_Magus_
Smash Lord
2122 for some matchups, 2322 for others. I've found no use for any of the others.
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Flame Wave seems mostly practical in teams anyway, tbh I could live with those sets. I don't think you need 3322 however given Flame Chain is not as preferred in as many matchups and Warlock Thrust arguably covers somewhat similar options in the air. Some people in teams however might prefer default Warlock Punch with customs, so I would recommend a 1122 set, which some people might prefer in singles as well if they never use Neutral B for anything except U-tilt shieldbreaks.We have the top six that you guys decided on before, and I still really think those six sets are great for all your Hylian conquest needs. To fill out to 10 for Ganon, I was thinking of 2222, 2221, 3122, and 3322. Does team Ganon feel that some other sets would be more important to include?
I agree. I can think of one matchup where 1122 is preferred over 2122: Captain Falcon. While rare, if you read an aerial Falcon Kick, Warlock Punch is a kill, while Warlock Blade is just a trade. Naturally, Warlock Punch is also phenomenal for Shield Break punishes, as aerial reverse WP is a guaranteed kill at just below 20 percent. I sometimes find myself wishing there was an option to keep Warlock Punch without having to sacrifice Dark Fists and Wizard Dropkick, and 1122 is the answer.Flame Wave seems mostly practical in teams anyway, tbh I could live with those sets. I don't think you need 3322 however given Flame Chain is not as preferred in as many matchups and Warlock Thrust arguably covers somewhat similar options in the air. Some people in teams however might prefer default Warlock Punch with customs, so I would recommend a 1122 set, which some people might prefer in singles as well if they never use Neutral B for anything except U-tilt shieldbreaks.
I absolutely despise Warlock Thrust and want nothing to do with it in any of our custom sets. It has so much endlag that it actually leaves you vulnerable for just as long as Warlock Blade, but without the armor, and a whole lot more standing around like an idiot. On miss or shield, people have time to run up, stop, and Fsmash. For a move that kills later than Jab. Pass. Warlock Thrust doesn't cover any options that aren't covered elsewhere, and anything it does cover is done poorly.We have the top six that you guys decided on before, and I still really think those six sets are great for all your Hylian conquest needs. To fill out to 10 for Ganon, I was thinking of 2222, 2221, 3122, and 3322. Does team Ganon feel that some other sets would be more important to include?
This is true. I prefer Dark Fists even just for recovering, as the slight delay at the start still lets you move sideways, so it can give you an inch or two more to recover.Fists has armor and is dangerous to challenge directly. Vault I feel is worst for recovery because of how easy it is to interrupt, but it does let you go a bit deeper for edgeguarding. Dive actually has the best Oos utility because you can reverse it to catch crossups. With Fists you're usually better off trying to tank the attack with your armor as it's kind of slow and has limited range Oos.
I don't see any reason to use the other up-B's, dark fists is better in every way than both of them (I also think it's his best custom move)This is true. I prefer Dark Fists even just for recovering, as the slight delay at the start still lets you move sideways, so it can give you an inch or two more to recover.
Should be noted that if you get someone with Vault at the very start, it's much harder to tech the stage spike.
Use dark fists OOS, it has super armor before the jump so he can tank some attacks & pop them up for the second hit.I just wish dark fist had actual set-ups that didn't demand a read/hard character and move-specific punish. Though, that is ganondorf.
I do like the recovery of it though, ganondorf has very poor aerial mobility, and struggles mostly from horizontal, not so much vertical recovery. Fists actually is slightly better horizontally than vault, not sure about dive.
Also, I think dark thrust has so little utility overall that it'd be worth excluding entirely for the sake of a more complete set to satisfy dubs. (Which does use both default and blade effectively)
Thoughts on wizards assault for dubs? Hitting inward for a teammate seems pretty neat.
I know, hence the "hard character and move-specific punish" partUse dark fists OOS, it has super armor before the jump so he can tank some attacks & pop them up for the second hit.
Mostly prefer either Wizkick's power or Dropkick for stock tanking. I guess it's not useless for doubles but both of Ganon's other options are really useful in that environment. Haven't really experimented with it enough to say for sure.Thoughts on wizards assault for dubs? Hitting inward for a teammate seems pretty neat.
Well, I prefer the defaut. I'm using 2121.Mostly prefer either Wizkick's power or Dropkick for stock tanking. I guess it's not useless for doubles but both of Ganon's other options are really useful in that environment. Haven't really experimented with it enough to say for sure.
Def not completely out of the question, and I could see it working either with good coordination and/or certain teammates. Default Wizkick is actually a lot less useful in teams (and FFA) where the slowdown on hit makes it a lot more punishable, so I believe WDK is the go-to option in this mode for safety and survivability.Thoughts on wizards assault for dubs? Hitting inward for a teammate seems pretty neat.
Ganon's recovery is bad, but it's not close to being the worst in the game. He gets good vertical distance on his Up-B which combined with saving your other resources correctly allows you to avoid a lot of edgeguard attempts and survive as long as you know how to tech stage spikes. He's also a heavy character, meaning in most situations you rarely get sent far enough that you can't make it back as long as you DI correctly. As long as you run Dark Fists, you should almost never be getting gimped except in a very small number of matchups, which indeed WDK helps you in. But that's only like 6 or so matchups at best. Without default furthermore, Ganondorf often lacks any real options to actually land on stage and threaten people who try to juggle him, which is a more serious problem.@ A2ZOMG
You shouldn't overlook the fact that without dropkick, Ganon has one of the worst recoveries in the game. I think he needs it. Also, it gives him a combo out of down throw.
I don't think Ganon has any reliable aerials that he can do out of down throw...you migh be able to get nair or up-air at very low percents but after that dropkick is your best bet.Ganon already has combos out of D-throw that do more damage...Drop Kick doesn't even combo except at specific ranges depending on DI.
D-throw DA at 0I don't think Ganon has any reliable aerials that he can do out of down throw...you migh be able to get nair or dair at very low percents but after that dropkick is your best bet.
Drop Kick only combos with an extremely positioning dependent ledge cancel. It also does like 7 damage. 9 if you manage to actually hit it in close range. The reward on Drop Kick is generally speaking terrible outside of decent position advantage, and it's only safe on block at very specific spacings.Of the dthrow combos though, Ganon can do dropkick... Which further combos. =p
Also, dropkick is fine at mid-range. As long as they're not like right in front of you, or absurdly short like pika/olimar while a little too close (dhd has a wide enough hurtbox that his short height isn't a big deal) then it's pretty consistent.
Also ganons recovery is definitely among the worst in the game. Ganon has always had a bad recovery.
Also default wizard kick is just bad in the neutral. It's punishable as hell, accomplishes very little. The only upside is people have to respect it a bit while landing, but even then it's risky as hell.
And the combo situation you cited will almost certainly not happen out of D-throw against someone who knows the matchup, and you're usually gambling that you catch them at long range with the move in order to get a combo. Good against Rosalina and Sheik maybe, but most other matchups it probably shouldn't happen very often.Actually, you pretty much just need to hit with the descending part of dropkick to combo. That way ganon gets out of the animation soon enough after they're put into hitstun to combo off it.
Usually I get dtilt if onstage and they miss a tech, or nai/uair if it sent us offstage.
And to say ganon's recovery is not significantly worse than diddy, sheik, zss, luigi, etc who have better air speed, jumps, and effectively have three jumps is absurd and I'm not going to even begin to entertain the concept.