MARLX
Smash Journeyman
What is Ganons momentom cancel?
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1. Ohhhh yeah. You're at your most vulnerable when you roll. Use rolls/spotdodges sparingly and calculatingly. Learn what moves to spotdodge and which to shield. I.e. shield multi-hit moves, spotdodge shield-transcending moves like Diddy, Bowser or Ganon's side-b.Thankyou for answering these. So it's diagonal, eh? Mhmm, alright. I am very familiar with SDI, I just don't fully understand how to do it. Lol. I rack up alot of damage with just that nonsense. If I can SDI out of this stuff, my Ganondorf will be a very formidable force.
Buffering shield? Mhmm.. I will practice that. :D Can rolling after shielding cause you to be vulnerable? I think that is what is getting me hit actually.
I definately agree with Ganon's aerial. There has to be a way to stop projectiles safely.. I really love his spotdodge though. I mean, Bowser can jab some projectiles. >; I guess SH'ing AD cautiously towards the opponent is the only way?
reposting......Dtilt really isn't good for spacing. He really can't afford to stand still for that long if he's trying to avoid getting hit, and he definitely can't afford sticking his hurtbox out that far. Plus, a lot of chars can punish it OoS, and even if they can't punish it OoS directly, it still puts Ganon at a bad position after he hits their shield because it's a slow move (not compared to the rest of Ganon's moves, but in general), and he's put at a frame disadvantage.
I'll land the occasional Dtilt by just throwing it out, but its only really viable use is as a guaranteed followup after Gerudo, especially at low %'s. If they're at 0% and you get a gerudo, you should always Dtilt (assuming it's guaranteed), because one of three things will happen after the Dtilt lands:
1. Your opponent gets hit by the Dtilt and air dodges into the ground. This seems to happen about 40-50% of the time--follow up with another Gerudo, another Dtilt (followed by a gerudo if they air dodge again), or anything else really.
2. If your opponent has a fast Nair, they'll often throw that out after getting hit by the Dtilt, because they think you'll try to run up and punish their air dodge. This is usually vs. MKs, Luigis, Marios, G&Ws, etc. Just Dtilt then don't move, then once they hit the ground, Gerudo them because they'll get landing lag from Nair.
3. The rest of the time, they will double jump away immediately after the hitstun from the Dtilt ends. If you think they'll do this (it happens about as much as option #1), run up and Uair them immediately. It will usually hit them. This is good because you just robbed them of their double jump, and now you get to punish their landing too. Try to gerudo them as they land.
These options can be messed up if your opponent has an invincible up B move like shuttle loop or parachute or something, but hopefully you get the general idea.