TP
Smash Master
Initial Knockback is the amount of knockback a move has at 0% after the hit. Since this scenario never occurs in a normal Brawl (only in Stamina mode), the number by itself is unimportant. The important number here is the Knockback Growth Rate, or KGR. That is the amount of extra knockback that is added to the attack for each extra % the opponent is hurt.
I included every single hitbox I could find that has a KGR above zero (thus excluding the Choke and the first hit of Dsmash). I didn't bother with things like getup attacks, boo hoo.
I stole the idea, format, and methodology from the ZSS boards without asking. So they deserve props for coming up with this concept. Hope they don't mind I borrowed it...
FC = Fully Charged.
Spikes have different knockback when done on opponents who are in the air. As far as I could tell, no other moves shared this property.
Bair has the same KGR but a different initial if you hit the opponent in the opposite direction. I could not find any other moves like this, though I may have missed one. Again, boo hoo.
Quake fails epically yet again, with the smallest KGR in the moveset.
When numbering the different hitboxes of a move, my method is very simple: The lower the number is, the closer it is to Ganon's crotch at the start of the move. Oddly, that was the easiest way to keep track.
Without further ado, the chart:
I included every single hitbox I could find that has a KGR above zero (thus excluding the Choke and the first hit of Dsmash). I didn't bother with things like getup attacks, boo hoo.
I stole the idea, format, and methodology from the ZSS boards without asking. So they deserve props for coming up with this concept. Hope they don't mind I borrowed it...
FC = Fully Charged.
Spikes have different knockback when done on opponents who are in the air. As far as I could tell, no other moves shared this property.
Bair has the same KGR but a different initial if you hit the opponent in the opposite direction. I could not find any other moves like this, though I may have missed one. Again, boo hoo.
Quake fails epically yet again, with the smallest KGR in the moveset.
When numbering the different hitboxes of a move, my method is very simple: The lower the number is, the closer it is to Ganon's crotch at the start of the move. Oddly, that was the easiest way to keep track.
Without further ado, the chart: