MGK
Smash Apprentice
- Joined
- Aug 31, 2014
- Messages
- 109
So I've been reading on the Ganondorf threads and some people are confused about the new Nair and how the old one use to lead into a grab quite well at low %. I've been in the lab for a bit and have learnt the first hit of Nair and it's properties to a extent.
These tests were done on a Mario in training mode, so % will change due to weight / fall speed / DI.
Hit Boxes
Nair 1
Thigh
- 12% Sweet Spot
- 10% sour Spot
- Has more of a 45 degree KB. (Sorry, don't know Smash angles. )
- leads into a grab between 0 - 30%
- This hit box will always show up as a combo into the second hit of Nair.
Strongest hit out of all the Nair hit boxes, pretty good at linking into the second hit of Nair. Links at up to roughly 60%.
- Kills at 132% on Battlefield's starting position.
Calf
- 12% Sweet Spot
- 10% sour spot
- Has more of a Vertical KB.
- leads into a grab between 20 - 60%
- Can lead into grab between 10 - 19% but the opponent hits the ground and can react fast enough to punish or avoid.
- Anything less then 10%, the opponent doesn't really leave the ground and can punish every time.
- This hit box will always show up as a combo into the second hit of Nair.
Best Hit box as it links the best into second hit. Links at up to roughly 110%.
- Kills at 184% on Battlefield's starting position. (Ceiling Death)
Foot
- 8% Sweet spot
- 5% sour spot
- Has more of a Horizontal KB.
- This will never lead into a grab as the opponent goes too far forward but Dash Attack seems very effective between 0 - 32% because you get the weak of dash attack that leads into a grab.
- Weird enough, if your opponent gets hit by this hit box, they can air dodge the second hit of Nair (Seems random, but I think it's mainly cos of the sour spot or DI).
Really weird hit box, I really don't understand it but it connect into second hit sometimes up to 32%.
- Kills at 233% on Battlefield's starting position.
Nair 2
- 1 hit box that has a sweet and sour spot.
- 10% sweet spot
- 7% sour spot
- Can trip randomly at 0 - 10% (Sweet or sour spot)
- Opponent slides between 0 - 3% with sweet spot. (Grab is possible but side B or sour spot DA is better)
- Opponent slides between 0 - 10% with sour spot. (Grab is possible but side B or sour spot DA is better)
NEW TIP ' N ' SLIDE !!!! Sort of ...
Since the second hit of Nair forces the opponent into a sliding animation at low % (Opponent slides the length of battlefields platform at 0%), this creates a situation where you can tech chase / jab lock or whatever you . HAVE FUN AND TEST FOR YOURSELVES!
Option I have found from this, SH Nair 2 (hit with foot) > Wizard Foot ledge cancel > Side B SD
- Opponent get launch a little bit into the air and then into a sliding state between 4 - 22% with sweet spot. (Too far for grab but side B or sour spot DA is possible)
- Opponent get launch a little bit into the air and then into a sliding state between 11 - 36% with sour spot. (Too far for grab but side B or sour spot DA is possible)
- Tech chase opportunity between 23 - 36% with Sweet spot (Miss tech leads into sour spot DA)
- Tech chase opportunity between 37 - 60% with sour spot (Miss tech leads into sour spot DA)
- Kills at 124% on Battlefield's starting position with sweet spot.
- Kills at 172% on Battlefield's starting position with sour spot.
So this is what I've learnt and hopefully it can help all us Ganondorf mains out there.
These tests were done on a Mario in training mode, so % will change due to weight / fall speed / DI.
Hit Boxes
Nair 1
Thigh
- 12% Sweet Spot
- 10% sour Spot
- Has more of a 45 degree KB. (Sorry, don't know Smash angles. )
- leads into a grab between 0 - 30%
- This hit box will always show up as a combo into the second hit of Nair.
Strongest hit out of all the Nair hit boxes, pretty good at linking into the second hit of Nair. Links at up to roughly 60%.
- Kills at 132% on Battlefield's starting position.
Calf
- 12% Sweet Spot
- 10% sour spot
- Has more of a Vertical KB.
- leads into a grab between 20 - 60%
- Can lead into grab between 10 - 19% but the opponent hits the ground and can react fast enough to punish or avoid.
- Anything less then 10%, the opponent doesn't really leave the ground and can punish every time.
- This hit box will always show up as a combo into the second hit of Nair.
Best Hit box as it links the best into second hit. Links at up to roughly 110%.
- Kills at 184% on Battlefield's starting position. (Ceiling Death)
Foot
- 8% Sweet spot
- 5% sour spot
- Has more of a Horizontal KB.
- This will never lead into a grab as the opponent goes too far forward but Dash Attack seems very effective between 0 - 32% because you get the weak of dash attack that leads into a grab.
- Weird enough, if your opponent gets hit by this hit box, they can air dodge the second hit of Nair (Seems random, but I think it's mainly cos of the sour spot or DI).
Really weird hit box, I really don't understand it but it connect into second hit sometimes up to 32%.
- Kills at 233% on Battlefield's starting position.
Nair 2
- 1 hit box that has a sweet and sour spot.
- 10% sweet spot
- 7% sour spot
- Can trip randomly at 0 - 10% (Sweet or sour spot)
- Opponent slides between 0 - 3% with sweet spot. (Grab is possible but side B or sour spot DA is better)
- Opponent slides between 0 - 10% with sour spot. (Grab is possible but side B or sour spot DA is better)
NEW TIP ' N ' SLIDE !!!! Sort of ...
Since the second hit of Nair forces the opponent into a sliding animation at low % (Opponent slides the length of battlefields platform at 0%), this creates a situation where you can tech chase / jab lock or whatever you . HAVE FUN AND TEST FOR YOURSELVES!
Option I have found from this, SH Nair 2 (hit with foot) > Wizard Foot ledge cancel > Side B SD
- Opponent get launch a little bit into the air and then into a sliding state between 4 - 22% with sweet spot. (Too far for grab but side B or sour spot DA is possible)
- Opponent get launch a little bit into the air and then into a sliding state between 11 - 36% with sour spot. (Too far for grab but side B or sour spot DA is possible)
- Tech chase opportunity between 23 - 36% with Sweet spot (Miss tech leads into sour spot DA)
- Tech chase opportunity between 37 - 60% with sour spot (Miss tech leads into sour spot DA)
- Kills at 124% on Battlefield's starting position with sweet spot.
- Kills at 172% on Battlefield's starting position with sour spot.
So this is what I've learnt and hopefully it can help all us Ganondorf mains out there.
Great way to learn the spacing, where the hit boxes are and how they act. Credit to BlobfaceAlso, if you Fastfall it to intentionally hit with the late hit (basically falling on top of them), it seems that it's much more lenient about getting the right hitbox.
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