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UNDlSPUT3D
07-09-2004, 04:03 AM
This guide is not created in RIVAL to Shin Ganondorfs, but merely a more simple less complex easy to read guid to Ganondorf. In fact his guide is freakin' awsome... Now that doesn't make his anymore or less than mine at all. Just preferences to different people is all. If you're looking for a BIBLE to Ganondorf, and you'd like to learn extremely indepth way of playing this character I suggrest you go here:

http://www.smashboards.com/showthre...;threadid=33910

Some key termonolgy for following this guide...

[Full Jump] Hitting the XorY button fully, on the first jump of the character you are using.

[Short Hop(SH) or Short Jump] Hitting as soft or fast as you can the one of the jump buttons XorY, making your character only jump half the height of a full jump. Useful for quicker ariels attacks.

[Double Jump or Dj] Hitting the XorY button twice, but there are two different ways of double jumping, you can Full Jump or SH the first jump depending on your still or need and use a jump right after it. Be careful though, if you get hit in the middle or after your second jump you will only have your third jump left, which is almost always the Up-B.

[Triple Jump] Hitting UP-B at the same time will commence a triple jump for all characters except Yoshi. Poor guy. This is most useful getting back to the stage without your jumps. Also you can UP-B out of your sheild.

[Ariels or Air attacks] Hitting XorY while moving the joystick into one direction+A.

[Uair] Jump with the XorY button while hitting lightly on the joystick UP+A at the same time. If you hit up too hard when trying to use a "Uair" you will accidentally double jump. Some people like to use the C-Stick, that yellow nipple on the bottom right side of your controller, but I find that method too slow for me.

[Dair] Jump with the XorY button while hitting down+A and you will do a down air.

[Bair] Jump with the XorY button while hitting back on the joystick+A.

[Fair] Jump with the XorY buttion while hitting forward on the joystick+A.

[Tilt] Hitting one of three directions on the joy stick, Forward, Down, or Up+A.
But if you don't lightly hit one direction
your going to smash by accident.

[Smash] Smash attacks are hitting one of three directions on the joystick+A at the same time, UP , DOWN, and FORWARD all do different "Smash"s.

[Air/Ground dodging] Air dodging is whenever you hit L/R all the way in when in the air, and ground dodging sometimes referred to as sidestepping is whenever you HIT DOWN L/R at the same time. Fast methods of avoiding attacks, or atleast for some. Other characters I wouldn't want to ground dodge with, Ganon is a good example, Mewtwo is the BEST EXAMPLE.

[Rolling] Roll is whenever you hold the your sheild (L/R) and tap a direction you want to roll. Ganon has the best roll in the game in my opinion. Samus has the worst. =(

More Advanced tactical terminology.

[L canceling] By hitting L/R whenever during the animation attack of an Ariel right before you're about to touch the ground, the lag time inbetween attacks and touching the ground will be immediatly canceled. This is a method of making characters in this game twice as fast as what they should be.


[Wavedashing] A highly advanced technique, though many people can do it, only people who have a good amount of experience can use this effectivly. While jumping quickly cancel the jump by hitting L/R and the joystick towards the ground and at an angle. Takes lots of practice to conquer this and it's easier with the mario characters or Fox.

[Sheild-Grabbing] Probally one of the most of basic yet most useful tactic in the game. Through your sheild if you press A , your character will instantly grab out of his sheild. Powersheilding then sheild-grabbing is the an instant counter-attack.

[Up-Smash out of Sheild] This is a technique used to nail your opponet when their above you with an upsmash while possibly sheild before they even attack you. There's many ways of using this differing from other characters. Experiment.

[Power-sheilding] I think the timing for this is different between all the characters in this game. Ganon's timing is close to when something is about to touch his hand on a full sheild, you would hit L/R all the way until it clicks tight thus hearing a loud thump where your sheild absorbs all of an attack without diminishing at all. Great for counter attacking but the timing on this is mostly luck, even practacing it for hours will still make it difficult to perform in a match. I don't recommend trying to learn this technique too much.

[SHUFFL] 'S'hort 'H'opping , 'F'ast 'Falling' , 'L' canceling. The 'U' was just put in there to make it a word I do believe. But that's what it stands for.

That's it for the Termonology, heres a little two cents for Ganon:

Fair should always be abused but it's not the main attack force that Ganon has at his disposal, as many people may believe. The fact that it's overly prioritized-damaging-and ranged makes
it his UNDISPUT3D best attack. Being slow is the downfall of this attack. But when you SHUFFL it, it's nothing but speedy. So practice that, and when it's perfected, throwing out a jab right into their sheild is not expected. Always leave enough room inbetween your fair and your opponets sheild grab to Jab. =). But remember, there's so many other aerials needed for other situations. Fair is not his only attack!

DOWNSMASH-

If hit with by both leg pulls, it can do a womping 22% damage. When you are point blank range with a Ganon, one of your instinctive reflexes would be to sheild in preparation to the F-air, well mind game time, if your a fast thinker you can quickly SHUFFLE to the backside of the opponet an Downsmash the opponet in which most cases with out the unleash of a forward air would cause confusion and lead them into a sheildhopping or even a roll, OOPS there goes 30 damage. I've seen this mind game used in a few videos and use it for myself. This move is especially painful against Foxes, as it will suck him in for both attacks no matter what, unless he crouch cancel techs it, which is not normally the case. For some reason the move just works against Foxes. -= Shrugg. =-

UPSMASH-

This attack is good coming out of your sheild when an oppent is coming down at you with an attack. If both feet with this move connect it can do a womping of atleast 40% damage. The speed on this attack is **** good for how much damage it serves. It's also greet for the space animals around 20% upthrow into a UPSMASH and deal a great amount of damage. Also great for edge gaurding. If the opponet comes up from under the edge the grip of the bottom of his feet will pull the enemy into the vector of this attack for a full amount of damage that is close to 50% damage, but that irrelevant for if you edge gaurding with this move instead of spiking with a U-air your doing this to kill. I think you can find many uses to this move just try to find your own way to apply this your gameplay.

FORWARD SMASH-

The damage on this attack is rather high depending on the amount it's charged. It's not his fastest attack infact, It's his slowest, but that's what makes it as good as is. It gives the opponet TOO MUCH TIME to react and it sometimes throws off their sheilding or dodging, I found that a lot of people don't expect this attack so I like to throw it out pretty randomly. This attack
does well against the space animals because of it's knock back and priority. Stunning them into the air gives you many combo capabilitys , just try to work with it, I'm sure you can figure something out. I personly try to add a F-air or Double U-air is possible.
Can you say ouch??
This is move works really well against Falco's, if you even dare to face one with Ganon, hey, I can beat some of em, it's not impossible, you just need patience for the lazer spamming.

JAB-

His jab is great when you've mastered his L Cancel. F-air-lc-jab is just what makes ganon's speed fast enough to match fox shine, many times I've come face to face with fox
trying to stick me with a wd-shine infinite but jabbed my way through it before it became possible. This move is also great for canceling out projectiles if your reflexes are built enough for that.

The spamming for Ganon is U-air-

Up airs are very important to spam, infact I think this is the most important attack to discover for it's range and the fact that it enemies infront of behind him. It's possible to SH-Uair and jump again after that, which is useful for keeping enemy outside getting a hit off on ganon. Plus you can throw out a lot of mind games with this attack. Another good thing about the Uair is that it can spike your enemy away from the stage very useful against samus recovers, you just have to make sure the bottom of the Uair hits the top of the enemy sending them into the void or away from the ledge. That's edge guarding for ganon.

B-AIR-

Another great attack used for edge gaurding is bair. SH-Bair on the edge and you can jump almost immediatly after the attack comes out, it's one of the fastest moves Ganon has, with close to no lag time. So what you do is SH-Bair-jump-Bair again(if you missed the first one) immediatly fast falling back onto the ledge for an edgehog.
This move isn't just used for edgegaurding don't get me wrong, you can easily just nail the opponet with this move several times in a row at low damages, sending them no where. The way I find myself using this move the most is dashing forward and sh back into a B-air, repeating this process keeping the enemy at a hault, because they're too afraid of the barrage of Bairs to get close.

Down-Air-

This is the most crushing attack to an opponet ganon can give, literally. It pounds them into the ground if they're
airborne, leaving them for death if they do not tech. If their on the ground, you can prop them off for heavy damage and take them hand in hand to combo land. Or if they're at high percentages say goodbye to the floatier characters, death is built into those legs of steel.
SPIKE: It's actually NOT a spike. Spike is Marth and Falco. Those are the one and only TRUE spikes in the game. This is actually a meteor. Meaning you can recover from it if you time it correctly, though this attack is the hardest meteor to recover from in the game in my opinion. Take that Captain Falcon.

Neutral Air-

One of the hardest moves to use correctly and probally the most effective way of using it is when the enemy is ontop of you and you're trying to get them off of you , it will knock them back and give you the turn around offensive.
This move isn't the best of all of ganon's
attacks but each hit does around 12 damage so whenever you hit with both legs(which is almost never) it does 22%
Another way I use this attack is to knock enemies out of the air dj or a full-jump

Tilts are very important to ganon's attack arsenal. If it's keeping the opponet at bay or putting their A$$ into a combo, they are not to be avoided!

Up-tilt-

The most useless move that Ganon has in his arsenal. Everyone says they can use it for edge gaurding but don't...there's so many other things you can use. The only use for it is the same as that of Warlock Punch.

Forward-tilt-

An attack that has very high priority over a lot of other moves. It's strategically built to keep characters out of the reach of Ganon. I've also used it to finish characters off by edge gaurding with it. It's one of the most powerful attacks in this game, and actually quick fast. You can also forward tilt into three directions, upward, forward, or downward. Experiment.

Down-Tilt-

This attack is a bit slow, but fast enough to suprise your opponet. This move has long reach and it can pop the opponet off the ground for a capability of many combo options.

*Ganon's special moves*

DOWN-B
The Wizard foot. Almost always doing atleast 16 damage. Probally one of my favorite moves that he has. Try to throw it in randomly and the most random times, it's a move almost never expected, and in Team Melee, it's the powerhouse of his arsenal. Though it is a bit laggy coming out the move is fast in general. Since Ganon is so large, the hit box on this attack is extremely wide, leaving rolls and techs torn asunder. This move is good for foiling people that roll away or tech infront of you and out. I find myself down throwing a lot of enemies into this attack. Or you can upthrow a heavy-fast faller right into this sucker even at low damages, or if at low damage you can wait for them to hit the ground and respond on that. THE SPIKE...No.. Just a meteor..Always full hop double jump into this move when edge gaurding, you can nail the enemy at mid damage, leaving them hopeless for a meteor recovery, it's very hard to do against this attack(For me atleast).

Neutral-B
Warlock punch...Just a KO Move,30% damage, nothing useful about it at all...No...wait, punish the opponet in teams whenever the opponet loses his partner, have your team member grab and hold them while smacking them relentlessly while you jump in and Warlock punch them in their spine, or in the face if you don't care if you kill your partner. It's freakin' awsome, and you feel that much better about winning the match when successful.

Forward-B-

The Gerudo Dragon... This move is slick for comboing any character in the game. For fast fallers you can immediatly grab after this attack at low percentages and continue into another combo. Floatier characters can get hit by this follow with a Sh-U-air Second jump -Forward air, as long as the DI doesn't make the opponet out of your reach. That's why using the Gerudo Dragon is most useful at low damages. Gerudo Dragon can also get through heighted lazer spamming and if timed corrected slip through a lot of samus's missles. Just check it out, like I said.. SLICK.

Up-B-

Ganon's triple jump. It does a good 17ish% of damage. And it's a good mind game to sometimes throw it out randomly when the opponet is infront of you. Now that may sound newbish, but it infact is a most ELITE tactic. Try it out.

Grabbing: Grabs are very important among Ganondorf, although you don't NEED them for comboing, I strongly suggest you use them.

Sheild grabbing is one of Ganon's most important tactics. He has one of the less laggy grabs that come out pretty quick. And none of them are bad perse, but two of them are the more useful, UP
and Down-throws.

Down throw-
Most useful against Sheiks. Chaining Sheik in a fight is a very important factor in winning the match. It's either chain or be chained. Getting the grab is the hard part. At low percentages, you can Gerudo Dragon A sheik and either dash grab, or sheild grab the opponet.
Down throw can also be chained into a wizard foot. Many attacks can be chained into this , just test it out for yourself. It all depends on the percentages.

Up throw-
This is most useful against the space animals and Cpt Falcon. I strongly suggest this if you want to do some good damage at low percentage. And Ganon can also chain at certain percentages. Space animals are chained at a higher level of percentage, while Cpt Falcon can be chained at lower. Test it out for yourself. Up throw is useful against floaty characters for Fairs or Uairs. Like I said, experiment.

Combos: I'll unveil SOME combo of Ganon but I could go all day with the %'s of certain characters their weight attributes, and the fact that DI somtimes interrupts certain moves keep me from naming but the basic ones. So that's that...Here they are.

---THE COMBO OF DEATH!---
I labled this the combo of death because it was a combo that was performed on someone who didn't tech the first attack I put out on the opponet.I started it with a DAIR. Once he hit the ground I followed it up with a forward b to knock them back off the ground, I was near the edge so I forward tilted them off and followed that to a FAIR. It was like an 80 damage combo from 0% a full stock gone in less than 30 seconds. If you learn to punish people using Ganon, you will always win the match. This combo was done against a Fox.
"Oh my fvcking god that's so fvcking gey
fvck that fvcking shyt, I clearly teched god dammit!"

I fight a lot of Fox's Marth and Cpt Falcons. Starting against Marth, a good combo to use would be the sh-uair sh-uair, and with an l cancel and try to follow up with one more two more attacks. This is also extremely use against Samus's. But what I do against Samus is Sh-uair jump against fair. It's too good. Against foxes you can upthrow downsmash at higher percentages. Upthrow gerudo dragon follow by a fair is also great. Captain Falcon, I suggest comboing out of Gerudo Punch, alternate that between down tilting and
Gerudo Punching again, thus ending the combo with a fair. Now there are quite a bit of possibilties, but I'm going to leave it to your self. After all, experience is half the learning. So go out there and show em what you got. And don't forget to have fun. =)

If you have any comments or ideas I would be glad to hear them. If I missed anything feel free to post that as well. Anything will help. This is the first guide to anything that I've ever written, so I hope it was alright. I hope to prepare a more indepth version in the future.

EDIT: Thankyou ^_^

frotaz37
07-11-2004, 03:39 AM
More like, my guide to Ganondorf.

GanondorftheXXVI
07-11-2004, 11:26 AM
The Wizard's Foot IS unexpected if you've played most of your match without it and suddenly throw it in when your opponent is rushing at you.

frotaz37
07-11-2004, 03:44 PM
Originally posted by GanondorftheXXVI
The Wizard's Foot IS unexpected if you've played most of your match without it and suddenly throw it in when your opponent is rushing at you.

It's unexpected even after doing it 78 times in a row.

Dark Bulb 4.1
07-11-2004, 05:33 PM
Originally posted by frotaz37
It's unexpected even after doing it 78 times in a row.

Why the **** would you be doing it 78 times in a row?

Oh, and undisputed, you said up smash can do at least 40 damage if both connect, ... its actually 39, yea, not a big deal, but im pretty sure its 39 after hours of HRC with him.

The UP Air is also a kick *** attack that you can just easily use one full jump off the stage and up air fully off the stage and send them off, then triple jump in cause youre not gonna make it without it.

At some nice damages on floaty characters, you can down tilt into the up b special move. Doesnt work really well with the heavy characters.

Spike and follow with another spike and watch them either tech in the same spot or go somewhere else. Follow em :cool:

Up throw and down smash works pretty good on low damages cause its a bit harder to DI. i dunno what else i couldve missed... cept watch out for fox.

UNDlSPUT3D
07-11-2004, 08:35 PM
Thanx for all your input so far, I will be editing the giuide in the near future. But more comments would help. =)

frotaz37
07-12-2004, 03:54 AM
That's not what I meant and you know it -_-

I'm saying that it's never expected. Nobody is thinking about avoiding Ganon's
Wizard Foot, they're thinking about avoiding his other moves.

lionheart1
07-12-2004, 12:14 PM
wizards foot is one of those wtf moves...lol thats in one of the game over footage vids when mike and ken are talking...i think

GerudoSmasher
07-12-2004, 11:52 PM
lol ur rite lionheart, u can throw it in at anytime and nobody would expect it. but it doesnt really matter becuz you'll most likely hit them anyway

Ratking1234
07-13-2004, 04:31 AM
Nice guide Tony. I still can't seem to pick ganon up or do jack **** with him. But it is all the more encouraging for me to keep trying.

frotaz37
07-14-2004, 05:09 AM
You should talk to me about Ganondorf, I could probably help you out a lot.

UNDlSPUT3D
07-14-2004, 05:36 PM
Frotaz could help you out no more than I could. ( As I was the one who stomped in money matches). So I suggest talking to me instead. =)

frotaz37
07-14-2004, 06:53 PM
Yeah...cause I'm sure you were sandbagging in all those matches where I three stocked you, right?:rolleyes: Besides, I just started playing Ganon, so I had to test some things out. Most of them resulted in suicides...

Don't forget, I'd only been playing Ganon for 3 days :D So it's not like I was good with him or anything. What does that say about your skill? Hmm?

PS. Not much ^^

EDIT: Oh yeah, another reason he would talk to me about Ganon is because I'm probably a more likeable person than you are, from what I've heard.

Ratking1234
07-14-2004, 07:00 PM
Tony just got. . . .
http://img15.photobucket.com/albums/v45/FatAggression/owned.jpg

Titan44
07-16-2004, 03:08 AM
A few things I feel the need to point out:

1. Wizard Foot = free throw if you get even slightly predictable. I wouldn't recommend doing it more than twice a match, unless you're doing it for the spike (which I'm pretty sure isn't a meteor attack, at least in the NA version) or recovery (something you should touch on). It can cross-up if you're close enough though, which might make it a little less punishable I guess.

2. Randomly using up+B is a horrible "mindgame" in most cases. It's like tattooing "KILL ME!" on your forehead. I don't ever use it outside of recovery at all, but that's just me.

Other than that, your guide is pretty good.

Dark Bulb 4.1
07-18-2004, 11:10 PM
Originally posted by frotaz37
That's not what I meant and you know it -_-

I'm saying that it's never expected. Nobody is thinking about avoiding Ganon's
Wizard Foot, they're thinking about avoiding his other moves.

Actually... that is what I thought you meant :-/ sorry lol

Anyway, another one is taking advantage of your opponent rolling. Up b them... time it though, it really works.

Up throw and Neutral A them combo... see how much you can get on them before they start to DI... i guess...... i dont know what else i do with him... besides dashing like a mad man

~Shin_Ganondorf~
07-19-2004, 07:55 PM
I Dark Dive (up+B) out of shields now and then, kills faster than a shield grab combo, and sometimes that shieldgrab isn't close enough to grab em . . . Dark Dive has an amazing range.

Taking advantage of somebody rolling? The Dark Dive is ok for that, but i'd rather use the Leg Whip (down smash): it has great range, its fast enough, and it allows for more of an aggresive combo, or to put it frankly, it makes it so you CAN combo. More dmg = betta (usually)
(though for the sake of originality and doing something different, I tend to use the Dark Dive against rollers on occation.)

Another tactic for rollers . . . turn and jab + grab +dirt naps (or other) or, turn and jab + Leg Whip
there are a ton of things to do with the jab. It stuns for forward smashes, grabs, Thunder Dash's (wavedash + jab + wavedash + jab etc etc)

-brain farts-

yea, i'm done.

-swings Oden's sword and walks off in a path of random chaos and destruction-

dark aeons
07-22-2004, 07:09 AM
cool guide :-)

PikachuPower
07-23-2004, 12:04 AM
Hey pretty nice guide. Gannon is kinda slow, but if u start trading punches with him... (I don't have to ell you the rest) But if you don't like slow characters, then don't pick gannon. I can't play with slow characters. THEY TOO SLOW! :chuckle:

dark aeons
07-23-2004, 04:44 AM
i like power over speed. but ganon is pretty fast in his starting up lag, save a few.

bear in mind that i am a n00b sorta.:cool: