Thomas Tipman
Smash Champion
Path of the Gerudo King, a Ganondorf guide, ver 1.21.01.00
The way you read the version number is,
(1).00.00.00=Full guide update, +1 to this will mean a full guide update.
1.(00).00.00=Video section update, +1 to this will mean 1 extra video has been added.
1.00.(00).00=Character specific update, +1 to this will mean the list has been changed and/or specific matches have been modified.
1.00.00.(00)=Advanced tech update, +1 to this means a new technique has been added. Unlike other updates this is the most exciting since new techs aren't always found everyday.
Table Of Context
0. Intro
1. Good **** To Know About Ganondorf
2. Terminology
3. Move List
4. Advance Techniques
5. Ledge Techniques
6. Edge Guarding Techniques
7. Advance Tactics
8. Character Match Up List
9. Video Links
0. Intro
This is my Ganon Guide, for the most part I'm going to keep it short and simple because reading a guide can get real tedious especially when you notice every little thing is trying to be explained such as where the "A" button is located on the controller (WTF). I feel like the present guide is a bit out dated and a new one is needed. Ill be getting a lot of pictures of hitboxes frame by frame so you guys can get a better idea on Ganons moves and what not. Now without further a do (what ever the **** that means).*introduced*
1. Good **** To Know About Ganondorf
Ganondorf is the 4th heaviest character in the game with Bowser DK and Samus above him. Ganondorf's range and air game is what most would agree his main strengths are at. His infinite edgehog and wizards foot recovery on top of his weight can make him a very difficult character to KO. Down throw on any character almost always has a follow up so when Ganon grabs it counts. He is basically your big strong heavy character but isn't slowed down to match his strengths *BROKEN*. All in all Ganon is a solid character with a few exploitations.
2. Terminology
B/U/N/D/Fair: Aerial "A" attacks are abbreviated this way (Back A = Bair, Neutral A = Nair).
Dash Dancing: Dashing from side to side without going into your running animation.
L-Canceling: This is a tactic to reduce the recovery time of air attacks. When you do an aerial attack (A moves only) Right before you hit the ground press L (or R, or even Z) to the landing lag by about half.
Short Hop: By taping the jump button (or flicking the joystick up quickly) you can perform a smaller jump than usual. Some characters are harder to perform this technique than others.
SHFFL: SHFFL is an abbreviation for "short hop, fast fall, lcancel".
Crouch Canceling: Also known as CC while hold down on the ground and you're hit with an attack you will suffer a considerable less amount of knockback and stun. At lower percents depending on attack you may not budge from the ground and be in a perfect situation to counter attack.
Directional Influence: Also known as DI when you are hit or throw holding a certain direction will influence the trajectory you'll be sent. DIing moves with horizontal knockback up and vertical knockback across is an effective way to use DI to help you live longer.
Pivoting/DA DASH: During your dash animation when you turn your character will be upright for one frame before dashing the other way. You may perform any move from a neutral position in that one frame.
Teching/Techrolling: When you are hit and sent flying, in your tumbling animation if you press L/R once you hit the floor you will tech. pressing either direction before hitting the ground to tech will cause you to techroll in that direction.
Edgetech/Walltech: While recovering from underneath the stage if you hold L/R before you are hit and DI towards the stage (next to the wall of the stage) you will tech off the side of the stage.
Wavedash: It is done by jumping and then immediately air dodging toward the ground diagonally so that your character will slide along the ground. When done properly it should appear as you character hasn't left the ground.
Ledgedash: This is performed by letting go of the edge and jumping onto the surface and performing a wavedash. By airdodging straight across you can gain maximum distance.
Meteor Cancel: Certain moves a deemed as meteor spikes (Ganondorf's dair for example is a meteor spike). While being meteor spiked you can jump or upB out of the spike. You will not be able to do so against a true spike (Falco's and NTSC Marth's dair).
Wizards Foot Recovery(DownB): Wizards foot can be used to help recovering by using it to get your second jump back. As long as you have a good amount of height you can wizards foot, jump over and over until you get back to the stage.
Infinite Edgehog: By grabbing the ledge and dropping shortly and jumping to grab the ledge again you can remain invincible for as long as you keep the right timing up.
Total: The total duration of the attack.
Hit: Frames during which there's a hitbox. The same hitbox can't hit the same opponent more than once.
Range: Are you that ****ing stupid?
Priority: Priority works like so: ground attack Vs ground attack clank, air attack trades hits with air and ground attack, grabs out prioritize all. This is assuming both attacks connect on the same frame.
Kockback: How far an attack sends your opponent when it hits.
IASA: Interruptible As Soon As. You can do an attack, jump, dash, turn, crouch, or shield on the IASA frame. You can interrupt with B moves on the ground only.
Auto cancel: Landing during an air attack such that your character goes into their standard landing animation instead of the animation for whatever attack they were doing.
Landfallspeciallag: After most up Bs and some other Bs, you fall flashing black and can't do anything. You do not receive normal land lag when you land.
Terminology was compiled through SDM Terminology of Frames and SSBM Compendium of Knowledge: Expanded and some off the good ol noggin. Visit both of these links if you are confused about any terminology mentioned along the guide since i only list what i thought would be most usfull.
The way you read the version number is,
(1).00.00.00=Full guide update, +1 to this will mean a full guide update.
1.(00).00.00=Video section update, +1 to this will mean 1 extra video has been added.
1.00.(00).00=Character specific update, +1 to this will mean the list has been changed and/or specific matches have been modified.
1.00.00.(00)=Advanced tech update, +1 to this means a new technique has been added. Unlike other updates this is the most exciting since new techs aren't always found everyday.
Table Of Context
0. Intro
1. Good **** To Know About Ganondorf
2. Terminology
3. Move List
4. Advance Techniques
5. Ledge Techniques
6. Edge Guarding Techniques
7. Advance Tactics
8. Character Match Up List
9. Video Links
0. Intro
This is my Ganon Guide, for the most part I'm going to keep it short and simple because reading a guide can get real tedious especially when you notice every little thing is trying to be explained such as where the "A" button is located on the controller (WTF). I feel like the present guide is a bit out dated and a new one is needed. Ill be getting a lot of pictures of hitboxes frame by frame so you guys can get a better idea on Ganons moves and what not. Now without further a do (what ever the **** that means).*introduced*
1. Good **** To Know About Ganondorf
Ganondorf is the 4th heaviest character in the game with Bowser DK and Samus above him. Ganondorf's range and air game is what most would agree his main strengths are at. His infinite edgehog and wizards foot recovery on top of his weight can make him a very difficult character to KO. Down throw on any character almost always has a follow up so when Ganon grabs it counts. He is basically your big strong heavy character but isn't slowed down to match his strengths *BROKEN*. All in all Ganon is a solid character with a few exploitations.
2. Terminology
B/U/N/D/Fair: Aerial "A" attacks are abbreviated this way (Back A = Bair, Neutral A = Nair).
Dash Dancing: Dashing from side to side without going into your running animation.
L-Canceling: This is a tactic to reduce the recovery time of air attacks. When you do an aerial attack (A moves only) Right before you hit the ground press L (or R, or even Z) to the landing lag by about half.
Short Hop: By taping the jump button (or flicking the joystick up quickly) you can perform a smaller jump than usual. Some characters are harder to perform this technique than others.
SHFFL: SHFFL is an abbreviation for "short hop, fast fall, lcancel".
Crouch Canceling: Also known as CC while hold down on the ground and you're hit with an attack you will suffer a considerable less amount of knockback and stun. At lower percents depending on attack you may not budge from the ground and be in a perfect situation to counter attack.
Directional Influence: Also known as DI when you are hit or throw holding a certain direction will influence the trajectory you'll be sent. DIing moves with horizontal knockback up and vertical knockback across is an effective way to use DI to help you live longer.
Pivoting/DA DASH: During your dash animation when you turn your character will be upright for one frame before dashing the other way. You may perform any move from a neutral position in that one frame.
Teching/Techrolling: When you are hit and sent flying, in your tumbling animation if you press L/R once you hit the floor you will tech. pressing either direction before hitting the ground to tech will cause you to techroll in that direction.
Edgetech/Walltech: While recovering from underneath the stage if you hold L/R before you are hit and DI towards the stage (next to the wall of the stage) you will tech off the side of the stage.
Wavedash: It is done by jumping and then immediately air dodging toward the ground diagonally so that your character will slide along the ground. When done properly it should appear as you character hasn't left the ground.
Ledgedash: This is performed by letting go of the edge and jumping onto the surface and performing a wavedash. By airdodging straight across you can gain maximum distance.
Meteor Cancel: Certain moves a deemed as meteor spikes (Ganondorf's dair for example is a meteor spike). While being meteor spiked you can jump or upB out of the spike. You will not be able to do so against a true spike (Falco's and NTSC Marth's dair).
Wizards Foot Recovery(DownB): Wizards foot can be used to help recovering by using it to get your second jump back. As long as you have a good amount of height you can wizards foot, jump over and over until you get back to the stage.
Infinite Edgehog: By grabbing the ledge and dropping shortly and jumping to grab the ledge again you can remain invincible for as long as you keep the right timing up.
Total: The total duration of the attack.
Hit: Frames during which there's a hitbox. The same hitbox can't hit the same opponent more than once.
Range: Are you that ****ing stupid?
Priority: Priority works like so: ground attack Vs ground attack clank, air attack trades hits with air and ground attack, grabs out prioritize all. This is assuming both attacks connect on the same frame.
Kockback: How far an attack sends your opponent when it hits.
IASA: Interruptible As Soon As. You can do an attack, jump, dash, turn, crouch, or shield on the IASA frame. You can interrupt with B moves on the ground only.
Auto cancel: Landing during an air attack such that your character goes into their standard landing animation instead of the animation for whatever attack they were doing.
Landfallspeciallag: After most up Bs and some other Bs, you fall flashing black and can't do anything. You do not receive normal land lag when you land.
Terminology was compiled through SDM Terminology of Frames and SSBM Compendium of Knowledge: Expanded and some off the good ol noggin. Visit both of these links if you are confused about any terminology mentioned along the guide since i only list what i thought would be most usfull.