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Ganondorf: Patch 1.1.3 Changes

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Theosmeo

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It seems more horizontal, which is good because it´ll force low recoveries out of people
 

Flor@

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Probably not best to change the speculation thread to confirmed changes thread lol

EDIT: really confusing
 
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Swoops

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Here's hoping they enlarged the second hitbox for NAir, given the first hit is a little less safe on shield now.
 

King9999

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I already posted my wants in the QOL buff thread, and I'm happy to see that Dark Dive got a knockback buff. What I'm really interested in are any changes to frame data, such as the jab. I'm not expecting Melee jab, though that was so much fun to use.
 

Darkshadovv

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Dark Dive buff seems quite lackluster. It's just an increase from 11% to 13.8%, while Falcon Dive does 17% in total. Still something, I guess.
 

Ray_Kalm

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Dark Dive buff seems quite lackluster. It's just an increase from 11% to 13.8%, while Falcon Dive does 17% in total. Still something, I guess.
There's also a slight knockback increase which may actually help out more than it seems. Many times characters would be able to follow up and attack after getting hit by dark dive, this may create that small difference.
 
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free33

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So Down Smash went from angle_130_32608_lg.gif To imgres.png . I see combo potential? maybe at low percents. Combo into maybe Fair, pivot Bair, and Uair? Up B? idk just throwing ideas out
 

Top Boss

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I hope d smash still hits opponents behind ganondorf
 

Swoops

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Same, he already has FSmash for a powerful attack that launches in front of him.

I really enjoyed catching tech rolls in for kills at like 60%
 

free33

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what's good about this is at the ledge, dsmash will kill towards the closer side if you are facing the ledge. still covers rolls and roll getups, which are common ways of getting away from the ledge. if it doesn't kill it will put them back off stage, giving you another chance for edgeguarding
 

Thinkaman

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There are no changes to startup time. While SOMEONE probably got SOME endlag or landing lag changes we have yet to find, I wouldn't hold your breath.

I'm most interested in seeing how this new nair works.
 

adom4

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There are no changes to startup time. While SOMEONE probably got SOME endlag or landing lag changes we have yet to find, I wouldn't hold your breath.

I'm most interested in seeing how this new nair works.
I am more interested in choke, do you know if the choke change means anything important?
 

Thinkaman

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I am more interested in choke, do you know if the choke change means anything important?
I don't have much documentation for the parameters of command grabs. All I know is that parameter 6 was increased a bit on his side-b command grab instructions... it could be a positional offset or some sort of size, but I can't say for sure.
 

verbatim

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There's also a slight knockback increase which may actually help out more than it seems. Many times characters would be able to follow up and attack after getting hit by dark dive, this may create that small difference.
It should be worth noting that increasing damage increases knockback by default, so that's ON TOP of the knockback buff. It probably won't kill unless you go for a stupid air dodge read at the top but it creates space and that extra distance is that much further away from the stage you can stage spike from.
 

MagiusNecros

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I don't have much documentation for the parameters of command grabs. All I know is that parameter 6 was increased a bit on his side-b command grab instructions... it could be a positional offset or some sort of size, but I can't say for sure.
I think we need to see it in action. Not sure if the wording means that Choke now has a special property to beat out any attack or if the grab range(purple glow) got bigger?
 

SaltyKracka

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The only changes that could possibly have any meaningful effect from what we've seen so far are the Nair or SideB changes.

I'm not holding my breath.
 

LSXAndrew

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Anyone have any clarity yet on the "Facing restriction set to 4" on DSmash?

And also the "Hitbox moved up 2 units" on DAir? How far is 2 units?
 

Theosmeo

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Anyone have any clarity yet on the "Facing restriction set to 4" on DSmash?

And also the "Hitbox moved up 2 units" on DAir? How far is 2 units?
It might make Ganon turn around so the 50 angle is behind where you start. This´ll make the angle similar to before but it changes the facing angle for better defensive options if you hit a shield
 

Vermanubis

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Also yo does this mean dmash into flame choke is a true combo?
Just a heads up, try not to double post. Just hit the edit button. :colorful:

I don't think the changes are very meaningful, but they still present some circumstantial utility, I think. I agree with Salty in that which I think the ambiguous NAir and choke changes present any real significant hope. But I think the others are worth noting, too. DSmash, for one, sending forward makes it a really dangerous option for choke follow-ups near the ledge.
 
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Didier337

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Ganon's Air game sounding nice. If anything is guaranteed to aerial flame choke, stocks will fall faster than when the great depression.
 

SaltyKracka

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I agree with Taco in that which I think the ambiguous NAir and choke changes present any real significant hope. But I think the others are worth noting, too. DSmash, for one, sending forward makes it a really dangerous option for choke follow-ups near the ledge.
...Taco?

Also, I'd be more excited about Dsmash changes if it weren't...y'know, Dsmash.
 

Vermanubis

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...Taco?

Also, I'd be more excited about Dsmash changes if it weren't...y'know, Dsmash.
Oops. Fixed. ;)

And yeah, same. Though, all of this nebulous info has me excited yet.

Edit:

This was just brought to my attention. DAir moving up two units -- enough to make it AC?
 
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adom4

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Nair is completely different, not sure if it's better, it feels a bit worse actually.
 

adom4

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OK the first hit of Nair is MUCH worse, it doesn't combo break at all & it barely does any knockback, i am really upset about this.
 
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Did short hop Uair always autocancel? Im newer to Gdorf in comp play but I don't remember this being a thing
 

Vermanubis

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I think NAir's amazing now.

Why?

We got one of the few things we lost from Brawl: we can double NAIR.

NAir ends before you hit the ground, so you can DJ NAir. This is unbelievable for our aerial approachs <and> combo potential.
 
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adom4

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DARK DIVE CAN KILL AT AROUND 140% NOW (WITHOUT RAGE)!
 

Vermanubis

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The first weak hit of NAir might be a blessing. At higher percents, at can confirm into FTilt/DTilt since it won't send them high enough to escape a follow-up. Kind of a pain in the ass for lower percents, but it can kill confirm.
 

ILOVESMASH

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With the buff to dark Dive, I think it has the potential to be a decent edgeguarding option as well as an okay followup from D-Tilt. It might be useful against characters sheidling on a platform as well.
 
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