Some day 1 notes after running Classic mode with both Ganons.
Sword
- Overall feels slower than Smash 4 Ganondorf (which is where I'm primarily coming from). Probably intentional for balance purposes.
- Up Smash is really easy to connect to sweet spot. That first hit always sets them up in just the right position for an uncharged Up smash. I suggest making it a single hit in the next build.
- Up tilt, I feel makes more sense as the Up smash but usually works fine, sometimes enemies wont get hit by the lightning.
- Forward Smash is great, I love it.
- Down Smash is great as well
- Down tilt has a nice vacuum effect, I like it.
- Side special doesn't work. He doesn't turn nor can I get him to strike early. The only way I can get this attack to work is to be across the entire map and hope I don't have to jump. Either fix this move or revert back to Flame Choke please.
- Down Special is fantastic, some slow start up but other wise fantastic especially in the air.
- Up special is slow but doesn't seem to recover as far as his default one but I didn't check.
- Timing on the sword throw is really specific and I end up putting the sword away most of the time.
Magic
- Overall much more viable if one masters the ability to float. A very strong air game with a fairly weak ground game almost designed to get into the air.
- Jab combo has too much visual flair for such a small hit box
- Forward tilt is almost useless, once again very small hit box for an attack that looks like it should have more. I would try to extend the hit box as far as the darkness itself reaches as opposed to wind.
- Forward Smash is decent has a slow start up but it isn't too hard to sweet spot.
- Down Smash is either really bad or really good. It's bad because the shock waves only do about 2% with no knock back whatsoever. It's good because the punch itself has great damage and knock back potential.
- Up tilt is a good combo tool.
- Up smash is probably the most reliable ground tool that Magic Ganon has.
- Dash attack is a close second.
- All of the air normals range from solid to great. Up air could use more of a hit box but otherwise very powerful.
- Neutral special is strange. It's hard to hit on any moving target and they'll never stay still long enough to charge it completely. Since it can only be done in the air, it often hit other platforms and dissipated and since it flies at an angle enemies would often just go under it. A ground version would help. Also DO NOT USE THIS OFF STAGE you will fall to your death.
- I love Down special both the uppercut and the ground slam.
- Crazy hand takes all of his sound effects from this Ganon, doesn't really break anything but I thought it was weird.
Looking forward to playing more and finding more things to talk about. Just one question why didn't you opt to make Magic Ganon a fighting style in the vein of Sword Ganon (For example Up taunt activates Magic Ganon). I never found an explanation on your site.
Thanks for the feedback! k so for magic ganon, first off making it possible to switch sword ganon to magic ganon wouldnt be possible cause of filesize issues, and also because of attributes issues (weight speed etc)
now for your other points:
- Jab combo has too much visual flair for such a small hit box
so for this, the point is that the darkness cloud pulls in enemies. What would you suggest for improving this (without making it op)
- Forward tilt is almost useless, once again very small hit box for an attack that looks like it should have more. I would try to extend the hit box as far as the darkness itself reaches as opposed to wind.
have you tried using it to push enemies away who are returning to the stage? I am considering adding more hitboxes that actually damage tho!
- Down Smash is either really bad or really good. It's bad because the shock waves only do about 2% with no knock back whatsoever. It's good because the punch itself has great damage and knock back potential.
Is this a good thing or a bad thing? The point of the shock waves are only to stun opponents so that you can follow up with a bigger attack
- Neutral special is strange. It's hard to hit on any moving target and they'll never stay still long enough to charge it completely. Since it can only be done in the air, it often hit other platforms and dissipated and since it flies at an angle enemies would often just go under it. A ground version would help. Also DO NOT USE THIS OFF STAGE you will fall to your death.
The offstage thing is intentional
And i know this needs some tweaking. I'm gona need more feedback over time to see what about it works well and what doesnt, and i have to come up with some solutions. For now, i will say that a single orb is more useful thatn charging it up for a long time!
- Crazy hand takes all of his sound effects from this Ganon, doesn't really break anything but I thought it was weird.
this is cause OOT ganon uses crazy hands soundbank