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If you could make Ganondorf broken...

mariofanpm12

Smash Ace
Joined
Mar 20, 2008
Messages
997
Location
Louisiana
Just for fun, if you could make Ganondorf cheap, overpowered, and broken, how would you do it? As in stuff like giving him Super Armor during his recovery and warlock punch dealing like 46% or something and having super armor or all his midairs being spikes or something...
 

stRIP

Smash Ace
Joined
Dec 19, 2008
Messages
645
Location
Herborn, Germany
Give all his attacks the same speed as Pika's jab.
WTF i lold

im thinking how this would look

go thunderstorming from left to right of FD in 1 Second

imba

edit:



sry 4 spam guys but rly this idea from Yaya is beyond Ganondorflike
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
If Ganondorf had an amazing standing grab and a pummel that did base 4%, that alone would make him a much better character (a candidate for high tier IMO). You pummel someone twice, F-throw, and that's like 21%! And imagine that you were able to actually shieldgrab stuff! An improved grab game would solve all of Ganon's problems at dealing damage consistently and make his amazing KO power much more viable.

Seriously, the main flaw I find with Ganondorf is that his grab game isn't threatening at all.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Yea.. better grab range would greatly improve his game..
I would also like him to have a AA or AAA-jab. ((( Jab cancel:) )))
OR, leave the jab be and make his Ftilt a AA-attack.

It's not that I don't like his "single strong hit"-attacks; thing is he's got NO multi hit attack what so ever, exept for nair.
 

Sgt. Baker

Smash Ace
Joined
Jul 2, 2008
Messages
703
Location
Northeastern Pennsylvania
If Ganondorf had an amazing standing grab and a pummel that did base 4%, that alone would make him a much better character (a candidate for high tier IMO). You pummel someone twice, F-throw, and that's like 21%! And imagine that you were able to actually shieldgrab stuff! An improved grab game would solve all of Ganon's problems at dealing damage consistently and make his amazing KO power much more viable.

Seriously, the main flaw I find with Ganondorf is that his grab game isn't threatening at all.
This!!! This is exactlty what I think too :)

Ganon's laggy attacks are fine to me. It's the god-**** grab range/game of his that kills him IMO. If he had a better grab he'd be set
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
7,562
Location
Netherlands
Okay, seriously:

- Warlock Punch has jab speed and does 45% damage
- All aerials autocancel on contact with the ground.
- Dtilt IASA's into anything.
- Jab is faster.
- Cancelling Utilt so that you can suck people in and do a normal attack.
- A better grab game like A2ZOMG says. Just give him Marth's Melee grab range.
- Dthrow chaingrab from Melee.
- Melee's fair range.
- Wizard's Foot on the ground gets Melee's power back.
- Wizard's Foot in the air doesn't send you crashlanding, gives you your second jump back, easier to spike with and does more damage and having more range.
- Flame Choke and Warlock Punch have SA Frames.
- Dark Dive is chargeable for more distance, SA frames when fully charged.
- Dark Dive's Uppercut kills early.
- More range and power on bair.
- Any smash can be charged so he pulls out his sword and does one of the following:
Forward Smash: STAB!
Up Smash: HELICOPTER!
Down Smash: EARTHQUAKE!
- Fsmash has more range and power.
- Dair has more hitstun.
- Upthrow kills 140%~.
- When hitting the ground with the Aerial Wizard's Foot, make the ending lag the same for the Grounded version.
- When grabbing someone with the Aeral Flame Choke, Ganondorf's lag is the same as the grounded version.
- Ganonciding ALWAYS makes the opponent die first.
- A bit faster running speed.
- More distance with the double jump.
- Ftilt has more knockback.
- Ftilt is easier to hit from a Flame Choke.
- Downsmash comes out quicker and does more percent damage.
- More range on ftilt too...
- More range on nair.
- Uair, nair and dair come out on frame 1.
- Flame Choke can be charged to regulate the distance.
- Using Aerial Flame Choke no longer puts you into fall special.
- Remove the landing lag frames whenever you get off the ledge from using up b.
- Increase the grab range and killing power on up B.
- Spot dodge is longer and has IASA frames for any attack.
- Faster rolls.
- Less ending lag on Wizard's Foot.
- When using Wizard's Foot, hitting a shield makes you zoom right past it.
- Same with Dash Attack.
- Dash Attack has less issues with degenerating knockback.
- It's also faster and with a bigger hitbox.
- It already kills crazy early, but should be even more powerful for higher brokenness.
- Dair does 27% damage.
- Dair-dair = garantueed on any character.
- Dair-usmash = garantueed on any character.
- Tipman uair sends your opponent farther and takes away their double jump.
- And intterrupts most recoveries.
- The following A moves have SA frames:
Fsmash.
Ledge attack.
Get up attack.
(honestly, this is more **** than it sounds)
- Ledge Attack has even more range.


NOW WE'RE TALKIN'
 

2fAke

Smash Rookie
Joined
Nov 23, 2008
Messages
22
Location
Jasper TX
If his spin taunt made him vanish in the middle animation then reappear to avoid attacks I'd be happy. If Quake fist became a rising aerial Whizkick, Ganon would gain epic points. U tilt comes out as Quick as CF's and can be IASAd to turn around. Double jump and hold up gives him a glide with the stance he used in Ocarina of Time. Warlock comes out in three frames when tapped and does the same damage as normal or can be charged to the full animation to deliver 45%. The fist pound taunt increases his attack damage until he recieves damage. The sword taunt raises his defense until he lands an attack. Dark dive gains an IASA to the Aerial whizkick withguard db pressed just before he moves into uppercut frames. =D Oh yeah, Ftilt becomes a backhand with slightly shorter range that has the same launch potential with the added benefit of deflecting projectiles for double damage and double speed towards the opponent. ALL projectiles.
 

Hyrus

Smash Journeyman
Joined
Apr 15, 2008
Messages
226
Location
Central US
-Warlock Punch's hitbox is doubled in size with top priority.
-Aerial DownB spikes for the first half of the move's hitbox frames.
-UTilt hits when the foot rises (startup) and takes 70% of the original time to perform.
-More height on aerial (second) jumps (increases recovery, ledge game, autocancels, etc).
-Jab's 50% faster.
 

Sgt. Baker

Smash Ace
Joined
Jul 2, 2008
Messages
703
Location
Northeastern Pennsylvania
Okay, seriously:

- Warlock Punch has jab speed and does 45% damage
- All aerials autocancel on contact with the ground.
- Dtilt IASA's into anything.
- Jab is faster.
- Cancelling Utilt so that you can suck people in and do a normal attack.
- A better grab game like A2ZOMG says. Just give him Marth's Melee grab range.
- Dthrow chaingrab from Melee.
- Melee's fair range.
- Wizard's Foot on the ground gets Melee's power back.
- Wizard's Foot in the air doesn't send you crashlanding, gives you your second jump back, easier to spike with and does more damage and having more range.
- Flame Choke and Warlock Punch have SA Frames.
- Dark Dive is chargeable for more distance, SA frames when fully charged.
- Dark Dive's Uppercut kills early.
- More range and power on bair.
- Any smash can be charged so he pulls out his sword and does one of the following:
Forward Smash: STAB!
Up Smash: HELICOPTER!
Down Smash: EARTHQUAKE!
- Fsmash has more range and power.
- Dair has more hitstun.
- Upthrow kills 140%~.
- When hitting the ground with the Aerial Wizard's Foot, make the ending lag the same for the Grounded version.
- When grabbing someone with the Aeral Flame Choke, Ganondorf's lag is the same as the grounded version.
- Ganonciding ALWAYS makes the opponent die first.
- A bit faster running speed.
- More distance with the double jump.
- Ftilt has more knockback.
- Ftilt is easier to hit from a Flame Choke.
- Downsmash comes out quicker and does more percent damage.
- More range on ftilt too...
- More range on nair.
- Uair, nair and dair come out on frame 1.
- Flame Choke can be charged to regulate the distance.
- Using Aerial Flame Choke no longer puts you into fall special.
- Remove the landing lag frames whenever you get off the ledge from using up b.
- Increase the grab range and killing power on up B.
- Spot dodge is longer and has IASA frames for any attack.
- Faster rolls.
- Less ending lag on Wizard's Foot.
- When using Wizard's Foot, hitting a shield makes you zoom right past it.
- Same with Dash Attack.
- Dash Attack has less issues with degenerating knockback.
- It's also faster and with a bigger hitbox.
- It already kills crazy early, but should be even more powerful for higher brokenness.
- Dair does 27% damage.
- Dair-dair = garantueed on any character.
- Dair-usmash = garantueed on any character.
- Tipman uair sends your opponent farther and takes away their double jump.
- And intterrupts most recoveries.
- The following A moves have SA frames:
Fsmash.
Ledge attack.
Get up attack.
(honestly, this is more **** than it sounds)
- Ledge Attack has even more range.


NOW WE'RE TALKIN'

You basically ended this thread :laugh:
 

Divilenta

Smash Journeyman
Joined
Jun 2, 2008
Messages
404
Location
Colorado
If Ganondorf had an amazing standing grab and a pummel that did base 4%, that alone would make him a much better character (a candidate for high tier IMO). You pummel someone twice, F-throw, and that's like 21%! And imagine that you were able to actually shieldgrab stuff! An improved grab game would solve all of Ganon's problems at dealing damage consistently and make his amazing KO power much more viable.

Seriously, the main flaw I find with Ganondorf is that his grab game isn't threatening at all.
This is more realistic (I vote for it), but I'd prefer this: http://au.youtube.com/watch?v=3xouy4gfMBc
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
Murder Stomp has Fair's Range, on both sides, going down the entire length of Ganondorf's body and somewhat above. No other change is required.


But to add icing on the cake, dtilt and ftilt start IASA frames on 15, they can interrupt into anything. They (and dash attack) start on frame 5.


*Imagines Ganon-**** with 3 safe on block moves.
 

Sora Master2.0

Smash Journeyman
Joined
Nov 28, 2007
Messages
313
UH, your Warlock punch freezes peopl, has a gust like the up tilt, and after the punch, he pulls out the sword and insta KO. This move has super armor too, so you can't stop it.
 

mariofanpm12

Smash Ace
Joined
Mar 20, 2008
Messages
997
Location
Louisiana
Jab- Melee speed, can be used consecutively. Does 9% (12% sweetspotted)

F-Tilt does 15% (x1.1 the knockback) no sourspot

D-Tilt does 14% (x1.15 the knockback)

U-Tilt does 35%, takes 70% less charge time, retains the vacuum, and kills at ~15%(for Mario) Gives Super Armor

F-Smash does 36% and x1.25 the knockback, and has a lasting hitbox (15 extra frames) has Super Armor

D-Smash fast as C. Falcon's (Melee speed) and deals 9%, then 25% and always traps opponents if the first kick hits. Has x1.1 the knockback.

U-Smash deals two hits like Melee, same speed as C. Falcon's, has s lightly more horizontal range, does 26% then 28% for 54% total. Kills at ~65%.

N-air gives out four kicks doing 6%, 8%, 10%, then 12%, and traps opponents for up to 36%.

F-air has more range, does 24%, no sourspot

B-air has a larger hitbox under Ganondorf, does 18%, kills ~15% earlier

U-air does 17%

D-air gives Super Armor, does 30%, and has a larger horizontal hitbox. 10 frames less lag.

That's for starters.
 
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