The aerial combo doesn't work at all, SBF.* Unfortunately, The Aerial Combo works only when ZSS has 0%.
ZSS (as well as all other characters) has frame advantage over Ganon after his Aerudo.
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The aerial combo doesn't work at all, SBF.* Unfortunately, The Aerial Combo works only when ZSS has 0%.
I will make more tests today. Im pretty sure that you're right.The aerial combo doesn't work at all, SBF.
ZSS (as well as all other characters) has frame advantage over Ganon after his Aerudo.
Hey dudeHey I have a quick question. I saw mentioned infinite jumping...is this really possible with Gannon?
If I jumped off a cliff, would you fall with me? <3I only started using him because Noob did.
Then he became last and it suddenly became more fun.
Shield Stun would be very helpful, Susa.Words
I would add any info you get to make it more like the Jiggs thread and give you credit of course. Personally I'd skip the pictures until you've done most of the characters.No offence, but who here would like data similiar to Snake's/Jigglypuffs/Diddy Kongs?
Ganon's only multi-hit that would be annoying is nair.
Big O already has done the stuff I hate to do... which is hitbox duration....
I'd be able to provide trajectories, pictures, base, growth, blockhitlag, blockstun, and hitlag and most of all double check his current data, and incorporate what he has.
I've been thinking who this would be great to do for...and who it'd be simple for and decided on Ganon or DK.
I personally love Ganon more so decided on him. I want this in depth data eventually for all characters and am currently trying to find people willing to put in this extreme large amount of work. (Took 6 hours for a basic character like Snake... who doesn't have many multi-hit moves, and that's not including the time Eternal Yoshi put into finding all the hitbox durations which is probably what takes longest. Same with landing lag and IASA frames on aerials. Most of which is normally already done.
My bad if this is already known, but if Diddy DIs away from you while he's being choked, he ends up too far away to be hit by the StudderStep Downtoss.PK-ow! said:( Important! Banana choking doesn't work without
the StudderStep Downtoss.
The StudderStep Downtoss is what makes all of this possible. )
Yeah, I noticed that too.My bad if this is already known, but if Diddy DIs away from you while he's being choked, he ends up too far away to be hit by the StudderStep Downtoss.
You can actually glide toss and hit him, regardless of DI during the gerudo.
i could do it.EDIT2: Ooh, and mental note: Get a video of Waddle Stomping. I can do the replay myself, if someone could just record...
I feel ya, Swoops. I've seen you do it in old matches on YT.Well...try it, because it definitely seems lower to me >.<.
I didn't really mean using it on stage o.o. I meant you just grabbed the ledge with up B, regrab with aerudo, drop and barely land on the stage with up B. Punch helps defend you a bit, and if the lag is lower then it might be a decently useful way to get back on the stage.
OMG, Big O, what did we do all that work with RCO for?Yeah you were right Swoops. I don't know why I never tried it lol. The flame choke's RCO seems to outprioritze everything including dark dive's landing lag and fall special lag. With RCO the dark dive has 20 frames of landing lag and fall special lag.
Does that mean Ganon can dodge attacks with Nair or does it mean that it can just hit hurtboxes in the z-axis?OMG, Big O, what did we do all that work with RCO for?
THIS IS THE AERUDO TECH. If you have RCO, Aerudo a ledge. ... alternately, Gerudo off a platform.
Nair goes in the z-axis. And fair moves a little bit to Ganon's left. Unfortunately that means it won't hit a dodging D3 that's facing you.
I didn't really get this the first time I read it.Fsmash ...21-26/57...(Attacks on frame 11 from charge release)
Dsmash ...15-18,35-38/63...(Attacks on frame 11 from charge release)
Usmash ...21-23/41...(Attacks on frame 11 from charge release)
What part didn't you get?
Would that make the smashes faster when charged?Attacks on frame 11 from charge release
No, actually when you charge a Smash, Ganon halts on frame 10 on his F-smash and U-smash, and frame 4 of his D-smash. When you add 11 to that, then you get the normal startup time.Would that make the smashes faster when charged?