Captain Norris
Smash Lord
The new rage mechanic in itself already makes Ganondorf potentially buffed.
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For recovery, it definitely seems better than his normal one, because, as you say, it goes alot more horizontaly :D Gotta love Blue Wizard's Foot!Something that i ve been thinking lately. Can air custom blue wizardkick be used as air recovery?
The trajectory seems pretty horizontal
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Like the one above me said...yeh seems prety legit for recovery.... now more than ever that he lost his "jump recovery" after the wizard kick.Something that i ve been thinking lately. Can air custom blue wizardkick be used as air recovery?
The trajectory seems pretty horizontal
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Ganondorf lost his "jump recovery" after the Wizard's Foot in Brawl. So that is nothing new... unless you are asserting that his recovery is better in Brawl despite not having the "jump recovery" from Melee or Project M. In that case, you would be correct.Like the one above me said...yeh seems prety legit for recovery.... now more than ever that he lost his "jump recovery" after the wizard kick.
Blue wizzkick, plus his third upB = recovery chances practically doubled.
Sorry if I was not clear, yes i was referring about how bad his recovery was in brawl, and still it is in smash4 with default moves.Ganondorf lost his "jump recovery" after the Wizard's Foot in Brawl. So that is nothing new... unless you are asserting that his recovery is better in Brawl despite not having the "jump recovery" from Melee or Project M. In that case, you would be correct.
No, I apologize, I feel as though I was the one who misconstrued something. I just wanted to be certain.Sorry if I was not clear, yes i was referring about how bad his recovery was in brawl, and still it is in smash4 with default moves.
In melee his recovery was much much better because of his ability to recover his jump after using wizzkick and his UpB covering more horizontal distance. And yes, from what i have seen, i think his recovery with the bluekick and the 3rd upB is much better in conjunction, even with the lack of the jump our of the upB
Now, if my assumptions are not wrong... you could use the bluekick to cover the horizontal distance needed, and then use the 3rd upB to return from below the stage after. The third upB has a surprisingly good vertical recovery, taking in consideration how bad his recovery is right now.
Ganon's recovery is passable as it is right now. Yes you WILL get hit by good players offstage, and every so often there is a character who can gimp you if you let yourself get caught in really awkward positions and angles, but most of the time you can eventually make it back to the edge as long as you don't waste your midair jump poorly. I do not think it is unrealistic for Ganondorf to survive to 150% most stocks. Keep in mind that Ganondorf's good aerials offer him some protection against edgeguards, and airdodging offstage is actually less laggy than it was in Brawl, giving you a few extra defensive options to sneak past aggressive offstage games.Ill try for myself and judge too.
Is just that i feel that his recovery (horizontally and vertically) is just plain bad and is his weakest link. If we can somehow fix this, i think his viability goes up levels. The thing would be, when to choose those customs. For example... i like much more the explosive 2nd upB instead of the third one... so ill try to use that too. And i like a lot the explosive warlock punch.. but the sword warlock punch will be IMO much more useful since it has insane range and it KILLS.
UTilt breaks a full shield in a hit. Though slow, it's the strongest shield breaker in the game now, even more so than Marth's neutral B.and shield breaking potential should definitely be included.
Does anyone know how the new rolling affects this? Rolling seems a lot faster in this game, and in the demo I can often use it to help avoid projectiles, especially ones that take more time to get going, like the Lloyd Rocket.Ganon's biggest problem is approaching past projectiles and his terrible grab range, which prevents him from having any real pressure on shield and spotdodge.
Ganon's roll looks identical to Brawl. It's not any better or worse, but it was already a good roll. Can't tell if rolling is still technically faster than running, but either way, Ganon's rolls have always been good and remain so.Does anyone know how the new rolling affects this? Rolling seems a lot faster in this game, and in the demo I can often use it to help avoid projectiles, especially ones that take more time to get going, like the Lloyd Rocket.
Also, Ganondorf's recovery is at least aided by the new ledge-stealing mechanics and backwards / good range on ledge grabs. Side-B into ledge grab would be nice, though.