Bonjour, fellow Ganon-ers. The point of this thread is simple: discuss how Ganondorf could be improved for the next Smash game. Try to keep it realistic, though. This isn't a "create a new moveset" thread. Things can be changed, but we all know that Ganondorf isn't likely to receive a huge overhaul next time, so keep all talk of swords to a minumum.
Before I start, I'd just like to point out that while I'm decent enough at this game, I'm nowhere near an expert. This is just how I, personally, would attempt to make Ganondorf more usable next time around. If I've made a horrible mistake with one of my modifications then don't go off on one. I want to know what you lot think as well.
Neutral A
Leave it be.
Forward tilt
Leave it be.
Down tilt
Leave it be.
Up tilt
I know this has its uses, but I can't tell you how badly I wanted G'dorf to have a more conventional up tilt in this game. With that in mind, I would switch it with what is currently his up smash (although obviously the uncharged version), albeit weaker, what with it no longer being a smash attack.
Dash attack
Leave it be.
___
Forward smash
Not so much an improvement, but an aesthetic modification to further disassociate Ganondorf from Falcon. This move would become what is currently his neutral B, only a lot faster and a bit less powerful. (It would only play the full animation if it were fully-charged)
Down smash
New. Ganondorf punches the ground, knocking opponents back either side of him. His current down smash is often good for catching people (especially dodge-rollers) by surprise, but they can usually escape when "caught" by the first kick. Also, this is one move which still absolutely screams "Captain Falcon"...
Up smash
Well, I've already given this away to up tilt, so obviously it's new. This would be a Mewtwo-esq up smash with a hint of Zelda's up aerial. Ganon throws his hand into the air and produces a dark explosion. It doesn't stay there for long, but it has massive vertical range.
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Forward aerial
Keep it as it is, but tone-down the lag on this thing. It's crippling.
Back aerial
Keep as it is, but increase the knockback and allow it to hit grounded enemies more easily again.
Up aerial
Leave this beauty be.
Down aerial
I would say reduce the lag, but it is stupidly powerful, and as long as we still have ways to cancel it everything's good.
Neutral aerial
I really don't like this move that much (if anyone can give me a use for it, please do), so I'd bring in something a bit more versatile and easier to connect with. I'm thinking something like Mewtwo's neutral air from Melee.
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Neutral B
Bye-bye Warlock Punch, hello projectile. I've often thought about what sort of projectile attack Ganondorf could use, and I always end up coming back to the ol' Samus/Mewtwo/Lucario-style charged energy ball. So yes, I'm going to be boring and say just that. It'd be his dark energy ball from Ocarina, and while it would travel a little slower than other charged attacks, you could curve it up or down in a similar way to Din's Fire.
Side B
Leave it be. Obviously.
Down B
Two adjustments: first, it no longer passes through characters if they're right next to Ganon. Second, you get your second jump back after using it in the air. (Whether it was an oversight in Melee or not, won't you throw us a bone, Sakurai?)
Up B
I'm not a massive fan of this move, but at the same time I can't really think of how to make it better or what to replace it with. I suppose the least they could do is increase the knockback on the uppercut part. You don't often see it, so it'd be nice if it made more of an impact when it did connect.
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General improvements
- Speed boost. I see no reason why Ganondorf should be the second slowest character in the game. Especially when someone like Bowser (with his daft "running" animation) is surprisingly high up the list. What's that all about?
- Jumping boost. Again, I don't see why Ganondorf should be such a rubbish jumper. Based on what we've seen of him in the likes of Wind Waker and Twilight Princess he's a bloody good jumper, and in Ocarina he can levitate.
Well, that's me done. The only thing I didn't go into are his throws. I suppose it'd be nice if he could chain-grab.
EDIT: forgot neutral air. :o
Before I start, I'd just like to point out that while I'm decent enough at this game, I'm nowhere near an expert. This is just how I, personally, would attempt to make Ganondorf more usable next time around. If I've made a horrible mistake with one of my modifications then don't go off on one. I want to know what you lot think as well.
Neutral A
Leave it be.
Forward tilt
Leave it be.
Down tilt
Leave it be.
Up tilt
I know this has its uses, but I can't tell you how badly I wanted G'dorf to have a more conventional up tilt in this game. With that in mind, I would switch it with what is currently his up smash (although obviously the uncharged version), albeit weaker, what with it no longer being a smash attack.
Dash attack
Leave it be.
___
Forward smash
Not so much an improvement, but an aesthetic modification to further disassociate Ganondorf from Falcon. This move would become what is currently his neutral B, only a lot faster and a bit less powerful. (It would only play the full animation if it were fully-charged)
Down smash
New. Ganondorf punches the ground, knocking opponents back either side of him. His current down smash is often good for catching people (especially dodge-rollers) by surprise, but they can usually escape when "caught" by the first kick. Also, this is one move which still absolutely screams "Captain Falcon"...
Up smash
Well, I've already given this away to up tilt, so obviously it's new. This would be a Mewtwo-esq up smash with a hint of Zelda's up aerial. Ganon throws his hand into the air and produces a dark explosion. It doesn't stay there for long, but it has massive vertical range.
___
Forward aerial
Keep it as it is, but tone-down the lag on this thing. It's crippling.
Back aerial
Keep as it is, but increase the knockback and allow it to hit grounded enemies more easily again.
Up aerial
Leave this beauty be.
Down aerial
I would say reduce the lag, but it is stupidly powerful, and as long as we still have ways to cancel it everything's good.
Neutral aerial
I really don't like this move that much (if anyone can give me a use for it, please do), so I'd bring in something a bit more versatile and easier to connect with. I'm thinking something like Mewtwo's neutral air from Melee.
___
Neutral B
Bye-bye Warlock Punch, hello projectile. I've often thought about what sort of projectile attack Ganondorf could use, and I always end up coming back to the ol' Samus/Mewtwo/Lucario-style charged energy ball. So yes, I'm going to be boring and say just that. It'd be his dark energy ball from Ocarina, and while it would travel a little slower than other charged attacks, you could curve it up or down in a similar way to Din's Fire.
Side B
Leave it be. Obviously.
Down B
Two adjustments: first, it no longer passes through characters if they're right next to Ganon. Second, you get your second jump back after using it in the air. (Whether it was an oversight in Melee or not, won't you throw us a bone, Sakurai?)
Up B
I'm not a massive fan of this move, but at the same time I can't really think of how to make it better or what to replace it with. I suppose the least they could do is increase the knockback on the uppercut part. You don't often see it, so it'd be nice if it made more of an impact when it did connect.
___
General improvements
- Speed boost. I see no reason why Ganondorf should be the second slowest character in the game. Especially when someone like Bowser (with his daft "running" animation) is surprisingly high up the list. What's that all about?
- Jumping boost. Again, I don't see why Ganondorf should be such a rubbish jumper. Based on what we've seen of him in the likes of Wind Waker and Twilight Princess he's a bloody good jumper, and in Ocarina he can levitate.
Well, that's me done. The only thing I didn't go into are his throws. I suppose it'd be nice if he could chain-grab.
EDIT: forgot neutral air. :o