• 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!

Ganondorf: Patch 1.1.3 Changes

Status
Not open for further replies.

Ray_Kalm

Smash Master
Joined
May 28, 2008
Messages
4,305
Location
Ontario, Canada
NNID
Ray_Kalm7
3DS FC
3626-0429-4546
An update is coming up in two days, and we can expect a balance patch most likely.

What are you hoping most to change? Will we finally get that jab we wanted?

Z1GMA Z1GMA

Changes thus far:

D-Smash 2nd hit angle 130 -> 50! Facing restriction set to 4 (not sure what this means)

Nair Completely remade! Hitboxes all totally different! Bottom line is, second hit is now stronger rather than first.

Dair Hitbox moved up 2 units

Neutral Special 1 Super Armor extended from frames 11-63 -> 11-66

Turnaround Neutral Special 1 Super Armor added from frames 11-58

Turnaround Neutral Special 2 Super Armor added from frames 11-54

Side Special 1/2 (ground/aerial) Some sort of grab parameter increased?

Up Special 1 Grab shocks damage 1.0 -> 1.2 Throw damage 7.0 -> 9.0, KBG 82 -> 90

N-air: Landing lag reduced, from 18 -> 17.
F-air: Landing lag reduced, from 23 -> 22.
B-air: Landing lag reduced, from 20 -> 19.
D-air: Landing lag reduced, from 28 -> 26
U-air: Landing lag reduced, from 20 -> 19.

(Credits to @Thinkaman and other dataminers).
 
Last edited:

MegaBlaster1234

Smash Apprentice
Joined
Apr 16, 2010
Messages
138
NNID
Srib64
A kill throw, Dark Dive hitting at Melee or near Melee strength, slightly better wizkick and faster jab.
 

adom4

Smash Lord
Joined
Dec 4, 2007
Messages
1,066
Location
Israel
NNID
adom15510
3DS FC
3179-6434-6692
An actual grab for starters.
Dark fists to be the default instead of dark dive is the dream though
 

Vermanubis

King of Evil
BRoomer
Joined
Jun 12, 2008
Messages
3,399
Location
La Grande, Oregon
NNID
Vermanubis
3DS FC
1564-2185-4386
I'd like wizkick to not slow down upon impact. I'd also like dash attack to kill earlier. Ike's is way safer and larger, and it kills significantly earlier. I see no reason why we can't kill below 150 with DA (honestly one of the most frustrating things about Ganon, imo -- even more than the lack of grab).

Anyway, to itemize the list, here're the things I think are fair to give Ganon without arbitrarily removing every inherent weakness he has:

-Bigger hitbox below his leg on NAir (dunno if that'd be possible just from an aesthetic point of view): small characters cramping us from the immediate front is a really big problem.
-Bigger vertical hitbox on the foot of DSmash
-Wizkick shouldn't slow down on impact
-DA should kill at least <a little> earlier
-FThrow should kill below 200%... right next to the edge.
-More shieldstun on FTilt (his best way to catch rolls, but is punishable in most cases on even non-PS shield)

Just stupid things that don't really affect his design, but are just annoying oversights.

But, if I'm to be realistic and thematically consistent with his changes thus far:

1% buff to upthrow
Sweetspot UTilt kills 0.5% earlier
Give Warlock punch a sweetspot
 
Last edited:

MegaBlaster1234

Smash Apprentice
Joined
Apr 16, 2010
Messages
138
NNID
Srib64
I'd also like dash attack to kill earlier. Ike's is way safer and larger, and it kills significantly earlier. I see no reason why we can't kill below 150 with DA.
It'd be nice if it killed around 130 consistently for sure, but more importantly I think it needs more than just 2 frames of invincibility so we could actually plow through normals and projectiles.
 

verbatim

Smash Ace
Joined
Mar 29, 2015
Messages
618
Realistically, I'm hoping for damage buffs/kb scaling to this throws, but anything that's positive would be nice.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Make all Ganon's moves hit at frame 1 :upsidedown:
Nah...

I don't think we'll get anything.
Though it'd be nice with a faster jab, better grab, and less lag after Dthrow.

Look what happened to Ike - why can't Ganon get SHAC Dair, back, Mr Sakurai??
 

Didier337

Smash Cadet
Joined
Mar 21, 2015
Messages
60
3DS FC
4742-5843-4940
I agrees with Vermanubis Vermanubis
To add, I want super armor on the beginning of Dark drive and have a greater BKB.Give Wizard's Foot transcending properties so it can punish projectile users. F-throw's angle should be 22 just like his F-tilt. Less ending lag on D-throw for better follow ups.U-throw to be a kill throw. Make the jab faster or give it super armor,just make it a reliable "get off me" tool. Give B-throw darkness properties for better hitstun.
 

Theosmeo

Smash Journeyman
Joined
Sep 1, 2015
Messages
373
Location
Oakland, CA
NNID
LastOfTheM
3DS FC
0576-7286-5643
Put darkness on dthrow for x1.5 hitstun, reading DI is extremely fun for me
 

Darkshadovv

Smash Cadet
Joined
Oct 1, 2015
Messages
32
-Melee run speed and Brawl air speed.
-Bowser's midair jump.
-Dark Dive killing at 120%.
-Project M Wizkick, excluding midair jump regain.
-Project M Flame Choke, and no longer causes helpless.
-10% frame 5, IASA 25 jab.
-Melee lunge distance on forward smash.
-Angling on forward tilt.
-Forward and down tilt and down smash intangible on foot.
-Up tilt and neutral air sourspots strengthened to match sweetspots.
-Melee frame and hitbox data on forward and back airs.
-No more t-rex grabby hands.
-Forward and back throws killing at 135% near ledge.
-Up throw killing at 150%.
-12% damage on back and up throws.
-More vertical angle on down throw.
 
Last edited:

MGK

Smash Apprentice
Joined
Aug 31, 2014
Messages
109
I just really want intangibility on his boot / leg on his dTilt and fTilt and maybe even Nair. I feel this will help him out in a though areas without making Ganondorf OP.

Reasons I want this:

1. Hate it when Bowser / DK does a pivot grab and they grab your toes and you teleport to them.
2. All the big characters have disjoint with a weapon or some form of intangibility.
3. If you clank with Sonics side B, you both have the same amount of stun. (This alone ruins the MU for us I feel)
4. Will advance his spacing game without giving him more range.

If no intangibility, make fTilt have the same amount of disjoint as dTilt.

Lastly, fThrow should kill at the ledge at 140% with no DI. This can create fear towards your opponent if they DI wrong, they die. (DI in and dThrow to Fair will kill or DI away and fThrow kills at 130%)
 

Gold_TSG

Smash Apprentice
Joined
Jun 27, 2015
Messages
134
NNID
Slyger_Magreiva
Faster jab
Stronger KB on up B grab
Slight lag reductions on a bunch of moves
MAKE BTHROW A SOLID 10 DAMAGE HIT SO HE CAN TAKE ADVANTAGE OF THE GROWTH! HE CAN'T EVEN FISH FOR GRABS LIKE NESS SO THIS ISN'T EVEN UNREASONABLE!
Faster dtilt so he has an option on everyone
Nerf Sheik/Rosa/Pika
Reliable connection between dsmash hits
 
Last edited:

Muddyk

Smash Cadet
Joined
Apr 8, 2015
Messages
49
Location
Virginia
NNID
theflyingmud
3DS FC
4656-7708-6477
Melee Ganon's Jab and wizard kick.
Can ganon please get a bigger grab range Nintendo that's literally one of the only things i'd really want.
dair to cancel maybe 3 frames faster so i can convert early stomps into combos.
A kill throw would be nice as well considering his garb grab range.
maybe a fix for his nair hitbox so it hits a slight bit lower like samus's got.

Anything else would be purely aesthetic but i'd welcome anything for the King Of All Evil.
 

Swoops

Smash Lord
Joined
Apr 28, 2008
Messages
1,000
Location
Tempe, AZ
NNID
SwoopsTii
Since most everybody seems to agree on a few changes, I want to offer a couple new ideas.

- Ground+Aerial Wizard's Foot keep the same cooldown, possibly more, and instead receive 9f start up with super armor occurring around 4/5f. Beats projectiles, possibly a hitbox buff.
- Flame Choke (both versions) starts up in 12f.
-Give FAir a large landing hitbox with darkness effect, similar to Falco's FAir.

The idea with these would be to keep Ganondorf's high-risk playstyle intact, but give him more option coverage when he takes those risks.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
We won't be getting anything, though, so just be happy with the DLC, and the high possibility of Top Tier Nerfs.

Our last buff was massive, after all.
There are times when Nair is actually kinda cheap. YES - Ganon does in fact have a move that can be somewhat cheap now.
Many times have I jumped out with a reverse FF Nair to stagespike ppl with the late sourspot hit, only to see them die in the horizontal blastzone instead from Ganon's sourspot butt at like 110%.
 
Last edited:

HeavyLobster

Smash Champion
Joined
Jun 7, 2014
Messages
2,074
NNID
HeavyLobster43
My modest wish list of QOL buffs:
Dark Dive to come out 2 frames faster, and do 2% more
Jab to have 5-10 frames less lag
Dair's landing lag to be reduced by 2 frames
More KB growth on Fthrow
 

adom4

Smash Lord
Joined
Dec 4, 2007
Messages
1,066
Location
Israel
NNID
adom15510
3DS FC
3179-6434-6692
We won't be getting anything, though, so just be happy with the DLC, and the high possibility of Top Tier Nerfs.

Our last buff was massive, after all.
There are times when Nair is actually kinda cheap. YES - Ganon does in fact have a move that can be somewhat cheap now.
Many times have I jumped out with a reverse FF Nair to stagespike ppl with the late sourspot hit, only to see them die in the horizontal blastzone instead from Ganon's sourspot butt at like 110%.
lol i killed a Sheik with Nair at like 80% from the middle of T&C with Nair:
https://www.youtube.com/watch?v=BJNtDVVS7H8
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
^ Fthrow beeing a Kill Throw would be insane. They'd be forced to DI in, or at least not out, thus making Dthrow Setups a lot deadlier.
 

Sykkamorre

Fights using psychology.
Joined
Aug 31, 2014
Messages
597
Location
South-west UK
NNID
Sykkamor
Faster jab and grab.

OR

Disjointed hitbox on jab reaching higher vertically that could negate projectiles and act as more of an antiair and a range buff on grab and dash grab.
 

adom4

Smash Lord
Joined
Dec 4, 2007
Messages
1,066
Location
Israel
NNID
adom15510
3DS FC
3179-6434-6692
Here are the changes datamined so far:
  • D-Smash
    • 2nd hit angle 130 -> 50!
    • Facing restriction set to 4 (not sure what this means)
  • Nair
    • Completely remade! Hitboxes all totally different!
    • Bottom line is, second hit is now stronger rather than first.
  • Dair
    • Hitbox moved up 2 units
  • Neutral Special 1
    • Super Armor extended from frames 11-63 -> 11-66
  • Turnaround Neutral Special 1
    • Super Armor added from frames 11-58
  • Turnaround Neutral Special 2
    • Super Armor added from frames 11-54
  • Side Special 1/2 (ground/aerial)
    • Some sort of grab parameter increased?
  • Up Special 1
    • Grab shocks damage 1.0 -> 1.2
    • Throw damage 7.0 -> 9.0, KBG 82 -> 90

Dunno what the Dair, Nair & choke changes mean, it's gonna be interesting that's for sure.
 

Top Boss

Smash Journeyman
Joined
Oct 29, 2014
Messages
344
NNID
PizzaMonkey24
3DS FC
2449-5103-4580
wait..... the new patch is out now?
 

Top Boss

Smash Journeyman
Joined
Oct 29, 2014
Messages
344
NNID
PizzaMonkey24
3DS FC
2449-5103-4580
MY BOY FOX BETTER STAY INTACT
 

Swoops

Smash Lord
Joined
Apr 28, 2008
Messages
1,000
Location
Tempe, AZ
NNID
SwoopsTii
Omg, please tell me UpB kills now.

Side B might've got a grab hitbox buff???

Ffffffff....must have patch, must test.
 

adom4

Smash Lord
Joined
Dec 4, 2007
Messages
1,066
Location
Israel
NNID
adom15510
3DS FC
3179-6434-6692
Omg, please tell me UpB kills now.

Side B might've got a grab hitbox buff???

Ffffffff....must have patch, must test.
Dark dive now does a bit more knockback & areound 4% more, Nair is probably still the same (i think they just got mixed up), D-smash probably sends forward now, Dair's hitbox got moves up or something & choke got... something.
Also, REVERSE WARLOCK PUNCH ARMOR HYPE!
 

Ray_Kalm

Smash Master
Joined
May 28, 2008
Messages
4,305
Location
Ontario, Canada
NNID
Ray_Kalm7
3DS FC
3626-0429-4546
Increased superarmor on warlock punch can work with us positively so many ways.

I'd like to see the dark dive and flame choke changes, and as Adom4 said, nair is probably the same.
 
Last edited:

Scarlet Jile

Smash Lord
Joined
Oct 19, 2005
Messages
1,223
Location
The Woods, Maine
NNID
ScarletJile
Reverse warlock punch armor is hilarious, but I doubt it means anything balance-wise. I'm really curious about what the redesigned nair means and what the change to choke is.

Also, that down-smash angle...
 

Theosmeo

Smash Journeyman
Joined
Sep 1, 2015
Messages
373
Location
Oakland, CA
NNID
LastOfTheM
3DS FC
0576-7286-5643
Is the difference between reverse warlock punch 1 and 2 grounded vs aerial? then we could jump off duck hunt trees and throw punches
 

Ray_Kalm

Smash Master
Joined
May 28, 2008
Messages
4,305
Location
Ontario, Canada
NNID
Ray_Kalm7
3DS FC
3626-0429-4546
Is the difference between reverse warlock punch 1 and 2 grounded vs aerial? then we could jump off duck hunt trees and throw punches
I would assume that the numbers are a referral to custom specials.
 
Last edited:

Theosmeo

Smash Journeyman
Joined
Sep 1, 2015
Messages
373
Location
Oakland, CA
NNID
LastOfTheM
3DS FC
0576-7286-5643
Oh ok, still happy reverse got buffed, now we can catch spacies when they phantasm through us
 
D

Deleted member 269706

Guest
Im real confused about Dsmash...does this mean that the second hit sends them in the direction that Ganon is facing?
 
Status
Not open for further replies.
Top Bottom