His up aerial, despite having the lowest damage output out of all his aerials, is the second fastest aerial in his kit, with the late hit having low horizontal knockback and high hitstun, making it a deadly gimping tool. His neutral aerial, tied with up aerial for the least damaging aerial in his kit, sends at an upward angle with low knockback, making it a useful combo starter. His back aerial is deceptively fast for its power, with the sweet spot at the explosion being exceptionally strong. Finally, his forward aerial boasts a good reach, due to the hitbox starting slightly behind him, in addition to possessing high KO power.ĭespite this immense power, Ganondorf does have two useful combo starters. His neutral aerial is quick and deals low forward knockback, which lets it set up into moves such as Flame Choke or grounded Wizard's Dropkick.
The aforementioned Flame Choke, when grounded, is his most reliable combo starter. When it lands, it grabs the opponent and slams them onto the floor in a prone state, allowing Ganondorf to follow up with his neutral attack, any of his tilt attacks, or any smash attack. The opponent can tech this blast, though that can effectively set up a tech-chase situation. Should the opponent roll out of it, Ganondorf can quickly address this due to the move's low end lag. However, Ganondorf still packs glaring flaws, one of which is his horrible disadvantage state. There are also several indicators on the screen during gameplay such and Blade's and Samus's speed while running, their height after jumping, the direction Blade is facing, and whether Samus is being KO'd.Due to his tall stature and high gravity, he has a more challenging time avoiding attacks, particularly with combo-heavy characters, such as Sora or Sheik. However, all of the battles are endless and are not affected by the time or stock counts, and the page must be refreshed to start over. Players can set a timer and stocks for the match, along with the respawn % and damage ratio. The only selectable stage is an early version of Emerald Hill Zone that has one large platform with four smaller platforms above it and a completely sky blue background, and the track Emerald Hill Zone plays without properly looping. Both characters are unable to midair jump.
Most of their movesets remain the same from the ones they have in the final release, except for Samus's projectiles for her up attack and down aerial, which are much faster and invisible. The recovered demo only features two playable characters: Blade and Samus, the first characters coded into the game. After digging the files, Cleod9 was able to retrieve one of the demos, which he openly made public on the McLeodGaming website until the website redesign in March 2016, after which the page was removed.Ī screenshot of the demo, showing Blade against Samus on the primitive Emerald Hill Zone. In December 2014, requests to recover the original demos were posted in the new MG Forums. Following the release of SSF on August 21, 2006, the demos were removed from the website. Indeed, posts in the old McLeodGaming Archives suggested the existence of at least two versions that were released in just a couple of weeks before the game reached completion, noting that SSF's development lasted about two months. It was originally released someday in April 2006 by Gregory Cleod9 McLeod to incorporate new content and fix several glitches.Īccording to Cleod9, about one or two demo versions were done. The Original Super Smash Flash Demo - a name appointed for its 2015 retrieval - or simply the Super Smash Flash Demo, is an early build of a then-nameless fighting game that one day would become the original Super Smash Flash.
The start screen of the Super Smash Flash Demo. For demo of the reboot SSF2, see Super Smash Flash 2 Demo. This article is about the demo of the original SSF.