bandi
Smash Cadet
Basically the first hit of dsmash is DIable, don't really know if that is "fixable" or rather if the devs want it fixed.
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i like your first idea, merza, i think it sounds pretty cool. i think it'd be cooler to be able to hold the charge like a dk punch, but it'd probably have to be weakened? (don't know the kb values for the moves...) even if it did, being able to have a moderately powerful attack that can reflect stuff would be worth it, imo.I just posted this over on r/SSBPM but I figured I'd post it here as well to hear your thoughts.
It's generally agreed that Ganon needs some more help in PM to put him on an even playing field with the rest of the cast when it comes to tournament viability.
In my opinion, Ganon is being held down in the tier lists due to his inability to deal with projectiles, and his ridiculous combo-ability.
Which leads us to my suggestions for a fix.
1) Replace Warlock Punch with a projectile reflecting back-handed slap that can be 'charged' (circa OOT). By tapping neutral B (like short hopping) the slap would come out quite quickly (around the same speed as his jab) but without the jab's knockback. This gives Ganon a true jab that can be used for jab-resetting, and also gives Ganon a projectile reflector similar to Mario's cape (reflects the projectile at the same speed, increases damage a bit). By pressing and holding neutral B, Ganondorf would charge up the back hand for as long as Warlock Punch can last (max charge) but can also be released at any time, resulting in a stronger backhand that knocks enemies further back, and also hits projectiles back at a faster speed/knockback. The fully charged neutral B would essentially be Ganon's current Warlock Punch with projectile reflecting capabilities.
2) New Nair. Ganon's nair is by far the worst of his aerials, and while it has its uses (and nice auto cancel from short hop) it just isn't as useful as it could be. My suggestion: give Ganon a new nair that comes out fast (nice priority pls) which actually gives Ganon the ability to escape deadly combo strings in the event that he loses his jump.
In my opinion, both of these changes keep Ganondorf true to his melee playstyle, while also de-cloning Ganondorf a little bit more from Captain Falcon to play a bit more similar as how he did in OOT. Thoughts?
Yes. Just an upwards kick at like a 70 degree angle. I wish they kept it.Was usmash different in Brawl?
So uh...basically make the current Utilt as a Smash attack?I doubt this would help much but what if Ganon's f-smash was changed to a more practical(faster, has sweetspot at the explosion) Volcano kick? (old u-tilt)
no; make brawl utilt the new fsmashSo uh...basically make the current Utilt as a Smash attack?
Not really certain what'd be so different between a sped up Brawl Utilt and PM Utilt, other than the fact that I think the Brawl move pulled people in slightly? I suppose they could add that property to PM if they really wanted.no; make brawl utilt the new fsmash
Not really certain what'd be so different between a sped up Brawl Utilt and PM Utilt, other than the fact that I think the Brawl move pulled people in slightly? I suppose they could add that property to PM if they really wanted.
Anywho, if it were a Fsmash, what would you propose as a new-new Utilt?
It'd be weird having them both, I don't think the PMBR would do that
Turn this into fsmash
Keep Project M utilt the same
Well that would be interesting to do if every melee top tier didn't have an extremely polarizing grab game on top of their "better than Ganon" grab range. Look at Marth or Fox for example. And they're not alone, look at Wario, Zelda, Ike, Snake. All have at least guaranteed grab follow ups, and some have a grab game as ridiculous as Ganon's.so, i've been thinking about stuff, and a "big overhaul" change i think would be good would be to just change ganon's throw game completely.
get rid of the dthrow chaingrab. in exchange, give him slightly better grab range (slightly lower down and/or slightly longer out). change his throws to be more positional advantage type throws. like, marth's f/b/d throws. maybe give him some kind of di mixup on uthrow and something else?
basically, get rid of the overly polarizing dthrow. you hardly have a reason to use anything other than that (unless you just want to get someone offstage or towards your partner in teams). then, in exchange, give him a better grab and an overall more balanced throwgame.
thoughts?
I agree with all that you said, except I do think his Neutral B should change and I think his smashs should hab larger hitboxes.Nope, not at all.
Personnally I feel like Ganon only needs some minor changes to be truly enjoyable :
-reduce the landing lag on aerial side B when it whiffs
-reduce the lag when up B connects so that the opponent can't punish it when he gets caught
-make the hitbox on aerial down B cover the foot so that people actually have to time their move to beat it
-fix the bug that makes you automatically lose your mid air jump when you use your up B or side B in the air
-see if there's some way to fix jab and grab so that it becomes possible to hit Kirby.
Those are mainly quality of life fixes that I thought about after fighting players that knew what they were doing, and comparing my results when playing Ganon and when playing other characters.
I feel like Ganon is fine as is (even if a new neutral B wouldn't hurt) but lacks the "little details" that Brawl newcomers and Melee low tiers recieved.
Well that would be interesting to do if every melee top tier didn't have an extremely polarizing grab game on top of their "better than Ganon" grab range. Look at Marth or Fox for example. And they're not alone, look at Wario, Zelda, Ike, Snake. All have at least guaranteed grab follow ups, and some have a grab game as ridiculous as Ganon's.
yeah, but none of them have a chaingrab as ganon does, and ganon's grab range is pretty bad. add that to the fact that there's very little reason to use not-dthrow (basically, only to throw them offstage or into your partner). they won't address ganon's grab range since one could say it's balanced by his chaingrabbing dthrow. i'd rather have a half decent grab range (the super short characters ducking it i can live with, but half of their moves' animations putting them lower than his grab can reach is kind of dumb...) than be able to chain grab a bunch of non-top tier characters (outside of shiek/marth, where marth isn't considered top by a lot of people and shiek is all over the place still in general consensus).Well that would be interesting to do if every melee top tier didn't have an extremely polarizing grab game on top of their "better than Ganon" grab range. Look at Marth or Fox for example. And they're not alone, look at Wario, Zelda, Ike, Snake. All have at least guaranteed grab follow ups, and some have a grab game as ridiculous as Ganon's.
I mean already, it doesn't matter how you DI out of Ganon's grab, you're gonna get booted or your skull crushed (or chain grabbed at low percents). I think that's worth the trade off of having a variety of grabs that while might give you the positional advantage, allow your opponent to DI away from any follow ups. Plus Marth's tippered fsmash comes out fast with crazy reach. Ganon's only move kinda like that is Ftilt and he won't get the same mileage out of it.his throws are super good because if you di wrong, you eat tipper fsmash. that's what i'm wanting out of ganon's stuff, only you wouldn't really need to tipper anything, you just boot it or crush its skull.
there's nothing on it in the changelog going into 3.02.We should really look more into the 3.02 version of Dthrow because I'm pretty sure a lot of things changed since 2.6 (and even more from 2.5).
It's still dependant on port priority, with a lower port you'll win but with a higher port it'll go to sudden deaththough, it does say that he'll always win off ganoncide, yet i got a sudden death the other night off one...
This all seems reasonable enough, I'd just be happy to have a new neutral-b though.Personnally I feel like Ganon only needs some minor changes to be truly enjoyable :
-reduce the landing lag on aerial side B when it whiffs
-reduce the lag when up B connects so that the opponent can't punish it when he gets caught
-make the hitbox on aerial down B cover the foot so that people actually have to time their move to beat it
-fix the bug that makes you automatically lose your mid air jump when you use your up B or side B in the air
-see if there's some way to fix jab and grab so that it becomes possible to hit Kirby.
Aerial Wiz Kick is basically half a Ganoncide that can kill at any percent and might not kill you if you're careful. I like the risk of it to be honest, living life on the edge and whatnot.i had some black guy thinking time to ganons moveset and a what if scenario clicked in my head.
what if the aerial wizkick functioned like wario's down air with the bounce on contact. the fact that even if you land the spike youre going down always bugged the hell outta me. its unfair and discourages use of the move outside of recovery. if i miss it fine thats my bad, but even when it connects im hard pressed to recover. thats bull
There's no mention of it in the 3.0 patch note either, yet I can't CG Link to death like I could in 2.6b.there's nothing on it in the changelog going into 3.02.
I haven't gotten into practice mode to test this, but I think in general if you do aerial wiz kick at about full hop height, you'll just barely make it back to the edge. You definitely will at double jump height. I'm gonna mess around with it a ton, especially now that you can turn it around.Aerial Wiz Kick is basically half a Ganoncide that can kill at any percent and might not kill you if you're careful. I like the risk of it to be honest, living life on the edge and whatnot.
Yeah, you should really only die if you're over eager and go for it too far horizontally and/or at short hop height or lower, otherwise you'll generally be fine.I haven't gotten into practice mode to test this, but I think in general if you do aerial wiz kick at about full hop height, you'll just barely make it back to the edge. You definitely will at double jump height. I'm gonna mess around with it a ton, especially now that you can turn it around.
Nope, not at all.
Personnally I feel like Ganon only needs some minor changes to be truly enjoyable :
-reduce the landing lag on aerial side B when it whiffs
-reduce the lag when up B connects so that the opponent can't punish it when he gets caught
-make the hitbox on aerial down B cover the foot so that people actually have to time their move to beat it
-fix the bug that makes you automatically lose your mid air jump when you use your up B or side B in the air
-see if there's some way to fix jab and grab so that it becomes possible to hit Kirby.
Those are mainly quality of life fixes that I thought about after fighting players that knew what they were doing, and comparing my results when playing Ganon and when playing other characters.
I feel like Ganon is fine as is (even if a new neutral B wouldn't hurt) but lacks the "little details" that Brawl newcomers and Melee low tiers recieved..