Actually, I think that the "SOWP v0.74b WIP 1" I posted above was the
wrong file. I'll get the correct version up ASAP.
Thor: I'll add a version with the on-hit Cancel back in, but it won't work on the aerial Reverse WP. I just found out today that aerial Reverse WP hasn't had an on-hit Cancel since, well, ever. It was supposed to be added in 3.Q, but I tested unmodified 'Dorf in both 3.Q and 4.0b -- both can only Cancel the
non-Reversed aerial WP on-hit.
I gotta ask, though: Why do you think 'Dorf should be able to survive throwing out a flying Warlock Punch so close to the blast line? I mean, I guess it's cool if you pull it off, but I still think that being able to Cancel the endlag of such a powerful move is janky. If Falcon can't survive a short-hopped Flying Falcon Punch, why should 'Dorf be able to recover after a short-hopped Flying Warlock Punch?
I like the custom build, though I have some issues with it seeming to make Ganondorf OP, and I say that with him being one of my mains.
I feel like the 2 frame-invincibility on it is good for the OHKO variant, and the light armor would be better for the Gandouken, just because it would be invulnerable to many attacks both during and while winding up the punch.
You're suggesting that WP have 2-frame Invincibility, but no damage-based armor, and vice-versa for the Gandouken? Hmm... That wouldn't work because you could just hold down B until Frame 68, then let go -- you'd get Gandouken's damage-based armor and WP's 2 Invincibility frames. Even if I could make it Either Or, I'd say the ~70 frames of damage-based armor is MUCH better than 2 frames of Invincibility.
I added those 2 frames to Gandouken as well, because while it's no 666% OHKO, it does have a 32% hitbox on 'Dorf's fist. It's nearly as silly for that to trade with grabs as it is for them to trade with WP -- that hitbox basically
is a vBrawl WP. It lasts longer than you'd expect, too; foes who drop into it mid-move still take 32% damage. Maybe I should nerf those into 14% hitboxes, like the rest of Gandouken... If I did that, the 2 frames of Invincibility wouldn't be as necessary.
I think the damage-based armor should stay on both Warlock Punch and Gandouken, but it may get reduced back down to 5% if it can tank too many moves. I need to do more testing to see which moves do 7% damage or less.
Other than that I really appreciate that Warlock Punch can be used offstage again, as 4.0 really butchered that. As for a cancel, how about a momentum-cancel instead of being able to cancel it with a move. That way it would stop moving horizontally upon making contact with a target, and it would demand precision due to the small chance of moving Ganon too far offstage.
I'm glad you like it. Be sure to grab the fixed WIP when I post it.
A "momentum-cancel"? I'm not quite sure what you mean, but SOWP 'Dorf is only propelled forward a little bit; the Horizontal Momentum of SOWP is only 0.3, while its Vertical Momentum is 2.0. You can also steer 'Dorf a little bit forward or backward while he's winding up WP / Gandouken in midair.
Personally, I still don't think the on-hit Cancel is needed, in addition to the 2.0 Vertical Momentum. Yeah, that would mean 'Dorf can't short-hop SOWP at the bottom blast zone and still survive if he lands it. I don't see why he should be able to do that, if Falcon can't do it.
You know... Ideally, I think I'd prefer to just replace Warlock Punch / Gandouken with Float / Cape / Energy Ball. That would be more true to the Ganondorf from Ocarina of Time... Eventually, perhaps?
EDIT: Uploaded the correct file this time!
SOWP v0.74b WIP 1.1
Please re-download if you downloaded before 10:14 PM EST on 09-09-2015.