SmashAmass
Smash Journeyman
Ever since Project M, I have been gleefully maining as Ganondorf, simply due to his well rounded nature and overall improved recovery and approach options (compared to melee that is). One of these moves that are especially effective is the Flame Choke, which has been given a proper buff from Brawl (and one that is fair to the player and opponent due to teching options). However, oddly enough, the Air Flame Choke is far more effective in every mean, yet it can still be used through a short-jump to get the same effect as the grounded Flame Choke without the punishment towards the player. Here's why:
*Enemies cannot tech out of the air Flame Choke, which makes sense for recovery's sake, but not when used on grounded enemies from a short-jump.
*Overall punishment for missed approach is relatively similar, but still slightly better from a short-hop due to overall distance gained being greater (since the fall momentum carries the player slightly more, easing recovery).
*Vertical distance from short hop is only very small, so it can be used to approach grounded enemies the same way as the Grounded Flame Choke (and possibly better, considering it has a height advantage over the opponent, covering more vertical area).
*Execution time is very very close to a grounded side B, and possibly near identical if executed right
So my question is, why use the grounded Flame Choke if the Air Flame Choke has no tech counters and near identical start up time?
*Enemies cannot tech out of the air Flame Choke, which makes sense for recovery's sake, but not when used on grounded enemies from a short-jump.
*Overall punishment for missed approach is relatively similar, but still slightly better from a short-hop due to overall distance gained being greater (since the fall momentum carries the player slightly more, easing recovery).
*Vertical distance from short hop is only very small, so it can be used to approach grounded enemies the same way as the Grounded Flame Choke (and possibly better, considering it has a height advantage over the opponent, covering more vertical area).
*Execution time is very very close to a grounded side B, and possibly near identical if executed right
So my question is, why use the grounded Flame Choke if the Air Flame Choke has no tech counters and near identical start up time?