if you face in the same direction but needs higher %s). This can be very usefull since it gives you at least a free smash, and potentially a stock.
These are the %s in which this works, on lower % the opponent won't get knocked down by the down air, on higher %s the opponent will be able to jump out. Characters with a "No" can always jump out before they reach the ground.
/10-11%
No
No
No
No
No
9-15%
11-16%
13-19%
9-19%
No
7-18%
11-16%
No
8-10%
12-17%
No
No
7-13%
/9-11%
9-13%
/9-13%
11-18%
9-11%
9-15%
No
13-33%
7-13%
7-13%
7-15%
7-10%
No
10-18%
No
9%
11-16%
No
11-21%
No
No
No
10-12%
10-18% (Jump)
10-12% (Speed)
32-34% (Shield)
8% (Buster)
7-8% (Smash)
No
10-22%
9%
6%
No
9-19%
10-12%
10-17%
10-22% (Limit Charged)
10-15%
8-15%
No
No
No
No
No
9-15%
11-16%
13-19%
9-19%
No
7-18%
11-16%
No
8-10%
12-17%
No
No
7-13%
/9-11%
9-13%
/9-13%
11-18%
9-11%
9-15%
No
13-33%
7-13%
7-13%
7-15%
7-10%
No
10-18%
No
9%
11-16%
No
11-21%
No
No
No
10-12%
10-18% (Jump)
10-12% (Speed)
32-34% (Shield)
8% (Buster)
7-8% (Smash)
No
10-22%
9%
6%
No
9-19%
10-12%
10-17%
10-22% (Limit Charged)
10-15%
8-15%
Since 12% is the damage that a grounded flame choke deals, you can get this on a missed tech back roll read of a flame choke at 0% on most of characters (just a potential use).
Here there are some nasty things you can do out of dair to uair reset, they're hard to pull off in a real match though.
Cresits to がのふ for this one.
Credits to ぐんぐにる for this one.
Note: Lighter characters with good air speed can significantly DI after the footstool, so be ready to follow up with another dair or a fair when possible.
These are some other setups.
Can up air instead of fair after the wizard kick and upair is guaranteed.
On air dodge read.
The final choke is just for fun.
Note: Lighter characters with good air speed can significantly DI after the footstool, so be ready to follow up with another dair or a fair when possible.