MGK
Smash Apprentice
- Joined
- Aug 31, 2014
- Messages
- 109
I've done some research and have learnt that if you flame choke your opponent and then miss the tech into roll behind, Ganondorf's Up Smash can connect. This is amazing at low % cos Up Smash can lead into a aerial.
This is a list of characters that it works on and how long you can charge for. (Note that I'm using DI during the side B so results might change)
Hit On Roll start up.
Weird timing, can't really explain how long you need to charge for but you can hit them.
The roll isn't long enough to avoid or they're roll is too slow to avoid.
This still hits at half charged, but I got random times where they didn't go through to get hit.
This is a list of characters that when they try to roll behind Ganondorf, they get stuck and take a nearly fully charged Up Smash. (No turn around involved)
* For these Characters, if you get them right near the ledge, Up Smash Covers all options but get up attack from a missed tech. So use this wisely!
Follow Ups:
Flame choke > Up Smash > Nair (52 - 55%)
This Combo works from 0 - 10% roughly on most characters. Most % combo of them all.
Flame Choke > Up Smash > Uair (45%)
This Combo works from 0 - 24% roughly on most characters. After roughly 14% is when you need to Double Jump Uair to connect. This is the best option IMO.
Flame Choke > Up Smash > Fair (51%)
This combo works at really small and random %'s. It's generally better to go for it at Full Hop as you can B-Cancel it if it misses. This % is roughly around 14 - 20% and if they Air dodge, Side B can catch them off guard.
On the characters that don't quite roll pass Ganondorf (The 4th List), they pop up a bit behind you, so you can actually Bair them. (50%)
Conclusion
In conclusion, this is a great option coverage at low % as the combo does massive amounts of % and can lead to stealing a opponents jump or even a panic air dodge / aerial and get even more %. Lastly, I noticed you can actually also do a running Up Smash against the characters that roll too far but seems too risky / not guaranteed so I left it out. Have fun with this and keep on reading your opponents!
This is a list of characters that it works on and how long you can charge for. (Note that I'm using DI during the side B so results might change)
Hit On Roll start up.
Weird timing, can't really explain how long you need to charge for but you can hit them.
The roll isn't long enough to avoid or they're roll is too slow to avoid.
(Minus Luma)
This still hits at half charged, but I got random times where they didn't go through to get hit.
This is a list of characters that when they try to roll behind Ganondorf, they get stuck and take a nearly fully charged Up Smash. (No turn around involved)
* For these Characters, if you get them right near the ledge, Up Smash Covers all options but get up attack from a missed tech. So use this wisely!
Follow Ups:
Flame choke > Up Smash > Nair (52 - 55%)
This Combo works from 0 - 10% roughly on most characters. Most % combo of them all.
Flame Choke > Up Smash > Uair (45%)
This Combo works from 0 - 24% roughly on most characters. After roughly 14% is when you need to Double Jump Uair to connect. This is the best option IMO.
Flame Choke > Up Smash > Fair (51%)
This combo works at really small and random %'s. It's generally better to go for it at Full Hop as you can B-Cancel it if it misses. This % is roughly around 14 - 20% and if they Air dodge, Side B can catch them off guard.
On the characters that don't quite roll pass Ganondorf (The 4th List), they pop up a bit behind you, so you can actually Bair them. (50%)
Conclusion
In conclusion, this is a great option coverage at low % as the combo does massive amounts of % and can lead to stealing a opponents jump or even a panic air dodge / aerial and get even more %. Lastly, I noticed you can actually also do a running Up Smash against the characters that roll too far but seems too risky / not guaranteed so I left it out. Have fun with this and keep on reading your opponents!