X WaNtEd X
Smash Lord
But dude...they're wavelanding in neutral all the time and it's working so...
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That just about sums up the Mewtwo MU I guess... How about Zelda and Jiggs?mewtwo is a total jerkbag. if he decides to just play keepaway, there's really very little you can do between dealing with shadowballs, his rolls being quite long, and teleport getting him out of stuff with ganon not being quite mobile enough to feint an attack to bait and punish. mewtwo can also edgeguard ganon suuuuuuuuuuuuuuuuuuuuuuuuuuuuper easy, gg hover bair.
the others, don't know enough about to comment much.
Nah, I was just wondering what you guys thought of the matchups.I don't have much trouble against Zelda save for the ridiculous size of her Bair/Fair hitbox, you just have to remember to punch those fire balls.
Jiggs idk, what are you finding troublesome against her ?
Ganon juggles Zelda? No longer. Watch this video: https://www.youtube.com/watch?v=5CNsBBPnhEII also like the Zelda match-up. Din's fire is easy to punch, you can throw out back airs on her teledash antics pretty easily, and once you get her above you, it's a real bad time for the Zelda. From my experience, Zelda doesn't really have any good ways to cover her descent and her floatiness gives you all the time in the world to land up airs on her over and over again.
Also, I'm tired of seeing other players let Zelda set up Din's fire mazes from the other side of the stage. I don't know if it's because the people I've seen play against Zelda are just unfamiliar with the match-up, but I have seen people stand on the other side of the stage in somewhat of a stare-down while Zelda lays down trap after trap. Why do people do that? There is seriously nothing good that can come from letting her put down MORE Din's. Personally, I think Zelda is a vastly overrated character. Respect the sparkle toes, stay close enough that she can't spam Din's, keep her above you, Zelda loses. End rant.
I saw that the other day and it's pretty cool. It looks like it has it's uses, but at the same time seems pretty situational. Even if a Zelda is coming down like that, I still think that an up-air will at least trade with it and the trade will be in Ganon's favor. Glad to see people finding new stuff for Zelda, though.Ganon juggles Zelda? No longer. Watch this video: https://www.youtube.com/watch?v=5CNsBBPnhEI
You can bait it, but it makes juggling a little more difficult.
And yes, a Ganon should never have to worry about Din's.
Yeah. Seeing as Ganon is a "one hit wonder" (one hit from Ganon does the work of several hits from almost any other character) trades are almost always favorable. But, in this case, you don't want to be in hitstun very long. Never give Zelda time to set things up. Ever. But, at the same time, you never want to go rushing in at full speed without thinking. That will get you a lightning kick to the face.I saw that the other day and it's pretty cool. It looks like it has it's uses, but at the same time seems pretty situational. Even if a Zelda is coming down like that, I still think that an up-air will at least trade with it and the trade will be in Ganon's favor. Glad to see people finding new stuff for Zelda, though.
That's why it's awesome to be underneath Zelda. Her hitbox comes out really quick on her fair and bair and extend decently far out, but the hit box is really small and only reaches out horizontally. If you're underneath and to the side of Zelda in the air, there is seriously nothing that she can do.Yeah. Seeing as Ganon is a "one hit wonder" (one hit from Ganon does the work of several hits from almost any other character) trades are almost always favorable. But, in this case, you don't want to be in hitstun very long. Never give Zelda time to set things up. Ever. But, at the same time, you never want to go rushing in at full speed without thinking. That will get you a lightning kick to the face.
i think it's because, like you said, people don't understand what zelda can do and think that the din's fire has a hitbox before it actually gets set.Also, I'm tired of seeing other players let Zelda set up Din's fire mazes from the other side of the stage. I don't know if it's because the people I've seen play against Zelda are just unfamiliar with the match-up, but I have seen people stand on the other side of the stage in somewhat of a stare-down while Zelda lays down trap after trap. Why do people do that? There is seriously nothing good that can come from letting her put down MORE Din's. Personally, I think Zelda is a vastly overrated character. Respect the sparkle toes, stay close enough that she can't spam Din's, keep her above you, Zelda loses. End rant.
Just logged in to like this post.I used to use spot dodge a lot because before I played PM, I played brawl minus, and lots of characters had really good spot dodges. Ganon's is pretty much useless except in the Link match up (for avoiding and punishing his grab in neutral) lol. I would love to see a quicker spot dodge. It would be deadly in combination with his three frame jab, and address one of his key weaknessess of being bad under pressure without breaking him or overcentralizing his playstyle.
Approved!pretty much agree with spralwers on that. it's one of the major things i think they should fix for ganon
Added that to the op, as it is an easy quality of life change that could give Ganon the defensive option that he needs.
*cough*@ teluoborg you should remove that "Custom projectile" suggestion from the Neutral B replacement list in the OP, since that's something we know for absolute certainty won't happen
The only tweak in there that I feel is not needed is the "Reduce the landing lag on both the up B and aerial side B" thing. Now, I'm not sure if you meant successful up Bs/aerials side Bs or failed ones, but, either way, I feel like that really isn't needed.Tweaks :
-Lower the hitbox on grab, or alternatively give grounded up B a faster hitbox
-Reduce the cooldown on his spotdodge
-Reduce the cooldown after successfully connecting an up B
-Reduce the landing lag on both up B and aerial side B
-Make it so that Ganon doesn't lose his second jump if he gets hit out of his side B and up B
-Have a hitbox cover his foot during aerial down B
I'm going to go through these one at a time.Bigger changes :
1. Make Utilt a 2 input move, like Snake's Ftilt
2. Put some armor frames somewhere (dash attack ?)
3. Take away the down B jump renewal and make side B not go helpless instead
4. Change Fthrow and Bthrow trajectories to allow follow ups
5. A NEW NEUTRAL B
#1. My friend and I discussed the whole "Back hand/slap reflector" idea a while back and eventually agreed that it would almost be too OP. If you think about it, it would take away one of Ganon's biggest weaknesses. And I don't want Ganon to become another PM 3.02 Zelda or Link (A bit OP). I would rather have to work my way through the ranks than get accused for "Playing a broken character".Proposition for neutral B so far :
1. Projectile reflector/deflector
2. Super armor with or without a counter mechanic
3. SF4 focus attack-like warlock punch
4. Make the punch be chargeable like Marth or storable like DK
5. Custom projectile
That makes sense for ideas that are at least somewhat feasible, but the PMBR has said they can't add articles. It's simply not going to happen.Just fyi guys : what I put in the OP is not what every Ganon agrees on but every idea that I saw in all the threads that didn't look ******** or redundant.
I tried to stay as objective as possible, hence why I let the projectile and reflector suggestions in even though I don't like them. If everyone here agrees to take down something I'll do it tho.
Lol. Well, if you team with a Pit...How to fix Warlock Punch: Make it do Wizard's Foot.
Oh, it's this suggestion again.So, two things I have noticed that may make Ganondorf a better character, implementing more magic into his character
Ganondorf's aerials aren't exactly made to go with a hover. His SHFFL toolkit is one of the best in the game, with some of the fastest, strongest, and longest-reaching aerial attacks. 'Dorf doesn't really have any huge problems in terms of speed with his aerials. They're faster than a lot of the cast's, and stronger, too.One thing I think would be good is a Hover, similar to Mewtwo's Hover, which would allow Ganondorf a little more recovery from off-stage.
This sounds way too complicated, and sounds a lot like what SH Wizard's Foot already does. You're talking about replacing his d-air (I assume since you worded it as A-down), one of the moves he can combo with easily and kill with rather easily. If you're even going to suggest this, at least tell us how long this wave goes, how much damage it would do, knockback, angles, effects on aerial characters, effect when used from the air. Keep it simple. Ganondorf already has an attack that accomplishes what you're thinking of. Bonus: it uses magic, like a huge portion of his moveset does.Second, I would like to see in addition to Warlock Punch and Reverse Warlock Punch, a downwards version (A, Down) as a Seismic Warlock Punch.
I think he might have meant on his d-smash?This sounds way too complicated, and sounds a lot like what SH Wizard's Foot already does. You're talking about replacing his d-air (I assume since you worded it as A-down), one of the moves he can combo with easily and kill with rather easily. If you're even going to suggest this, at least tell us how long this wave goes, how much damage it would do, knockback, angles, effects on aerial characters, effect when used from the air. Keep it simple. Ganondorf already has an attack that accomplishes what you're thinking of. Bonus: it uses magic, like a huge portion of his moveset does.
In any case, why get rid of a normal to solve an issue with a special..?I think he might have meant on his d-smash...
I'm so confused...In any case, why get rid of a normal to solve an issue with a special..?
We're talking about Warlock Punch, and Down Air/Down Smash was suggested as becoming some sort of bastardized WP.I'm so confused...