AmericanDJ
Marquess Ostia | Other Trap Butler ★
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What are all of the uses for Nair?
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I'd say Nair to pick up bananas, Usmash a lot, and look for flame choke chains only if there are no bananas around(they could cause problems). If they miss the tech on the flame choke when you have a banana, throw it down immediately which should trip them, then you get a free Fsmash.I recently had a Bo5 money match, I need a lot of advice vs Diddy Kong. Here's the match, for context
https://youtu.be/soPO1DqF4bY
I feel like between Banana and diddy's side-B, he can cover so many options and rack up a lot of damage very safely. What are Ganon's best ways to approach the matchup? And what might I need to work on, either for this MU or fundamentals in general?
That´s a wizkick cancel and it is useful, but situational. If you do a standing Dspecial you have one lag animation if you end on land and another if you end offstage, but if you end right after the ledge you´ll be lagless, leading to cool mixups.
I mainly use D-smash as "The F-smash that sends people behind you". If you've got a hard punish or a read, feel free to throw it out and boot 'em. Be careful though, unlike F-smash it's horrendously punishable on shield (F-smash is punishable but you can't really get hit by anything especially bad), and you will eat something especially painful if you whiff.There may be a place where this has already been discussed, so feel free to point me toward a discussion if you know about it. I'd like to learn more about optimal uses and situations for D-Smash, as it's Ganon's move with strongest kockback http://kuroganehammer.com/Smash4/Ganondorf. I've seen some Ganons use it creatively in competitive play, but I haven't really committed those situations to memory.
Besides using D-smash at the edge facing the stage and as a slightly unreliable roll-punisher, I mostly use D-smash on accident when I'm trying to DA with the C-stick.
What are some optimal uses and situations to use D-Smash? Specific MU's it can be used as a punish tool? Etc.
You can D-smash Olimar out of Flame Choke if he doesn't tech.Specific MU's it can be used as a punish tool?
I don't think that's actually a true combo. B-air does end really quickly but Aerudo is pretty slow on startup, Frame 19 at the earliest. However, people really don't expect Ganon to use his side B to extend/end combos (It's a slow character, you'd never guess he'd fly over to you), so despite its slow speed, it can catch people off guard really easily.So, I was playing some matches on Anther's Ladder, and twice in one set I got ledge trump b-air -> side b. Is this a real thing? If so, Ganon has an actually amazing ledge trump game on top of his already surprisingly good one.
I use it a lot and so I´ve ended up getting a lot of experience with it.There may be a place where this has already been discussed, so feel free to point me toward a discussion if you know about it. I'd like to learn more about optimal uses and situations for D-Smash, as it's Ganon's move with strongest kockback http://kuroganehammer.com/Smash4/Ganondorf. I've seen some Ganons use it creatively in competitive play, but I haven't really committed those situations to memory.
Besides using D-smash at the edge facing the stage and as a slightly unreliable roll-punisher, I mostly use D-smash on accident when I'm trying to DA with the C-stick.
What are some optimal uses and situations to use D-Smash? Specific MU's it can be used as a punish tool? Etc.
Dsmash is passable for covering ledge options. The move leans forward a lot which makes reverse Dsmash a little underrated in footsies. It's a good punish vs whiffed UpBs and charging it against the landings of characters who use Counters (because you won't die for screwing up the timing).There may be a place where this has already been discussed, so feel free to point me toward a discussion if you know about it. I'd like to learn more about optimal uses and situations for D-Smash, as it's Ganon's move with strongest kockback http://kuroganehammer.com/Smash4/Ganondorf. I've seen some Ganons use it creatively in competitive play, but I haven't really committed those situations to memory.
Besides using D-smash at the edge facing the stage and as a slightly unreliable roll-punisher, I mostly use D-smash on accident when I'm trying to DA with the C-stick.
What are some optimal uses and situations to use D-Smash? Specific MU's it can be used as a punish tool? Etc.
I like a well timed full hop stomp for catching jumps, normal getups, and getup attacks, but it´s really tricky and pretty goofy.What are ganondrofs ledge coverage options?
In general, and in my opinion, the best times to choose to Dair or WK spike are to punish poor decisions on your opponent's part or to catch predictable recoveries (e.g. Falcon, Ganon, Olimar, and many more).Hi, I'm a relatively new player, and I'm curious how I can get better baits/catch people off guard with my dair and down b spike?
Also, what is the most effective way to safely down b spike?
Thank you for that information! I will undoubtedly practice these in training mode. Are there any other hidden secrets about Ganon that I should know?In general, and in my opinion, the best times to choose to Dair or WK spike are to punish poor decisions on your opponent's part or to catch predictable recoveries (e.g. Falcon, Ganon, Olimar, and many more).
If you go offstage and bait your opponent to airdodge, you can do a rising dair as they attempt to recover. Also, I often find I get most of my dairs by simply running off the stage and quickly using dair to see if I can catch them off guard.
As far as WK spikes, you can do a fullhop at the edge of the stage, WK, and then jump and recover (practice this in training mode). I find this most useful when I throw an opponent offstage at low % and they jump toward the stage, but it's pretty risky if your opponent is in a position to punish you if you miss.
Keep in mind that Dair and WK spikes, while flashy and highly satistfying, shouldn't be your go-to when punishing people offstage as they aren't always very safe. Uair (esp. the tip of the foot toward the end of the move) and nair are often better tools in most situations; however, you may find times when you catch your opponent off guard and are in position to easily end a stock with a spike.
Dash Attack's movement burst is only worth it if you're in range to actually hit the opponent. Stick with Wizkick Cancelling if you want to use attacks as movement options. Up Smash is a decent option for ledge getups since it's low commitment, but too slow to time in reaction to anything. New NAir's pretty good for that, and Dark Dive could also cover multiple options at kill %s for it, though it can be risky. Ganondorf doesn't normally have many kill confirms outside of Flame Choke, his moves just kill outright, but you can situationally pull off Dthrow -> Fair at the ledge around 70% or so if they DI in and you buffer just right. Most of Ganondorf's strings are Dthrow -> Nair/Uair, but if you can land a Dair it leads into all sorts of stuff.Does the Ganon boards have a section for Combos, Strings, KillConfirms, Kill setups? I don't have my wii U and only get serious practice at the bar. I was thinking. As a movement option why not use dash attack at the start to get some ground.
More like DA= faster movement as long as it's used at the right place.
There has to be some kind of move that puts the opponent in a terrible situation other than a gerudo chokeslam.
I was also think.. for covering ledge get up, jump, and maybe get up attack past 100 how would Up smash do?
Since I don't have my console at the moment all i can do is smash theorize...
My Questions:
Ganon mains how do you feel about using Dash attack as a movement option? (USING it sparingly just to close in the gap)
Are there any good ledge coverage options? (Like when I use my falcon, jab covers just about everything but roll. and fall off ledge SH attack)
Is there any moves that set up for a kill other than a geurdo chokeslam read?
What are Ganon's common strings outside of 20%?
Late dash attack and dtilt at low %s are also great combo toolsDash Attack's movement burst is only worth it if you're in range to actually hit the opponent. Stick with Wizkick Cancelling if you want to use attacks as movement options. Up Smash is a decent option for ledge getups since it's low commitment, but too slow to time in reaction to anything. New NAir's pretty good for that, and Dark Dive could also cover multiple options at kill %s for it, though it can be risky. Ganondorf doesn't normally have many kill confirms outside of Flame Choke, his moves just kill outright, but you can situationally pull off Dthrow -> Fair at the ledge around 70% or so if they DI in and you buffer just right. Most of Ganondorf's strings are Dthrow -> Nair/Uair, but if you can land a Dair it leads into all sorts of stuff.
Depends on stage positioning. Ftilt is preferable if you're anywhere near the ledge though.If you can confirm both out of Flame Choke, is ftilt or dtilt a better kill option? I've primarily been using dtilt, since it works in more cases, but I've started experimented with using ftilt in matchups where both work.