20GT (SSBM Ganondorf) NILs & AIs
- This list is not necessarily complete. There may be useful/superior NILs and AIs that I didn't find, but these are the best I've got so far.
 
 
 
- For         those who don't know, a NIL is a “no-impact land”, a form of landing from the apex of jump with only 1 frame of lag.
 
 
 
- An AI is an “aerial interrupt”, which uses an aerial move to         manipulate your character's collision box, resulting in an earlier-than-usual landing.
 
- Schmooblidon         has a great thread on SmashBoards showing off multiple NILs and especially AIs, if you're interested in researching more.
 
- Ganondorf's fullhop does not begin falling until frame 22, meaning that without a NIL or AI, he is not actionable until at least frame 27.
 
- Alternatively, wavelanding can almost always be used, but incurs 5 extra frames of lag vs. AutoCancel AI, and 9 extra frames vs. NIL, if they land at the same time.
 
 
 
- ON         FROZEN STADIUM: Full-hop in any direction and B-Air on your 10th or 11th airborne frame. You are         therefore actionable frame 21/22 after initially hitting jump. (Might be 22/23 actually, not sure)
 
- ALTERNATIVELY: All 4 other aerials can AI, but they only do it frame 11, and U-Air can't AC, so B-Air is always the best.
 
 
 
- BATTLEFIELD         FLOOR -> SIDE PLATS: Ground -> Side Plat can be easily NIL'd with Ganon's backwards fullhop         animation. However, if you need to move forward, the forward fullhop animation can be AI'd with either B-Air or N-Air on frame 13/14 airborne.
 
- ALTERNATIVELY: All 3 other aerials AI, but only on frame 13, and U-Air again can't AC. B-Air allows full use of drift but N-Air makes certain actions easier (e.g., immediate X/Y jump) so pick your poison.
 
 
 
- BATTLEFIELD SIDE -> TOP: The fastest way is to run off the platform and instantly double jump. This NILs         and skips Ganon's garbage jumpsquat. However, if you're coming from the far side of Side Plat, you can jump when you're ~halfway across the platform and execute the exact same AI as Ground -> Side         Plat, and you'll save frames overall from not having to run all the         extra way.
 
- BATTLEFIELD         FLOOR -> TOP: I think         the         best way is Fullhop -> wait until near the apex of jump -> DJ.         It might be better to do a tiny waveland off side plat and instantly DJ though.
 
 
 
- YOSHI'S         STORY FLOOR -> SIDE PLATS: You can run off the edge -> instantly DJ for a NIL. From the flat         part, you have to just waveland down. The slants on either side form a "gradient" of which airborne frame you should B-Air for an AI. The gradient runs from frame 11 to frame 14 over the course of the slant, and is never wider than a 2 frame window. After a certain point in either slant, backflip fullhop also NILs.
 
- YOSHI'S         SIDE -> TOP: You         can run off -> quickly FF -> DJ NIL, but your normal shorthop         NILs on its own, so that's usually the better + easier option.
 
- YOSHI'S         FLOOR -> TOP: The         easiest way is SH -> wait until apex -> DJ, but FH -> almost instant DJ is a faster NIL.
 
The rest are imprecise because I'm lazy, but you can find the timings pretty easily just by messing around with it.
- DREAMLAND: FH NILs from ground -> side; the side -> top mechanics are identical to Battlefield; ground -> top is NIL'd with FH -> wait until very apex -> DJ.
 
 
 
- FoD: Ground         to top can be NIL'd with a FH -> DJ before the apex. Trying to do anything consistently on the side plats is an utter crapshoot, they can have like 65k heights or some shit. Just guesstimate if any         regular jump will NIL, and waveland down if not.