Cole Bowser
Smash Rookie
- Joined
- Jan 13, 2016
- Messages
- 6
Ganondorf Smash 4 Tech, Tips & Combos
Specific tech and options
-The landing lag of full hop fair can be canceled with any B Special upon landing. Up, Side, and Neutral specials are easy however Down Special is more challenging. Either rotate the stick slowly down from the Fair input and press B right as you land or wait and input Down and B in the same few frames as you land. Fast falling at any point will mess this up.
-Down B ledge cancels if spaced properly – Use full hop fair – lag cancel down b to space and intimidate occasionally.
-RAR Full hop Down B is very easy to get a 2 frame with due to the vertical speed and size of hitbox – it does not spike rather shoot the enemy upwards with enough knockback to kill Sheik at 95% with no rage. This is a great option when used correctly as it is recoverable and if you jump at the correct time you can cover an on stage recovery option with a spike as well.
-Ganondorf has a few interesting ledge options/mixups. Pressing away from the ledge or down then jumping does not allow Ganon to land back on stage but due to his character animations some moves allow him to. Pressing away from the ledge to release, immediately jump forward and airdodging Ganon will air dodge on stage (albeit with lag). Pressing down then jumping also allows this but you are invulnerable for less time. Pressing away from the ledge again then jumping towards the stage and using Fair will also allow Ganon to clear the ledge and either use Fair and just be stuck with the lag depending on timing (Hitting shield with Fair is preferable as it has a decent amount of shield knockback). Pressing away then immediately jumping to the stage allows Side B to slip Ganon on the stage and most likely read a roll away to avoid Ganoncide.
-The same input for a standard ledge trump snaps Ganon to the ledge after a Side B puts him off stage which makes Ganon almost instantly snap to the ledge from Side B freefall.
-Random/In general: Minimizing lag and maximizing spacing are the essentials of Ganons gameplay/ neutral and very necessary given his lacking run speed and PP distance. Foxtrotting, dash dancing, and PP out of foxtrotting should be the core movement of any Ganon, because those inches matter. After a Full Hop Fair using a retreating Side B will generally catch people off guard. Dash Attack gives a very quick boost of speed (Used consistently, just as fast or faster when travelling across a full stage compared to run speed) and when used to retreat it should almost always be followed up with a PP Jab if the opponent is chasing – this allows Ganons Jab the space to clank or trade with most immediate grab or attack attempts. Fast falling Ganons Bair while using his small amounts of turning momentum is very important to place pressure and give yourself options + space. When retreating using auto cancel Bairs follow up with PP Jabs to give a little more space or reading an approach. Quick and consistent enough auto cancel fast fall Bairs makes Ganon scary to approach. Full Hop Dair auto cancels as quickly as Ganon can fast fall and works for intimidating air approaches and roll ins. Full Hop Dair hits about half of the cast on the ground which makes Dair – Footstool – FF Dair – Fair much easier since it auto cancels.
Combos
Ganon has a few early throw combos. Dthrow leads to nair/ down b/ jab depending on DI. If on early Dthrow setups the enemy slips in an air dodge the lower landing lag of nair should allow a true ftilt confirm.
At about 10-20% Usmash – Nair/Autosnap Up B is a true combo on almost every character.
At about 25-45% depending on character sour spot Dash Attack – Jab/ Ftilt should work.
From 15-25% depending on character reverse hitbox of fair leads to a tech chase. Almost no one would expect it or be ready to tech and it’s a perfect distance for the sour of dash attack (if correctly buffered) which would lead to ftilt/nair. Most applicable use for this would be a roll approach read or a ledge roll read.
From 35-60% depending on character strong Dash Attack – Autosnap Up B appears to be true. Most likely DI dependent.
After 50-65% almost any Dthrow combo attempt should be followed up with full hop Fair – the opponent is most likely not able to DI comfortably away and will air dodge, cancel the fair landing lag with Up B to punish any air dodge attempts (Up B is the only move quick enough to) and if they manage to jump away user side B to reset neutral.
At 60-100% sour spot of Dash Attack can be followed up with Nair/Uair/Fair for a true combo.
After 85% any ftilt, fthrow, or any move that gets the opponent offstage a decent amount should be easily punished with Full Hop Down B 2 frame.
That’s mostly all I have now/ all I feel like typing.
Specific tech and options
-The landing lag of full hop fair can be canceled with any B Special upon landing. Up, Side, and Neutral specials are easy however Down Special is more challenging. Either rotate the stick slowly down from the Fair input and press B right as you land or wait and input Down and B in the same few frames as you land. Fast falling at any point will mess this up.
-Down B ledge cancels if spaced properly – Use full hop fair – lag cancel down b to space and intimidate occasionally.
-RAR Full hop Down B is very easy to get a 2 frame with due to the vertical speed and size of hitbox – it does not spike rather shoot the enemy upwards with enough knockback to kill Sheik at 95% with no rage. This is a great option when used correctly as it is recoverable and if you jump at the correct time you can cover an on stage recovery option with a spike as well.
-Ganondorf has a few interesting ledge options/mixups. Pressing away from the ledge or down then jumping does not allow Ganon to land back on stage but due to his character animations some moves allow him to. Pressing away from the ledge to release, immediately jump forward and airdodging Ganon will air dodge on stage (albeit with lag). Pressing down then jumping also allows this but you are invulnerable for less time. Pressing away from the ledge again then jumping towards the stage and using Fair will also allow Ganon to clear the ledge and either use Fair and just be stuck with the lag depending on timing (Hitting shield with Fair is preferable as it has a decent amount of shield knockback). Pressing away then immediately jumping to the stage allows Side B to slip Ganon on the stage and most likely read a roll away to avoid Ganoncide.
-The same input for a standard ledge trump snaps Ganon to the ledge after a Side B puts him off stage which makes Ganon almost instantly snap to the ledge from Side B freefall.
-Random/In general: Minimizing lag and maximizing spacing are the essentials of Ganons gameplay/ neutral and very necessary given his lacking run speed and PP distance. Foxtrotting, dash dancing, and PP out of foxtrotting should be the core movement of any Ganon, because those inches matter. After a Full Hop Fair using a retreating Side B will generally catch people off guard. Dash Attack gives a very quick boost of speed (Used consistently, just as fast or faster when travelling across a full stage compared to run speed) and when used to retreat it should almost always be followed up with a PP Jab if the opponent is chasing – this allows Ganons Jab the space to clank or trade with most immediate grab or attack attempts. Fast falling Ganons Bair while using his small amounts of turning momentum is very important to place pressure and give yourself options + space. When retreating using auto cancel Bairs follow up with PP Jabs to give a little more space or reading an approach. Quick and consistent enough auto cancel fast fall Bairs makes Ganon scary to approach. Full Hop Dair auto cancels as quickly as Ganon can fast fall and works for intimidating air approaches and roll ins. Full Hop Dair hits about half of the cast on the ground which makes Dair – Footstool – FF Dair – Fair much easier since it auto cancels.
Combos
Ganon has a few early throw combos. Dthrow leads to nair/ down b/ jab depending on DI. If on early Dthrow setups the enemy slips in an air dodge the lower landing lag of nair should allow a true ftilt confirm.
At about 10-20% Usmash – Nair/Autosnap Up B is a true combo on almost every character.
At about 25-45% depending on character sour spot Dash Attack – Jab/ Ftilt should work.
From 15-25% depending on character reverse hitbox of fair leads to a tech chase. Almost no one would expect it or be ready to tech and it’s a perfect distance for the sour of dash attack (if correctly buffered) which would lead to ftilt/nair. Most applicable use for this would be a roll approach read or a ledge roll read.
From 35-60% depending on character strong Dash Attack – Autosnap Up B appears to be true. Most likely DI dependent.
After 50-65% almost any Dthrow combo attempt should be followed up with full hop Fair – the opponent is most likely not able to DI comfortably away and will air dodge, cancel the fair landing lag with Up B to punish any air dodge attempts (Up B is the only move quick enough to) and if they manage to jump away user side B to reset neutral.
At 60-100% sour spot of Dash Attack can be followed up with Nair/Uair/Fair for a true combo.
After 85% any ftilt, fthrow, or any move that gets the opponent offstage a decent amount should be easily punished with Full Hop Down B 2 frame.
That’s mostly all I have now/ all I feel like typing.