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coming soon to a local near youGanon already has a move that beats shield.
I don't want to live in a world where Wario's spotdodge is good ever again. @ TheReflexWonder
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coming soon to a local near youGanon already has a move that beats shield.
I don't want to live in a world where Wario's spotdodge is good ever again. @ TheReflexWonder
Hopefully pm playtesters have been given the chance to test a larger grab range by now. The result was janky, but a few years ago I switched Ganon's grab animation with his brawl jab and it looked like it could be implemented properly by someone who actually knew what they were doing.I agree on Ganondorf's grab needing a change and I understand your viewpoint. I just think Ganondorf just needs more safe options while retaining his current playstyle, and super frames do that.
If you disagree, I see your point. It's just my idea is all.
This is one for Melee that I had Bookmarked http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/Is there a list of tech roll distances in either Project M or melee? And were any of the tech rolls on melee characters drastically changed when imported to PM?
Almost every aerial can be auto-canceled. Most of them just aren't convenient or useful enough to be worth going for.Does anyone have a list of all the characters in the game who have aerials that can be auto-canceled, and what moves?
> Not a Radiant Dawn track
I hate epic pointers but> Not a Radiant Dawn track
Out
I feel your pain.As a Diddy main I'd just like to say that I definitely have a super hard time against Rob. Something about the aerial angle he can fly at you with hitboxes out so quickly from so far away makes him very very difficult to get the room you need to breathe against.
Ganon has an aerial that can do only 7%? blasphemy.The important difference in Ganon's nair between melee and PM is the active frames. In melee, both kicks are only active for two frames. In PM, the kicks are active for six. They're basically sex kicks now and even the weaker part still does seven damage. It's a pretty nice buff and combined with the auto cancel window, makes for an actually useful move in any match up.
As a Ganon main, pls no.So I was thinking of ways to potentially improve Ganon and keep his design true to Zelda fiction. Now, some of these ideas might work better in theory than in practice, and the fine details would have to be tweaked through playtesting, but at least it's something.
First, I was considering how to make his nB actually useful without compromising it.The main issue is that you just can't hit anything with it, so I was thinking of ways to make it easier to land a hit. The best thing I could come up with is to give the punch some forward momentum. That is, when Ganon actually unleashes the punch, it launches him forward some and the punch hitbox stays open. Ganon's already a heavy punish character who has a solid techchase game, so I felt that this worked with his overall design. It would have the same effect when used in the air, but would be affected by gravity and Ganon would decrease in height as he punches, smoothly transitioning to the ground if he lands during the punch. This has some interesting applications; I could see it used in recovery, tech chases, and edge guarding.
It didn't take long to realize, though, that this overlapped in function with his vB. The best thing I could come up with is just to change his vB to something else. I think his ground pound move from Ocarina of Time would fit here. It would work similarly to DK's vB, though it's one powerful strike that pops foes into the air and doesn't loop. It would probably be slower as well. When used in the air, It would function similarly to Bowser's vB, only without the armor, but a larger and more powerful horizontal hitbox when it hits the ground. Whether or not it should cancel his horizontal momentum in the air is something else I considered. I could see it stopping his momentum, or I could see it plummeting similar to his aerial >B. The downward aerial strike could be a meteor or a spike, or could have an upward trajectory.
Whether or not either of these changes would function well I don't know, but Ganon needs improvement and I don't really see any decent solutions, so I figured I'd at least contribute an idea.
Ganon is easily edgeguarded and has a lack luster recovery in a game where nearly everyone's recovery is amazing. Other characters with lack luster recoveries have some advantages that make up for it. Wario has superior mobility to make up for his trash recovery, Falco is glass cannon but has the tools to zone and play safely. Ganon doesn't have anything good enough to make up for his terrible recovery, just like Olimar and TLink, and on top of that he gets zoned himself so hard by projectiles in addition to just getting bopped by higher mobility charactersinb4 ganon should get his sword
but seriously what does he lack? i don't play him
oh ok. although im pretty sure tlink and olimar have really solid recoveries. like if you've explored a bit with them, oli has like 3 jumps and a tether and tlink has a crazy good bombjump.Ganon is easily edgeguarded and has a lack luster recovery in a game where nearly everyone's recovery is amazing. Other characters with lack luster recoveries have some advantages that make up for it. Wario has superior mobility to make up for his trash recovery, Falco is glass cannon but has the tools to zone and play safely. Ganon doesn't have anything good enough to make up for his terrible recovery, just like Olimar and TLink, and on top of that he gets zoned himself so hard by projectiles in addition to just getting bopped by higher mobility characters
This is actually a pretty cool idea. I honestly don't know the character well enough to know if/how much he needs a buff, but it he does need one this would definitely be unique/cool.Ganon should get stronger the longer he's alive. Like the power of his attacks gradually increase passively until after 2 minutes or so he's dealing double damage (at which point not only is he obviously retardedly dangerous, most of his attacks will also beat or at least clank with pretty much anything making his approaches easier), but it resets at the start of every stock. The triforce on his hand could also glow more and more brightly to show the progress.
That way his playstyle can stay basically the same but opponents have new incentive to be proactive since Ganon is a ticking timebomb. It's also super lore friendly.
Then Ganon's will sit on the ledge and wait for there stupid strength to come.Its a neat idea and a bit like lucario from brawl but I think it will be toxic to how people play him which is NEVER good.Ganon should get stronger the longer he's alive. Like the power of his attacks gradually increase passively until after 2 minutes or so he's dealing double damage (at which point not only is he obviously retardedly dangerous, most of his attacks will also beat or at least clank with pretty much anything making his approaches easier), but it resets at the start of every stock. The triforce on his hand could also glow more and more brightly to show the progress.
That way his playstyle can stay basically the same but opponents have new incentive to be proactive since Ganon is a ticking timebomb. It's also super lore friendly.
Theoretically, you could just ban Dreamland. That's the essence of counterpicking, after all.Comebacks against Ganon would become incredibly difficult. Oh we're on dreamland? Oh Ganon is on his 4th stock and I'm down to 2? Oh Ganon lives forever here? Oh I'm down and have to approach? Oh Ganon has double strength now? Oh Squirtle literally dies in 2 hits now? Oh this is getting old?
But really, that sounds scary to me. Ganon needs something, but I'm hesitant on this one.