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I havn't seen this much energy on the Ganondorf boards in a looong time.
last time was maybe around when the footstool>stomp was being shared around?
or maybe just for stomp u-tilt?
Either way, it's nice to have some excitement around here again =D
I havn't seen this much energy on the Ganondorf boards in a looong time.
last time was maybe around when the footstool>stomp was being shared around?
or maybe just for stomp u-tilt?
Either way, it's nice to have some excitement around here again =D
Tilts
-Forward Tilt
--Animations polished
--Outer hit trajectory raised from 32 to 361 (~45) degrees
--Inside hit trajectory still 32 degrees
--Interrupts frame 30 from 28
-Up Tilt
--Revised animation
--Rising hit lasts frames 5-11 from 3-12
Smashes
-Forward Smash
--Warlock Punch aesthetic adapted from nB to F-smash
--Mostly aesthetic change, timing / hit stats / hit area unchanged
-Up Smash
--U-smash interrupts 5 frames later
--Animation decloned slightly, otherwise same stats
Aerials
-Neutral Aerial
--Startup reduced from 7 frames to 5 frames
--Interrupts frame 38 from 45
-Back Aerial
--New animation (stats unchanged)
Grabs
-Standing grab
--Moved in 1 unit to match Melee range
-Dash grab
--Travels further and grabs slightly lower on inner grab boxes
-Jump Squat reduced from 6 frames to 5 frames
Throws
-Forward Throw
--Throw damage 4 to 8 (9 to 13 total). Stronger and has a darkness effect.
-Back Throw
--Angle 45 to 58, BKB 35 to 30, and Endlag 27->17
-Down Throw
--KBG raised from 40 to 45
Specials
-Neutral Special (Dead Man’s Drift & Volley)
--Replaced Warlock Punch with Dead Man’s Drift & Volley
--Press B on the ground to "volley" projectiles back to the sender at 2x speed
--Press B once in the air to start floating, press B a second time to air Volley
--After a 14fr startup period you can interrupt float with Aerial Attacks or Double Jump
-Forward Special (Flame Choke)
--Fixed minor instances of Flame Choke being techable before final hit
--Finishing a match with Flame Choke results in a victory for Ganondorf
--Due to global ledge grab adjustments you must now hold back to reverse grab the ledge after a grounded Flame Choke
-Up Special (Dark Dive)
--Fixed electric graphics to properly align with opponent during Up-B throw
-Down Special (Wizard’s Foot)
--Ground to Air ending able to go into Special Landing (mostly aesthetic)
--Wall-impact rebound lag reduced from 60 to 40 frames
Others
-Rolls
--Updated with new magical aesthetic (stats unchanged)
-Spot dodge
--Updated with new magical aesthetic
--Spot dodge is faster, invuln 2-15 and interrupts 22
-Taunts
--Down Taunt can now be held to perform a sword attack. 37/35/33/31 DMG, 100 KBG, 40 BKB
Some of these are great, others leave me a tad puzzled. Like, the grab change doesn't sound like it's particularly significant, and wtf are you telling me fsmash still has the same garbage trajectory?
Smaller jumpsquat is great along with always winning Ganoncide finishes (let's hope they actually got that right this time lol)
Somewhat surprising amount of changes basically amount to fine-tuning appearance. Looks like they were paying attention to those who wanted his appearance decloned further from the Captain.
Tilts
-Forward Tilt
--Animations polished
--Outer hit trajectory raised from 32 to 169 (~45) degrees
--Inside hit trajectory still 32 degrees
--Interrupts frame 30 from 28
-Up Tilt
--Revised animation
--Rising hit lasts frames 5-11 from 3-12
Smashes
-Forward Smash
--Warlock Punch aesthetic adapted from nB to F-smash
--Mostly aesthetic change, timing / hit stats / hit area unchanged
-Up Smash
--U-smash interrupts 5 frames later
--Animation decloned slightly, otherwise same stats
Aerials
-Neutral Aerial
--Startup reduced from 7 frames to 5 frames
--Interrupts frame 38 from 45
-Back Aerial
--New animation (stats unchanged)
Grabs
-Standing grab
--Moved in 1 unit to match Melee range
-Dash grab
--Travels further and grabs slightly lower on inner grab boxes
-Jump Squat reduced from 6 frames to 5 frames
Throws
-Down Throw
--KBG raised from 40 to 45
Specials
-Neutral Special (Dead Man’s Drift & Volley)
--Replaced Warlock Punch with Dead Man’s Drift & Volley
--Press B on the ground to "volley" projectiles back to the sender at 2x speed
--Press B once in the air to start floating, press B a second time to air Volley
--After a 14fr startup period you can interrupt float with Aerial Attacks or Double Jump
-Forward Special (Flame Choke)
--Fixed minor instances of Flame Choke being techable before final hit
--Finishing a match with Flame Choke results in a victory for Ganondorf
--Due to global ledge grab adjustments you must now hold back to reverse grab the ledge after a grounded Flame Choke
-Up Special (Dark Dive)
--Fixed electric graphics to properly align with opponent during Up-B throw
-Down Special (Wizard’s Foot)
--Ground to Air ending able to go into Special Landing (mostly aesthetic)
--Wall-impact rebound lag reduced from 60 to 40 frames
Others
-Rolls
--Updated with new magical aesthetic (stats unchanged)
-Spot dodge
--Updated with new magical aesthetic
--Spot dodge is faster, invuln 2-15 and interrupts 22
-Taunts
--Down Taunt can now be held to perform a sword attack. 37/35/33/31 DMG, 100 KBG, 40 BKB
Some of these are great, others leave me a tad puzzled. Like, the grab change doesn't sound like it's particularly significant, and wtf are you telling me fsmash still has the same garbage trajectory?
Smaller jumpsquat is great along with always winning Ganoncide finishes (let's hope they actually got that right this time lol)
Ah, so just another way of saying IASA. Then ouch. I mean, I can ALWAYS understand the logic of being cautious about how good a character is if they have vortex game, but still. I imagine they feel that if his anti-zoning is stronger and his approach less predictable, he might not need as good of reward of landing a hit.
The D-Throw change may be to make Ganon's chaingrab slightly (keyword, slightly) more difficult, perhaps? It's all I can think of with the higher knockback growth, perhaps it's to prevent the CG at higher percents.
Also looked into D-Taunt sword hitboxes and, yes, you can probably edgeguard with it if you want to disrespect with the disjoint. It is also incredibly powerful and far-reaching, too! Excellent disrespect.
Dead Man's volley also has what I wanted....a pimpslap hitbox. It can hit people up close. I guess that is for even more disrespect.
Everything else is like, improvement city though. Project M 3.Ganondorf.
Yeah dthrow nerf was definitely warranted it was a stupid good move just was attached to a bad character previously so didn't matter.
Also buffs to f/bthrow didn't even notice that on my first read through. Hello throw mixups. Edit: Okay wait I didn't notice it on the first read through cause they weren't there, guess that got added later. Updated my post.
The D-Throw change may be to make Ganon's chaingrab slightly (keyword, slightly) more difficult, perhaps? It's all I can think of with the higher knockback growth, perhaps it's to prevent the CG at higher percents.
Also looked into D-Taunt sword hitboxes and, yes, you can probably edgeguard with it if you want to disrespect with the disjoint. It is also incredibly powerful and far-reaching, too! Excellent disrespect.
Dead Man's volley also has what I wanted....a pimpslap hitbox. It can hit people up close. I guess that is for even more disrespect.
Everything else is like, improvement city though. Project M 3.Ganondorf.
I can't play right now, can anyone test if he can now SH Nair waveland? Probably not, that might be too good.
Either way, it looks like Ganon got solid buffs while nearly every character got nerfed. He probably needed it, but that's really sweet.
And to top that off less recovery effectiveness mostly across the board (although if anything new hover is that much more of an edge to recover, however slight.)
So, provided these tools don't turn out to be ineffective in practice, is there any glaring flaw in the Dorf at this point? Weaknesses or areas to overcome are fine, just anything like before that leaves him incomplete or 2 dimensional?
Ah, so just another way of saying IASA. Then ouch. I mean, I can ALWAYS understand the logic of being cautious about how good a character is if they have vortex game, but still. I imagine they feel that if his anti-zoning is stronger and his approach less predictable, he might not need as good of reward of landing a hit.
Yeah dthrow nerf was definitely warranted it was a stupid good move just was attached to a bad character previously so didn't matter.
Also buffs to f/bthrow didn't even notice that on my first read through. Hello throw mixups. Edit: Okay wait I didn't notice it on the first read through cause they weren't there, guess that got added later. Updated my post.
Tested Ganon - feels really good. There are still some major drawbacks :
His nB doesn't properly reflect Mario's Fireballs.
His Aerial DownB has still has no hitbox at the tip of his food - no priority whatsoever.
Other than that, I really like his Float and I'm gonna kick some major ass today against a veteran Melee player, inb4 flame war. What i really like the most is his float - he has a neutral game guys! You can go super deep with them boots, and use downB offstage+float as stalling tool and Fair your opponent to the face.
hi, gonna make an appearance again now that 3.5dorf is out.
if you guys didnt know, you can still RAR hover. so what i did was set one of my trigger buttons to special, that way its easier to RAR hover > bair/dair.
i've been ****ing around with **** like RAR hover > wizards foot and RAR hover > flame choke and the POSSIBILITIES ARE ENDLESS.
hi, gonna make an appearance again now that 3.5dorf is out.
if you guys didnt know, you can still RAR hover. so what i did was set one of my trigger buttons to special, that way its easier to RAR hover > bair/dair.
i've been ****ing around with **** like RAR hover > wizards foot and RAR hover > flame choke and the POSSIBILITIES ARE ENDLESS.