Litany
Smash Apprentice
- Joined
- Feb 3, 2016
- Messages
- 143
- Location
- Ontario, Canada
- NNID
- Brushfire11
- Switch FC
- SW-6201-5293-0444
This thread was created for discussing changes to Ganondorf that people wish for. Considering that patch 1.1.5 came out of pretty much nowhere, I wouldn't say that another patch is completely out of the question.
Personally, some changes that I would make to Ganondorf would be:
Ground Attacks
Down Smash: Removal of thigh hitbox
Reason: Most of you probably know about Ganondorf's jank thigh hitbox (the one that doesn't chain into the second hit). This allows Down Smash to link properly all of the time.
Aerial Attacks
Neutral Air: Landing lag decreased from 17 to 14
Reason: This allows Neutral Air to be a better approach option, and makes Ganondorf safe when landing with the 1st hit of Neutral Air (but not safe enough to grant followups).
Forward Air: Auto-cancel window changed from <55 to <42
Reason: This allows Forward Air to auto-cancel in a full hop, so Ganondorf can finally use this move without suffering 22 frames of landing lag.
Special Attacks
Dark Dive (Up Special): Angle changed from 361° to 20°
Reason: Even though Dark Dive was buffed in terms of damage in 1.1.3, it is still one of Ganondorf's more underwhelming moves. This changes Dark Dive to be a powerful semi-spike, giving it some utility against people trying to edge-guard Ganondorf (or for disrespect ).
Grabs / Throws
Standing Grab: Hitbox size changed from 2.75 to 3.10
Reason: This increases Ganondorf's terrible grab range (the worst in the game) to a poor but usable one. This makes it whiff less during shield grab attempts. Ganondorf's dash and pivot grab I chose to keep unchanged, as their range is somewhat manageable.
Dash Grab: Grab hitbox duration changed from 11-12 to 10-11, FAF decreased from 45 to 41
Reason: This makes Ganondorf's dash grab come out a little quicker and end a little sooner, specifically so that Ganondorf has a bit of an easier time against campers that like to hold shield.
Pummel: Damage increased from 3% to 4%
Reason: Considering that Ganondorf can usually get at maximum two pummels in, this makes getting grabbed by him a bit more threatening.
Back Throw: BKB increased from 30 to 60
Reason: This makes Back Throw a solid kill option at about 130%, giving him an actual kill throw. This, again, is a buff to makes his grabs more threatening.
Up Throw: Second hit damage increased from 3% to 5%
Reason: This gives Up Throw some utility as an alternate kill throw on platforms. The damage also amounts to 12%, which makes it a decent damage dealer similar to Forward Throw.
Other
Run Speed: Increase from 1.218 to 1.312
Reason: This makes Ganondorf a the same speed as Dr. Mario, which allows him to punish and follow-up better for combos.
Air Speed: Increase from .79 to .88
Reason: This slightly improves Ganondorf's horizontal recovery and neutral game. It allows Ganondorf to fully capitalize on his powerful aerials, which when combined with better aerial approach buffs would give him a better time against campers.
Personally, some changes that I would make to Ganondorf would be:
Ground Attacks
Down Smash: Removal of thigh hitbox
Reason: Most of you probably know about Ganondorf's jank thigh hitbox (the one that doesn't chain into the second hit). This allows Down Smash to link properly all of the time.
Aerial Attacks
Neutral Air: Landing lag decreased from 17 to 14
Reason: This allows Neutral Air to be a better approach option, and makes Ganondorf safe when landing with the 1st hit of Neutral Air (but not safe enough to grant followups).
Forward Air: Auto-cancel window changed from <55 to <42
Reason: This allows Forward Air to auto-cancel in a full hop, so Ganondorf can finally use this move without suffering 22 frames of landing lag.
Special Attacks
Dark Dive (Up Special): Angle changed from 361° to 20°
Reason: Even though Dark Dive was buffed in terms of damage in 1.1.3, it is still one of Ganondorf's more underwhelming moves. This changes Dark Dive to be a powerful semi-spike, giving it some utility against people trying to edge-guard Ganondorf (or for disrespect ).
Grabs / Throws
Standing Grab: Hitbox size changed from 2.75 to 3.10
Reason: This increases Ganondorf's terrible grab range (the worst in the game) to a poor but usable one. This makes it whiff less during shield grab attempts. Ganondorf's dash and pivot grab I chose to keep unchanged, as their range is somewhat manageable.
Dash Grab: Grab hitbox duration changed from 11-12 to 10-11, FAF decreased from 45 to 41
Reason: This makes Ganondorf's dash grab come out a little quicker and end a little sooner, specifically so that Ganondorf has a bit of an easier time against campers that like to hold shield.
Pummel: Damage increased from 3% to 4%
Reason: Considering that Ganondorf can usually get at maximum two pummels in, this makes getting grabbed by him a bit more threatening.
Back Throw: BKB increased from 30 to 60
Reason: This makes Back Throw a solid kill option at about 130%, giving him an actual kill throw. This, again, is a buff to makes his grabs more threatening.
Up Throw: Second hit damage increased from 3% to 5%
Reason: This gives Up Throw some utility as an alternate kill throw on platforms. The damage also amounts to 12%, which makes it a decent damage dealer similar to Forward Throw.
Other
Run Speed: Increase from 1.218 to 1.312
Reason: This makes Ganondorf a the same speed as Dr. Mario, which allows him to punish and follow-up better for combos.
Air Speed: Increase from .79 to .88
Reason: This slightly improves Ganondorf's horizontal recovery and neutral game. It allows Ganondorf to fully capitalize on his powerful aerials, which when combined with better aerial approach buffs would give him a better time against campers.