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Random Mini Smash Tutorials


Godot

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Sometimes there is something in the game that I don't completely wanna dive into a full character to talk about, so this thread will be for one or two specific things surrounding a character that I do want to talk about. Today I want to talk about a certain underused technique in smash revolving a character I almost never use. That character is Ganondorf.

Ganon's side B, the Flame Choke is a very unique move. What makes it so unique is that it is a command grab that results in a "Hard Knockdown State."

I never heard of this before Godot! The only fighting game I play is smash and Dragonball Z! Why have I never heard of this?

Glad you asked. A hard knockdown is an attribute in a fighting game where a move sends your opponent straight into the ground. It doesn't cause them to roll or slide across the floor. Nor does it cause their body to dribble on the ground like a basketball. A hard knockdown is where a character is slammed straight into the ground and that is it. Ganon is unique because his flame choke is the only move in the game that reliably gets people into a hard knock down state. Which allows you to Tech Chase, OTG, or create a Vortex!

**Stares blankly into space confused even more now than ever**

Uh... okay? let me explain....

There are some moves that put people in an awkward state where they will try to Breakout, Tech, or Ukemi out of that dangerous position. A Tech Chase is where you purposely set these situations up and try taking advantage of them.

OTG is an acronym for "Off The Ground." It is used to refer to an attack that literally is designed to hit people when they are on the ground. This allows you to either finish your opponent or follow up with another attack.

Last, but definitely not least is Vortex. A vortex is where you use moves that result in a hard knock down to put your opponent back into a hard knock down state. Keeping them close to you, and making it incredibly difficult for your opponents to escape your grasp.

This technique was especially important in playstation allstars

Despite you describing these things Godot, I have no clue as to put these into use! Uh... thanks for the help I guess?

I am not done yet... I am actually going to straight up tell you how to take advantage of these things as Ganondorf! However, not everything regarding this is guaranteed. It involves a bit of mind games. It's good to keep in mind that people have four recovery options after being put in a hard knockdown state...

However, before we start breaking this down...

BOOTS! BOOTS FOR DAYS!

**clears his throat**

The following recovery animations and the correct method to dealing with them are...

1. A simple get back up animation. You can punish this with a down tilt, side tilt, or a Flame Choke to create a vortex. You can also go balls to the walls risky and try charging a forward smash or short hopping a down air and using the spiking dribble effect to combo into your up tilt.

2. Attacking while getting up. Be careful, some characters are unique where their get up animation deals a ton of damage to shields. However, if you shield their attack, you can follow up with a down tilt, side tilt, or reset the knockdown with a Flame Choke. Again, if you wanna try something risky, dodge the wake up animation with a short hop and Down air Spike combo!

3. Some people will try to roll out of the way. Punish this with a Warlock Kick or Down B, make sure you are aiming it properly by tilting the control stick diagonally down. You can also punish the roll with YOU GUESSED IT a Flame Choke to create a Vortex.

4. The last thing your opponent will do is delay their wake up. If they are aware of what you are doing, this is potentially their best option for getting out of your bullshit. If they are slow you can surprise them with a down tilt. If they are stupid short hop dair spike combo. However, if they are smart, they will wake up, attack, or roll the second you do something, which will punish you or allow them to get away. So patience isn't really key here, it is just getting inside your opponent's head and trying to outwit them. When they choose an option, go back to steps 1-3.

Well... that is all I have for today. If anything catches my eye, or if you guys have any questions feel free to ask below.

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