Daeyrat
Smash Journeyman
flame chain collides with projectiles and travels quite far. I guess it depends on the matchup...
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Sorta debatable. You can F-smash inward techrolls, and I'm pretty certain you can DACUS outwards ones, though I wouldn't be able to test this. Ganon's trap potential from Flame Choke still is scary.And of course, the reward is better in high-level play, since they can't tech it.
The thing is you actually still get quite a few tech chases off of Chain because of the horizontal trajectory it sends opponents. Dropkick and Ftilt can set them up as well sometimes, so I wouldn't worry too much about Ganon getting tech chases. Chain is also good at following tech chases as well. I still feel like choke is important in certain matchups like Little Mac and Bowser(At low %s, Bowser's Tough Guy ability keeps him from being carried through the entire attack, and he'll just stay where he is as if he's in shield, though he still takes damage and can't hit you while he's getting hit. If you hit him late in the attack, he'll take the strong final hit and get knocked away, but if you hit him early you'll go through him and he can punish you on hit.) but Chain will likely be needed in others.I guess Choke just suits me more, that and I haven't spent extensive time with Chain.
I just love tech chases lol
The main issue I have with Shotgun Punch is that it has no kill power behind it, even when sweetspotted. You have to reverse it to kill anything at all(even then it's situational and at higher %s), and even then stuff like Uair and aerial Dropkick kill sooner. Yes the hitbox is nice and big, and the startup is workable, but it still has horrendous lag, and isn't really rewarding when it does hit. It is true that you can jump offstage with it and make it back without having to opt for Dark Vault over Dark Fists(you can't with Warlock Blade) and throw out a big, disruptive hitbox offstage, but Uair does this as well, and has much less startup and endlag so you can actually follow up on it and finish your opponent off. I just don't see any situation in which I'd actually want to use Shotgun Punch over any of Ganon's other moves, while Warlock Blade definitely has uses even if they are situational. If you still feel Shotgun Punch is worth using I encourage you to explore its meta to your heart's content, and maybe you can find a use for it, but I personally just don't see the point of it.Personally, I like going 3122 (shotgun punch, flame choke, murder fist, wiz dropkick).
I know many of you advocate the sword over the shotgun punch, but the way I see it all the sword adds is range (which is very nice, don't get me wrong).
The shotgun punch is still kinda slow and loses the super armor, but it has a very nice and fat hitbox you can poke with. To give you an idea on how fat the hitbox is, it is fat enough to hit people on BF platforms from below and people dangling on the edge at the same time.
While it is laggy enough to not be THAT great, I feel this adds a new kind of tool in his arsenal that merits some exploration. If you could stutter-step Fsmash like in Brawl, I would switch to the sword without much hesitation though.
I'm guessing that the method you used is most likely recording based especially since you were able to acquire frame data before hacking really became a thing for Brawl. Definitely would be harder to do accurately on a 3DS.@Z1GMA Yeah I did provide frame data for Ganon in Brawl. Basically to make a long story short, while I would like to get the frame data, the method I used to get it is something I wouldn't bother trying until I get the WiiU version.
My replays work fine. Ganondorf's moves seem to be the same in terms of damage output and I haven't noticed any changes.So apparently yesterday Nintendo released a patch containing balance updates. Do we know if Ganondorf has been affected? Anyone want to test replays to see if they desync?
I would add that aerial Dark Fists also has armor. I've tanked a Hard Knuckle with it before, and been able to confirm it in Training Mode. When testing it with a Bob-Omb you have to be careful that it walks into you during the armor frames, because if you hit it first it'll blow up because there's no armor on the attacking frames.Super Armor Frames
I never found info about ganon s super armor frames, so i made some tests to figure them out,
First... Super armor frames are absolute. % is not factored. You can resist from 0 to 999. Ganon s armored attacks are Neutral B 1, Neutral B 2, Side Special 1, Side Special 2, Up Special 2.
Side b variations gave armor during the choke and explosion frames only.
Up b custom variation has super armor during its preparation frames if ganon performa the move while on the grouns.
Warlock variations s armored frames start a little after the first startup frames and end when he stretches his arm. Ganon doesn t get any armor if he starts the move while airborne or he changes directions. Only works for grounded front attack.
Hmmmmm. Did any characters that are terrible for Ganondorf get nerfed? Such as Shiek? Also, did they fix Yoshi and Wario's glitches?So apparently yesterday Nintendo released a patch containing balance updates. Do we know if Ganondorf has been affected? Anyone want to test replays to see if they desync?
I simply threw the bomb upwards and timed the warlockI would add that aerial Dark Fists also has armor. I've tanked a Hard Knuckle with it before, and been able to confirm it in Training Mode. When testing it with a Bob-Omb you have to be careful that it walks into you during the armor frames, because if you hit it first it'll blow up because there's no armor on the attacking frames.
Good to get that cleared up. People have been claiming to see pretty much every kind of change to the game in this update short of wavedashing and l-cancelling.Patch 1.0.3 is not a balance patch. (It is primarily for adding the ability to share screenshots)
It has been confirmed that no character files are changed at all.
Yeah, airdodges universally have fewer total active frames. I've seen Gungnir take advantage of this in tight situations too, and it's both really helpful for recovering successfully and other things like stalling out enemy invincibility spawn frames.Something VERY very helpful I found, a neat trick that not only helps against projectile users but the whole cast in general (@ Z1GMA you would love this) is a full hop airdodge to > Double Jump > Anything.
This can bait the opponent into using a projectile, and then you can DJ into them with fair/something else, or simply use this to whiff off moves and retreat. Ganon's second jump is really unique in it's animation movement and this can help Ganon loads not just against players with weaker skills, but top level players too.
Edit: I'll upload a video showing you the potential in a bit.
You're absolutely right. I've noticed this actually becomes a pain in the armour for even high level players, as they have multiple options they can work with which ends up becoming very frustrating for them.The fact that you can tech Gerudo has made it INCREDIBLY powerful in one way,
as players who rely on trying to tech it gets VERY prectictable when they do miss the tech.
Even top level players miss the tech on occasion.
Let's say you plan on techrolling backwards. You fail, then you'll have to instantly come up with a Back Up Option, which is stressful enough as it is.
First they'll have to mix-up their potential tech (back, neutral, or forward), then they must have an additional mix-up if they fail the tech (back, lie down, rise up, GUA, forward), and this is definitely not an easy task for the opponent in the middle of a Top Battle.
It can often create a confusion in ppl that wouldn't be there if they simply ignored to try and tech it from the beginning.
There is circumstantial and video evidence that suggests very strongly that frame advantage for missed techs vs teching works exactly the same in this game as in Brawl (and probably Melee for that matter, honestly).What I really want to know is what kind of frame advantage we have on people who tech, and if that frame advantage varies based on characters. Ideally you should be able to punish every option if you prepare for it, but that might not be possible depending on how the numbers end up.
I wish there was an option to make cpu's always tech or something.
How true is this?Now if I understand how teching works in this game, it is probably worth keeping in mind that your opponent probably is not allowed to tech Flame Choke if they were actually shielding. This is because when inputting the shield button (which allows you to tech), it also forcibly creates a window where you are not allowed to input a tech afterwards.
http://www.ssbwiki.com/TechHow true is this?
The Implications being that all the normal followups (character specific, obviously) are available if you catch somebody who shields too much? Very intruiginghttp://www.ssbwiki.com/Tech
Unless things drastically changed since Melee, inputting a shield command that does not result in a tech within 20 frames puts you in a state where you are not allowed to tech for 40 frames. Now, neither of us probably has the exact total duration of Ganon's Flame choke in terms of frames, but the jist of this means successfully Flame Choking an opponent who was shielding theoretically would put them in a situation where they were not allowed to tech.
I'm pretty certain that the devs are generally speaking fans of reusing general mechanics, so I'd have reason to believe it's probably about the same in this game.
It gets even more intriguing, because according to training mode, Flame Choke -> Dark Fists is guaranteed on Mario if he doesn't tech, and depending on who else it works on it could mean guaranteed kill setups at relatively low %s, as Dark Fists kills much sooner than Dtilt or Ftilt.The Implications being that all the normal followups (character specific, obviously) are available if you catch somebody who shields too much? Very intruiging
That's just the combo counter in training mode being misleading and only accounting for what the game "thinks" is hitstun.It gets even more intriguing, because according to training mode, Flame Choke -> Dark Fists is guaranteed on Mario if he doesn't tech, and depending on who else it works on it could mean guaranteed kill setups at relatively low %s, as Dark Fists kills much sooner than Dtilt or Ftilt.