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Project Ganondorf - Help get de-cloneing Ganon in smash ultimate trending!

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
UPDATE: About that backthrow Lmao!

I change my mind. Maybe it could use a small nerf. I think I killed somebody like @35-40% at the of Final Destination xD

But I still think you should maintain it as his best kill move otherwise what would be the reason for his grab being so risky to pull off
I'm thinkingggg i need to make the grab a bit easier to pull off, and nerf back throw a bit. I'm not sure if that means i need to leave the catch bubbles out longer or what exactly. Im gona have to try out a few things.

If anyone has ideas on the grab let me know. I do feel its extremely hard to pull off (i played against my friend today and it felt that way to me anyway). That being said, what do you guys generally think? TOO hard to pull off or is it just right? Would it be too op if it were easier to grab?
 

Patcheresu

Smash Cadet
Joined
Mar 3, 2015
Messages
26
Location
East Coast
NNID
patcheresu
3DS FC
0903-2969-5351
???:


EDIT: I forgot to mention this...

If you could point me to a writeup of this guy that'd be great. I have no idea what problems I see are my fault.

???:
Is Neutral-B reversible at all? It feels like it should be but I can't.
- you can reverse neutral-b once via B-reverse. But it wont reverse multiple times like vanilla PM ganon
Great, thanks.

???:
Neutral game is really weird. I feel like f-tilt is my only truly safe option.
- ill speed up jab and down tilt.
- Is up tilt not useful at all? Would you suggest a speed up there? I dont want it to be OP so not sure about it!
Yes, please speed up jab or make jab a multi-hit string so that the super slow thrust isn't my go to poke. Up tilt is really cool. It's totally fine, it's just heavily punishable, and that's core to Ganondorf. I've primarily tested him against characters like Lucas because that's who I normally rock Ganon against. So when it comes to less small, aggressive, in your face guys, up tilt is an unusable, but otherwise really fun mixup tool. I have no qualm with it.

If down-tilt is supposed to be heavy damage, then don't change it.

If anything, I feel up-tilt being the much longer move and up smash being much shorter in comparison, they should be swapped. But on the other hand, Ganondorf players should have experience with long as hell up-tilts.

???:
Out-of-shield, not sure what I should do besides nair or bair and even then it feels insecure.
- What would you do out of shield normally? Just so i have a better idea of where your problem here lies
A shorthop dair or an up-B on normal Ganondorf.

On this one, nair if I think they can't hit me in time, bair if I can get it in right, or rarely, up-B.

???:
You have less of a chance to come back alive if you down-B over a pit. Not sure if its intentional or otherwise.
- Side b is a better option for recovery now. You can jump out of a quick side b attack fairly effectively.
- also what do you mean exactly by less chance? Is it cause of the travelling angle?
Given we use a number circle style angle measurements, where 1 degree is just N of dead E and 359 degrees is just S of dead E, Normal's Down B shoots at about ~290 whereas yours seems more like ~305. Because of that you go further out across the x axis. It's something to consider. If you were trying to cut down on Kage spikes, you certainly did it right.


???:
Bad:

He feels bad. I don't know how to put it into words, but in air I don't know what I should even do that's fast enough,
- So youd suggest i speed up a move or 2? Down tilt NEEDS to be slow in my opinion cause when perfected, that tipper can be lethal
- maybe neutral air can be faster, as well as f-air
- i duno if id make up and back air stronger either cause of their tippers
- thoughts?
I would rather you make a move faster and weaker than a move stronger. Given his damage and the tippers, he really doesn't need more damage. Nair is somewhat fine, on second look, its just besides ftilt he can't do much when people can strike before he can swipe them. Before, when I had this issue with Normal Dorf, I'd just go "Ha ha, you had your fun now eat jab/ftilt/dtilt/dair/down B. I had so many different ways to initiate a pain train on fast and aggressive types. With sword ganon, while I have liberating strategic damage, I feel my options on defense are limited.

???:
His main problem with ground it seems is that he has so many options but all of them are too slow.
- as i mentioned i plan on speeding up jab and down tilt - do you think those would be the right choices? or maybe up tilt - or other?
Jab definitely. The rest are debatable, he just needs more or faster options to say "get off" to the faster characters like Space Furries, Inc., Earthbound Kids, every swordsman besides non-Toon Link and Ike.

Mr. Game and Watch has exclusively two "get off me moves", dtilt and upB and really, they're all he needs.

I will have to get back to you on OOT Dorf, he's really really weird but satisfying to play. I feel POWER when I use him.

But that back throw is ridiculous.
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
I'm thinkingggg i need to make the grab a bit easier to pull off, and nerf back throw a bit. I'm not sure if that means i need to leave the catch bubbles out longer or what exactly. Im gona have to try out a few things.

If anyone has ideas on the grab let me know. I do feel its extremely hard to pull off (i played against my friend today and it felt that way to me anyway). That being said, what do you guys generally think? TOO hard to pull off or is it just right? Would it be too op if it were easier to grab?
If the direction you wanna go is making the grab easier than start with the most difficult problem when making Ganon's grab work: Point Blank Range

You have to make it so that Ganon will grab the enemy immediately even if he or she is "up in his face" lol. Even if that means that their position resets to where he usually grabs them now. (by doing this you eliminate half of the difficulty with ganon grab since the catch doesn't happen unless they are like 3-4 footsteps)

If you wanna make it even easier then the next step would be to reduce the start up time and recovery time (pretty much making the grab animation more quicker and less punishable like everybody else's grab)

Then his grab can now be equivalent to a character that has a ranged grab (Link, Samus etc) or the rest if you want maximum common grab safety/speed.

If this is what you want then this is what you would have to do.
 
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??Sanic Hedgehog??

Smash Ace
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Aug 18, 2014
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803
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Atlea
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Sliverboy
3DS FC
5069-4545-8058
I'm gonna say this, Sword Ganon feels Balanced, Magic Ganon on the other hand is very tricky to use due to his second jump being a float but, I got the hang of him!
 

WEK-Sector Pirate

Smash Apprentice
Joined
Dec 20, 2014
Messages
177
Location
WEK-Sector 419
Could anyone help with my issue? Oot Ganon now causes an unknown instruction error then crashes.
Edit: fixed but sound still broken
 
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Patcheresu

Smash Cadet
Joined
Mar 3, 2015
Messages
26
Location
East Coast
NNID
patcheresu
3DS FC
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Could anyone help with my issue? Oot Ganon now causes an unknown instruction error then crashes.
We saw you, please don't triple post.

I'm going to assume there was an error during installation. Could you please reinstall the codes, fighter, rel, and sawnd files included in the zip?

If you cannot, would you care to explain why?

(I would also request you make backups first.)
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
If the direction you wanna go is making the grab easier than start with the most difficult problem when making Ganon's grab work: Point Blank Range

You have to make it so that Ganon will grab the enemy immediately even if he or she is "up in his face" lol. Even if that means that their position resets to where he usually grabs them now. (by doing this you eliminate half of the difficulty with ganon grab since the catch doesn't happen unless they are like 3-4 footsteps)

If you wanna make it even easier then the next step would be to reduce the start up time and recovery time (pretty much making the grab animation more quicker and less punishable like everybody else's grab)

Then his grab can now be equivalent to a character that has a ranged grab (Link, Samus etc) or the rest if you want maximum common grab safety/speed.

If this is what you want then this is what you would have to do.
Ya i definitely would like his grab to be comparable to link or anyone with a long distance grab. But i originally had comments saying that he needed more cool down time to match him up to someone like link and be punishable. Maybe i made it TOO slow now?

For grabbing at point blank range, do you think this would be wise? Wont this cause OP issues because someone like link cant catch at point blank (or can they by your definition of the term?).

I'm also thinking should i leave the grab bubbles out right from the start rather than have them pop up mid animation? (i feel like that would be op). OR should i maybe pop out a catch bubble right at the start, then get rid of it, and then as time progresses bring it back for a short period during the pulling boxes...

What do you think?
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
Could anyone help with my issue? Oot Ganon now causes an unknown instruction error then crashes.
hey sorry man.. im not sure whats going on with yours lol. Can you explain what you're doing exactly? Version of pm, is it custom, and how you installed everything.
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
If you could point me to a writeup of this guy that'd be great. I have no idea what problems I see are my fault.



Great, thanks.



Yes, please speed up jab or make jab a multi-hit string so that the super slow thrust isn't my go to poke. Up tilt is really cool. It's totally fine, it's just heavily punishable, and that's core to Ganondorf. I've primarily tested him against characters like Lucas because that's who I normally rock Ganon against. So when it comes to less small, aggressive, in your face guys, up tilt is an unusable, but otherwise really fun mixup tool. I have no qualm with it.

If down-tilt is supposed to be heavy damage, then don't change it.

If anything, I feel up-tilt being the much longer move and up smash being much shorter in comparison, they should be swapped. But on the other hand, Ganondorf players should have experience with long as hell up-tilts.



A shorthop dair or an up-B on normal Ganondorf.

On this one, nair if I think they can't hit me in time, bair if I can get it in right, or rarely, up-B.



Given we use a number circle style angle measurements, where 1 degree is just N of dead E and 359 degrees is just S of dead E, Normal's Down B shoots at about ~290 whereas yours seems more like ~305. Because of that you go further out across the x axis. It's something to consider. If you were trying to cut down on Kage spikes, you certainly did it right.




I would rather you make a move faster and weaker than a move stronger. Given his damage and the tippers, he really doesn't need more damage. Nair is somewhat fine, on second look, its just besides ftilt he can't do much when people can strike before he can swipe them. Before, when I had this issue with Normal Dorf, I'd just go "Ha ha, you had your fun now eat jab/ftilt/dtilt/dair/down B. I had so many different ways to initiate a pain train on fast and aggressive types. With sword ganon, while I have liberating strategic damage, I feel my options on defense are limited.



Jab definitely. The rest are debatable, he just needs more or faster options to say "get off" to the faster characters like Space Furries, Inc., Earthbound Kids, every swordsman besides non-Toon Link and Ike.

Mr. Game and Watch has exclusively two "get off me moves", dtilt and upB and really, they're all he needs.

I will have to get back to you on OOT Dorf, he's really really weird but satisfying to play. I feel POWER when I use him.

But that back throw is ridiculous.
What do u mean about a write up of the guy?

Maybe i'll reduce the damage of down tilt. its more supposed to be a combo starter

- speaking of this, how are his damage ratios? do they feel right? - any other opinions on this as well??

For the "out of guard" issue, id this a problem or is it fine? Im thinking up tilt and down tilt should be ok options - and jab will become a better option as well

is the air down b a big problem design wise? or were you just commenting on it mostly?

if i make moves fastwe generally (like jab or f air for instance) do you think their power needs to be nerfed?

So N-air is ok? I was thinking it should be fine cause its got a lot of coverage and its a semi spike. it should be pretty easy to pull off - but would you suggest a slight speed increase?

About having a quick poke - i will still make jab quicker, it sounds like its painfully slow and i think i agree on that
but im thinking down tilt would be his better quick poke option - or at least thats what i wana go for. what do you think?

something about up b i wana ask - do you think it moves too slow or is awkward? I had a complaint about this, but i want more opinions - again any other thoughs by others on this?
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
Ya i definitely would like his grab to be comparable to link or anyone with a long distance grab. But i originally had comments saying that he needed more cool down time to match him up to someone like link and be punishable. Maybe i made it TOO slow now?

For grabbing at point blank range, do you think this would be wise? Wont this cause OP issues because someone like link cant catch at point blank (or can they by your definition of the term?).

I'm also thinking should i leave the grab bubbles out right from the start rather than have them pop up mid animation? (i feel like that would be op). OR should i maybe pop out a catch bubble right at the start, then get rid of it, and then as time progresses bring it back for a short period during the pulling boxes...

What do you think?
But Link CAN catch at point blank lol (and so can every other ranged grabber)

Imma make a video real quick if I can to help you out.
 

WEK-Sector Pirate

Smash Apprentice
Joined
Dec 20, 2014
Messages
177
Location
WEK-Sector 419
We saw you, please don't triple post.

I'm going to assume there was an error during installation. Could you please reinstall the codes, fighter, rel, and sawnd files included in the zip?

If you cannot, would you care to explain why?

(I would also request you make backups first.)
Sorry, I just thought no one saw it
 

jamesster445

Smash Lord
Joined
May 7, 2015
Messages
1,177
Could you make this somewhere public? Like in the readme of the next version? I almost never tried this because this info was nowhere to be found and I run XP.



Yes, by using GCTEDIT to add this code to the bottom Ridley GCT or your own custom one
Yup, Just add him in, You just need to make the GCT File into a Txt and open code manager and add the Ridley Codes or the other way around.
Are there any resources or tutorials available. I've never done anything like this before.
 

devnew

Smash Apprentice
Joined
Dec 2, 2014
Messages
161
Location
The Corner
NNID
DevNew
There is one small thing that bugs me. not game breaking or anything but TP ganons sword hand is bent and it bothers me because it looks broken. other than that i love the mod...
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
Ya i definitely would like his grab to be comparable to link or anyone with a long distance grab. But i originally had comments saying that he needed more cool down time to match him up to someone like link and be punishable. Maybe i made it TOO slow now?

For grabbing at point blank range, do you think this would be wise? Wont this cause OP issues because someone like link cant catch at point blank (or can they by your definition of the term?).

I'm also thinking should i leave the grab bubbles out right from the start rather than have them pop up mid animation? (i feel like that would be op). OR should i maybe pop out a catch bubble right at the start, then get rid of it, and then as time progresses bring it back for a short period during the pulling boxes...

What do you think?
Here you go. This should give u a good perspective on what u want to do


 
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BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
Here you go. This should give u a good perspective on what u want to do


K ya i totally see what ur saying.

The thing is i cant put the grab bubbles too close to his body cause of how his catchwait animation is. it would look awful...
BUT i guess what i can do is start the catch bubble right at the start - when his hand is out - and keep it there untill where it turns off now.. so then hes punished by endlag - plust you have to aim where you're positioned to catch. you cant catch when youre too close to an enemy (though the wind boxes will help you out)

yes no?

and also, what do u think about that blindspot.. i dont remember who was talking about it, but they were saying theres a spot where there are no wind boxes OR grab boxes. Is that BAD or good?
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
K ya i totally see what ur saying.

The thing is i cant put the grab bubbles too close to his body cause of how his catchwait animation is. it would look awful...
BUT i guess what i can do is start the catch bubble right at the start - when his hand is out - and keep it there untill where it turns off now.. so then hes punished by endlag - plust you have to aim where you're positioned to catch. you cant catch when youre too close to an enemy (though the wind boxes will help you out)

yes no?

and also, what do u think about that blindspot.. i dont remember who was talking about it, but they were saying theres a spot where there are no wind boxes OR grab boxes. Is that BAD or good?

Yeah I know, I'm just showing you since you said you have interest in making like the common range grabbers. The windboxes don't help too much for this type of thing. I thought they did originally when I tested it in training mode but it only aids the grab when the opponent isn't moving or maybe walking (like if DK was charging his punch and you caught him since he can't move). The 2nd video in the beginning shows how the windboxes aren't stopping the running enemy unlike if they were standing still.

You can probably still put a catch bubble close but maybe still have enemy positioned where you want them to be currently. i'm not sure though but Yoshi's Neutral B (also shown in the 1st video) may show something like this since the enemy goes backwards with the tongue b4 entering his mouth.

Another thing you could try is making the Push knockback on the Windboxes stronger if that's possible (So that you can guarantee that the enemy will be pushed into the catch bubble despite their forward momentum) But this won't do anything with grabbing somebody who is cornered (like Zelda in the 2nd video) since the catch bubble will appear inside the wall lol.

I don't know about the blindspot....All I know is push wind box b4 the catch bubble and the pull wind box after it


Try the stronger windbox method if you want. It will probably still maintain the good looking animation and distance but ultimately it's your call.......What I currently do with Ganon if I want to grab somebody (SAFELY without risk) is that I usually stun them with the orb, grab them and then go for the Infamous Backthrow kill lol. I treat Ganon's grab as something "that you have to work for" which is how I thought you originally wanted it to be considering that backthrow (High risk - High reward even though the throw is a tad bit powerful. The kills with it would probably be more reasonable around 65-85% while maintaining it as his best Kill move)
 
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BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
Orb charge ideas:

So i know to fully charge the 5 orbs is not a very rewarding move - so im coming up with some ideas of what i could to do make it more fun and useful. I'm thinking of using one OR a combination of the following ideas. Let me know what you all think:

1. Let him move left and right with a slow velocity (but only if you're on stage)

2. Give him armor where he takes damage, but doesnt flinch

3. Add 0 damage electric/magic hitboxes that knock enemies forward if they come too close.

Thoughts on these?
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
You can probably still put a catch bubble close but maybe still have enemy positioned where you want them to be currently. i'm not sure though but Yoshi's Neutral B (also shown in the 1st video) may show something like this since the enemy goes backwards with the tongue b4 entering his mouth.
I think that's the way the animation works - or maybe there are transition frames there. I cant get transition frames to work for the damn catch for ganon! BUT i'll see if this is something i can get working cause that would be helpful. If not though, do you think what I'm saying would work fine? It doesnt have to be EXACTLY like link/other long distance grabbing people. I just wana make sure it works well, and is balanced.

Try the stronger windbox method if you want. It will probably still main the good looking animation and distance but ultimately it's your call.......What I currently do with Ganon if I want to grab somebody (SAFELY without risk) is that I usually stun them with the orb, grab them and then go for the Infamous Backthrow kill lol. I treat Ganon's grab as something "that you have to work for" which is how I thought you originally wanted it to be considering that backthrow (High risk - High reward even though the throw is a tad bit powerful. The kills with it would probably be more reasonable around 65-85% while maintaining it as his best Kill move)
Well actually if the general feeling is that the grab is actually fine as is, i'd be happy with that. I do want it to be a challenge, just making sure its not USELESS lol.

One thing you have mentioned is if someone is cornered - is this a flaw in the design? Or does it just mean you have to be smart and not use the grab near a wall?

one other flaw i know of in the grab is if you try to do it when ganon is on a flat floor, and the enemy is on a raised slope. The catch will only last a moment, and you have to immediately throw, or it will be broken. Is this problematic for gameplay?
 

Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
475
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House
Orb charge ideas:

So i know to fully charge the 5 orbs is not a very rewarding move - so im coming up with some ideas of what i could to do make it more fun and useful. I'm thinking of using one OR a combination of the following ideas. Let me know what you all think:

1. Let him move left and right with a slow velocity (but only if you're on stage)

2. Give him armor where he takes damage, but doesnt flinch

3. Add 0 damage electric/magic hitboxes that knock enemies forward if they come too close.

Thoughts on these?
maybe you can make it so when you press down while charging an orb you to the down b on anyone who comes near.
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
I think that's the way the animation works - or maybe there are transition frames there. I cant get transition frames to work for the damn catch for ganon! BUT i'll see if this is something i can get working cause that would be helpful. If not though, do you think what I'm saying would work fine? It doesnt have to be EXACTLY like link/other long distance grabbing people. I just wana make sure it works well, and is balanced.



Well actually if the general feeling is that the grab is actually fine as is, i'd be happy with that. I do want it to be a challenge, just making sure its not USELESS lol.

One thing you have mentioned is if someone is cornered - is this a flaw in the design? Or does it just mean you have to be smart and not use the grab near a wall?

one other flaw i know of in the grab is if you try to do it when ganon is on a flat floor, and the enemy is on a raised slope. The catch will only last a moment, and you have to immediately throw, or it will be broken. Is this problematic for gameplay?
It's definitely not useless....You just can't make as much grab attempts like every other character. You have to be patient and setup for it if you don't want to throw yourself in danger (orb them, enemy makes mistake etc..). If you want to make him grab characters at point blank range while keeping what you want then try putting more knockback into the push windbox before the catch bubble

It's not a flaw in my opinion. Just another one of the things that makes this character unique when it comes to his weaknesses is how I took it. Yeah I basically don't try a grab if they're standing up near a wall unless I have some distance where the catchbox won't be behind the wall and I feel confident. I also don't try to shieldgrab with ganondorf. These characters weakness and exclusive stuff makes it a unique experience. If you're concerned about tourney dudes.....usually they don't considered "wall" stages legal.

Idk for sure if thats problematic...I wouldn't say it is since there are usually situations with other characters in the game when you grab somebody in an awkward position: the grab collapses immediately if I recall correctly
 
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mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
Orb charge ideas:

So i know to fully charge the 5 orbs is not a very rewarding move - so im coming up with some ideas of what i could to do make it more fun and useful. I'm thinking of using one OR a combination of the following ideas. Let me know what you all think:

1. Let him move left and right with a slow velocity (but only if you're on stage)

2. Give him armor where he takes damage, but doesnt flinch

3. Add 0 damage electric/magic hitboxes that knock enemies forward if they come too close.

Thoughts on these?
I don't wanna be Mr. Positive but I also thought the orb was alright. I take the same way as a fully charged Roy Neutral B or Ike's Side B Finisher (It's powerful, unlikely but its there if I'm lucky)

I try full orb when the enemy is off stage coming back............Although I need to try this against a friend

If it needs a change, out of your suggestions I'd say #1 would be alright since he'll still be open for attacking when he finishes the animation assuming that he missed the opponent and they got close
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
I don't wanna be Mr. Positive but I also thought the orb was alright. I take the same way as a fully charged Roy Neutral B or Ike's Side B Finisher (It's powerful, unlikely but its there if I'm lucky)

I try full orb when the enemy is off stage coming back............Although I need to try this against a friend

If it needs a change, out of your suggestions I'd say #1 would be alright since he'll still be open for attacking when he finishes the animation assuming that he missed the opponent and they got close
haha mr positibe

You dont feel it isnt rewarding enough? Like i feel it needs to give the user more of a reason to actually fully charge it cause the single orb is more useful to be honest. I duno if i should make a fully charged orb be more of a kill move rather than a stun maybe?

Do you feel like maybe i should allow him to hold the charge? I was ORIGINALLY thinking holding the charge may be op cause SO MANY ORBS! But i duno?
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
haha mr positibe

You dont feel it isnt rewarding enough? Like i feel it needs to give the user more of a reason to actually fully charge it cause the single orb is more useful to be honest. I duno if i should make a fully charged orb be more of a kill move rather than a stun maybe?

Do you feel like maybe i should allow him to hold the charge? I was ORIGINALLY thinking holding the charge may be op cause SO MANY ORBS! But i duno?
OOHH....that changes everything.

I thought the concern was about getting the opportunity to even charge it that much. That's a good point

well I really don't know.......I guess it could be a kill move since the earlier charges already serve the purpose for stunning and you can get multiple stunning orbs already without being fully charged.

Do you mean holding it like Samus neutral B? if so then I think it wouldn't be good for the sake of character representation at the very least since he usually doesn't put that type of big thing in his pocket Lmao (it's not a bad idea though, this is just my opinion)
 
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BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
OOHH....that changes everything.

I thought the concern was about getting the opportunity to even charge it that much. That's a good point

well I really don't know.......I guess it could be a kill move since the earlier charges already serve the purpose for stunning and you can get multiple stunning orbs already without being fully charged.

Do you mean holding it like Samus neutral B? if so then I think it wouldn't be good for the sake of character representation at the very least since he usually doesn't put that type of big thing in his pocket Lmao (it's not a bad idea though, this is just my opinion)
Ya holding that (like samus) is what i meant - and i agree it doesnt feel like something you'd hang on to. Thats why i was thinking about other options. You dont think you should be able to move around a bit? or have some kind of armour or hitboxes or anything?

I like the idea Jmanthesmasher683 Jmanthesmasher683 brought up! What do you think of that? Pressing down makes him go into down b. And maybe i can even make it so the amount the orb is charged affects the strength of down b..

thoughts guys?
 
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Oct 24, 2015
Messages
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I had a similiar idea to Jmanthesmasher683 earlier too, it would be a lot easier to use if you could have the option of shooting them straight down or lowering the angle. The down-b idea is interesting as well, but i would recommend including a stun effect if your going to punch the ground with the orb you charged
 

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
I had a similiar idea to Jmanthesmasher683 earlier too, it would be a lot easier to use if you could have the option of shooting them straight down or lowering the angle. The down-b idea is interesting as well, but i would recommend including a stun effect if your going to punch the ground with the orb you charged
What this dude said with the down b sounds nice. Along with the killing move potential i mentioned, you can also make the full Orb an INDEFINITE SHIELD BREAKER (players can't block it/have to find another way out)
 

Patcheresu

Smash Cadet
Joined
Mar 3, 2015
Messages
26
Location
East Coast
NNID
patcheresu
3DS FC
0903-2969-5351
This is going to sound scathing but I'll give it my all. I really like playing with this, but I can't help feeling these things below. Please don't take this to heart, its obvious you put real effort into this mod, and the last thing I want is you to be too offended and dismiss anything I say or worse, get into a funk and stop working on it.

Bair and fair are bad together. Fair is too good but doesn't have the knockback, bair is too good at knockback. So together they can pretty much take a stock by themselves and not be bad at it.

Consider changing the angle.

OOT fights as if he should ALWAYS be above the opponent. So when he's below them, he suffers a bit because:

Up-air hits like a nair. If you could make him shoot something upwards or otherwise make upair actually hit something above him that'd be great. Remember what made Ganondorf's "Construction Boots" up-air so destructive even in melee? It hit with strong knockback, it hit at a decent speed, and it covered the air above him.

Nair is nice for racking up damage but lacks purpose on its final hit. It needs more knockback.

Side-B needs bigger hitboxes or bigger windboxes because it is in the category of never useful compared to other moves.

I still don't understand what ftilt is even supposed to do.

Down-B deserves to be a killmove. It isn't. It should be.

Forward smash has too much charge time for too little payoff. Why not use down smash? It does similar damage and has far less charge time to be devastating. Maybe it should be angle-able.

Up-tilt is nice for damage racking up but not for getting the pressure off of you.

His cross-my-heart-and-hope-to-die BEST moves, fair and dair, require him to be above someone to hit. Just make them different, but not opposite angles.

Meanwhile...

His entire moveset seems dedicated to racking up huge damage from multi hit moves in singular usage rather than combos, then finishing with backthrow, bair, or fair. It's an interesting design philosophy but rather incompatible with PM.

Every throw besides back throw is a joke. Back throw is insanely overpowered in damage and knockback. Try less 15~20% more 5~10%.

Down-B never seems to make anyone bounce. Up-B, however, doesn't really do much besides be a bouncy Down-B

Jab combo needs serious work. It seems nigh unstoppable without some pretty solid smash-DI.

Neutral B is the exact opposite of helpful in almost any scenario.

The exception is launching it at someone and having them be pulled towards you, past you, and off ledge for a nice dair.

Otherwise it is far too inaccurate. I haven't been able to tell, but make sure it reflects on perfect shield. I can clearly tell what you were going for, however its angle is far too funny to hit anyone who is standing in a normal position. Some directional control would be nice. I would research how G&W's Chef can be controlled. (B->Down causes the projectiles to only go in low angles, up is the opposite.)

My overall recommendation is less multi-hits, more knockback, more horizontal coverage in midair. Change the angle and the percents, because 15% on an attack that leads into itself (fair) is incredibly stupid. I suggest changing fair to shoot forward instead of down forward. Also keep in mind that the longer it takes me in startup to hit someone the more bang I am expecting for my buck otherwise that move is kinda pointless. On Sword Ganon, neutral B hits for only 15 but the move has so much versatility and knockback I'd use it in neutral for sure as a hard read if I had the timing. Forward smash, with its small hitbox and small damage, not so much. Unless I want to do the riskiest juggle ever by the endlag, I don't see a reason to anything other than spam jabs, down B, down smash, and back throw on ground, use nair exclusively as a neutral destroyer, and fair and bair to kill if I think down throw is too mean.

When it comes to things I loved about OOT Ganon, his taunts, his style, his dair, his up smash, his opening jab, his dtilt.
-----

As for Sword Ganon, I changed my mind on nair. It doesn't need to be any faster because it hits like Marth's dair when it tippers which is downright OP. I can just stand on ledge and shorthop nair and immediately spike anyone who attempts to recover from below. It's speed and damage is fine, just don't let it spike so badly. Nair should never give such a good benefit for a tipper.

In addition to Sword Ganon, I would like the court to record the damages nair and fsmash do and really ponder how a move with such speed, powerful tippers, and coverage really should be doing (at its best) double the damage of a fully charged fsmash. I cry everytime I see Ganondorf attempt to elbow someone while holding his sword like an awkward smartphone punch and see those puny hitboxes.

Since he has such range, you could do to reduce tipper damage on a whole. He either hits on the small scale like he has some powerful combo setups he does not or he hits like Ike on a good day plus spikes and meteors.

I for one will argue for Side-B meteors to be kept the way they are. They're hilarious and far more reliable than dair. Really, dair is kinda useless now that I can use side-B for deadly reads (especially since it does the opposite of kill people when it doesn't tipper and sweetspot).


Meta wise it seems like there are some really OP moves and some really really bad moves, so right now he feels kinda gimmicky like Kirby. With Kirby the rest of my moveset eventually leads me to my real moveset, dash attack, neutral B, up tilt, down B, shorthop side B, and up B when I'm not in maximum gimp mode. Which is of course, at low percents, initiated by neutral B.
 
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BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
What this dude said with the down b sounds nice. Along with the killing move potential i mentioned, you can also make the full Orb an INDEFINITE SHIELD BREAKER (players can't block it/have to find another way out)
Theres one problem with that. The orb charge strength maxes out at 3 orb shots if memory serves (i gota double check lol). but it def maxes out before 5 orbs. SO we would end up with 3 orbs that are SUPER powerful, and then when we have a full charge there are just more orbs.. thoughts on this?
 

Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
475
Location
House
I had a similiar idea to Jmanthesmasher683 earlier too, it would be a lot easier to use if you could have the option of shooting them straight down or lowering the angle. The down-b idea is interesting as well, but i would recommend including a stun effect if your going to punch the ground with the orb you charged
yeah that was my initial idea but you'd have to animate that and everything. its better to use a pre-existing animation, for sure.
 
Joined
Oct 24, 2015
Messages
29
i dont know how the shield break mechanic works, but if it takes 3-4 orbs to break one at that charge i think it would work out if those later orbs are given different physics compared to the 1-2 orbs. The shield breaker orbs could give a little bit of outward knockback that stacks with how many hit the target while they stun, much like his final smash. Just an idea though.

would be perfect if the homing effect was implemented, as the orbs would be a little more focused even if some miss

The time to charge the attack that could potentially destroy a shield (3-4 latter orbs) is about the same as marth's shield breaker, so it shouldn't imbalance the character.

Wouldn't hurt to add some aesthetic sparks on the latter orbs to differentiate them as well, if possible.
 
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mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
Theres one problem with that. The orb charge strength maxes out at 3 orb shots if memory serves (i gota double check lol). but it def maxes out before 5 orbs. SO we would end up with 3 orbs that are SUPER powerful, and then when we have a full charge there are just more orbs.. thoughts on this?
ah...limitations I see. well I'm stumped lol. I can see why the 3 ideas you put out involved more of ganon himself then the orb xD
go with your gut
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
ah...limitations I see. well I'm stumped lol. I can see why the 3 ideas you put out involved more of ganon himself then the orb xD
go with your gut
I think i can work on a compromise and make the orbs really strong (just not as strong as you said). I'm also thinking of making their hitboxes larger so they cover more area

Could pull directly from the OoT dorf bossfight and give them a bit of homing too when fully charged along with a wider spread
Oh also a wider spread isnt a good idea cause they just end up going all over the place - completely un-aimable and they just hit the ground too soon.

I had a similiar idea to Jmanthesmasher683 earlier too, it would be a lot easier to use if you could have the option of shooting them straight down or lowering the angle. The down-b idea is interesting as well, but i would recommend including a stun effect if your going to punch the ground with the orb you charged
I like the hitstun idea for down b when using the orb!

Changing angle upon request isn't possible right now :(
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
This is going to sound scathing but I'll give it my all. I really like playing with this, but I can't help feeling these things below. Please don't take this to heart, its obvious you put real effort into this mod, and the last thing I want is you to be too offended and dismiss anything I say or worse, get into a funk and stop working on it.

Bair and fair are bad together. Fair is too good but doesn't have the knockback, bair is too good at knockback. So together they can pretty much take a stock by themselves and not be bad at it.

Consider changing the angle.

OOT fights as if he should ALWAYS be above the opponent. So when he's below them, he suffers a bit because:

Up-air hits like a nair. If you could make him shoot something upwards or otherwise make upair actually hit something above him that'd be great. Remember what made Ganondorf's "Construction Boots" up-air so destructive even in melee? It hit with strong knockback, it hit at a decent speed, and it covered the air above him.

Nair is nice for racking up damage but lacks purpose on its final hit. It needs more knockback.

Side-B needs bigger hitboxes or bigger windboxes because it is in the category of never useful compared to other moves.

I still don't understand what ftilt is even supposed to do.

Down-B deserves to be a killmove. It isn't. It should be.

Forward smash has too much charge time for too little payoff. Why not use down smash? It does similar damage and has far less charge time to be devastating. Maybe it should be angle-able.

Up-tilt is nice for damage racking up but not for getting the pressure off of you.

His cross-my-heart-and-hope-to-die BEST moves, fair and dair, require him to be above someone to hit. Just make them different, but not opposite angles.

Meanwhile...

His entire moveset seems dedicated to racking up huge damage from multi hit moves in singular usage rather than combos, then finishing with backthrow, bair, or fair. It's an interesting design philosophy but rather incompatible with PM.

Every throw besides back throw is a joke. Back throw is insanely overpowered in damage and knockback. Try less 15~20% more 5~10%.

Down-B never seems to make anyone bounce. Up-B, however, doesn't really do much besides be a bouncy Down-B

Jab combo needs serious work. It seems nigh unstoppable without some pretty solid smash-DI.

Neutral B is the exact opposite of helpful in almost any scenario.

The exception is launching it at someone and having them be pulled towards you, past you, and off ledge for a nice dair.

Otherwise it is far too inaccurate. I haven't been able to tell, but make sure it reflects on perfect shield. I can clearly tell what you were going for, however its angle is far too funny to hit anyone who is standing in a normal position. Some directional control would be nice. I would research how G&W's Chef can be controlled. (B->Down causes the projectiles to only go in low angles, up is the opposite.)

My overall recommendation is less multi-hits, more knockback, more horizontal coverage in midair. Change the angle and the percents, because 15% on an attack that leads into itself (fair) is incredibly stupid. I suggest changing fair to shoot forward instead of down forward. Also keep in mind that the longer it takes me in startup to hit someone the more bang I am expecting for my buck otherwise that move is kinda pointless. On Sword Ganon, neutral B hits for only 15 but the move has so much versatility and knockback I'd use it in neutral for sure as a hard read if I had the timing. Forward smash, with its small hitbox and small damage, not so much. Unless I want to do the riskiest juggle ever by the endlag, I don't see a reason to anything other than spam jabs, down B, down smash, and back throw on ground, use nair exclusively as a neutral destroyer, and fair and bair to kill if I think down throw is too mean.

When it comes to things I loved about OOT Ganon, his taunts, his style, his dair, his up smash, his opening jab, his dtilt.
-----

As for Sword Ganon, I changed my mind on nair. It doesn't need to be any faster because it hits like Marth's dair when it tippers which is downright OP. I can just stand on ledge and shorthop nair and immediately spike anyone who attempts to recover from below. It's speed and damage is fine, just don't let it spike so badly. Nair should never give such a good benefit for a tipper.

In addition to Sword Ganon, I would like the court to record the damages nair and fsmash do and really ponder how a move with such speed, powerful tippers, and coverage really should be doing (at its best) double the damage of a fully charged fsmash. I cry everytime I see Ganondorf attempt to elbow someone while holding his sword like an awkward smartphone punch and see those puny hitboxes.

Since he has such range, you could do to reduce tipper damage on a whole. He either hits on the small scale like he has some powerful combo setups he does not or he hits like Ike on a good day plus spikes and meteors.

I for one will argue for Side-B meteors to be kept the way they are. They're hilarious and far more reliable than dair. Really, dair is kinda useless now that I can use side-B for deadly reads (especially since it does the opposite of kill people when it doesn't tipper and sweetspot).


Meta wise it seems like there are some really OP moves and some really really bad moves, so right now he feels kinda gimmicky like Kirby. With Kirby the rest of my moveset eventually leads me to my real moveset, dash attack, neutral B, up tilt, down B, shorthop side B, and up B when I'm not in maximum gimp mode. Which is of course, at low percents, initiated by neutral B.
First of all - no worries, i appreciate the feedback and the dialogue!

second here are the things that came to mind when reading (let me know what you think after you read my responses!):

Bair and fair are bad together. Fair is too good but doesn't have the knockback, bair is too good at knockback. So together they can pretty much take a stock by themselves and not be bad at it.
- what would you suggest other than changing the angle?
- I'm considering shortening the range of back air
- also you know onlt the beginning of back air is a kill right? the long range is a light hit
- and to that point f air's tip is the kill spot

Consider changing the angle.
- what do you mean exactly? the angle of what?


OOT fights as if he should ALWAYS be above the opponent. So when he's below them, he suffers a bit because:

Up-air hits like a nair. If you could make him shoot something upwards or otherwise make upair actually hit something above him that'd be great. Remember what made Ganondorf's "Construction Boots" up-air so destructive even in melee? It hit with strong knockback, it hit at a decent speed, and it covered the air above him.
- up air im considering other options for already

Nair is nice for racking up damage but lacks purpose on its final hit. It needs more knockback.
- if you finish nair in the air it is a light meteor. Because you can hold the attack in air, if i made the meteor more powerful i feel it would be way OP. Use it off stage to suck enemies in and then have them fall to their dooms at high damages
- That being said maybe i need to make it more powerful?

Side-B needs bigger hitboxes or bigger windboxes because it is in the category of never useful compared to other moves.
- In project m his cape is weaker than mine
- the real use of this attack is in the air - if you connect with the body hitboxes, it is a semi spike
- im thinking of making him have armour at the start of the animation
- i dont think it needs to be more powerful but i could be wrong - what would you say it needs to do?

I still don't understand what ftilt is even supposed to do.
- a direct hit damages enemies similairly to vBrawl ganons jab
- A charged version has wind boxes which should be used to push enemies away - especially recovering enemies (Edge guarding)

Down-B deserves to be a killmove. It isn't. It should be.
- really? Like down b in the air? or the uppercut?

Forward smash has too much charge time for too little payoff. Why not use down smash? It does similar damage and has far less charge time to be devastating. Maybe it should be angle-able.
- the tip of f smash is the money maker (all electric attacks are this way except down smash)
- Do you think it needs to be stronger still?

Up-tilt is nice for damage racking up but not for getting the pressure off of you.
- any suggestions here?
- Its good to start air combos too...

His cross-my-heart-and-hope-to-die BEST moves, fair and dair, require him to be above someone to hit. Just make them different, but not opposite angles.
- What do u mean?


Meanwhile...

Every throw besides back throw is a joke. Back throw is insanely overpowered in damage and knockback. Try less 15~20% more 5~10%.
- i know back throw needs toning down
- what would you suggest? maybe a stronger f throw?
- cant make all the throws super kills :p
- maybe up or down throw need angle altering? What would you suggest?

Down-B never seems to make anyone bounce. Up-B, however, doesn't really do much besides be a bouncy Down-B
- huh?

Neutral B is the exact opposite of helpful in almost any scenario.
- the single orb is the most useful right now- but im aware it needs work
- any suggestions (on the single orb shot, the charge phase, OR the fully charged attack?)

Otherwise it is far too inaccurate. I haven't been able to tell, but make sure it reflects on perfect shield. I can clearly tell what you were going for, however its angle is far too funny to hit anyone who is standing in a normal position. Some directional control would be nice. I would research how G&W's Chef can be controlled. (B->Down causes the projectiles to only go in low angles, up is the opposite.)
- its meant to bring enemies far away close to you/stun them so you can attack.

My overall recommendation is less multi-hits, more knockback, more horizontal coverage in midair. Change the angle and the percents, because 15% on an attack that leads into itself (fair) is incredibly stupid. I suggest changing fair to shoot forward instead of down forward. Also keep in mind that the longer it takes me in startup to hit someone the more bang I am expecting for my buck otherwise that move is kinda pointless. On Sword Ganon, neutral B hits for only 15 but the move has so much versatility and knockback I'd use it in neutral for sure as a hard read if I had the timing. Forward smash, with its small hitbox and small damage, not so much. Unless I want to do the riskiest juggle ever by the endlag, I don't see a reason to anything other than spam jabs, down B, down smash, and back throw on ground, use nair exclusively as a neutral destroyer, and fair and bair to kill if I think down throw is too mean.
- this is something i want to know more about - what do you think about the damage %'s in general? What attacks are too high?
- however f and back air have a lot of horizontal coverage dont they?
- Ive aimed for anything with multi hits to be balancd out by making the MAIN hit do less damage. Other than attack100 (which needs work) im not sure how much the multi hits are really used to rack up damage.
- test out the knockback more on some attacks.. i think you havent yet caught on to the sweetspots.
- that being said what attacks specifically do you think SHOULD 100% have more knockback (maybe removing some sweetspots and making them more rounded would be a good idea?)


-----


As for Sword Ganon, I changed my mind on nair. It doesn't need to be any faster because it hits like Marth's dair when it tippers which is downright OP. I can just stand on ledge and shorthop nair and immediately spike anyone who attempts to recover from below. It's speed and damage is fine, just don't let it spike so badly. Nair should never give such a good benefit for a tipper.
- k ya i was thinking about that tip. i want it to be a BIT more powerful than the rest of the sword, but i guess it can use some toning down. Would u think that concept could work fine with some tweaking?

In addition to Sword Ganon, I would like the court to record the damages nair and fsmash do and really ponder how a move with such speed, powerful tippers, and coverage really should be doing (at its best) double the damage of a fully charged fsmash. I cry everytime I see Ganondorf attempt to elbow someone while holding his sword like an awkward smartphone punch and see those puny hitboxes.
- so again what attacks need damage %'s toned down?
- From this comment im seeing the f-smash elbow as well as the 2nd sword swing attack?
- any other that need toning down?

Since he has such range, you could do to reduce tipper damage on a whole. He either hits on the small scale like he has some powerful combo setups he does not or he hits like Ike on a good day plus spikes and meteors.
- so would you say his "A" attacks need to do less damage on the tips?
- are the "B" attacks fine since theyre specials and such?

I for one will argue for Side-B meteors to be kept the way they are. They're hilarious and far more reliable than dair. Really, dair is kinda useless now that I can use side-B for deadly reads (especially since it does the opposite of kill people when it doesn't tipper and sweetspot).
- should i make down air easier to sweetspot?


Meta wise it seems like there are some really OP moves and some really really bad moves, so right now he feels kinda gimmicky like Kirby. With Kirby the rest of my moveset eventually leads me to my real moveset, dash attack, neutral B, up tilt, down B, shorthop side B, and up B when I'm not in maximum gimp mode. Which is of course, at low percents, initiated by neutral B
- im slightly confused about this comparison
- just not sure what ur getting at, probably just a brain fart on my end :p


Thanks for the feedback, i hope you can get back to me on all this!
 
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