Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
You're BAAAAACK!I think something like the Gerudo Dragon really sounds like a good idea. Reading through the idea of a changed nB, I have a couple of ideas (anyone around Project Mewtwo back when we were doing that before the announcing of the clone engine will recognize these, probably.)
- Close to the Gerudo Dragon, a banishing flat or spinning lariat. Make it good against pure projectile spam, with projectile guarding, but perhaps somehow make it that the actual hitbox doesn't start until later, so projectiles are easily guarded and put the enemy in a place to get hit, but just throwing out this move without a good read or some care would allow for someone in neutral to use some quicker move to hit you out of it.
- Want magic? Try something more.... defensive. Probably also odd... Make it so he summons a kind of forward projectile "absorber" (as in not actually reflecting it back.) He can hold it for a few seconds, or release it; either way, at the end it becomes a temporary stationary projectile that Dorf uses to attempt to put the opponent in a tight situation, where it can add to or set up an offense. Probably ridiculous, but I never let that stop me from suggesting anyways. =P
Or just try something more reasonable and use that Gerudo Dragon idea, just tweaked for balance as needed. It even kind of fits his B moves, as if he had that, they all would in some fashion reflect mobility and approach. Although now that I say that, I kind of want him to have something more like Psycho Crusher...
EDIT: Oooh, one more idea! For anywho who has played IGAU, something similar to Black Adam's trait, where he summons three spheres around himself that can add to a combo's damage. For Dorf, it could go with the who charge business being brought up elsewhere. Being left alone by camping could allow him to more easily gain charges of this. There'd be three levels, and each level gives an orb, or something cool. They could have projectile guard, but also have use by being a passive way to add damage. Indeed, in keeping with the whole "his problem is that it is their game" issue, this'd be his best way to have more control over the momentum, at least as long as the spheres are up, as a misstep by the opponent before they expire would mean that they can protect Dorf even when he otherwise should've been in trouble.
Jump cancellable Wizkick sounds broken as all hell. Please happen.SPEED
jump cancellable wizkick, stored charge but weaker warlock punch ,longer wavedash
RANGE
more distance covered during f smash and grounded specials, an option between gerudo dragon or flame choke, a sword lol
DEFENSE
armor armor armor armor? ARMOR something to handle projectiles with. strap a franklin badge on him or something
he really should be trucking through missiles bombs and lasers at low percents (under 50% maybe?) maybe even some kind of "gets stronger overtime" mechanic
something that makes the fox player he's fighting say damn i need to approach instead of laser spamming like a beeyotch
Haven't exactly left!You're BAAAAACK!
Ganon would be so cool with a banishing flat. That's totally his style.
Donkey Kong, Dedede, Yoshi, and Squirtle all have armor.Ganon doesn't need armor. We don't need two Bowsers, ha.
Banishing flat sounds neat though.
Fair enough.Donkey Kong, Dedede, Yoshi, and Squirtle all have armor.
mario is a paaaaaaaaaaaaaain in the ass. you really just have to get used to your opponent's patterns and habits so you can try to jump over and fair or something right after he shoots one. you can also get cute and wizard's foot at closer range if they do it stupidly (iirc, they don't clank, unlike luigi's). otherwise, it's just about getting good at spacing and timing your f/dtilts and uairs to clear fireballs out safely while closing distance. it really is just a terrible situation.Hey, not sure if this is the right place to bring it up for ask for help on it, but I was wondering what you more experienced Ganondorf players do to deal with projectiles? Mario and Samus' leave me making really awkward approaches. Olimar, ZSS and Snake's projectiles(/pikmin?) are constantly catching me off guard. Link and Tink leave me in undesirable situations a lot. ROB reduces me to a sitting duck half of the time.
I don't have much experience against very high level players, but it seems like much more of a nightmare there.
'Bit off topic, I know.
Super missiles clank with Wiz Kick.samus isn't so bad. you can literally wizard foot through everything (maybe not fully charge shot, but every missile she has just loses to wizkick, so you can use that on badly spaced missiles). i also don't have much samus experience, though, so i can't help much past that.
Jump cancellable Wizkick sounds broken as all hell. Please happen.
Armor would be nice too, especially on dash attack. In the games we've seen Ganon is unphased by being impaled with magic swords, so falco's lasers should be no sweat for him.
Replacing neutral B with a move that reflects projectiles is another good idea. Maybe a backhand inspired by the tennis fights from the games, and perhaps projectiles he reflects increase in speed/get powered up to make it more Ganon-y.
As for a "gets stronger over time" option: what if Ganon's neutral special had him raise his fist in front of him in trademark fashion with the triforce glowing. The move has no hitboxes (maybe some light armor), but as the move is held, Ganon gains 'power'. Power is stored over time and can be accumulated between multiple uses of the move. As Ganon gains power, his attacks do steadily increased damage, and a dark/gloomy tint gradually develops over the screen (like how his influence corrupts the land in many of his game appearances). Let's say it maxes out at +50% (x1.5) damage after 60 seconds of accumulated power. All power is lost upon being KO'd. How's that for incentive to approach?
/wishful thinking
Having it deplete over time would only encourage people to camp him...That would be cool, although I think it should slowly trickle out too and only affect certain moves.
Super powered jab loooooooooooooooooooooooool.
I see what you mean, I just wouldn't want a Ganon to be super powered for like 2-3 minutes if he managed to power up.Having it deplete over time would only encourage people to camp him...
The idea is that opponents get punished harder and harder the longer that Ganon lives. It puts pressure on them to get proactive about ending his stocks as early as possible as opposed to just patiently waiting for him to come to them. If they do that, I think they certainly deserve to eat 12-damage jabs.
I agree that nair is somewhat out of place aesthetically, but functionally speaking it's outstanding. It's a great spacing tool, fast, and, of course, it gives us the Arty Vortex. If the move could be changed aesthetically, without changing its function, I wouldn't mind; however, I think it serves too great a purpose to be changed in any significant fashion.I cant see Nair, its too flashy and very nimble looking something I cant imagine Ganon doing.
Frankly I wouldn't mind it staying the same but I think a better option can be implemented.
Nair- Idea A: a sword swing (like in the video above). Whether Ganon is holding the sword at all times or he pulls it out of thin air (like Kirby's Hammer, Peach's Frying pan, tennis racket etc.) it would function the same, a nice mid range swing covering some of his front and bottom would make a very nice spacing move.
Nair- Idea B: Mewtwo's Nair, since the days of Melee I always thought that move totally fits Ganon. It reminds me of OOT Ganon so much and is just a great "wizardy" looking move, it could lead into combos or just be a good spacing move.
I myself would much rather keep Dark Dive as is. Ganon would lose a lot if he lost the grab in favor of a sword:Dark Dive: In the video I posted Ganon's Up B has him swing his sword around him as he rises in almost a complete circle, this is great against edge guarding and something I think any Ganon player would like to have in his arsenal.
Again, I think that aesthetically the move is fine. Ganon riding on a wave of darkness makes enough sense for me. Again, that's just opinion, so there's no reason to really argue about that. The mod's down-B hitboxes would probably have to be addressed, because they're a little bonkers as is, but it wouldn't be a big deal. Regardless, I would prefer Wiz Kick stayed the same.Wizard's Foot: an amazing move with no real problems except aesthetic ones. In the video shown above instead of his foot Ganon uses his sword in a thrusting motion in front of him. This would still function the same except now it has a longer reaching hitbox and is more fitting to the character. (Note: if the longer hitbox is a problem, Ganon could be made to hold the sword closer to his body with only some of it sticking out in front of him).
I've been saying it for a while now, Warlock Punch has got to go. There have been plenty of suggestions here, and I'm willing to believe that all of them would be better than the current Warlock Punch. The bar is crazy low.Warlock Punch: sigh..... such a horrible move, This needs to go! Unfortunately the PMBR stated no projectiles can be added to a character that doesn't posses an article for one. The best idea I saw was in the video above as fake projectile that gets weaker the further it gets and is followed by an optional sword swing. I'm sure many of you have great ideas for other replacements and I would love to read them.
I'm not a big fan of the animation on the mod, but I can't deny that the range would be pretty sweet. That said, I don't think it's really necessary, jab is pretty much perfect as is.Jab: I personally like his Jab, but I cant deny how much better the Jab in the mod/video I posted is. Its a forward arching swing of his sword that covers more distance and is a better spacing move, Either way ill be happy with both.
Agreed.Forward Tilt: Amazing move and it should never ever change!
I've found so many uses for Ganon's new up-tilt that I can't really imagine it being gone at this point. I'm not sure which would be better overall though, but it's great as is.Up Tilt: The new Up tilt PMBR gave him was a very welcomed change and I use it often enough, but the video above showed a better alternative. Its a fake projectile moving in an upwards arch covering some of Ganon's front and is head, great for juggling and setting up combos. I'll be happy with either one.
I don't have any issues with his current d-tilt, but the mod's d-tilt is pretty cool. I believe the only real downside with sword Ganon's d-tilt is the lack of horizontal range, which is a fairly big deal. I'm not really sure of the hitboxes though, so I may be wrong. It's not a necessary change, but I'm definitely not opposed.Down Tilt: Nothing wrong with it but nothing too great, on the other hand the down tilt in the mod/video is a great set up move and can be used as a nice juggle, taking inspiration from OOT this move fits great for Ganon and would make a very good move in Ganon's arsenal.
Forward Smash is fine as is. It's good on reads, can be comboed into with d-throw, and has fine range. Honestly, the range on the mod's f-smash is just silly. Like, "too good" silly.Forward Smash: A short distance elbow strike that is hard to hit with and is punishable if missed, a better alternative is shown in the video/mod above its a forward thrust of his sword, it functions exactly the same as his elbow with also being able to be tilted in an angle up or down but gives it a much needed range increase.
Down Smash is fine. Aside from landing it off reads, it can be comboed into if the opponent misses a Flame Choke tech and can easily lead into more combos at low-mid percents. At high percents, it's a straight up killer. If you use it properly, it's very effective. Situational, but effective.Down Smash: Such a useless move too slow and it has horrible range, the video above makes it a slow 2 spin sword move that covers a good amount of space on both of Ganon's sides.
Up Smash is pretty much in the same boat as nair. Functionally, I love it, but I have to admit that it's fairly out of place aesthetically. Like a lot of the mod's moves, sword Ganon's Up Smash is just bonkers. I'd rather Up Smash stay as is, or only be changed aesthetically.Up Smash: Although this move has a really nice DACUS its still extremely situation based and completely doesn't fit Ganon. The mod/video above taking inspiration form Skyward Sword has Ganon lift his sword up in a small arch and summoning lightning above him. the small arch in front of Ganon allows him to carry opponents into the real strike and the lightning above causes an extra hitbox for opponents to be hit by. Its not that powerful of move KOing usually above 130% but its a great tool to use.
The only throw that I feel is sort of out of place is the back-throw. Falcon doesn't really have unique enough throws for them to seem out of place on Ganon in my opinion, but if they were changed it wouldn't be a problem.Since this thread is for ideas how to further De-clone Ganondorf I think just aesthetic changes to his throws are needed with maybe a greater KO potential. To this day it still looks horribly weird seeing Ganon grab/throw his opponents like C. Falcon, so I think just more fitting animations will add a much needed flair and uniqueness.
As for a grab range increase, I would absolutely love to have it, but I don't know if it would make sense balance-wise. Ganon can do absolutely dirty things out of his throws. Like, the dirtiest. His short grab range is probably a fair trade off for what he can do once he has a hold of you, but I'm not positive. It's definitely worth looking into though.BUT Ganon's grab range should most definitely be increased! With such long arms it boggles my mind how short his grab range is, and its almost impossible to grab out of shield with him. For such a slow and big character I think Ganon needs a longer grab range by default!
Ganon just holding a sword, but only using it for a couple moves would be weird. Ganon pulling out a giant sword out of nowhere would feel jarring, moreso than the tiny weapons other characters pull out. I guess I just don't want to see Ganon use a sword. I think the only way it could be added effectively is if his base moveset was drastically changed, which I definitely do not want to see.As a final question would you (if you want to see Ganon use a sword that is):
A- Prefer Ganon to hold his sword out at all times but only use it for the applicable moves?
OR
B- Have Ganon pull out his sword form thin air (like Kirby's hammer, Peach's Fsmash, Diddy Kong's Peanut Gun etc.) and use it when applicable?
Thanks for such a detailed reply.So much to say, but here goes:
I agree that nair is somewhat out of place aesthetically, but functionally speaking it's outstanding. It's a great spacing tool, fast, and, of course, it gives us the Arty Vortex. If the move could be changed aesthetically, without changing its function, I wouldn't mind; however, I think it serves too great a purpose to be changed in any significant fashion.
I myself would much rather keep Dark Dive as is. Ganon would lose a lot if he lost the grab in favor of a sword:
There's probably more, but I think the mod's up-B would be just about strictly worse for Ganon. As for it not fitting the character, I honestly feel it makes a lot of sense for Ganon. That's just an opinion, so I'm not going to argue with you there, but I see no need for a change aesthetically or functionally.
- Would no longer replenish his up-B when landing the grab. Along with simply hurting his recovery (marginally, but still), this would make meteor-cancelling less effective, as it's possible to recover from deep by latching onto the opponent that meteor'd you.
- All the benefits of a grab would be lost (grabbing on shields and junk).
- Horizontal knockback on the current Dark Dive is generally more useful than the upward one of the mod's I believe.
- Would be a much worse OoS option.
Again, I think that aesthetically the move is fine. Ganon riding on a wave of darkness makes enough sense for me. Again, that's just opinion, so there's no reason to really argue about that. The mod's down-B hitboxes would probably have to be addressed, because they're a little bonkers as is, but it wouldn't be a big deal. Regardless, I would prefer Wiz Kick stayed the same.
I've been saying it for a while now, Warlock Punch has got to go. There have been plenty of suggestions here, and I'm willing to believe that all of them would be better than the current Warlock Punch. The bar is crazy low.
I'm not a big fan of the animation on the mod, but I can't deny that the range would be pretty sweet. That said, I don't think it's really necessary, jab is pretty much perfect as is.
Agreed.
I've found so many uses for Ganon's new up-tilt that I can't really imagine it being gone at this point. I'm not sure which would be better overall though, but it's great as is.
I don't have any issues with his current d-tilt, but the mod's d-tilt is pretty cool. I believe the only real downside with sword Ganon's d-tilt is the lack of horizontal range, which is a fairly big deal. I'm not really sure of the hitboxes though, so I may be wrong. It's not a necessary change, but I'm definitely not opposed.
Forward Smash is fine as is. It's good on reads, can be comboed into with d-throw, and has fine range. Honestly, the range on the mod's f-smash is just silly. Like, "too good" silly.
Down Smash is fine. Aside from landing it off reads, it can be comboed into if the opponent misses a Flame Choke tech and can easily lead into more combos at low-mid percents. At high percents, it's a straight up killer. If you use it properly, it's very effective. Situational, but effective.
Up Smash is pretty much in the same boat as nair. Functionally, I love it, but I have to admit that it's fairly out of place aesthetically. Like a lot of the mod's moves, sword Ganon's Up Smash is just bonkers. I'd rather Up Smash stay as is, or only be changed aesthetically.
The only throw that I feel is sort of out of place is the back-throw. Falcon doesn't really have unique enough throws for them to seem out of place on Ganon in my opinion, but if they were changed it wouldn't be a problem.
As for a grab range increase, I would absolutely love to have it, but I don't know if it would make sense balance-wise. Ganon can do absolutely dirty things out of his throws. Like, the dirtiest. His short grab range is probably a fair trade off for what he can do once he has a hold of you, but I'm not positive. It's definitely worth looking into though.
Ganon just holding a sword, but only using it for a couple moves would be weird. Ganon pulling out a giant sword out of nowhere would feel jarring, moreso than the tiny weapons other characters pull out. I guess I just don't want to see Ganon use a sword. I think the only way it could be added effectively is if his base moveset was drastically changed, which I definitely do not want to see.
At this point, I feel like the only thing Ganon really needs is a new neutral-B. It'd also be great to see Gerudo Dragon reintroduced in some fashion.
While a few animation changes wouldn't be a big deal, I don't think there are any moves that desperately need it. Nair and up-smash are the only two that seem out of place to me, though it's not really serious. I can't really picture new animations that would preserve the functionality of those moves, and they're so fantastic that I want that avoided at all costs.
...and that's all I got.
I think the smashes are used often enough, but they are definitely situational. I don't think that's really a problem though, it's just part of the character.But I just can't agree on the smashs, I never see anyone use them in Competitive play (maybe a few times) most other characters you see the players use the smashes quite often with Ganon it's very rare. I frankly don't care if it's a sword, magic or fist they need to change. his smashs are downright useless most of the time.
That Forward Smash reaches halfway across Yoshi's Story, and it's definitely not slow enough for that to be a reasonable trade-off. Ganon has enough edge guarding tools anyway. All of the smash attacks on sword Ganon are crazy, except maybe d-smash.The Fsmash in the mod has good range but is slower and has more lag so there is a trade off but is useable especially for edge guarding. But it really isn't "too good". Non of them are really.
Like I said, maybe Ganon could use a longer grab, but his throws are easily right up there with the best and are definitely as good as in Melee, if not better. B-throw and f-throw are situational at best, but d-throw and u-throw lead into nearly guaranteed set-ups at any percent on the entirety of the cast. Getting a grab as Ganon can easily lead into a kill at just about any percent if you play it correctly. At the very least, you should be able to land an aerial and get your opponent off-stage, and with Ganon's excellent edge-guarding game, that can easily turn into a kill as well.From what I noticed Ganon's grabs aren't as good as they used to be and many other characters with great grabs (maybe even better than Ganon's) have a longer reaching grab than him, there is no doubt in my mind he needs a longer reaching grab.
Fair enough, you bring up good points. Btw I wasn't saying the mod was perfect I was just using it for inspiration for a viable competitive move set for Ganon. And when I played against other skilled players even with it the range it had (although it was helpful) it was not that crazy good or OP as your describing.As a preface to this, and I probably should have mentioned this before, I have tried out the mod. Anyway:
I think the smashes are used often enough, but they are definitely situational. I don't think that's really a problem though, it's just part of the character.
That Forward Smash reaches halfway across Yoshi's Story, and it's definitely not slow enough for that to be a reasonable trade-off. Ganon has enough edge guarding tools anyway. All of the smash attacks on sword Ganon are crazy, except maybe d-smash.
Like I said, maybe Ganon could use a longer grab, but his throws are easily right up there with the best and are definitely as good as in Melee, if not better. B-throw and f-throw are situational at best, but d-throw and u-throw lead into nearly guaranteed set-ups at any percent on the entirety of the cast. Getting a grab as Ganon can easily lead into a kill at just about any percent if you play it correctly. At the very least, you should be able to land an aerial and get your opponent off-stage, and with Ganon's excellent edge-guarding game, that can easily turn into a kill as well.
1. Not really, I think it's a good weakness for Ganon's smashes to lack range, compared to how powerful they are and on top of that you can set them up with a Dthrow on most of the cast.To summarize:
What Ganon really NEEDS is:
1. Better, longer reaching Smashs.
2. A better recovery against edge guarding.
3. A actually useful Neutral B.
4. A longer reaching Grab.
1. Honestly why not ? The only problem I'd see is since this Dtilt lacks range Ganon will have even more trouble CCing than he already has, which is a big meh for me. Also Utilt already has a quick hitbox inside Ganon, so it makes it kind of redundant.What I WANT for him though is:
1. That awesome Down Tilt from the mod I posted (Ocarina of Time FTW!!!!).
2. More unique animations that differ from C. Falcon on every possible move and throw.
We def all can agree his B needs to change, can you describe this so called focus attack? I don't play SF4...1. Not really, I think it's a good weakness for Ganon's smashes to lack range, compared to how powerful they are and on top of that you can set them up with a Dthrow on most of the cast.
Also most of Ganon's moves hit as hard as a smash, so he really doesn't lose inthe trade.
2. Ganon's recovery is actually quite good, he has 2 command grabs which so you can get past through a lot of things with grab armor.
His only real trouble offstage is catching the ledge, which is the same problem for approximatively everyone in the game save for tether users. So yeah it can be a pain, especially against characters with disjoints like Marth.
If there's one thing I'd want changed on his up B, it would be for Ganon to not be so free if the opponent gets deliberately grabbed and ledge tech
3. Agreed. It's been discussed multiple times here and here are the most recurrent suggestions :
-a reflector/deflector to deal with projectiles
-a projectile (bad idea imo because Ganon's playstyle is all about close range pressure)
-a chargeable punch like Marth's shieldbreaker
-a storable punch like DK's giant punch
-a focus attack similar to street fighter 4, with armor frames (my fav)
4. Maybe, maybe not. Ganon's grab game is ridiculously strong, especially Dthrow. When he gets a grab he can get a CG, a free aerial or a smash, he can even CG to death some characters (hi Roy).
Now it's true that Ganon's grab range is very short (especially if you compare it to Marth's haha), so my proposition would be to only increase by a little but give him a better slide on his JC grab.
1. Honestly why not ? The only problem I'd see is since this Dtilt lacks range Ganon will have even more trouble CCing than he already has, which is a big meh for me. Also Utilt already has a quick hitbox inside Ganon, so it makes it kind of redundant.
2. Personally I don't care if Ganon and Falcon share similar movesets, because even if they look alike in appearance the small differences give both characters a very different playstyle. And since I like Ganon's playstyle a lot, I don't feel the need to change his moveset.
Also about that LOZ fan thing, Ganon changes his fighting style in every game (mage in OOT, ninja in WW, barbarian in TP...), so having him use another style doesn't shock me more than that.Also I really like P-0's idea of making Warlock punch similar to a SF4 focus attack, the characteristics would be like :
-punch goes out when you release B, the longer you hold the harder it hits
-has super armor for one hit only, or some kind of heavy armor
-when you reach full charge the punch releases automatically and it breaks shields
-OR the punch itself could stun the opponent on place rather than send him flying, like ZSS' taser. The longer you charge, the longer the stun obviously.
I actually think the fact he has so many fighting styles in those 3 games only shows how much there is to build a unique move set from, and how lazy it is to copy another character's move set. Especially for Brawl when they had plenty of time to re-crate his move set.Here for the focus attack :
Also about that LOZ fan thing, Ganon changes his fighting style in every game (mage in OOT, ninja in WW, barbarian in TP...), so having him use another style doesn't shock me more than that.
With that said the PMBR have made an effort to have his animations differ from Falcon when they had the opportunity (Ftilt and Dtilt, Fair and Dair have also been changed recently) so we might see more tuning in the future, and I don't mind this kind of changes.
In Brawl- they gave his Neutral B a projectile. I think it was a fully charged Super Scope with a slower speed. It was funny hahahaha. No but Ganon should stay the same, unless PM decides to do the Black Shadow thing.You can't add projectiles to a character that doesn't have them to begin with… That's rule no.1 of PSA. Ganon is not going to get a projectile.
Can't they hypothetically clone Ganon on a character with an article thus allowing him to have a projectile? I have a feeling they did this with Samus to give her a crawl.You can't add projectiles to a character that doesn't have them to begin with… That's rule no.1 of PSA. Ganon is not going to get a projectile.
They def could use a clone spot with an article for projectile for Ganon. But than who would fill in his spot? (Black Shadow?)Can't they hypothetically clone Ganon on a character with an article thus allowing him to have a projectile? I have a feeling they did this with Samus to give her a crawl.
*i could be wrong
Yeah crawling doesn't require an article. What I was alluding to was that a character's crawl attribute was cloned onto Samus to give her that ability. It's kinda like how Mewtwo was given his hover ability from Peach's float.They def could use a clone spot with an article for projectile for Ganon. But than who would fill in his spot? (Black Shadow?)
As for crawling I'm not sure that is something that needs an article like a projectile.
I totally respect your opinion, but i dont agree.Well, this thread fell apart.
Let's just get back to what this thread is REALLY about: finding a replacement for Warlock Punch.
- Black Shadow/Ganondorf is just ****ing stupid. Seriously, I'm sick of this **** popping up every week.
- Two Ganondorfs is really unnecessary, as there are much better options for the clone engine in my opinion. That said, Toon Ganon would be sweet.
- If adding a projectile requires the use of the clone engine, that would be a waste of time. As much as I would want it, that's just the truth of the matter.
- Sword Ganon PSA is also a bad idea, in my opinion. As neat as some of the moves are, the range and safety that the sword provides Ganon in the PSA is just silly. It's not just range/disjoint, it significantly changes the way in which Ganon plays. Even as a stance change, it provides safer and strictly better options for almost his entire moveset, leaving no real reason to play Punchdorf.
Also i dont agree this thread is just to find a replacement for his B