I did it!
Yes, I did a running-start-SH-double-jump-air-dodge-Super-Jump directed in the direction I had been going! THIS is where the edge guarding comes into play.
I've got this going pretty consistently after effing with it for like 10 minutes. Walking and doing this is really simple once you've got the basic Flight down. Running requires a slightly delayed timing on the second jump (or so it seems to me). It was mentioned before, but it bears repeating: Smashville is a very good stage to
practice learning this tech. The jump should be buffered about when ganon's toes reach the heads of the people in the background. Since you're buffering it, no specific head is correct as they're all similar height.
Smashville is particularly helpful in learning the walking and running variations of the Flight of Ganon. Using the residents of Smashville as a meter stick, you can more accurately gauge when you should be airdodging and buffering, similar to the way one might use the markings on the floor of FD to
practice the wiz kick variation. Don't look at the heads though, look at ganon's actions. Look at the exact position his body is in when you successfully pull of this move. Look at how far off the ground he his relative to the size of his body, his leg, his foot. Once you've etched that positioning into your head, try it on a stage with no useful markings on the background as well as a stage that has a rather hectic background.
SUMMATION (so far)
Known varieties of the Flight of Ganon:
Wiz Kick Cancel
- Roll up against the side of a stage with your back to the ledge. Perform a wizkick and buffer a jump and vB at the same time during the end of his "roll out" animation. Note: this is only possible against certain ledges. I compiled a list elsewhere a while ago for a WKC thread which I will dig up later.
- Stand on a platform with another platform within range of the wiz kick (e.g. Battlefield's two lower platforms). Perform a Wiz Kick from platform to platform and - in the same manner as the variety above - buffer jump and vB during the end of the "roll out" animation.
SH Airdodge
- From standing, short hop (SH), and then at the peak of your SH (or slightly before) hit jump and airdodge (I use Z since it doesn't have the analog squishiness/inaccuracy of the R/L buttons). Right as you finish the airdodge animation, buffer a jump and vB at the same time.
- SH airdodge off a platform of correct height (known to me: Smashville. Any others?) Like above, as you reach the end of your airdodge animation, buffer jump and vB at the same time.
- Walk forward and do the actions in item number 1 listed above.
- Run forward and do the actions in item number 1 listed above. Adjust your timing as necessary (a little slower than the standing Flight in my experience).
FJ-> DJ Airdodge NEW
I've managed to get full jumps work with this tactic. As it were, this has nothing to do with short hopping, as many of us already presupposed. It has to do with the height from the ground at which you perform your second jump air dodge. I can do a full jump and then airdodge at the correct height with my second jump, and the rest is just business as usual.
This is potentially ridiculously huge news for the flexibility of this move. Theoretically, you could be falling all the way from the top of the screen and then use your second jump at the correct height above the ground in conjunction with an immediate airdodge in order to Fly back up again. This also explains why someone was able to do a footstool->second jump airdodge into Flight.
DAD's theoretical varieties of the Flight of Ganon:
Note: I have not successfully performed ANY of these, but in theory, they could work.
The SH Airdodge varieties listed above all have to do with a "glitch" which is known as the Infinite Second Jump Recovery (ISJR). If you don't know the specifics of it,
http://www.smashboards.com/showthread.php?t=173119&highlight=ISJR . In short, ISJR is buffering a jump out of specific aerial tactics which put your character the right height off the ground upon finishing them to buffer a jump.
Ganon's aerials are as follows: DAir, BAir, UAir. As seen in this video (Japanandorf, homie!),
http://www.youtube.com/watch?v=gmbLWN9NM-8&NR=1 , they all must be full hopped. If the only prerequisite for the Flight of Ganondorf is that a move ends at the correct height above the ground as to allow buffered jumping, then in theory, the following should be possible, and I encourage everyone to try these while they're working on the other, known varieties:
- DAir. Full hop a Dair and buffer in a second FH Dair before hitting the ground, using up your second jump. As your second DAir finishes, in the same way you would recover your second jump by buffering in a third jump or aerial, buffer a jump and vB at the same time. Application: Thunderstorm jumping (not truly thunderstorming since it's not SH Autocancelled Dair) as a spacing tactic.
- Bair. Same directions as above. Application: Spacing, Edge guarding.
- Uair. Same directions as above. Application: Juggling, Spacing, Edge guarding.
Note: Obviously, being able to use Flight right out of one of these aerials that actually connects with your opponent would be unbelievably useful. E.g. FJ Dair at a high percentage sending your opponent very high up. Buffer a second ISJR aerial and then use Flight to get the kill off the top of the stage with Uair. I'm not sure if connecting with something throws off your timing to the point of not being able to recover the second jump, but I'm also not willing to write it off yet. As we quickly found out with the Wiz Kick Cancel variety of the Flight, hitting an opponent does not affect your ability to Fly.
Final note: Did you notice how I insisted on calling it "The Flight of Ganondorf," "Flight," or "Flying"? Let's show our respects to rihuganon who introduced us to the tech and coined it as such. We won't suffer the Americanization of the term, lessening it to "Super Jump". Christ...how banal.
I hope this might help some people who are still having trouble, and that it might similarly inspire people to try to make these other ISJR aerials work with the Flight.