Editing Dark Dive

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==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|Ganon|Up|name1=Dark Dive|desc1=Jump up and grabs enemies, and then shock and launch them.|name2=Dark Fists|desc2=Punch opponents into the air, and then hit them in midair to send them higher.|name3=Dark Vault|desc3=Jump extra high, but you can only grab at the beginning or end of the attack.}}
{{CustomSet|Ganon|Up|name1=Dark Dive|desc1=Jump up and grab an enemy,and then shock and launch them.|name2=Dark Fists|desc2=Punch opponents into the air, and then hit them in midair to send them higher.|name3=Dark Vault|desc3=Jump extra high, but you can only grab at the beginning or end of the attack.}}
# '''Dark Dive''': Default.
# '''Dark Dive''': Default.
# '''Dark Fists''': Instead of grabbing the enemy, Ganondorf gains a hitbox on the move's start-up. The first hit, dealing 6% damage, is thrown before the jump, and has set knockback. If it connects it will usually chain victims into the second hit, dealing 11% damage for a total of 17% damage, which is thrown at the apex of the jump and has formidable damage and knockback, able to KO as low as 80% anywhere on the stage and 110% from underneath the stage while the opponent is on ground level, making it very risky to intercept. It is generally considered superior to Dark Dive and Dark Vault due to having legitimate offensive use, improved distance thanks its somewhat slow start-up allowing for better horizontal reach, and the start-up also possessing [[armor]] which further bolsters its anti-[[edge-guarding]] capabilities and can even be used as a pseudo-[[counter]]. However, the lack of a grab means that the move cannot be used in rapid succession should it hit an opponent.
# '''Dark Fists''': Instead of grabbing the enemy, Ganondorf gains a hitbox on the move's start-up. The first hit, dealing 6% damage, is thrown before the jump, and has set knockback. If it connects it will usually chain victims into the second hit, dealing 11% damage for a total of 17% damage, which is thrown at the apex of the jump and has formidable damage and knockback, able to KO as low as 80% anywhere on the stage and 110% from underneath the stage while the opponent is on ground level, making it very risky to intercept. It is generally considered superior to Dark Dive and Dark Vault due to having legitimate offensive use, improved distance thanks its somewhat slow start-up allowing for better horizontal reach, and the start-up also possessing [[armor]] which further bolsters its anti-[[edge-guarding]] capabilities and can even be used as a pseudo-[[counter]]. However, the lack of a grab means that the move cannot be used in rapid succession should it hit an opponent.

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