Gleam
Smash Ace
I'm about to present not a new idea of some crazy a** flying warlock sh*t wiz double dair technique. Instead I want to present two new actually ideas involving the physical limitations and what not of Ganondorf.
#1) Stop Running.
I've come to the thought that perhaps its better to walk, then to run for a few reasons.
*Less chance of tripping while walking. Now tripping has nit affected me much but I've known many times where someone will run, trip...F-smash. The less there is the better and unless you're playing Brawl+ there will be tripping.
* More Options. When running you can't do any Smashes except U-smash. By just walking you've got your complete arsenal with you.
* No worry of the sprint lag. Not sure what to call it but unless your doing an iDA, there's a short part at the very beginning where you start running where you can't do anything, shield, nothing.
I find that it could be pretty easy for someone to hit Ganondorf in the spare moment of lag. Which also bring me the point that...perhaps you should try to attack people right when they begin that dash attack. Just saying.
* Ganon is slow and I can promise especially against those with long reach, you aren't going to be doing some random run at the opponent and then fake them out by running back. This isn't sonic or anything.
Why run? once you get to an opponent you're pretty much there until the opopnent leaves. Why risk the all this possible lag. The few times I think the run should be used is when your getting ready to do an iDA. (Event hen you don't have to really *run* with iDA) I'm not saying to put running completely out, I'm just saying perhaps its time to tone it down a bit.
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#2 Hitting Opponents in the air
*This also came to me as a thought that perhaps an opponent is most succeptible to attack (espeically large/laggy move characters) when they're in the air about to land on the ground. I'm bringing up the suggestion that perhaps we should start trying to attack people there, you know when they're comming down on the ground trying to land.
If we can hit them right before they hit the ground they've little to do.
I think its just a point where we should try to hit an opponent when they're least prepared for it.
Alright now work on this, its been a while since I contributed in some way.
#1) Stop Running.
I've come to the thought that perhaps its better to walk, then to run for a few reasons.
*Less chance of tripping while walking. Now tripping has nit affected me much but I've known many times where someone will run, trip...F-smash. The less there is the better and unless you're playing Brawl+ there will be tripping.
* More Options. When running you can't do any Smashes except U-smash. By just walking you've got your complete arsenal with you.
* No worry of the sprint lag. Not sure what to call it but unless your doing an iDA, there's a short part at the very beginning where you start running where you can't do anything, shield, nothing.
I find that it could be pretty easy for someone to hit Ganondorf in the spare moment of lag. Which also bring me the point that...perhaps you should try to attack people right when they begin that dash attack. Just saying.
* Ganon is slow and I can promise especially against those with long reach, you aren't going to be doing some random run at the opponent and then fake them out by running back. This isn't sonic or anything.
Why run? once you get to an opponent you're pretty much there until the opopnent leaves. Why risk the all this possible lag. The few times I think the run should be used is when your getting ready to do an iDA. (Event hen you don't have to really *run* with iDA) I'm not saying to put running completely out, I'm just saying perhaps its time to tone it down a bit.
---
#2 Hitting Opponents in the air
*This also came to me as a thought that perhaps an opponent is most succeptible to attack (espeically large/laggy move characters) when they're in the air about to land on the ground. I'm bringing up the suggestion that perhaps we should start trying to attack people there, you know when they're comming down on the ground trying to land.
If we can hit them right before they hit the ground they've little to do.
I think its just a point where we should try to hit an opponent when they're least prepared for it.
Alright now work on this, its been a while since I contributed in some way.