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Ganon's Aerial best/worst?

SCfury

Smash Rookie
Joined
Apr 13, 2008
Messages
14
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SC
ok so ive tried all of ganons aerials and i think UP-aerial is the best out of all since it hits all around

thunder storming is nice but thats kinda like a discovered technique

so does anyone disagree?
 

Tenki

Smash Hero
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Apr 3, 2008
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I think if you use up-aerial often (so that it loses alot of knockback), it has pretty good combo potential. I saw a video of a Ganondorf juggling someone with u-air - double jump -u-air. Looks nice.

Personally, I like using N-air against people who are expecting slower moves from Ganondorf. It whips out pretty suddenly, so the first hit can catch people off guard. Unfortunately, it usually knocks people out of range from the 2nd kick... maybe spamming it might make the knockback low enough to make it useful, but I haven't tried that yet =/

I like d-air but I'd really rather save it for when the opponent is 60-70%+ so it can either bounce a grounded opponent to a flying death or to meteor people off-stage.

I don't use the side-airs much at all though. F-air (without stale-move effect- NOT SPAMMED) has pretty good knockback, so I'd rather save it for higher % or off-level hits.

they're all pretty good (though i personally don't b-air much).. but imho your moves should be carefully used around the stale-move effect: have a group of attacks that you'd rather use for combos/damage and save specific moves for KO's - both for ground and aerial attacks ;p
 

:034:

Smash Hero
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Jun 9, 2007
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Thunder Storm. No contest.

Worst is the bair. It's only semi-useful for edgeguarding underneath the stage's edge, and it's still hardly useable..
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
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Cleveland, Ohio
All his aerials have some strong situatonal uses, but I feel the up-air and d-air tie for the most all around useful. I vote for the n-air as his worst if I have to choose one.
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
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his bair is really good as a surprise WTF slap to the face. short hopping and bair can lead to some serious damage if followed up on.
Only if you're facing someone like Dedede, maybe. SH'd bair mostly leads your fist over the opponent's face. Which is never a good thing, especially if you're Ganondorf.

The only uses for it are edgeguarding and when you're getting jumped at from behind.

I find nair kind of useful.. I've stopped Fox's Illusion with it once, it was pretty cool. Eh, actually it's not that useful, maybe a combo starter at low percents, but that means you'll only get one or two extra moves. The thing is, what nair can do, Thunder Storm does a lot better..

On the topic of combo's: Downthrow to Flame Choke as your first move.

Discuss.
 

SCfury

Smash Rookie
Joined
Apr 13, 2008
Messages
14
Location
SC
All his aerials have some strong situatonal uses, but I feel the up-air and d-air tie for the most all around useful. I vote for the n-air as his worst if I have to choose one.
nah his nair is pretty good to but there all very close but still up aerial stands above all

I think if you use up-aerial often (so that it loses alot of knockback), it has pretty good combo potential. I saw a video of a Ganondorf juggling someone with u-air - double jump -u-air. Looks nice.

Personally, I like using N-air against people who are expecting slower moves from Ganondorf. It whips out pretty suddenly, so the first hit can catch people off guard. Unfortunately, it usually knocks people out of range from the 2nd kick... maybe spamming it might make the knockback low enough to make it useful, but I haven't tried that yet =/

I like d-air but I'd really rather save it for when the opponent is 60-70%+ so it can either bounce a grounded opponent to a flying death or to meteor people off-stage.

I don't use the side-airs much at all though. F-air (without stale-move effect- NOT SPAMMED) has pretty good knockback, so I'd rather save it for higher % or off-level hits.

they're all pretty good (though i personally don't b-air much).. but imho your moves should be carefully used around the stale-move effect: have a group of attacks that you'd rather use for combos/damage and save specific moves for KO's - both for ground and aerial attacks ;p
yes nair has ok approach but they say >b is the best from what ive heard

they are all good just wanted to know from comments how others feel upon it but f-air has too much lag.

On the topic of combo's: Downthrow to Flame Choke as your first move.
does this even work? i need to try it.

flame choke to d-tilt is betta
you just have to tap a fast after flame choke while having down on your joystick
 

2kf1nisher

Smash Rookie
Joined
Apr 6, 2008
Messages
5
flame choke to dtilt never works for a real person for me he just rolls away so I can't really hit him
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
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GA
;D
even though it's a bit off-topic,

if you tilt your control stick down around half way, you can do your d-tilt from standing position (no time wasted going into crouch animation)- and that's what makes it work ;|

it was mentioned here:
http://smashboards.com/showthread.php?t=144632&page=8
posts 114-120 ;D

[edit]
yush, but standing d-tilt > crouching d-tilt XD
 

Twilight Emblem

Banned via Warnings
Joined
Jan 2, 2008
Messages
162
I think we need to find more uses for nair because i really think it could be more useful than the credit its getting. But uair/dair are the best atm i'd say.

Actually i'd like to test the priorities of ganons aerial attacks vs everybody elses, lol. So we know when its ok and not ok to use them. Blindly running into their aerials with yours just to get beaten back during a dogfight and holding back agression during aerial fights feels like its caused by us not knowing if it will go through.

Lets change that shall we?
 

Jorgito

Smash Rookie
Joined
Oct 15, 2006
Messages
9
nair

I find the nair useful very often. Even though it's a little weaker than the fair, it still packs a wallop and is decidedly faster to come out and longer lasting. I find it's good for disrupting fast characters like space animals and Sonic, especially if you shorthop it as they approach.

The downside is that you usually just get one hit, but I find that if you're traveling upward or forward as you hit with the first kick, the second kick will usually hit. Once I hit the first kick only, double jumped, tried again, and got both kicks in thanks to my momentum.

The worst is bair, IMO...it's like trying to land Falcon's knee, only if you don't land the good knee, the attack does nothing. <_<
 
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