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So, you just come at them with a short hop Aerudo? What advantage does it have versus ground Gerudo?Only when I began to Aerudo did they begin dropping shield, which allowed me to mix them up. In other words, as a general rule of thumb, you're right. But in cases when a character such as Sheik doesn't leave openings with dodges and rolls, Aerudo/Gerudo are the nutcrackers.
Yeah, it's pretty dangerous. They can both easily dance in and out of range of even his ranged attacks, so standing grabs apply to them as punishments almost exclusively.I take it getting standing grabs on a ZSS or Sheik is ridiculously hard. Because that WOULD be preferable due to the amazing positional advantage you can get from throws.
(unless /s) it's just easier to not muck up Uair or Utilt (not that you'll be Utilting much as Ganon anyway...)I don't understand how people don't use tap jump.
I feel Uair'ing is easier and "faster" with it turned off. Are there any pros to having it turned on?I don't understand how people don't use tap jump.
Going back to this list after gaining more experience knowledge, I will keep it the same with only one change.Top: UAir, Dash Attack, FAir, FTilt
High: Jab, Grab, Gerudo, NAir, Aerial Wizkick, DTilt
Mid: DAir, BAir, Aerial Gerudo, Wizard Foot, USmash, FSmash
Low: Dark Dive, UTilt, Warlock Punch
Bottom: DSmash
I would now put N-air above U-air, because after landing lag buffs, it's just a GODLIKE move. Use it to approach, cover spotdodge/rolls, juggle, edgeguard, after D-throw. It's very hard to go wrong with this move if you ask me, and you can even kill with it in this game.As I am rummaging through the boards. I am wondering if any of you would modify your move their lists at all after 3 months of the game being out?
Amen. I think Nair just might be my most used move nowadays. Fastfalled Nair when you're high up or offstage just covers SO much area and stays out so long.I would now put N-air above U-air, because after landing lag buffs, it's just a GODLIKE move. Use it to approach, cover spotdodge/rolls, juggle, edgeguard, after D-throw. It's very hard to go wrong with this move if you ask me, and you can even kill with it in this game.
I've been abusing Usmash lately just to see what we're able to get away with.I wanna amend my list:
tier: (high utility)
-Choke
-UAir
-USmash
I love u smash, it's great baiting technology. It's also quite useful as a punish for spotdodgers, like you said.I've been abusing Usmash lately just to see what we're able to get away with.
It's pretty fun to run up to ppl and Usmash them point blank.
Sort of like how we used SH Dair to punish Spotdodging in Brawl, Usmash is pretty nice when you think they'll spotdodge.
If you manage to hit them, good for you + aerial combo.
If they Shield, you're perfectly safe.
If they roll, they won't be able to punish you.
If they Spotdodge wit bad timing, Ganon gets frame advantage, I believe.
If they spotdodge with good timing (early, which is pretty hard), I believe they can soft-punish you.
You're also put in danger if they PS it.
I'm stating the obvious here, I know, but I just wanted to empty my mouth a bit.
One of my favorite baits. XD they think they get a free punish and they rush in, only to have Ganondorf's f tilt informing them that this is, in fact, Sparta.Someone used this bait against me in Ganon Dittos and it worked: charge Usmash in the wrong direction so that it looks like a mistake, then when they come in for the punish, turnaround Ftilt!
He was good. I couldn't defeat him. He also used dtilt instead of ftilt after a usmash, which I realized was ingeniously simple and why didn't I think of that.