Here are some ideas for an altered Neutral B for Ganondorf.
They were designed with these goals in mind:
1.) (suicidal offstage) OHKO Warlock Punch must remain. Only an On-Hit Cancel is permitted for a OHKO move.
2.) Offstage Punch functionality should be very limited compared to on-stage usability. Offstage use should be very risky.
3.) Gandouken is allowed more flexibility and speed, since it is not very useful as-is.
Disclaimer:
This isn't what I would call my "ideal" Neutral B for Ganondorf, personally. I prefer to encourage offstage Warlock Punches, but this set of changes is intended to be considerable for official use, and you know how the Minus devs feel about Warlock Punching offstage. They hate it.
I.) On the Ground...
--- A.) Once Neutral B is initiated...
------- 1.) As long as B is held...
----------- a.) Ganondorf will have armor while he winds up Warlock Punch at his usual speed.
----------- b.) If B is held for the entire windup animation, (suicidal offstage) OHKO Warlock Punch fires. Armor vanishes when the hitbox does.
------- 2.) If B is released at any point during Warlock Punch windup...
----------- a.) Ganondorf's armor will immediately vanish, his windup animation will speed up (x2?), and Ganodouken will fire at the end.
--------------- aa.) The Gandouken projectile itself is sped up (1.25-2x?),
--------------- ab.) Gandouken can now be angled up and down (no more than 45 degrees either way), and
--------------- ac.) The 32% fist hitbox is reduced to 14%, to match the rest of the hitboxes, and to make Warlock Punch more appealing.
II.) In the Air, the current windup is replaced with a
much quicker one, which leads into one of two moves:
--- A.) Holding B makes Ganondorf Punch the ground
as he does in Ocarina of Time, like
this.
------- 1.) Ganondorf flies downwards and slightly forwards very quickly, with a constant strong (32%?) hitbox while he's dropping.
----------- a.) Ganondorf's rapid descent will not stop unless...
--------------- aa.) He hits an opponent and uses the Warlock Punch's On-Hit Cancel, or
--------------- ab.) He hits solid ground. This causes a medium-sized shockwave (like
this) that...
-------------------- aba.) Instantly destroys destructible stage elements, and
-------------------- abb.) Hits grounded foes (
not aerial ones) for moderate damage. It could also stun them and/or launch them upwards.
----------- b.) Ganondorf would experience significant ending lag after landing, but not as much as Grounded Warlock Punch has.
--- B.) Not holding B at the choice moment will cause Ganondorf to fire one of two projectiles straight downwards (perhaps at a
slight angle):
------- 1.) A short bolt of lightning with a sweetspot at the end, like
this. Flubbed hits are weak, but sweetspotted ones Meteor Smash.
----------- a.) There is no recoil on this move; Ganondorf is not propelled upwards, he only stalls in the air briefly.
------- 2.) A traditional purple Gandouken with the ususal 14% hitboxes and mild knockback.
----------- a.) Since this projectile is less useful offensively, it could help Ganondorf's recovery by boosting him upwards a little in the air.
Does anyone like any part of this? Remember, BronzeGreekGod gave us
permission to use his work from
Project Ganondorf in Brawl Minus.