I am back from a quite long absence, and I have found yet another reason for Ganondorf being broken
- Fair
- Bair
- Uair
- Dair
- Up B(customs included)
- Flame Choke
- Wizard Foot(both versions)
you said:
This is the stuff that hits aerial opponents on frame 16 or before
you said:
What happens on frame 16?
It's the earliest frame when an opponent can airdodge something on reaction, on avarege, in fact 30 frames are usually needed for someting unexpected and 12 for something expected, those listed above cannot be air dodged on reaction, but there's more.
Any attacks with hitboxes that come before frame 19 can be used to punish air dodges on reaction, other than the listed above, those who can hit aerial opponents and punish air dodges on reaction are:
- Aerial Wizard's Dropkick
- Aerial Flame Choke
I mean it, whenever your opponent is in the air, you can mix-up the first group of attacks with an aerial Flame Choke for maximum damage, and the best part of it is that the opponents are the ones that need to rely on hard reads, since, as it is already known, Ganondorf's aerials eat the world and half, an opponent in the air needs to rely on air dodges if he wants to go back to the ground.
Out of all of them, I would say that the best is Fair, because of its strenght and range, while being able to punish both options without needing for delay.
Also Fair(and Bair) autocancels in his first 6 frames, wich means that, if done correctly, the opponent can see the initial animation of the Fair, wich is a drastic one, especially because of his arms, this grants Ganondorf a stong mix-up game with the move since the danger of the attack appears real, especially if done while fastfalling.
Also Nair's landing lag is the same as USmash's endlag (18 frames)