I can tell you that some of Ganondorf’s attacks can stuff projectiles. If you’re confident in your timing, you can try blocking projectiles with A. Down A also works. You can’t block Samus’ fully charged beam, and I assume you can’t block other fully charged projectiles.
It’s hard to do because of the attack speed and landing lag, but his air moves are fucking monstrous save his N-Air.
I play very defensely with Ganon, and then go into a psuedo rushdown mode, and then turtle some.
Wait so the sparks from neutral A work like a parry?
Here are Ganondorf’s attacks. I tested them with Mario, and I used Final Destination and Battlefield. I hope this is useful to someone…
standing A attacks
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neutral A: 7% close, 9% far
-blocks projectiles (will NOT block maxed-out chargeable projectiles)
-this move will KO, although at very high percentages
side A: 12% close, 13% far
-blocks projectiles (will NOT block maxed-out chargeable projectiles)
-great for sending opponents flying. Always use this move if you want to create some distance/KO the target.
down A: 12%
-blocks projectiles (will NOT block maxed-out chargeable projectiles)
-Good for KOs. Sends the target up.
up A: 19% close, 27% far, 17% if only explosion hits
-sucks in target. Also sucks in targets standing on platforms above Ganon. Excellent for KOs, but you’ll never land this move in a 1 on 1 battle unless you use certain items. Better suited for FFA’s against unsuspecting players or if you have a smoke ball/trap item.
dash A: 15%
-Great for KOs, sends opponents upward. You won’t fall off the edge using this.
Jumping A attacks
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neutral A: 11% + 7%
-Easier to land both hits against a jumping target with low damage, as the first hit will knock them far if their damage is high.
side A: 15% close, 17% far
-One of Ganon’s best KO moves, IMO. Just watch out for the recovery frames when you land.
down A: 22%
-Spikes if done on an aerial target. If the target is standing, down A will launch target straight up at high percentages.
-Recovery frames upon landing. If you use the move at the height of Ganon’s jump, there’s no recovery. All you have to do is press down A or C-Stick down IMMEDIATELY after you press the jump button.
up A: 13% close, 12% far, 12% close (back attack), 10% far (back attack), 6% far (back attack, hit with foot)
-As you can see, the damage varies depending on where Ganon hits the target. Hitting the target with the back attack & foot seems to send the target downwards, but it doesn’t appear to be reliable for KOs.
back A: 16%
-Good for KOs, but it seems every character has a good back A.
Smash attacks
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F-smash: 24%, 33% fully charged
-Very powerful even without charging it. A bit of startup time. Launches opponent forward.
D-smash: 5% + 14%, 7% + 19% charged
-Strikes anyone in front of and behind Ganon. The second hit launches the opponent. The first strike does not need to connect for the second hit to launch. Sometimes the first hit will knock opponent away to the point where the second hit won’t connect…not sure what causes this.
U-smash: 19%, 26% charged
-sends opponent up. Not much more to say about this one except use it…
Grabs
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U-Grab: 4% + 3%
-Ganon’s best grab. It sends the target up high, so it’s good if you want a KO.
F-Grab: 5% + 8%
-Doesn’t send target very far.
Back Grab: 5% + 5%
-Same properties as F-Grab.
D-Grab: 7%
-Can be used for chain grabbing.
B attacks
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Neutral B: 32%, 35% reverse
-Excellent KO move. Better suited for FFA’s. Less startup time than in Melee, but not quite as fast as Falcon Punch. More startup time on reverse version. Sadly, no super armor on this move.
Side B: 9% standing, 12% air, 4% if air version is used over water
-Unblockable. Can be used for all kinds of setups. Air version can be used for suicides, but if you use it in water or lava, neither you nor the target will die. Good for horizontal recovery, but will end up in a falling state afterwards. Ganon has super armor the moment he grabs someone and it lasts for the duration of the grab. If you have a Smash Ball, use side B before using it.
-Do NOT use this move near the edge of a stage.
Up B: 11%, 7% whiffed
-Damages any opponent that approaches Ganon while he’s in the middle of the grab. Whiffed version strikes opponent, but you’d be lucky if you scored a KO with it.
Down B: 12% close, 10% far, 15% close (air), 14% far (air)
-Ground version sends opponents flying, and can be used to KO off the stage if timed properly and it doesn’t get stuffed by an attack. Air version spikes, but you probably won’t recover on the stage unless you’re really high in the air.
-Air version has recovery animation if you land on the ground with it.
-If you come into contact with a wall (ground version), you will bounce off it.
good shit. I figured his jab would be best for it. Its just hard to time in wifi matches with the input lag. I also found if you Wizard Foot a waddle being thrown, it’ll cancel out and you can throw out another free Wizards Foot.
Ganonicide is SAFE in water. I hear lava too but I didn’t test it
I just tried the Ganoncide in the water and in lava. Although you don’t die, the opponent won’t, either. Instead, the opponent takes 4% damage (in water). I edited the movelist to reflect this new info.
On brinstar I have gotten a kill with his suicide through lava. I lived and my opponent died. It seems to only work on some characters, in any case the opponent takes way more damage than you from it.
Hey, do you think anybody can test the frames out on Ganon’s instant shock wave (his jump canceled out by an instant aerial vB)? I’m wondering whether it’s faster than his jab and if it can be guaranteed after Gerudo choke. If it’s guaranteed it could become very useful.
It’s probably guaranteed with the same characters that you can side b > jab with, but I can’t test it right now.
Is it cool if we adopt the term Spartan Kick for his ftilt? It’s, like, the same kick Leonidas uses to own Persians.
But what I really wanted to ask is if anyone has come up with some decent anti-Marth strategies? I need to break through short hopped double fairs.
I don’t think we should, I mean, Ganon’s a lot better than Leonidas. Would Ganon have missed Xerxes with that spear?
Ganon’s lack of a projectile game makes me say yes. But Ganon’s manbeard makes me say no.
Sick mind game. If you have your back to the opponent on the ground, and you jump back and do a BAir, you land right behind them with no lag and can Test Big Boot their ass off of the stage or do whatever your heat disires. Works nice for Mario sized characters.
Not sure about it because I don’t play many marth’s, but wizard’s foot might be a decent advance to eat through fairs.
Overall I would stay on the defensive with Marth because you don’t have that many great advances
save maybe well spaced fairs and uairs. Dash might be quick enough to get through.
I’m starting to incorporate instant vB into my game as a punisher out of shield and a roll punisher, so it might be something useful against marth.
I found out that you can just drop shield after the second fair and jab. Lawl.
Haven’t played any marths yet either. Can’t wait till I do though. The Shield fair jab thing sounds pretty solid jubeh. I’d imagine Wizard’s Foot would be great for him too, along with intant stomping, and f-tilts/uair/bair for spacing.
I doubt wizard foot eats through anything besides jabs. It cancels against DK ftilt.
Wizard’s foot is stopped by G&W’s sausage’s. Just a note.
It’s also a good surprise killer. If your opponent somehow forgets you can use it in the air, and they chase your for the kill, you can get a surprise spike on them. And because of the wonky physics, sometimes they’ll fly straight up for a vertical kill.
It plows right through nikitas though, and waddles if the animation starts up soon enough.
yes it doooooes. Read swoop’s post ^_^’
It cant eat G&W sausages, because of the shady start up and theres a million of them. I just wait for the dude to get bored.
Fixed.
Also, unlike Falcon’s, Ganon’s dair seems to meteor at almost every part of the hitbox if I’m not mistaken.