These are his custom Wizard Kicks (Drop/Wizard Assault)Some attack (Maybe U-air?)
Damage 10/10/9 -> 12/12/11
Another Unknown attack
Damage -> 9/9/7 -> 11/11/9
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These are his custom Wizard Kicks (Drop/Wizard Assault)Some attack (Maybe U-air?)
Damage 10/10/9 -> 12/12/11
Another Unknown attack
Damage -> 9/9/7 -> 11/11/9
Gungnir doesn't upload a video for 6 months, and then puts up this? haha>when you hear ganon gets DA footstool combos
https://www.youtube.com/watch?v=kr3m_QOgpfE
Tell me more.Some attack (Maybe U-air?)
Damage 10/10/9 -> 12/12/11
Another Unknown attack
Damage -> 9/9/7 -> 11/11/9
can you blame him? he is just to busy in the training roomGungnir doesn't upload a video for 6 months, and then puts up this? haha
DownB customsTell me more.
Yep, Looks to be customs.Tell me more.
I love your profile picture man. Sorry for digressing lol.Yep, Looks to be customs.
Wizard Dropkick: 9/9/7
Wizard Assault: 12/12/11
RIP Up air changes unless something breaks through.
Jab > wizkick if they have actively awful DII love your profile picture man. Sorry for digressing lol.
Are jab conversions a thing or not?
I was only able to get the 6% hitbox by having a CPU Zelda set to jump and jabbing while she basically landing inside of Ganondorf.Shockwave always did 8% guys. You're looking at the start up frames on Kurogane.
So we're sure that jab is frame 7 now? Was hoping for frame 6 but I guess we made progress ^_^. Also I found it almost impossible to get that 6% hitbox on the jab. Was always getting 8% or 10%.
Interesting stuff on the increased Flame Choke range...
You still have the Uair angle change on the OP. Is that confirmed? I haven't seen anyone back it up.Edited post.
Did you test this against cpu in training mode? When I tested there seemed to be a noticeable difference in angle, maybe cpu got Change to how they DI. If you still have 1.1.4 maybe you can try to test for me?I didn't notice any changes to U-air when I tried it earlier. I compared it to 1.1.4 on my 3DS and didn't notice anything.
Don't quote me on this but from what I heard, the sourspot is shifted backward, and the sweetspot is shifted forward, meaning that the sourspot covers blindspots on Ganondorf's body better and sweetspot has slightly more range.Data mining shows that the X position of Jab has changed: X position 12/18/7 -> 11/19/7 Though I'm unsure what the numbers mean. Does the jab hit new people after flame choke because the hitbox has been lowered slightly?
idk if oos worthy but i am in love with our new jab, we finally have a move we can throw out just because & it can seriously rack up damage over time.
Given how much safer it is, you might as well throw it out to pressure people.
Just by looking at it I can already tell this doesn't work.So, I was in the lab with his Dash Attack, and arround 50%, I could hit sour DA + Dair Sheik near the ledge to score a kill. But the combo marker on training mode didn't show this as a true combo. Can you guys analyze this?
Here's a demonstration: https://www.youtube.com/watch?v=I--LYOdz6Jw
Oh well. But to be sure, I'll be testing this tomorrow.Just by looking at it I can already tell this doesn't work.
There were 2 patches were he didn't get touched.yes, i didn't follow every patch closely, but ganon did get slight buffs at every patch, right?
Do you think there will be more patches?I hear you. If I should name just one aspect of current Ganon that I'm dissatisfied with, It'd probably be his air speed. Seeing as 1.1.5 buffed Samus' and Charizard's air speeds though, I don't think it's impossible that a future patch could improve Ganondorf's air speed somewhat, especially when you consider that almost every patch thus far has buffed him in some way.
For the back throw, why not electric effect since he kicks the opponent with his boot? That would make more sense.His air speed is one of the two things I want to be buffed.
The other one is his grab. Ganon should be highly rewarded if he manages to grab an enemy, concidering his slow speed, short grab range, and huge end lag if he misses.
His Down Throw is ok, having good follow-ups depending on their percent damage and their DI. His Forward Throw is also alright, dealing a massive 13% damage. His Up and Back throw... I'm not happy with those. His only real kill throw is his Back Throw, and even with that, the opponent needs like 170+% on the ledge for it to even kill. His Back Throw should have a lot more knockback, and his Up Throw could either get lower base knockback and more knockback growth so it can combo at low% as a mix-up with his Down Throw, or it could simply get a damage buff. But having a solid kill throw is what I want the most. Heck, add some dark magic to his back throw for good measure, too.
His bthrow doesn't need more KB. It needs to be made into a single 10% hit instead of two hits of 5%, that way he can actually make use of the knockback growth.His air speed is one of the two things I want to be buffed.
The other one is his grab. Ganon should be highly rewarded if he manages to grab an enemy, concidering his slow speed, short grab range, and huge end lag if he misses.
His Down Throw is ok, having good follow-ups depending on their percent damage and their DI. His Forward Throw is also alright, dealing a massive 13% damage. His Up and Back throw... I'm not happy with those. His only real kill throw is his Back Throw, and even with that, the opponent needs like 170+% on the ledge for it to even kill. His Back Throw should have a lot more knockback, and his Up Throw could either get lower base knockback and more knockback growth so it can combo at low% as a mix-up with his Down Throw, or it could simply get a damage buff. But having a solid kill throw is what I want the most. Heck, add some dark magic to his back throw for good measure, too.