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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Ganondorf | |name = Ganondorf | ||
|image | |image = [[IMage:Ganondorf SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = ssbb | |base = ssbb | ||
|moveset1 = Ganondorf (SSBM) | |moveset1 = Ganondorf (SSBM) | ||
|moveset2 = Ganondorf (SSBB) | |moveset2 = Ganondorf (SSBB) | ||
|altcostume = Ocarina of Time Ganondorf | |altcostume = Ocarina of Time Ganondorf | ||
|tier = | |||
|ranking = | |||
}} | }} | ||
[[Image:OoT Ganondorf PM.png|thumb|right|Ganondorf's Ocarina of Time Costume in Project M 3.5]] | |||
'''Ganondorf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was buffed significantly in ''Project M'' after being mostly reverted to his ''Melee'' version. However, some ''Brawl'' attributes were maintained, and part of his moveset was changed to make him more well-rounded. | '''Ganondorf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was buffed significantly in ''Project M'' after being mostly reverted to his ''Melee'' version. However, some ''Brawl'' attributes were maintained, and part of his moveset was changed to make him more well-rounded. <!--tier position paragraph--> | ||
==Attributes== | ==Attributes== | ||
Despite Ganondorf mostly being based on his ''Melee'' iteration, he remains a semi-clone of {{PM|Captain Falcon}}, as he was in ''Brawl''; most of Ganondorf's moves continue to use their respective animations from ''Brawl''. Ganondorf is a slower, stronger, and heavier version of Falcon with more reach as a result of his larger build. Many of Ganondorf's positive attributes from the past two games were retained, making him more formidable than he was in ''Melee'' and ''Brawl''. | Despite Ganondorf mostly being based on his ''Melee'' iteration, he remains a semi-clone of {{PM|Captain Falcon}}, as he was in ''Brawl''; most of Ganondorf's moves continue to use their respective animations from ''Brawl''. Ganondorf is a slower, stronger, and heavier version of Falcon with more reach as a result of his larger build. Many of Ganondorf's positive attributes from the past two games were retained, making him more formidable than he was in ''Melee'' and ''Brawl''. | ||
Ganondorf is a powerful character like he was in ''Melee''. Being one of the strongest characters, his attacks inflict dangerously high knockback, with some being able to KO at relatively low percentages. His combos, while often short, are capable of quickly | Ganondorf is a powerful character like he was in ''Melee''. Being one of the strongest characters, his attacks inflict dangerously high knockback, with some being able to KO at relatively low percentages. His combos, while often short, are capable of quickly wracking up extremely high damage, and many of his aerials are excellent for both killing and edgeguarding. Ganondorf also has the most powerful [[meteor smash]] in his [[down aerial]] and one of the strongest [[spike]]s in his aerial [[Wizard's Foot]]. | ||
Ganondorf is unique in that he is one of the only two characters who is capable of lengthening his recovery (the other being Captain Falcon with his [[Falcon Kick]]), by executing his aerial Wizard's Foot. For every attempt of the move, Ganondorf will restore his midair jump, thus bringing him closer to the stage and greatly increasing his horizontal recovery | Ganondorf is unique in that he is one of the only two characters who is capable of lengthening his recovery (the other being Captain Falcon with his [[Falcon Kick]]), by executing his aerial Wizard's Foot. For every attempt of the move, Ganondorf will restore his midair jump, thus bringing him closer to the stage and greatly increasing his horizontal recovery. His up special, [[Dark Dive]], still possesses the arm swipe attack at its peak and the ability to grab an opponent on the ledge from ''Brawl'', both of which may save him on occasion. However, Ganondorf normally has trouble with recovery, because of his low jump height, high gravity, and low air speed. Additionally, Dark Dive does not offer much vertical or horizontal distance while being very predictable and easy to [[edgeguard]] and [[edgehog]]. | ||
Back in ''Melee'' and ''Brawl'', Ganondorf struggled against projectile users due to his tall size and no projectile of his own, as well as off-stage survivability due to a poor recovery, but these issues are somewhat addressed in ''Project M'' due to the advent of Dead Man's Volley & Drift. This new move gives Ganondorf a [[reflector]] that sends projectiles back at double their original speed, arming him with a moderately effective anti-projectile option. In addition to buffs such as slightly higher mid-air jumps and aerial Wizard's Foot restoring mid-air jumps, the new move also provides brief [[floating]] when used in the air, allowing Ganondorf to recover better to the stage while giving him more options for recovery mix-ups. Dead Man's Volley & Drift serves as a useful tool for Ganondorf, diminishing several of his major issues and allowing him to compete better. Despite this, he often still has trouble against characters who possess a strong projectile game. | Back in ''Melee'' and ''Brawl'', Ganondorf struggled against projectile users due to his tall size and no projectile of his own, as well as off-stage survivability due to a poor recovery, but these issues are somewhat addressed in ''Project M'' due to the advent of Dead Man's Volley & Drift. This new move gives Ganondorf a [[reflector]] that sends projectiles back at double their original speed, arming him with a moderately effective anti-projectile option. In addition to buffs such as slightly higher mid-air jumps and aerial Wizard's Foot restoring mid-air jumps, the new move also provides brief [[floating]] when used in the air, allowing Ganondorf to recover better to the stage while giving him more options for recovery mix-ups. Dead Man's Volley & Drift serves as a useful tool for Ganondorf, diminishing several of his major issues and allowing him to compete better. Despite this, he often still has trouble against characters who possess a strong projectile game. | ||
Ganondorf | Ganondorf flaws include his large and tall stature, which combined with his heavier weight and high gravity, makes him a bigger and more easily comboed target. He also possesses one of the slowest dashing speeds despite it being significantly faster than it was in ''Brawl'', hindering his ability to catch up to his opponents on foot. Lastly, even with all of his specials being usable for recovering, his recovery is still somewhat predictable due to it being mostly linear. | ||
Ganondorf's buffs from ''Brawl'' to ''Project M'', such as his combo starter Flame Choke (although it was slightly nerfed), DACUS, improved tilts, improvements to Dark Dive, and being equipped with an extra recovery tool that doubles as a reflector | Ganondorf's buffs he received from ''Brawl'' to ''Project M'', such as his combo starter Flame Choke (although it was slightly nerfed), DACUS, improved tilts, improvements to Dark Dive, and being equipped with an extra recovery tool that doubles as a reflector grant him better tournament success than in ''Melee'' or ''Brawl''. However, he still struggles to keep up with the faster and more combo-heavy characters such as {{PM|Diddy Kong}} and {{PM|Fox}}. | ||
==Changes from ''Melee'' to PM== | ==Changes from ''Melee'' to PM== | ||
Given the nerfs Ganondorf received in ''Brawl'' that made him plummet to the very bottom of the tier list, he is significantly buffed in ''Project M''. Most of his favorable traits from ''Melee'' return, along with ''Brawl''{{'}}s tilt attacks and [[Flame Choke]], restoring his recovery, speed, combo and K.O.ing ability. Some of his more powerful moves have been given less ending lag or greater reach and many late weak hitboxes and sourspots were removed. His situational moves have been replaced with weaker but much more practical moves: his new up tilt comes out much faster, and his new neutral special Dead Man's Volley & Drift is a reflector that doubles as a floating maneuver. To compensate for the loss of [[Warlock Punch]], Ganondorf's down taunt now serves as an attack that functions similarly to it. Finally, several of Ganondorf's animations have been overhauled, which combined with the addition of Dead Man's Volley makes him a slightly more accurate representation of his appearance in ''The Legend of Zelda: Ocarina of Time''. | Given the nerfs Ganondorf received in ''Brawl'' that made him plummet to the very bottom of the tier list, he is significantly buffed in ''Project M''. Most of his favorable traits from ''Melee'' return, along with ''Brawl''{{'}}s tilt attacks and [[Flame Choke]], restoring his recovery, speed, combo and K.O.ing ability. Some of his more powerful moves have been given less ending lag or greater reach and many late weak hitboxes and sourspots were removed. His situational moves have been replaced with weaker but much more practical moves: his new up tilt comes out much faster, and his new neutral special Dead Man's Volley & Drift is a reflector that doubles as a floating maneuver. To compensate for the loss of [[Warlock Punch]], Ganondorf's down taunt now serves as an attack that functions similarly to it. Finally, several of Ganondorf's animations have been overhauled, which combined with the addition of Dead Man's Volley makes him a slightly more accurate representation of his appearance in ''The Legend of Zelda: Ocarina of Time''. | ||
[[File:Ganon Neutral B PM 3.5.jpg|thumb|Ganondorf's new neutral special.]] | [[File:Ganon Neutral B PM 3.5.jpg|thumb|right|Ganondorf's new neutral special.]] | ||
[[File:PM 3.5 Ganon Sword (GIF).gif|thumb|Ganondorf using his sword.]] | [[File:PM 3.5 Ganon Sword (GIF).gif|thumb|right|Ganondorf using his sword.]] | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Ganondorf now uses his laughing SFX during his [[on-screen appearance]].}} | *{{change|Ganondorf now uses his laughing SFX during his [[on-screen appearance]].}} | ||
*{{change|Ganondorf now | *{{change|''Brawl'' up taunt animation retained, with Ganondorf now laughing as soon as the taunt starts rather than after he spins like in ''Melee''.}} | ||
*{{change|Most of Ganondorf's aesthetics were altered to be more inline with his magical warlock theme:}} | *{{change|Most of Ganondorf's aesthetics were altered to be more inline with his magical warlock theme:}} | ||
**{{change|The fist hitbox of [[forward aerial]] and [[forward throw]] produces a [[darkness]] effect, while [[back aerial]] produces an [[electric]] effect.}} | **{{change|The fist hitbox of [[forward aerial]] and [[forward throw]] produces a [[darkness]] effect, while [[back aerial]] produces an [[electric]] effect.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|[[Forward tilt]] launches at a [[semi-spike]] angle on the leg, albeit slightly higher than in ''Brawl'' ([[Sakurai Angle]] → 32°).}} | *{{buff|[[Forward tilt]] launches at a [[semi-spike]] angle on the leg, albeit slightly higher than in ''Brawl'' ([[Sakurai Angle]] → 32°).}} | ||
*{{change|Forward tilt uses an altered animation from ''Brawl'', with Ganondorf now leaning back slightly before kicking to extend the move's reach instead of simply lifting his leg, and quickly retreating his leg after kicking instead of dropping it.}} | **{{change|Forward tilt uses an altered animation from ''Brawl'', with Ganondorf now leaning back slightly before kicking to extend the move's reach instead of simply lifting his leg, and quickly retreating his leg after kicking instead of dropping it.}} | ||
*{{buff|Ganondorf has a new [[up tilt]]: he lifts his foot, then quickly brings it down into an electric stomp. It has gained a hitbox on its initial frames that deals 8% damage, hitting twice much like {{SSB|Captain Falcon}}'s up tilt in ''Smash 64'', and doing 3% more damage (27% → 30%) in total. It also has significantly faster startup (81 → hit 1: 5, hit 2: 25) and ending lag (113 → 62) as well as a longer hitbox duration (2 frames → hit 1: 6, hit 2: 3), along with intangibility on frames 23-28 that covers his left arm and left leg (rear hurtbox). This new up tilt is much faster and slightly more damaging than the original Volcano Kick.}} | *{{buff|Ganondorf has a new [[up tilt]]: he lifts his foot, then quickly brings it down into an electric stomp. It has gained a hitbox on its initial frames that deals 8% damage, hitting twice much like {{SSB|Captain Falcon}}'s up tilt in ''Smash 64'', and doing 3% more damage (27% → 30%) in total. It also has significantly faster startup (81 → hit 1: 5, hit 2: 25) and ending lag (113 → 62) as well as a longer hitbox duration (2 frames → hit 1: 6, hit 2: 3), along with intangibility on frames 23-28 that covers his left arm and left leg (rear hurtbox). This new up tilt is much faster and slightly more damaging than the original Volcano Kick.}} | ||
*{{nerf|New up tilt has significantly weaker knockback (110 base/80 growth → hit 1: 40 base/60 growth, hit 2: 50 base/78 growth), KOing around 100% as opposed to 25% from center or [[OHKO]]ing near the ledge in ''Melee'', although it is still one of the strongest tilts in the game. The initial hit also does not combo well into the second above low percentages, and the second hit deals 5% less damage (27% → 22%) and now has a sourspot on the body dealing 2% less damage (20%) and knockback (75 base/60 growth), resulting it dealing less damage than the original up tilt if it only hits once. Despite ending much earlier than the former up tilt, the move has 4 more frames of ending lag (30 frames → 34 frames).}} | **{{nerf|New up tilt has significantly weaker knockback (110 base/80 growth → hit 1: 40 base/60 growth, hit 2: 50 base/78 growth), KOing around 100% as opposed to 25% from center or [[OHKO]]ing near the ledge in ''Melee'', although it is still one of the strongest tilts in the game. The initial hit also does not combo well into the second above low percentages, and the second hit deals 5% less damage (27% → 22%) and now has a sourspot on the body dealing 2% less damage (20%) and knockback (75 base/60 growth), resulting it dealing less damage than the original up tilt if it only hits once. Despite ending much earlier than the former up tilt, the move has 4 more frames of ending lag (30 frames → 34 frames).}} | ||
*{{buff|[[Down tilt]] from ''Brawl'' is retained, having slightly more reach. It additionally has less ending lag (IASA 36 → 34).}} | *{{buff|[[Down tilt]] from ''Brawl'' is retained, having slightly more reach. It additionally has less ending lag (IASA 36 → 34).}} | ||
*{{buff|[[Dash attack]] | *{{buff|[[Dash attack]] can be canceled in to a long [[DACUS]], improving Ganondorf's grounded approach options, and it retains its ''Brawl'' base knockback (40 → 60), being more powerful overall.}} | ||
*{{ | **{{nerf|Dash attack's knockback values were not adjusted for the much faster falling speeds, making it a bit less effective and reliable at KOing (with it now KOing around the 115-145% range, about 25% later than in ''Brawl'').}} | ||
*{{change|Forward smash's animation now resembles a faster Warlock Punch, making up for the loss of said special move.}} | *{{change|Forward smash's animation now resembles a faster Warlock Punch, making up for the loss of said special move.}} | ||
*{{buff|[[Up smash]] has slightly wider hitboxes.}} | *{{buff|[[Up smash]] has slightly wider hitboxes and the second kick deals 2% more damage (17% → 19%).}} | ||
*{{nerf|Up smash | **{{nerf|Up smash ends later than in both ''Melee'' and ''Brawl'' (IASA 40 → 45).}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Both hits of neutral aerial come out 2 frames faster (hit 1: 7 → 5, hit 2: 20 → 18), allowing it to be used as an [[out of shield]] option, and are easier to link into each other. It also [[autocancel]]s slightly earlier (22 frames → 20), allowing it to be autocanceled in a short hop fast fall.}} | *{{buff|Both hits of neutral aerial come out 2 frames faster (hit 1: 7 → 5, hit 2: 20 → 18), allowing it to be used as an [[out of shield]] option, and are easier to link into each other. It also [[autocancel]]s slightly earlier (22 frames → 20), allowing it to be autocanceled in a short hop fast fall.}} | ||
*{{nerf|The first hit of neutral aerial deals 2% less damage (12% → 10%).}} | **{{nerf|The first hit of neutral aerial deals 2% less damage (12% → 10%).}} | ||
*{{buff|Up aerial has less landing lag, being even less than in ''Brawl'' (25 frames → 20).}} | *{{buff|Up aerial has less landing lag, being even less than in ''Brawl'' (25 frames → 20).}} | ||
*{{change|Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.}} | *{{change|Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.}} | ||
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===Grabs, throws, and other=== | ===Grabs, throws, and other=== | ||
*{{buff|Forward throw from ''Brawl'' is retained, inflicting 4% more damage (9% → 13%). It also has stronger knockback (60 base/65 growth → 45/105).}} | *{{buff|Forward throw from ''Brawl'' is retained, inflicting 4% more damage (9% → 13%). It also has stronger knockback (60 base/65 growth → 45 base/105 growth).}} | ||
*{{ | *{{buff|Down throw has slightly less knockback scaling (50 → 45), allowing it to chain throw and setup more effectively.}} | ||
*{{buff|Down taunt can be held to make Ganondorf attack with a downward swing of his sword. While it comes out much later than his [[Warlock Punch]] or Volcano Kick (frames 95-97), interrupts later (IASA 125), and cannot be reversed or used in the air unlike Warlock Punch, it has higher damage (32% → 31%/33%/35%/37%) and base knockback (30 → 40) than ''Brawl''{{'}}s Warlock Punch while covering a large distance identical to ''Brawl''{{'}}s Volcano Kick, and additionally has light armor before and during the attack (frames 85-97). The move has two hitboxes: a one frame large, weak but still quite powerful sourspot during the swing of the sword (damage: 24%, knockback growth: 100 → 75), though its low priority prevents it from hitting opponents standing in front of Ganondorf; and a sword slam that deals flame damage and has a sweetspot at the tip where it deals the most damage and makes a small explosion on the ground.}} | |||
*{{buff|Down taunt can be held to make Ganondorf attack with a downward swing of his sword. While it comes out much later than his [[Warlock Punch]] or Volcano Kick (frames 95-97), interrupts later (IASA 125), and cannot be reversed or used in the air unlike Warlock Punch, it has higher damage (32% → 31%/33%/35%/37%) and base knockback (30 → 40) than ''Brawl''{{'}}s Warlock Punch while covering a large distance identical to ''Brawl''{{'}}s Volcano Kick, and additionally has light armor before and during the attack (frames 85-97). The move has two hitboxes: a one frame large, weak but still quite powerful sourspot during the swing of the sword (damage: 24%, knockback growth: 100 → 75), though its | |||
===Special moves=== | ===Special moves=== | ||
*{{buff|New neutral special: Dead Man's Volley & Drift. Using this move in the air causes him to [[float]] for one second, | *{{buff|New neutral special: Dead Man's Volley & Drift. Using this move in the air causes him to [[float]] for one second, like {{PM|Peach}} and {{PM|Mewtwo}}. Using it while floating or on the ground will have him flip his cape, reflecting projectiles back at twice their speed and weakly damages nearby opponents with minimal, set knockback. An aerial or jump can be acted out of a float. This improves Ganondorf's recovery and his options against projectile users while also giving him aerial mix-ups.}} | ||
*{{buff|Ganondorf conserves [[Flame Choke]] from ''Brawl'' as his side special, which is much more useful for tech-chases and followups than [[Gerudo Dragon]]. Grounded Flame Choke deals 3% more damage (9% → 12%) and travels faster and farther. If Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming [[helpless]], allowing him to still grab the ledge within the game's new physics.}} | *{{buff|Ganondorf conserves [[Flame Choke]] from ''Brawl'' as his side special, which is much more useful for tech-chases and followups than [[Gerudo Dragon]]. Grounded Flame Choke deals 3% more damage (9% → 12%) and travels faster and farther. If Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming [[helpless]], allowing him to still grab the ledge within the game's new physics.}} | ||
*{{buff|Aerial Flame Choke deals 1% more damage (12% → 13%) and now inflicts caught opponents with a weak set knockback [[meteor smash]], causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups. In addition, if Ganondorf performs a [[Sacrificial KO]] with it when he and his opponent are on their last stock, he'll always win now, as opposed to a [[Sudden Death]] or loss for Ganondorf in ''Brawl''.}} | *{{buff|Aerial Flame Choke deals 1% more damage (12% → 13%) and now inflicts caught opponents with a weak set knockback [[meteor smash]], causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups like its grounded version. In addition, if Ganondorf performs a [[Sacrificial KO]] with it when he and his opponent are on their last stock, he'll always win now, as opposed to a [[Sudden Death]] or loss for Ganondorf in ''Brawl''.}} | ||
*{{nerf|Grounded Flame Choke as well as the bounce effect of Aerial Flame Choke can now be [[tech]]ed, and the grounded version can now be [[DI]]'d to allow the opponent to land behind Ganondorf, making its followups from ''Brawl'' more read-oriented.}} | *{{nerf|Grounded Flame Choke as well as the bounce effect of Aerial Flame Choke can now be [[tech]]ed, and the grounded version can now be [[DI]]'d to allow the opponent to land behind Ganondorf, making its followups from ''Brawl'' more read-oriented.}} | ||
*{{change|Aerial Flame Choke now deals multiple hits instead of one single hit.}} | *{{change|Aerial Flame Choke now deals multiple hits instead of one single hit.}} | ||
*{{buff|[[Dark Dive]] has slightly faster start-up and conserves its ending uppercut and ability to grab ledge hangers from ''Brawl''. The grab also deals 1% more damage in total (17% → 18%), and both the throw and uppercut are more powerful (throw: 84 → 115 growth, uppercut: 70 base/90 growth → 40 base/120 growth), being able to reliably KO under 150%. The throw completes much faster, giving caught opponents much less time to react and DI.}} | *{{buff|[[Dark Dive]] has slightly faster start-up and conserves its ending uppercut and ability to grab ledge hangers from ''Brawl''. The grab also deals 1% more damage in total (17% → 18%), and both the throw and uppercut are more powerful (throw: 84 → 115 growth, uppercut: 70 base/90 growth → 40 base/120 growth), being able to reliably KO under 150%. The throw completes much faster, giving caught opponents much less time to react and DI.}} | ||
*{{buff|[[Wizard's Foot]] | *{{buff|[[Wizard's Foot]] is slightly stronger, reliably KOing around 115%, and dealing 2% more damage (15% → 17%) on the ground and 5% more in the air (12% → 17%). It can also now be reversed, and its aerial version can now be [[ledge-cancel]]ed.}} | ||
==Revisions== | ==Revisions== | ||
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*{{nerf|Up smash interruptibility was pushed 5 frames later.}} | *{{nerf|Up smash interruptibility was pushed 5 frames later.}} | ||
*{{nerf|Forward tilt outer hitbox trajectory changed to the [[Sakurai angle]], and the interruptibility was pushed 2 frames later.}} | *{{nerf|Forward tilt outer hitbox trajectory changed to the [[Sakurai angle]], and the interruptibility was pushed 2 frames later.}} | ||
*{{nerf|Up tilt's initial hitbox has slightly more start-up, and | *{{nerf|Up tilt's initial hitbox has slightly more start-up, and lasts one frame shorter (from frames 3-12 to 5-11).}} | ||
*{{change|Forward smash animation now resembles his Warlock Punch.}} | *{{change|Forward smash animation now resembles his Warlock Punch.}} | ||
*{{change|Forward throw now gives off darkness effects.}} | *{{change|Forward throw now gives off darkness effects.}} | ||
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*{{bugfix|Back aerial no longer snaps downwards when transitioning into a fall.}} | *{{bugfix|Back aerial no longer snaps downwards when transitioning into a fall.}} | ||
*{{buff|Dead Man's Volley reflect window increased by 2 frames. It also now has a trail that accurately depicts its reflect location and duration.}} | *{{buff|Dead Man's Volley reflect window increased by 2 frames. It also now has a trail that accurately depicts its reflect location and duration.}} | ||
*{{nerf|Ganondorf's down taunt attack now receives light armor instead of [[super armor]]. It also hits 1 frame later, matching the move's animation.}} | *{{nerf|Ganondorf's down taunt attack now receives light armor instead of [[super armor]]. It also hits 1 frame later, now matching the move's animation.}} | ||
**{{buff|Now has a one frame large, weaker hitbox that covers the swing of the sword in return. This hitbox has the lowest priority, so opponents in front of Ganondorf are still hit with the main hitbox.}} | **{{buff|Now has a one frame large, weaker hitbox that covers the swing of the sword in return. This hitbox has the lowest priority, so opponents in front of Ganondorf are still hit with the main hitbox.}} | ||
*{{change|As an aesthetic when wearing the ''Ocarina of Time'' costume, Ganondorf will wield [https://pbs.twimg.com/media/CH5MOn4VEAIty72.jpg a different sword], similar to one seen in [ | *{{change|As an aesthetic when wearing the ''Ocarina of Time'' costume, Ganondorf will wield [https://pbs.twimg.com/media/CH5MOn4VEAIty72.jpg a different sword], similar to one seen in [http://www.ssbwiki.com/images/2/27/Ganondorf_SSBM.jpg his render for ''Melee''] upon using his down taunt and down taunt attack.}} | ||
==Moveset== | ==Moveset== | ||
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|- | |- | ||
! colspan=2| Neutral attack | ! colspan=2| Neutral attack | ||
| || 7% (hand), 8% (body) || Ganondorf performs a quick palm strike that [[Electric| | | || 7% (hand), 8% (body) || Ganondorf performs a quick palm strike that [[Electric|electrocutes]] enemies on contact. | ||
|- | |- | ||
! rowspan="3" | Forward tilt || ↗ | ! rowspan="3" | Forward tilt || ↗ | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Arty|USA}} | |||
*{{Sm|BAP|UK}} | |||
*{{Sm| | *{{Sm|Darkrain|USA}} | ||
*{{Sm| | *{{Sm|Hungry Headcrab|USA}} | ||
*{{Sm| | *{{Sm|Junebug|USA}} | ||
*{{Sm| | *{{Sm|Kage|Canada}} | ||
*{{Sm| | *{{Sm|Mr. Brandandorf|USA}} | ||
*{{Sm| | *{{Sm|n0ne|Canada}} | ||
*{{Sm|Spider Sense|USA}} | |||
*{{Sm|Syrox|USA}} | |||
*{{Sm|Vex Kasrani|USA}} | |||
*{{Sm|Ace|Netherlands}} | |||
*{{Sm|Breezy|USA}} | |||
==Alternate costumes== | ==Alternate costumes== | ||
Ganondorf has an alternate costume based on his appearance in ''The Legend of Zelda: Ocarina of Time'' and ''Melee''. This costume also changes the Sword of Sages from ''The Legend of Zelda: Twilight Princess'' that he pulls out during his down taunt into the sword he is depicted with (but never uses) in ''Melee''. | |||
The | The set comes with recolors for team battles, as well as a purple recolor; his ''Ocarina of Time'' color scheme was replaced to make room. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Ganondorf Palette (PM).png|frame|center|Ganondorf's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:GanondorfHeadSSBB.png]] | |[[File:GanondorfHeadSSBB.png]] | ||
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|[[File:GanondorfHeadOoTRedPM.png]] | |[[File:GanondorfHeadOoTRedPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Oddly, prior to Version 3.6, whenever the player selected Ganondorf with the red or blue Ocarina of Time costumes, the stock icons would be reversed. (The blue costume would use the red stock icon and vice versa.) A similar issue also happened with | *Oddly, prior to Version 3.6, whenever the player selected Ganondorf with the red or blue Ocarina of Time costumes, the stock icons would be reversed. (The blue costume would use the red stock icon and vice versa.) A similar issue also happened with [[Meta_Knight_(PM)|Meta Knight]]'s Dark and Concept Art costumes. | ||
*The purple Ocarina of Time costume will occasionally show a blue underside of its cape during certain animations. | *The purple Ocarina of Time costume will occasionally show a blue underside of its cape during certain animations. | ||
{{Project M}} | {{Project M}} |