Editing Ganondorf (PM)

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{{ArticleIcons|pm=y|p+=y}}
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{{Infobox Character Mod
{{Infobox Character Mod
|name        = Ganondorf
|name        = Ganondorf
|image        = {{tabber|title1=Twilight Princess (PM)|content1=[[File:Ganondorf SSBB.jpg|250px]]|title2=Twilight Princess (P+)|content2=[[File:PPlus Ganon.png|250px]]|title3=Ocarina of Time (PM)|content3=[[File:OoT Ganondorf PM.png|250px]]|title4=Ocarina of Time (P+)|content4=[[File:PPlus Oot Ganon.png|250px]]|title5=Pig Ganon (P+)|content5=[[File:PPlus Pig Ganon.png|250px]]}}
|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, Pig Ganon (''[[Project+]]'')
|altcostume  = Ocarina of Time Ganondorf  
|tier        = Lower-Mid
|ranking      = 36
}}
}}
 
[[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-->
 
Ganondorf is currently ranked 37th out of 41 on the [[Project M#Tier list|official]] [[tier list]], placing him in the lower half of the D tier. This is a significant drop from his placement in ''Melee'' as 14th out of 26, but a moderate improvement over his place on the ''Brawl'' tier list, where he is ranked last at the bottom of the tier list.


==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''.
Given the sheer amount of nerfs Ganondorf received in ''Brawl'' that made him plummet to the very bottom of the tier list for ''Brawl'', 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, and combo and K.O.ing ability back to its prime. Some of his more powerful moves have been given less ending lag or greater reach, many late weak hitboxes and sourspots were removed, and his less often used 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 received an attack that operates similarly to it. Finally, several of Ganondorf's animations have been overhauled, when 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''.
 
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 racking 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. It is worth noting, the Wizard's Foot must complete to restore his jump. 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]].  
Now equipped with an anti-projectile and recovery mix-up option, and decent speed combined with his menacing power, he has the potential to be one of the best characters in the game. However, despite his buffs, he is not invincible and can still easily be overwhelmed by faster or combo-heavy opponents.


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.
==Changes from ''Melee'' and ''Brawl'' to PM==
 
[[File:Ganon Neutral B PM 3.5.jpg|thumb|right|Ganondorf's new Neutral Special.]]
Ganondorf's 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.
[[File:PM 3.5 Ganon Sword (GIF).gif|thumb|right|Ganondorf using his sword.]]
 
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, 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==
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:PM 3.5 Ganon Sword (GIF).gif|thumb|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 laughs at the start of his up taunt, rather than after he spins, similar to ''Melee''.}}
*{{change|Most of his aesthetics were altered to be more inline with his magical warlock theme. He uses his dashing, grabbing, and grounded Wizard's Foot animations from ''Melee''. The fist hitbox of [[forward aerial]] produces a [[darkness]] effect while [[back aerial]] produces an [[electric]] effect. [[Dark Dive]] now makes Ganondorf briefly flash purple during the uppercut portion. Both back aerial and neutral attack now also use a different "punch" SFX similar to that of his side taunt. His sidestep and rolling dodges make him flicker and glow purple during his intangible frames. His forward tilt now has him retreating his leg instead of dropping it. His forward smash resembles a faster Warlock Punch animation.}}
*{{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|[[Dark Dive]] makes Ganondorf briefly flash purple during the uppercut portion.}}
**{{change|Back aerial and neutral attack now use the same "punch" SFX used for his side taunt.}}
**{{change|His [[sidestep]] and [[rolling]] dodges are now traditional sidesteps, and Ganondorf flickers and glows purple during his intangible frames.}}
**{{change|Ganondorf retains animations from ''Brawl'' for most of his attacks like down tilt, Dark Dive and forward throw, which, along with the new moves he has been given, further declones him from {{PM|Captain Falcon}} (instead of being a full clone of him like in ''Melee'').}}


===Attributes===
===Attributes===
*{{buff|[[Jumpsquat]] is one frame shorter (6 → 5), allowing Ganondorf to be airborne and perform aerials and wavedashes slightly faster.}}
*{{buff|Dashing speed has been reverted to that of ''Melee'', which is significantly faster than ''Brawl''{{'}}s run speed.}}
*{{buff|Midair jumping height slightly increased; Ganondorf can now [[edge hop]] more easily onto the stage.}}
*{{buff|Jump squat is one frame shorter, allowing Ganondorf to be airborne and perform aerials and wavedashes slightly faster.}}
*{{buff|Midair jumping height slightly increased; Ganondorf can now edge hop more easily onto the stage.}}
*{{buff|Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.}}
*{{nerf|Ganondorf can no longer perform the [[Flight of Ganon]].}}


===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|[[Neutral attack]] was reverted back to its faster ''Melee'' incarnation. Its lowered knockback values additionally makes the move much more combo friendly.}}
*{{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.}}
**{{nerf|Neutral attack produces less reach and no longer has a slightly stronger sweetspot.}}
*{{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|[[Forward tilt]] can be [[angling|angled]] like it could in ''Melee'', and has improved horizontal reach and less ending lag.}}
*{{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|The tip of forward tilt has a more diagonal trajectory than the rest of the hitbox, hitting at the [[Sakurai angle]] instead of the usual [[semi-spike]] angle from ''Brawl''.}}
*{{buff|[[Down tilt]] from ''Brawl'' is retained, having slightly more reach. It additionally has less ending lag (IASA 36 → 34).}}
*{{buff|New [[up tilt]]: Shock Stomp. Ganondorf lifts his foot, then quickly brings it down an electric stomp of high hitbox duration. Hits twice, much like {{SSB|Captain Falcon}}'s up tilt in ''Smash 64'', striking on frames 5-11 and 25-28 instead of 81-83 from the old up tilt and interruptible on frame 62 instead of 113, with the second hit having strong power and knockback enough to reliably KO under 100%. It also deals up to 30% total damage (3% more than the ''Brawl'' up tilt) and lacks any sourspots. This new up tilt is much faster and slightly more damaging than the original Volcano Kick.}}
*{{buff|[[Dash attack]] is stronger, the initial hit deals 1% more damage (14% → 15%) with increased base knockback (40 (early)/25 (middle) → 60/45). It has a new hitbox at the end which extends the attack's duration by 2 frames. It can also be cancelled into a long [[DACUS]].}}
**{{nerf|New up tilt has significantly weaker knockback (''Melee'' up tilt could KO under 25%) and has no vacuum effect.}}
*{{change|Dash attack launches opponents at slightly different angles (115°/110° → 105°/100°).}}
*{{buff|[[Down tilt]] has less ending lag.}}
*{{change|Forward smash's animation now resembles a faster Warlock Punch, making up for the loss of said special move.}}
*{{buff|[[Dash attack]] has its faster speed from ''Melee'' and now be canceled in to a long [[DACUS]].}}
*{{buff|[[Up smash]] has slightly wider hitboxes.}}
**{{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'').}}
*{{nerf|Up smash has more ending lag than in both ''Melee'' and ''Brawl'' (IASA 40 → 45).}}
*{{buff|[[Up smash]] reverted back to the stronger, faster, and sourspot-less double-hitting "tornado kick" from ''Melee''. It also has slightly wider hitboxes and the second kick deals 2% more damage.}}
**{{nerf|Up smash's interruptibility is pushed forward to be slightly later than in ''Melee''.}}
*{{buff|[[Down smash]] reverted back to its ''Melee'' form, being much faster and less laggy, stronger, hitting more vertically, and its two hits linking together more effectively.}}
*{{nerf|[[Forward smash]] is slightly weaker unless it is angled upward, and it additionally produces more vertical knockback, slightly weakening its KOing ability, especially against fast fallers.}}


===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|Neutral aerial's hits are easier to link into each other, and the move [[autocancel]]s sooner, allowing it to be autocanceled in a short hop fast fall. The first kick comes out faster, and the second kick has also been reverted back to its ''Melee'' power.}}
*{{nerf|The first hit of neutral aerial deals 2% less damage (12% → 10%).}}
**{{nerf|Neutral aerial's late hitboxes were removed, significantly decreasing its hitbox duration (from 6 frames to 2 frames).}}
*{{buff|Up aerial has less landing lag, being even less than in ''Brawl'' (25 frames → 20).}}
*{{buff|Forward aerial reverted back to its significantly less ending and landing laggy, farther reaching, and sourspot-less ''Melee'' version. It also has significantly higher base knockback.}}
*{{change|Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.}}
*{{buff|Back aerial reverted back to its stronger knockback, farther reaching, and longer hitbox duration ''Melee'' version, but still retains the ''Brawl'' sourspot. It also has less ending lag, still allowing autocancels in a short hop fast fall.}}
*{{buff|Down aerial retains its earlier autocancel window from ''Brawl'' (frame 36 → 32), retaining its ability to autocancel in a short hop and start combos. It also has less landing lag (35 frames → 31) and no longer has [[transcendent priority]], which now allows it to cancel out projectiles.}}
*{{buff|Down aerial reverted back to its stronger, slightly wider reaching, and sourspot-less ''Melee'' version. It also has slightly less ending lag, still allowing autocancels in a short hop. It additionally no longer has [[transcendent priority]], which now allows it to cancel out projectiles.}}


===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|Grabbing reach from ''Brawl'' was slightly improved.}}
*{{nerf|Down throw has more knockback growth (36 → 45), slightly reducing its ability to chain throw and setup.}}
*{{buff|Pummel deals 1% more damage.}}
*{{buff|However, the increased knockback growth on down throw also makes it easier to chaingrab at low percents.}}
*{{buff|Up throw has less base knockback like in ''Melee'', allowing effective follow-ups, as well as chain throw fast fallers.}}
*{{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 hitbox prevents it from hitting opponents standing directly 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 throw's knockback scaling was weakened, and has its ''Melee'' trajectory of throwing the opponent right next to Ganondorf, allowing it to chain throw and setup very effectively.}}
*{{nerf|Back throw deals slightly less damage and has weakened knockback like in ''Melee'', being less effective for getting opponents offstage and is no longer being capable of KOing at very high damages.}}
*{{buff|Down taunt can be held to make Ganondorf attack with a downward swing of his sword. It has the same startup, damage and knockback as his [[Warlock Punch]] but it has much greater range and has light armor right before it hits. The damage is at its highest at the tip of the sword where it makes a small explosion on the ground. It also possesses a large, weaker but still quite powerful sourspot during the swing of the sword.}}
**{{nerf|The sword swing cannot be reversed, nor can it be used in the air like Warlock Punch could.}}


===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, however unlike {{PM|Peach}} and {{PM|Mewtwo}} he is unable to control his movement after starting, and also gradually loses height. 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, or it can be simply ended by pressing down. This improves Ganondorf's recovery and his options against projectile users while also giving him aerial mix-ups.}}
*{{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. This improves Ganondorf's recovery and his options against projectile users.}}
*{{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|Grounded [[Flame Choke]] deals 3% more damage and travels faster and farther. Additionally, 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''.}}
**{{nerf|Grounded Flame Choke can now be [[tech]]ed, 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.}}
*{{buff|Aerial Flame Choke deals 1% more damage 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''.}}
*{{change|Aerial Flame Choke now deals multiple hits instead of one single hit.}}
*{{buff|[[Dark Dive]] has slightly faster start-up, and its power has been drastically increased, with the grab and throw dealing 1% more damage than the ''Melee'' version along with the throw and uppercut hitbox being able to reliably KO under 150%. The removal of [[hitstun]] cancelling also now prevents opponents from being able to attack Ganondorf out of the move. The throw also 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]] has its late weak hitboxes removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its ''Melee'' version, reliably KOing around 115%, and dealing 2% more damage on the ground and 5% more in the air. Aerial Wizard's Foot also restores Ganondorf's midair jump and [[spike]]s opponents for its entire duration as it did in ''Melee'', significantly improving Ganondorf's recovery and equipping him with a deadly [[edge guard]].}}
*{{buff|[[Wizard's Foot]] deals 2% more damage (15% → 17%) on the ground and 3% more in the air (14% → 17%). It can also now be reversed, and its aerial version can now be [[ledge-cancel]]ed. All variations have reduced endlag, most notably; Ground to ground (IASA 78 → 67), air to ground (IASA 58 → 31) and kicked a wall (IASA 61 → 41). Ground to air and air to air kicks were also both reduced by 1 frame.}}
*{{nerf|Wizard's Foot has less knockback growth (85 (grounded/80 (aerial) → 76/67) to compensate for the increased damage.}}
 
==Changes from PM to P+==
===Aesthetics===
*{{change|Ganondorf receives a new set of renders.}}
*{{change|Ganondorf gains a new costume based on [[Ganon]].}}


==Revisions==
==Revisions==
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*{{change|Ledge attacks now match those of ''Melee''.}}
*{{change|Ledge attacks now match those of ''Melee''.}}
*{{change|Adjusted Ganondorf's Dark Dive physics and grab hitboxes to be closer to ''Melee''{{'}}s.}}
*{{change|Adjusted Ganondorf's Dark Dive physics and grab hitboxes to be closer to ''Melee''{{'}}s.}}
*{{nerf|Dash attack can slip off edges like in ''Melee''.}}
*{{change|Dash attack can slip off edges like in ''Melee''.}}
*{{change|Back and up aerial's ranges now match those of ''Melee''.}}
*{{change|Back and up aerial's ranges now match those of ''Melee''.}}
*{{change|Down throw's animation was adjusted.}}
*{{change|Down throw's animation was adjusted.}}
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*{{nerf|Down throw increased slightly in knockback growth.}}
*{{nerf|Down throw increased slightly in knockback growth.}}
*{{change|Jab and down aerial have new electric graphical effects.}}
*{{change|Jab and down aerial have new electric graphical effects.}}
*{{buff|Warlock Punch is now reversible. Its turn occurs slightly later than in ''Brawl'', but can be performed up to four times.}}
*{{change|Warlock Punch is now reversible. Its turn occurs slightly later than in ''Brawl'', but can be performed up to four times.}}
*{{change|Flame Choke has its darkness hit effects restored.}}
*{{change|Flame Choke has its darkness hit effects restored.}}
*{{change|Dark Dive's launch fire hit effects were restored.}}
*{{change|Dark Dive's launch fire hit effects were restored.}}
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===v3.5===
===v3.5===
*{{buff|Ganondorf received a new Neutral special, "Dead Man's Volley/Drift". When used in the air it allows him to float. When used on the ground or while already floating, it allows him to reflect projectiles while damaging nearby opponents with a flip of his cape. Despite this new change, Kirby still copies the [[Warlock Punch]].}}
*{{buff|Ganondorf received a new Neutral special, "Dead Man's Volley/Drift". When used in the air it allows him to float. When used on the ground or while already floating, it allows him to reflect projectiles with a flip of his cape. Despite this new change, Kirby still copies the [[Warlock Punch]].}}  
*{{buff|Jump squat reduced (from 6 to 5 frames).}}
*{{buff|Jump squat reduced (from 6 to 5 frames).}}
*{{buff|Ganondorf is now always KO'd last when suiciding with Flame Choke.}}
*{{buff|Ganondorf is now always KO'd last when suiciding with Flame Choke.}}  
*{{buff|Down taunt can be used as an attack when held. It has the same damage and knockback as his Warlock Punch except it has greater range and has super armor right before it hits. The damage is at its highest at the tip of the sword where it makes a small explosion on the ground.}}
*{{buff|Down taunt can be used as an attack when held. It has the same startup, damage, and knockback as his Warlock Punch except it has greater range and has super armor right before it hits. The damage is at its highest at the tip of the sword where it makes a small explosion on the ground.}}
**{{nerf|The sword swing has much longer start-up, and it cannot be reversed nor can it be used in the air like Warlock Punch could.}}
**{{nerf|The sword swing cannot be reversed, nor can it be used in the air like Warlock Punch could.}}
*{{buff|Neutral aerial has slightly less endlag and start-up (first active frame from frames 7 to 5, second active frame from 20 to 18).}}
*{{buff|Neutral aerial has slightly less endlag and start-up (first active frame from 7 to 5 frames).}}
*{{buff|Forward throw deals more damage (from 9% to 13%), and has increased knockback.}}
*{{buff|Forward throw deals more damage (from 9% to 13%), and has increased knockback.}}
*{{buff|Back throw has less endlag.}}
*{{buff|Back throw has less endlag.}}
*{{buff|Aerial Flame Choke is no longer techable before final hit.}}
*{{buff|Aerial Flame Choke is no longer techable before final hit.}}
*{{buff|Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.}}
*{{buff|Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.}}
*{{buff|Dash grab reaches slightly further and lower.}}
*{{nerf|Standing grab reach reduced slightly to match ''Melee''.}}
*{{nerf|Down throw's chain grabbing and set-up capabilities have been toned down due to its slightly higher knockback scaling (from 40 to 45).}}
*{{nerf|Down throw's chain grabbing and set-up capabilities have been toned down due to its slightly higher knockback scaling (from 40 to 45).}}
*{{nerf|Forward tilt outer hitbox trajectory changed to [[Sakurai angle]].}}
*{{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|Up tilt's initial hitbox has slightly more start-up, and ends one frame sooner (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.}}
*{{change|Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.}}
*{{change|Back aerial has a new animation.}}
*{{change|All of Ganondorf's dodging animations have new magical animations, with purple overlays and a brief stutter.}}
*{{change|All of Ganondorf's dodging animations have new magical animations, with purple overlays and a brief stutter.}}


===v3.6===
===v3.6 Beta===
*{{nerf|Neutral aerial's late weak hits from ''Brawl'' were removed, as well as an active frame being removed from the strong hit, resulting in a significantly reduced hitbox duration for each kick (from 6 frames to 2 frames).}}
*{{nerf|Neutral aerial's late weak hits were removed, as well as an active frame being removed from the strong hit, resulting in a significantly reduced hitbox duration for each kick (from 6 frames to 2 frames).}}
*{{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 3 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.}}
**{{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 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 [[Media:Ganondorf_SSBM.jpg|his render for ''Melee'']] upon using his down taunt and down taunt attack.}}
*{{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 attack.}}


==Moveset==
==Moveset==
Up to date as of version 3.6.
Up to date as of version 3.6 Beta.


{|class="wikitable"
{|class="wikitable"
! colspan=2| !!Name!!Damage!!Description
! !!Name!!Damage!!Description
|-
! colspan=2| Neutral attack
| || 7% (hand), 8% (body) || Ganondorf performs a quick palm strike that [[Electric|electrifies]] enemies on contact.
|-
|-
! rowspan="3" | Forward tilt || ↗
!Neutral attack
| rowspan="3" | || 12-14% || rowspan="3" | Ganondorf quickly kicks the opponent with a large force. This move can be angled. Semi-spikes at the leg, sends at the Sakurai Angle at the foot.
| || 7% (hand), 8% (body) || Ganondorf does a quick one hit punch with lightning properties.
|-
|-
!
!Forward tilt
|11-13%
| || 14%/13%/12% (high foot/leg/body), 13%/12%/11% (mid foot/leg/body), 12%/11%/10% (low foot/leg/body) || Ganondorf quickly kicks the opponent with a large force. Can be angled.
|-
|-
!
!Up tilt
|10-12%
| || 8% (early), 22%/20% (foot/body) || Ganondorf does a very quick stomp on the opponent. Weaker than the original up tilt, but much quicker.
|-
|-
! colspan=2| Up tilt
!Down tilt
| || 8% (hit 1), 22% (hit 2 foot), 20% (hit 2 body) || Ganondorf does a very quick stomp on the opponent. Has two hits that combo into each other at low percentages. Weaker than the original up tilt, but much quicker. Ganondorf's left arm and leg are [[intangible]] the moment he plants his foot on the ground.
| || 12% || Ganondorf does a kick to the opponent.
|-
|-
! colspan=2| Down tilt
!Dash attack
| || 12% || Ganondorf kneels on one leg and thrusts the other leg forward.
|-
! colspan=2| Dash attack
| || 15% (clean), 10% (mid), 8% (late) || Ganondorf charges at the opponent, and forcefully rams into them.
| || 15% (clean), 10% (mid), 8% (late) || Ganondorf charges at the opponent, and forcefully rams into them.
|-
|-
! rowspan="3" | Forward smash || ↗
!Forward smash
| rowspan="3" | || {{ChargedSmashDmgSSBM|24}} || rowspan="3" | Ganondorf winds up a large amount of darkness and releases it all in one deadly back-handed punch. Resembles the [[Warlock Punch]].
| || {{ChargedSmashDmgSSBM|24}} (high), {{ChargedSmashDmgSSBM|22}} (mid), {{ChargedSmashDmgSSBM|20}} (low) || Ganondorf winds up a large amount of darkness and releases it all in one deadly back-handed punch. Resembles the [[Warlock Punch]].
|-
!→
|{{ChargedSmashDmgSSBM|22}}
|-
!↘
|{{ChargedSmashDmgSSBM|20}}
|-
|-
! colspan=2| Up smash
!Up smash
| || {{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2) || Ganondorf does a double kick upwards. Deadly knockback, and also the most damaging up smash in the game.
| || {{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2) ({{ChargedSmashDmgSSBM|41}} total) || Ganondorf does a double kick upwards. Deadly knockback, and also the most damaging up smash.
|-
|-
! colspan=2| Down smash
!Down smash
| || {{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|12}} (hit 2 foot), {{ChargedSmashDmgSSBM|14}} (hit 2 leg) || Ganondorf kicks his leg in front and then behind him. The first kick combos into the second kick.
| || {{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|12}}/{{ChargedSmashDmgSSBM|14}} (hit 2 foot/leg) || Ganondorf kicks around him. The first kick combos into the second kick.
|-
|-
! colspan=2| Neutral aerial
!Neutral aerial
| || 10% (hit 1), 12% (hit 2) || Ganondorf performs two quick mid-air kicks.
| || 10% (hit 1), 12% (hit 2) || Ganondorf does two mid-air kicks.
|-
|-
! colspan=2| Forward aerial
!Forward aerial
| || 17% || Ganondorf performs an overhead punch in a downwards arc with deadly force and knockback. Great finisher.
| || 17% || Ganondorf punches the opponent with deadly force and knockback. Great finisher.
|-
|-
! colspan=2| Back aerial
!Back aerial
| || 16% || Ganondorf does a back-handed punch. Faster than his forward air, but with weaker knockback.
| || 16% || Ganondorf does a back-handed punch. Faster than his forward air, but with weaker knockback.
|-
|-
! colspan=2| Up aerial
!Up aerial
| || 12%/13% (clean), 10%/12% (mid), 6%/8% (late) || Ganondorf does an overhead flip kick, covering a large arc above him. Deals more damage on Ganondorf's foot.
| || 12%/13% (clean foot/leg), 10%/12% (mid foot/leg), 6%/8% (late foot/leg) || Ganondorf does a bicycle kick into the air.
|-
|-
! colspan=2| Down aerial
!Down aerial
| || 22% || Brings both his feet down in an electric stomp. The most powerful [[meteor smash]] in the game, though unlike Captain Falcon's down aerial, it lacks the [[nipple spike]] hitbox. Unlike its previous appearances, this attack no longer has [[transcendent priority]], and can now cancel projectiles.
| || 22% || Brings down an electric stomp. The most powerful meteor smash in the game, though unlike Captain Falcon's down aerial, it cannot spike opponents.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
! colspan=2| Grab
!Grab
| || &mdash; ||
| || &mdash; || Grabs the opponent.
|-
|-
! colspan=2| Pummel
!Pummel
| || 3% || Knees the opponent. A moderately fast pummel.
| || 3% || Ganondorf knees the opponent with a quick speed.
|-
|-
! colspan=2| Forward throw
!Forward throw
| || 5% (hit 1), 8% (throw) || Ganondorf punches the opponent forwards.
| || 5% (hit), 8% (throw) (13% total) || Ganondorf punches the opponent forwards.
|-
|-
! colspan=2| Back throw
!Back throw
| || 5% (hit 1), 4% (throw) || Ganondorf throws the opponent backward and kicks them.
| || 5% (hit), 4% (throw) (9% total) || Ganondorf does a forceful kick backwards.
|-
|-
! colspan=2| Up throw
!Up throw
| || 4% (hit 1), 3% (throw) || Ganondorf throws the opponent upward, then punches them upwards into the air.
| || 4% (hit), 3% (throw) (7% total) || Ganondorf punches the foe upwards into the air.
|-
|-
! colspan=2| Down throw
!Down throw
| || 7% || Ganondorf forcibly throws the opponent on the ground.
| || 7% || Ganondorf throws the opponent forcibly on the ground.
|-
|-
! colspan=2| Floor attack (front)
!Floor attack (front)
| || 6% || Ganondorf gets up and flips while kicking.
| || 6% || Ganondorf flips himself to kick in the front and back.
|-
|-
! colspan=2| Floor attack (back)
!Floor attack (back)
| || 6% || Ganondorf stands on both hands and does a spinning double kick.
| || 6% || Ganondorf does a spinning double kick.
|-
|-
! colspan=2| Floor attack (trip)
!Floor attack (trip)
| || 5% || Ganondorf spins around to kick those who are near.
| || 5% || Ganondorf spins around to kick those who are near.
|-
|-
! colspan=2| Edge attack (fast)
!Edge attack (fast)
| || 10% || Ganondorf quickly gets up and performs a low kick.
| || 10% || Ganondorf gets up with a horizontal left back hand to the opponent.
|-
|-
! colspan=2| Edge attack (slow)
!Edge attack (slow)
| || 10% || Ganondorf slowly gets up and performs a horizontal backhanded punch.
| || 10% || Ganondorf slowly gets up and performs a low kick.
|-
|-
! colspan=2| Down taunt (attack)
!Down taunt (attack)
| || 24% (sword swing), 31%/33%/35%/37% (sword slam)|| If the player holds down the down taunt button, Ganondorf will swing the sword downward after looking at it briefly as it glows purple. Extremely strong knockback equivalent to the old Warlock Punch if opponent is directly in front of him, but it also possesses a very large, weaker sourspot during the swing, though it has low priority meaning that opponents in front of him are hit with the sword slam. Deals more damage towards the tip of the sword at the end of the move. Has light armor right before and during the sword swing.
| || 24%/31%/33%/35%/37% || If the player holds down the down taunt button, Ganondorf will swing the sword downward after looking at it briefly as it glows purple. Extremely strong knockback equivalent to the old Warlock Punch if opponent is directly in front of him, but it also possesses a very large sourspot during the swing, where it will deal less damage and knockback. Deals more damage towards the tip of the sword at the end of the move.
|-
|-
! colspan=2| Neutral special
!Neutral special
| Dead Man's Volley & Drift / Dark Descent || 5% (cape flip) || On the ground, Ganondorf will swing his cape, reflecting projectiles at twice their original speed while weakly damaging nearby opponents with minimal, set knockback. Using it once in midair will make him float, and using it again will make him perform the volley. An aerial or jump can be acted out of the float. Can only be used in the air once; grabbing a ledge without landing on a platform will not restore its usability. This is based on a move Ganondorf used in his boss battle in ''The Legend of Zelda: Ocarina of Time''.
| Dead Man's Volley & Drift / Dark Descent || 5% (cape flip) || On the ground, Ganondorf will swing his cape, reflecting projectiles at twice their original speed. Using it once in mid air will make him float, and using it again will make him perform the volley. This is based on a move Ganondorf used in his boss battle in ''The Legend of Zelda: Ocarina of Time''.
|-
|-
! colspan=2| Side special
!Side special
| [[Flame Choke]] || Ground: 12% (hit), 1% (release)<br/>Air: 1% (hits 1-6), 7% (release) || On the ground, Ganondorf slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganondorf grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot [[ledge]]s. If Ganondorf does the aerial version and lands on and facing the ledge, the grabbed opponent will be meteored just under the stage, but is not powerful enough to KO. If there is no ground, there will be a [[self-destruct]] for both players. Can be used for [[edgehogging]]. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable.
| [[Flame Choke]] || Ground: 12% (hit), 1% (release), Air: 1% (hits 1-6), 7% (release) || On the ground, Ganondorf slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganondorf grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot [[ledge]]s. If Ganondorf does the aerial version and lands on and facing the ledge, the grabbed opponent will be meteored just under the stage, but is not powerful enough to KO. If there is no ground, there will be a [[self-destruct]] for both players. Can be used for [[edgehogging]]. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable.
|-
|-
! colspan=2| Up special
!Up special
| [[Dark Dive]] || 2% (hits 1-4), 10% (release), 7% (uppercut) || Ganondorf grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall [[helpless]] and can use it again. The grab attack inflicts 4 electric hits of 2% damage that can damage nearby foes, then the explosion deals 10% with a [[flame]] effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish [[edge-hog]]gers, while possessing a large [[edge sweet spot]].
| [[Dark Dive]] || 2% (hits 1-4), 10% (release), 7% (uppercut) || Ganondorf grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall [[helpless]] and can use it again. The grab attack inflicts 4 electric hits of 2% damage that can damage nearby foes, then the explosion deals 10% with a [[flame]] effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish [[edge-hog]]gers, while possessing a large [[edge sweet spot]].
|-
|-
! colspan=2| Down special
!Down special
| [[Wizard's Foot]] || 17% (both versions), 8% (landing) || Ganondorf launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag.
| [[Wizard's Foot]] || 17% (both versions), 8% (landing) || Ganondorf launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag.
|-
|-
! colspan=2| Final Smash
!Final Smash
| [[Beast Ganon]] || 10% (grounding), 10% (stomp), 45% (charge) || Ganondorf becomes his beast form and rams into the opponent. Opponents can become [[Buried|stuck in the ground]], or [[Paralyze|paralyzed]] in midair. Usually a [[one-hit KO]].
| [[Beast Ganon]] || 10% (grounding), 10% (stomp), 45% (charge) || Ganondorf becomes his beast form, Ganon, and rams into the opponent. Opponents can become [[Buried|stuck in the ground]], or [[Paralyze|paralyzed]] in midair. Usually a [[one-hit KO]].
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Arty|USA}}
 
*{{Sm|Darkrain|USA}}
*{{Sm|Chaloopy|USA}} - Falcon/Ganon dual main ranked #16 on [[PMRank 2023]].
*{{Sm|Hungry Headcrab|USA}}
*{{Sm|Che|USA}} - Best active solo Ganondorf in the world. Ranked #44 on [[PMRank 2023]].
*{{Sm|Junebug|USA}}
*{{Sm|DNL|Spain}} - The current best player in [[Spain]], who ranked 2nd on the most recent [[European Project M Power Rankings]].
*{{Sm|Kage|Canada}}
*{{Sm|Junebug|USA}} - While {{PM|Diddy Kong}} is his main, he had a strong Ganondorf secondary that he frequently used on route to being one of the best PM players in the mid-2010s. Some of his most notable results using Ganondorf as a secondary include winning {{Trn|Low Tier City 3}}, {{Trn|FinalBOSS}}, and {{Trn|The Big Balc}}. He was ranked 5th on [[PMRank 2016]] with his secondary Ganondorf.
*{{Sm|Mr. Brandandorf|USA}}
*{{Sm|Potatoes|USA}} - Best active Ganondorf in the West Coast. Ranked #47 on [[PMRank 2023]].
*{{Sm|n0ne|Canada}}
*{{Sm|Red Ranger|USA}} - Placed 9th at {{Trn|SuperNova}}, 25th at both {{Trn|The Big Balc}} and {{Trn|SuperNova 2}}, and 49th at {{Trn|The Bigger Balc}}. Ranked 6th on the [[SoCal_Power_Rankings#Project_M_rankings|SoCal Power Rankings]] with wins over {{Sm|Hyperflame}} and {{Sm|Frozen}}.
*{{Sm|Spider Sense|USA}}
*{{Sm|Vex Kasrani|USA}}


==Alternate costumes==
==Alternate costumes==
===Project M===
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''.
Beginning in version 3.5, Ganondorf received an alternate costume based on his appearance in ''Melee'', itself from ''The Legend of Zelda: Ocarina of Time'' and the Nintendo Gamecube tech demo. This costume also includes an aesthetic change; when playing as Melee Ganondorf, he brandishes the sword he is depicted with (but never uses) in ''Melee'' as well as the Gamecube tech demo, rather than the Sword of Sages (from ''The Legend of Zelda: Twilight Princess''). Ganondorf has the Triforce symbol in his right hand after getting a Final Smash with his Ocarina of Time costume.


The Melee costumes come with recolors for team battles, as well as an original purple recolor; it consequently replaces his ''Ocarina of Time'' color scheme to make room.
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|[[File:Ganondorf Palette (PM).png|frame|center|Ganondorf's alternate costumes in PM]]
|colspan=8|[[Image:Ganondorf Palette (PM).png|frame|center|Ganondorf's alternate costumes in PM]]
|-
|-
|[[File:GanondorfHeadSSBB.png]]
|[[File:GanondorfHeadSSBB.png]]
Line 301: Line 273:
|[[File:GanondorfHeadOoTRedPM.png]]
|[[File:GanondorfHeadOoTRedPM.png]]
|}
|}
===Project+===
In ''[[Project+]]'', Ganondorf received even more alternate costumes that further represent ''Zelda'' lore. Ganondorf's brown costume from ''Brawl'' has been replaced with a new royal gold color to be more distinct from his ''Ocarina of Time'' alternate costume. Additionally the Ocarina of Time costume has additional details and model improvements, better matching the source material. He receives a variant with a tan cape to match his appearance both ''Melee'' and the Spaceworld 2000 demo. Finally, Ganondorf has a costume based on Pig [[Ganon]] from the Fallen Hero timeline, a potential storyline in the franchise where Link fails to defeat Ganon in ''Ocarina of Time'' and the latter reigns indefinitely in his monstrous form. Pig Ganon's taunts use a trident instead of a sword, as seen in ''A Link to the Past.'' This costume includes recolors which are loosely inspired by other incarnations of Ganon, such as the ones seen in ''Twilight Princess'', ''Ocarina of Time'' and ''Four Swords Adventures'', and Yuga-Ganon in ''A Link Between Worlds''.
[[File:Ganondorf Palette (P+).png|960px|thumb|center|Ganondorf's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Ganondorf Z P+.png|160px]] [[File:Ganondorf R_P+.png|160px]]
'''Z-Secret Costume:''' Phantom Ganon: Based on {{iw|zeldawiki|Phantom Ganon}}, a ghostly doppelgänger of Ganondorf fought by Link in the {{iw|zeldawiki|Forest Temple}} in ''The Legend of Zelda: Ocarina of Time''. Extra details include the ragged clothes and tattered cape that are shown when Ganondorf himself takes damage in ''Ocarina of Time'', as well as a darker color scheme seemingly similar to Ganondorf's appearance when he emerges from the remains of Ganon's Castle before transforming into Ganon, the Demon King, in the same game.
'''R-Secret Costume:''' Warrior Ganondorf: Based on Ganondorf's appearance in ''Hyrule Warriors''.


==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. A similar issue also happened with {{PM|Meta Knight}}'s Dark and Concept Art costumes.
*Oddly, whenever the player selects Ganondorf in red or blue Ocarina of Time costumes, the stock icons would be in the wrong place. (The blue costume will use the red stock icon and vice versa.) [https://www.dropbox.com/sh/7zjigzm9gfpkib4/AAB5skS8ALjZHJex9Simv2xMa?dl=0 However, there is a custom patch fix existing for this issue and similar problems.] A similar issue also happens with [[Meta_Knight_(PM)|Meta Knight]]'s Dark and Concept Art costumes. This was fixed in version 3.6.
*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.


==External links==
==External links==
*[https://pmunofficial.com/en/characters/ganondorf/ Ganondorf's page at the Project M website]
*[http://projectmgame.com/en/characters/ganondorf Project M character page]
*[https://www.reddit.com/r/SSBPM/comments/essk7m/labbing_discord_results_ganondorf/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}

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