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{{ | {{Disambig2|Ganondorf's appearance in Super Smash Bros. 4|the character in other contexts|Ganondorf}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Ganondorf | |name = Ganondorf | ||
|image = [[ | |image = [[Image:Ganondorf SSB4.png|250px]] | ||
|universe = {{uv|The Legend of Zelda}} | |universe = {{uv|The Legend of Zelda}} | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBM | |ssbgame1=SSBM | ||
|ssbgame2 = SSBB | |ssbgame2=SSBB | ||
|availability = [[Unlockable character|Unlockable]] (3DS)<br />[[Starter character|Starter]] (Wii U) | |||
|availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | |||
|tier = G | |tier = G | ||
|ranking = | |ranking = 53 | ||
}} | }} | ||
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. 4]]''. Alongside {{SSB4|R.O.B.}}, he was officially revealed as a playable [[veteran]] on October 15th, 2014, although he was leaked | '''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. 4]]''. Alongside {{SSB4|R.O.B.}}, he was officially revealed as a playable [[veteran]] on October 15th, 2014, although he was leaked four times prior to his reveal: via [[Leak#ESRB leak|video footage]] from ESRB, outside the in-game stage boundaries in an [https://www.youtube.com/watch?v=omeOylQYkuU&t=56s official video] (later replaced with a nearly-identical video sans Ganondorf), in Twitch livestreams and even a mention in [[Masahiro Sakurai]]'s [https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoQeXOoNw Pic of the Day] five days before his official reveal. Ganondorf is once again voiced by Hironori Miyata, albeit via recycled voice clips from his appearance in ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. | ||
Ganondorf is currently ranked 53rd out of 55 on the [[tier list]] (tied with {{SSB4|Zelda}}), placing him in the G tier. This is a slight improvement from his ranking in ''Brawl'', where he was game's lowest-ranking character. As in previous games, Ganondorf remains as the game's archetypal super [[weight|heavyweight]], boasting high endurance, slow yet powerful moves that can KO very early, along with a capable [[edgeguard]]ing game courtesy of hard-hitting aerials. This is further enhanced by the buffs to his mobility, combo game and already high power, in addition to the general changes to game mechanics patching up several key weaknesses he had in ''Brawl''. Altogether, Ganondorf's high power allows him to deal ruthless punishes when the opportunity arises, in addition to being capable of ending stocks with very few hits. | |||
Ganondorf | However, Ganondorf still remains significantly disadvantaged by his slow mobility, very sluggish frame data when compared to the cast, and large target, making him exceptionally susceptible to rushdowns, combos and [[projectile]] [[camping]], in addition to giving him a linear [[approach]]. His grab game, outside of [[Flame Choke]], is also very lackluster, while his [[recovery]] is still easily exploitable due to being slow, linear and predictable. Finally, Ganondorf has a fair number of unrewarding moves that can neither combo or KO reliably, despite his overall power. | ||
As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from ''Brawl'' are still prominent; however, he is commonly considered to fare better against difficult matchups, despite still being lackluster overall. This has resulted in Ganondorf gaining a low amount of representation in tournaments, in addition to attaining below-average success. Nevertheless, he is popular in the ''SSB4'' community due to his extremely strong, over-the-top, and extravagant punishment options that can easily KO unaware opponents, with a a number of dedicated players such as {{sm|Gungnir}}, {{sm|Vermanubis}} and {{sm|Ray Kalm}}, some of which even use him as a solo main in tournaments despite his standing on the tier list. | |||
As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from ''Brawl'' are still prominent; however, he is commonly considered to fare better against difficult matchups, despite still being | |||
==How to unlock== | |||
* Play 80 VS Matches. | * Play 80 VS Matches. | ||
* Clear {{SSB4-3DS|Classic Mode}} as {{SSB4|Link}} or {{SSB4|Zelda}} on | * Clear {{SSB4-3DS|Classic Mode}} as {{SSB4|Link}} or {{SSB4|Zelda}} on difficulty 5.0 or higher. | ||
After completing one of the two methods, Ganondorf must then be defeated on [[Gerudo Valley]]. | |||
Ganondorf does not have to be unlocked in {{forwiiu}}. | |||
==Attributes== | ==Attributes== | ||
Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest [[traction]], Ganondorf's archetype is reflected in his other attributes: he is the fifth [[weight|heaviest]] character, has the second slowest [[walking]] speed, the third slowest [[dashing]] and [[air speed]]s, moderately high [[falling speed]], high [[gravity]] and is tied for the third lowest [[air acceleration]]. However, while he has the third lowest [[jump]] and [[double jump]] heights, he still has the worst total jump height overall due to {{SSB4|Kirby}} and {{SSB4|Jigglypuff}}, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game. | Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest [[traction]], Ganondorf's archetype is reflected in his other attributes: he is the fifth [[weight|heaviest]] character, has the second slowest [[walking]] speed, the third slowest [[dashing]] and [[air speed]]s, moderately high [[falling speed]], high [[gravity]] and is tied for the third lowest [[air acceleration]]. However, while he has the third lowest [[jump]] and [[double jump]] heights, he still has the worst total jump height overall due to {{SSB4|Kirby}} and {{SSB4|Jigglypuff}}, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game. | ||
Ganondorf's greatest trait is his raw power. He possesses attacks that are on par with {{SSB4|Bowser}} in terms of damage and knockback, with almost his entire moveset granting him the ability to KO under 150% or even 100% with ease, even if the opponent is in the middle of [[Final Destination_(SSB4)|Final Destination]]. This becomes especially evident with [[rage]], making his [[punishment|punishes]] some of the most potent in ''SSB4'', while several other moves have the ability to KO at exceedingly low percentages, such as an aerial reversed [[Warlock Punch]] (which [[one-hit KO]]s Mario with rage) and sweetspotted up tilt (which KOs middleweights at 33% near the ledge). While Ganondorf's combo game is limited when compared to the majority of the cast, his followups make up for it by dealing high amounts of damage in a short time, such as sourspotted dash attack to up aerial, or the followups from [[Flame Choke]] (either from opponents missing their [[tech]], or through predicting their reactions). Because of his strength, Ganondorf has one of the strongest KO abilities in the game, as he is capable of racking up damage and KOing opponents in less than a few hits. | Ganondorf's greatest trait is his raw power. He possesses attacks that are on par with {{SSB4|Bowser}} in terms of damage and knockback, with almost his entire moveset granting him the ability to KO under 150% or even 100% with ease, even if the opponent is in the middle of [[Final Destination_(SSB4)|Final Destination]]. This becomes especially evident with [[rage]], making his [[punishment|punishes]] some of the most potent in ''SSB4'', while several other moves have the ability to KO at exceedingly low percentages, such as an aerial reversed [[Warlock Punch]] (which [[one-hit KO]]s Mario with rage) and sweetspotted up tilt (which KOs middleweights at 33% near the ledge). While Ganondorf's combo game is limited when compared to the majority of the cast, his followups make up for it by dealing high amounts of damage in a short time, such as sourspotted dash attack to up aerial, or the followups from [[Flame Choke]] (either from opponents missing their [[tech]], or through predicting their reactions). Because of his strength, Ganondorf has one of the strongest KO abilities in the game, as he is capable of racking up damage and KOing opponents in less than a few hits. | ||
In addition, his previously mentioned attributes give him high survivability and allows him to use rage to full effect, further boosting his already powerful moves at high percentages. Ganondorf's strength also makes mistiming or overusing a shield incredibly deadly, with multiple attacks capable of dealing massive shield damage or outright breaking shields with a single hit. Notable examples of this are up tilt's sweetspot, which can break full shields, his forward and up smashes and aerial [[Wizard's Foot]]. He can also play [[mindgames]] to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield or KO them at relatively low percentages. | In addition, his previously mentioned attributes give him high survivability and allows him to use rage to full effect, further boosting his already powerful moves at high percentages. Ganondorf's strength also makes mistiming or overusing a shield incredibly deadly, with multiple attacks capable of dealing massive shield damage or outright breaking shields with a single hit. Notable examples of this are up tilt's sweetspot, which can break full shields, his forward and up smashes and aerial [[Wizard's Foot]]. He can also play [[mindgames]] to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield or KO them at relatively low percentages. | ||
Ganondorf is among the best [[edgeguard]]ers in the game, as his powerful aerials are relatively fast for their immense power (excluding forward | Ganondorf is among the best [[edgeguard]]ers in the game, as his powerful aerials are relatively fast for their immense power (excluding forward aerial) and send foes far away from the stage even at medium percents, spelling trouble for any fighter without a long-distance recovery. His down aerial is the most powerful [[meteor smash]] in the game with low ending lag, and his up aerial's late hitbox is among the best [[gimp]]s in the game with its [[semi-spike]] angle and high hitstun. Finally, his back aerial is a deceptively fast, safe and powerful KO move, as it starts up as fast as {{SSB4|Captain Falcon}}'s with relatively little lag and can autocancel in a short hop, despite its immense power. His grounded moveset is also useful for punishing impromptu recoveries, such as using an up tilt against badly positioned fighters or an up smash against horizontal recovering characters like {{SSB4|Ike}}. Ganondorf also has the lowest and safest ledge grab, allowing him to camp on the ledge effectively and giving him decent protection from opponents when hanging from a ledge. | ||
However, Ganondorf possesses many notable flaws. His shield is very vulnerable to [[shield stab]]bing due to its small size relative to his height. Also, small characters, such as {{SSB4| | However, Ganondorf possesses many notable flaws. His shield is very vulnerable to [[shield stab]]bing due to its small size relative to his height. Also, small characters, such as {{SSB4|Kirby}}, can easily avoid his attacks due to the majority of his moves having short range, poorly placed hitboxes with low durations, while also extending his hurtboxes and makes him vulnerable to trading or simply being grabbed out of an attack despite being visually out of range. Although Ganondorf's frame data is similar (albeit slightly slower) to {{SSB4|Captain Falcon}} in terms of start up (barring neutral attack, up tilt, and Warlock Punch), his attacks are very difficult to land while being easily punished due to high ending lag and/or landing lag. As a result of his high end lag, some of his moves are completely unsafe on shield, making it very difficult to take full advantage of his extreme shield breaking capabilities. | ||
Additionally, Ganondorf's overall physics leave him with very poor mobility and approaching options, which makes closing the distance or creating space considerably difficult for him, and he is easily zoned out by projectile characters due to him lacking a projectile himself. Also, his high knockback and sluggish moves, his poor range as well as his terrible air speed all give him a very poor combo game, as he cannot easily or reliably pursue his opponents in the air while his aforementioned high power moves will almost always knock his opponents too far away for follow-ups. However, Ganondorf himself is very easy to combo; his heavy weight, tall stature, low air speed, and unsafe landing options make him very susceptible to combos and juggling, and his poor [[out of shield]] options gives him difficulty protecting himself against rushdowns. Overall, this makes Ganondorf rely heavily on proper spacing and mindgames, as he cannot afford to whiff a single move. | Additionally, Ganondorf's overall physics leave him with very poor mobility and approaching options, which makes closing the distance or creating space considerably difficult for him, and he is easily zoned out by projectile characters due to him lacking a projectile himself. Also, his high knockback and sluggish moves, his poor range as well as his terrible air speed all give him a very poor combo game, as he cannot easily or reliably pursue his opponents in the air while his aforementioned high power moves will almost always knock his opponents too far away for follow-ups. However, Ganondorf himself is very easy to combo; his heavy weight, tall stature, low air speed, and unsafe landing options make him very susceptible to combos and juggling, and his poor [[out of shield]] options gives him difficulty protecting himself against rushdowns. Overall, this makes Ganondorf rely heavily on proper spacing and mindgames, as he cannot afford to whiff a single move. | ||
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Another prominent weakness is his frame data. As mentioned before, all of his moves are burdened with extreme amounts of lag, with very few moves being active before frame 9 (with those moves being limited to up aerial, neutral aerial, standing grab, and neutral attack), while some of his moves do not come out before frame 30, such as [[Warlock Punch]] and his notoriously powerful up tilt. This offsets Ganondorf's powerful KO ability by forcing him to rely on reads and hard punishes, with few effective setups to end stocks via combos. When considering his overall poor speed and frame data, this also makes it difficult for Ganondorf to close the gap between him and an opponent should he be going against a speedy foe, such as {{SSB4|Sheik}}. As a result, he is collectively considered to have among the worst frame data in ''SSB4'', along with {{SSB4|Shulk}}, {{SSB4|Palutena}}, and {{SSB4|King Dedede}}. | Another prominent weakness is his frame data. As mentioned before, all of his moves are burdened with extreme amounts of lag, with very few moves being active before frame 9 (with those moves being limited to up aerial, neutral aerial, standing grab, and neutral attack), while some of his moves do not come out before frame 30, such as [[Warlock Punch]] and his notoriously powerful up tilt. This offsets Ganondorf's powerful KO ability by forcing him to rely on reads and hard punishes, with few effective setups to end stocks via combos. When considering his overall poor speed and frame data, this also makes it difficult for Ganondorf to close the gap between him and an opponent should he be going against a speedy foe, such as {{SSB4|Sheik}}. As a result, he is collectively considered to have among the worst frame data in ''SSB4'', along with {{SSB4|Shulk}}, {{SSB4|Palutena}}, and {{SSB4|King Dedede}}. | ||
Other issues include a poor grab game. Ganondorf's grab range is surprisingly short despite his size, while his physics, ineffective angles, and high knockback result in his throws having little follow-up | Other issues include a poor grab game. Ganondorf's grab range is surprisingly short despite his size, while his physics, ineffective angles, and high knockback result in his throws (other than down throw) having little follow-up and no KO power with the exception of forward throw, which can lead to down aerials meteor smash offstage. Flame Choke can also work against Ganondorf due to it enforcing unreliable hard reads, especially if [[tech]]ed, with incorrect reads likely putting Ganondorf in a vulnerable position. | ||
His recovery remains very lackluster and one is of the worst in the game due to its low distance and high vulnerability to edgeguarding and gimps. [[Dark Dive]]'s lack of speed, distance and resilience allows Ganondorf to be knocked away by even the weakest of moves, while [[Flame Choke]]'s fearsome sacrificial KO potential is offset by its minimal horizontal distance and it sharing the same flaws as Dark Dive. Lastly, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or KO at realistic percentages (with some not even KOing past 200%), such as his neutral attack's sourspot, neutral aerial's late hitboxes, Dark Dive, and all his throws. | |||
Ganondorf drastically benefits from some of his custom moves | Ganondorf drastically benefits from some of his custom moves, most notably Wizard's Dropkick and Dark Fists. While Wizard's Dropkick is weaker, cannot [[meteor smash]], and has slightly more ending lag when performed in the air, it is excellent against projectiles and for recovery, acting as a superior version of [[Flame Choke]]'s recovery that does not leave him helpless while allowing Ganondorf to fly over projectiles while attacking. Dark Fists is a two-hit attack with better horizontal reach, [[armor]], and very potent power, giving him impressive protection against edgeguarders if used as a recovery and a very effective out-of-shield option, something that he lacks. When using both of these moves on his moveset, Ganondorf is granted a very efficient recovery and improved offensive prowess, as he can travel high distances while being exceedingly difficult to edgeguard without being punished. For other notable customs, Warlock Blade offers better utility over Warlock Punch due to its lower start-up, increased range, [[transcendent priority]], and high shield damage, but replaces one of Ganondorf's best punishing options due to its reduced strength. Flame Chain and Flame Wave are semi-viable alternatives to Flame Choke, with the former being a multiple hitting attack with decent horizontal knockback and the latter having high damage and strong KO power. However, both are laggier and sacrifice powerful combos, while the latter covers significantly less distance, to the point where it only reaches opponents directly in front of Ganondorf. The rest of his custom moves are ineffective as they offer very little bonuses over the default or other custom moves; the best example is Warlock Thrust, which has extremely minimal KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and faster start-up. However, while his [[Character customization|custom moves]] address his recovery issues and make him a more dangerous character with better staying power, they are not allowed in the standard metagame. | ||
All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list. | All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Ganondorf has been considerably buffed in the transition from ''Brawl'' to ''SSB4'', albeit not enough to significantly raise his standing among the cast. Aside from a few minor animation changes and different [[custom moves]], Ganondorf is still a [[semi-clone]] of {{SSB4|Captain Falcon}}, having even been slightly re-cloned with his down aerial and neutral aerial's first hit functioning almost exactly like Falcon's, albeit the latter having no set knockback and an added hitbox on the foot with increased knockback. Outside of this, some of his moves are faster (notably neutral attack, dash attack, and neutral aerial), have even more power (most notably down smash, back aerial, and Wizard's Foot), or deal more damage (notably up smash, forward aerial, and Flame Choke) His dash attack's sourspot has vastly improved combo potential, while the sourspots on some of his attack are less of a hindrance now due to either having consistent knockback on all their hitboxes and/or deal more damage. Unlike many other characters who got increases in landing lag, Ganondorf's aerials have less landing lag, most prominently forward and down aerials, while the others are still noticeable as well. His slowest but most rewarding moves, such as his up tilt and [[Warlock Punch]], are much easier to land and are even more powerful. His grab game has been slightly improved, though it remains very poor. One of the most notable changes is that the use of [[Flame Choke]] for [[Ganoncide|Ganonciding]] now consistently KOs the opponent before Ganondorf, allowing it to be used as a guaranteed win if both players in a one-on-one match are on their last stock. | |||
Ganondorf | Ganondorf also significantly benefits from the general changes of ''SSB4''. The removal of [[chain grab]]bing, which heavily plagued Ganondorf in previous games, improves his survival, while the changes to [[hitstun]] canceling, now only being possible after frame 40, allows a reasonable period for Ganondorf's attacks to connect better (notably from down throw) and makes opponents less capable of attacking him right out of [[Dark Dive]] (though it is still very capable of being attacked out). The removal of damage reduction on [[shield]]s and increased [[shieldstun]] allows many of Ganondorf's attacks to break them more easily, the introduction of edge-stealing which allows Ganondorf to edge-hog more effectively while limiting his opponents' ability to do the same (which is only helped by his ledge grab animation being the lowest and safest in the game). Additionally, the new [[rage]] mechanic greatly strengthens his already high overall knockback, which he can benefit from even further due to his heavier weight. | ||
Ganondorf also has | However, Ganondorf also received noteworthy nerfs. His forward smash no longer has extra reach when pivoted, and while [[Warlock Punch]] was improved overall, it is much weaker unless reversed or performed in midair. Despite being infamous for his poor recovery, Ganondorf is even easier to edgeguard due to the removal of [[armor|grab armor]] and his low [[air speed]] being nearly reduced to what it was in ''Melee''. His down aerial is also significantly weaker, lasts shorter, and no longer [[autocancel]]s with a [[short hop]], drastically weakening its utility despite having significantly less landing lag and greater reach. He can no longer perform the Flight of Ganon, noticeably hindering his aerial game. The biggest nerf Ganondorf received was to Flame Choke, his staple move in ''Brawl'': it not only lost its grab armor, but when grounded, it can now be [[tech]]ed before Ganondorf can act. This enforces unreliable hard reads, and if Ganondorf reads incorrectly, his slow attack speed will ensure he can get punished. In addition to his nerfs, some glaring flaws, outside of universal changes, from ''Brawl'' were not addressed, such as his low mobility and poor recovery, while the only issues that were addressed were his unusually low attack power in spite of his character archetype and, to a lesser extent, less landing lag for his aerials and slightly faster start-up in some areas. | ||
Overall, Ganondorf is considered a much better and more rewarding character overall compared to how he was in ''Brawl''. However, this has barely helped his standing on the tier list, due to the vast number of his fellow [[veteran]]s having been buffed as well, while he also remains arguably inferior to how he was in ''Melee'' in certain aspects. The changes to Ganondorf and his fellow veterans are also somewhat evident in his match-ups against them; while he generally fares poorly against them, his match-ups are not as abysmal as they were in ''Brawl''. Lastly, some of Ganondorf's custom moves address a few of his glaring flaws to the point that they noticeably improve him even further, although it is very debatable as to whether their benefits make him as viable as he was in ''Melee''. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. Additionally, his {{s|wikipedia|epaulette}}s have been slightly redesigned. Lastly, the aesthetic used in '' | *{{change|Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. Additionally, his {{s|wikipedia|epaulette}}s have been slightly redesigned. Lastly, the aesthetic used in ''SSB4'' has resulted in Ganondorf's attire being slightly more vibrant. Altogether, these changes make him appear significantly more in line with his appearance in ''Twilight Princess''.}} | ||
*{{change|Ganondorf's eye color is slightly subdued | *{{change|Ganondorf's eye color is slightly subdued and his cape is now tattered, instead of frayed. These changes are original to ''SSB4''.}} | ||
*{{change|Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk and even look puzzled and contemplative.}} | |||
*{{change|Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk | |||
*{{change|[[Darkness]]-based attacks have updated visual effects.}} | *{{change|[[Darkness]]-based attacks have updated visual effects.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Ganondorf [[dash]]es | *{{change|Ganondorf is heavier (109 → 113), improving his endurance, but making him more susceptible to combos.}} | ||
*{{buff|Ganondorf [[dash]]es faster (1.16 → 1.218).}} | |||
*{{nerf|Ganondorf's [[air speed]] is slower (0.846 → 0.79), | *{{nerf|Ganondorf's [[air speed]] is slower (0.846 → 0.79), hindering his already poor recovery.}} | ||
*{{change|Ganondorf's [[gravity]] is higher (0.1027 → 0.107835).}} | *{{change|Ganondorf's [[gravity]] is higher (0.1027 → 0.107835).}} | ||
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly help Ganondorf, as they allow many of his high shield damage attacks to shatter shields more effectively and more often.}} | |||
*{{change|The removal of [[meteor smash#meteor canceling|meteor canceling]] significantly helps Ganondorf, as it makes his down aerial and Wizard's Foot even more viable (despite the former's reduced power) and makes them function like [[spike]]s from ''Melee''. However, it makes his already poor recovery even easier to edgeguard.}} | |||
*{{bugfix|[[Flight of Ganon]] has been removed.}} | |||
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly help Ganondorf, as they allow many of his high shield damage attacks to shatter shields more effectively | **{{nerf|This noticeably hinders his already subpar air game.}} | ||
*{{buff| The removal of [[chain grabbing]] significantly improves Ganondorf's endurance.}} | |||
*{{change|The removal of [[meteor smash#meteor canceling|meteor canceling]] significantly | |||
*{{ | |||
**{{nerf| | |||
*{{ | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]] | *{{buff|[[Neutral attack]] deals 1% more damage (5%/7%/9% → 6%/8%/10%) and has decreased startup (8 frames → 7) and ending lag ([[IASA]] 34 → 29), improving its [[out of shield]] potential. Its sweetspot and sourspot were moved 1 unit forward and backward respectively (x position 18/12 → 19/11), decreasing the blind spots covering his body while slightly increasing its range.}} | ||
*{{nerf|Neutral attack has reduced knockback (40/30/40 (base)/105 (growth) → 38/30/40 (base)/90/90/105 (growth)), making it slightly weaker despite its damage increase.}} | |||
*{{nerf|Sweetspotted [[dash attack]] deals 1% less damage (15% → 14%) and has decreased base knockback (60 → 50), now KOing around 140% instead of the 100%-125% range in ''Brawl''.}} | |||
*{{buff|Sourspotted dash attack has an altered angle (100° → 80°) and has decreased ending lag (IASA 41 → 38), improving its combo potential. It also received 2 frames of invincibility after startup, improving its defensive potential.}} | |||
*{{buff|[[Down tilt]] deals 1% more damage (12% → 13%), improving its KO potetial.}} | |||
*[[ | *{{buff|[[Up tilt]] deals 1% more damage (17%/19%/27%/27% → 18%/20%/28%/28%). Additionally, it deals more shield damage across all hitboxes (0 → 20), on top of shields taking 19% more damage, which allows its sweetspot to instantly shatter even full shields. Lastly, the changes in ledge mechanics also makes it much easier to trap opponents with, improving its edgeguarding potential.}} | ||
*{{buff|Sweetspotted [[forward smash]] has increased base knockback (30 → 35), slightly improving its KO potential.}} | |||
*{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, decreasing its range.}} | |||
*{{buff|[[Up smash]] deals 2% more damage (19%/22%/22% → 21%/24%/24%) and has slightly higher knockback growth (70 → 71), making it the strongest up smash in ''Smash 4''. It also has marginally decreased ending lag (IASA 43 → 42).}} | |||
*[[Down tilt]] | *{{buff|[[Down smash]] deals 1% more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2) and the second hit has increased knockback growth (75 → 94) and larger hitboxes (5.5u → 6.5u), improving its KO potential and making the move function similarly to how it did in ''Melee''. The second hit now pushes away shielding opponents rather than dragging them toward him, making the move safer.}} | ||
*{{nerf|Down smash's first hit received a hitbox on Ganondorf's thigh that launches opponents forward and away from the second hit, making it much harder for both hits to connect together and making Ganondorf more susceptible to being punished.}} | |||
*{{change|Down smash's second hit now flips opponents.}} | |||
*[[Down smash]] | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have | *{{buff|All aerials have decreased landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}} | ||
*[[Neutral aerial]] | *{{buff|[[Neutral aerial]] has been improved. The first kick has significantly decreased knockback growth (100 → 30), has altered angles (55°/60°/65° → 55°/70°/100°) and transitions into its second hit faster (frame 20 → 17). It also gained a hitbox on his foot with significantly increased knockback (20 (base)/100 (growth) → 50/110), improving its spacing potential when hitting with his foot. The second kick also deals more damage (7% (clean)/5% (late) → 12%/9%), has increased knockback growth (100 → 106) and a larger hitbox (4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u), restoring its KO potential from ''Melee'' and making it function similarly to {{SSB4|Captain Falcon}}'s neutral aerial. It also has decreased ending lag (IASA 45 → 42).}} | ||
*{{nerf|Neutral aerial's first hit deals less damage (11% (clean)/7% (late) → 7%/5.25%) and its significantly decreased knockback makes it less safe on hit and on landing, removing its KO potential and hindering its spacing potential unless hitting with his foot.}} | |||
*{{buff|[[Forward aerial]] and [[back aerial]]s deal more damage (15% (sourspot)/17% (sweetspot) → 17%/18%), (30/48 (base)/80/83 (growth) → 20/93) (forward); (16% → 17%), (10/28 (base)/85 (growth) → 40/89) (back), making the sourspots much less of a hindrance.}} | |||
*{{buff|Sourspotted down aerial now launches at the [[Sakurai angle]], improving its onstage edgeguarding and KO potentials and granting the move spacing potential.}} | |||
*{{change|Down aerial's hitboxes are positioned lower.}} | |||
*{{nerf|Down aerial has a shorter duration (16-20 → 16-18), has decreased base knockback (30 → 20), and deals 3% less damage on the sweetspot (22% → 19%). This makes it meteor smash grounded opponents later (0% → 10%) and KO grounded opponents later (100% → 120%), though it is still the most powerful meteor smash in the game. It can also no longer [[autocancel]] with a short hop, hindering its combo potential and making Ganondorf more susceptible to being punished at very low percentages. The sourspot also further worsens the move's offstage edgeguarding ability, and its altered hitbox placements make it incapable of punishing opponents recovering high.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|Pummel deals 1% more damage (2% → 3%).}} | |||
*{{change|Up throw deals 3% more damage (7% → 10%).}} | |||
*{{buff|The changes to hitstun canceling improves down throw's combo potential.}} | |||
*{{change|Forward, up, and down throws have decreased hitlag.}} | |||
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}} | |||
*{{change|Ganondorf has a new back floor attack, a somersault kick.}} | |||
*{{nerf|Edge attack deals 2% less damage (10% → 8%).}} | |||
===Special moves=== | ===Special moves=== | ||
*{{nerf|Grounded [[Warlock Punch]] deals 2% less damage (32% → 30%) and has altered knockback (30 (base)/100 (growth) → 120/42), considerably hindering its KO potential.}} | |||
*{{buff|Aerial Warlock Punch deals more damage (35% → 38%). Grounded and aerial reversed Warlock Punch also deal more damage (35% (grounded)/38% (aerial) → 37%/40%). Grounded Warlock Punch now also grants [[armor]] lasting from frames 11-66 and frames 11-58, respectively.}} | |||
*{{buff|[[Flame Choke]] deals more damage (9% (grounded)/12% (aerial) → 12/15%) has more range (5.2 (grounded)/5.5 (aerial) → 7.2/7.5). Grounded Flame Choke no longer has any blind spots and due to the changes in [[ledge]] mechanics, using grounded Flame Choke on an opponent using their normal get-up option will cause them to miss their ledge grab. Flame Choke now also meteor smashes opponents when Ganondorf lands on ledges with them. Lastly, [[Ganoncide]] always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}} | |||
*{{nerf|Flame Choke can now be [[tech]]ed, though the grounded version's low ending lag allows [[tech-chasing]]. The removal of grab armor makes it easier to intercept, as traded blows will interrupt the grab. This makes Ganonciding slightly more difficult to perform and thus less of a deterrent for opponents edgeguarding Ganondorf.}} | |||
*{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}} | |||
*[[Flame Choke]] | *{{buff|[[Dark Dive]] deals 2.8% more damage (11% → 13.8%) and knockback growth (82 → 90), improving its out of shield potential and allowing it to KO reliably, unlike in Brawl. The changes to hitstun canceling now results in opponents no longer being able to attack Ganondorf after he releases them from Dark Dive, improving its defensive potential.}} | ||
*{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with the previous point about Flame Choke, this makes Ganondorf more susceptible to edgeguarding.}} | |||
*{{buff|Grounded [[Wizard's Foot]] deals 2% more damage (12%/10%/10% → 14%/12%/12%), improving its KO potential and its safety at low percentages while also out-prioritizing most weak projectiles. Its hitboxes were also widened (z position -1/-3/4 → 0/-3/6), increasing its range. Aerial Wizard's Foot deals more [[shield damage]] (10 → 15). It can also be interrupted much sooner, giving Ganondorf much greater leniency to successfully recover after using it off-stage when edgeguarding and when using it as a recovery mix-up. This also allows it to be used over ground from not as high up without going into its laggy landing animation.}} | |||
*{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher, and Ganondorf enters a three-point landing pose when the move ends.}} | |||
*{{nerf|[[Beast Ganon]] deals 7% less damage (47% → 40%) and has decreased knockback, removing its [[one-hit KO]] ability.}} | |||
**{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}} | *{{change|Beast Ganon's animation has slightly changed. He now triumphantly poses, as if roaring, upon transforming back into his Gerudo form. The move also has a purple tint added in the background.}} | ||
==Update history== | ==Update history== | ||
Line 302: | Line 131: | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{buff|Neutral attack deals 1% more damage|6%/9%|7%/10%.}} | *{{buff|Neutral attack deals 1% more damage|6%/9%|7%/10%.}} | ||
*{{buff|Forward, | *{{buff|Forward, up and down throws' [[hitlag]] decreased.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|All variations of [[Wizard's Foot]] deal more [[shield damage]] when performed in midair|10|15.}} | |||
*{{buff|Down smash knockback growth increased|75|94}} | *{{buff|Down smash knockback growth increased|75|94}} | ||
*{{buff|Down smash's second hit's hitbox size increased|5.5u|6.5u.}} | *{{buff|Down smash's second hit's hitbox size increased|5.5u|6.5u.}} | ||
Line 321: | Line 151: | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
Line 331: | Line 160: | ||
|ftiltdmg=13% (foot), 12% (leg) | |ftiltdmg=13% (foot), 12% (leg) | ||
|ftiltdesc=A front kick. Good [[start-up]] with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''. | |ftiltdesc=A front kick. Good [[start-up]] with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=28% (leg), 20%/18% (explosion) | |utiltdmg=28% (leg), 20%/18% (explosion) | ||
|utiltdesc=A delayed axe kick that produces an explosion. | |utiltdesc=A delayed axe kick that produces an explosion. Has [[vacuum]] properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is incredibly powerful, with the sweetspot being infamous for instantly shattering full [[shield]]s and KOing at very low percentages when near the edge, making it one of Ganondorf's best [[edgeguard]]ing options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag at 81 frames and is both Ganondorf's slowest attack and the game's slowest standard move, making it an extreme "high risk, high reward" move. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=13% | |dtiltdmg=13% | ||
|dtiltdesc=A crouching front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO at high percents. It can also be used as a follow-up to a grounded Flame Choke, however most characters can tech or DI out of it with precise timing. It also has noticeable endlag. | |dtiltdesc=A crouching front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO at high percents. It can also be used as a follow-up to a grounded Flame Choke, however most characters can tech or DI out of it with precise timing. It also has noticeable endlag. | ||
|dashname= | |dashname= | ||
|dashdmg=14% (clean), 10% (late) | |dashdmg=14% (clean), 10% (late) | ||
|dashdesc=A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration. The sweetspot is able to reliably KO around 140%. The sourspot, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages, with the follow-up into up aerial striking the entire cast between 70%-90%. | |dashdesc=A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration and very brief [[invincibility]] after the move's start-up, though the invincibility lasts too short to be practical. The sweetspot is able to reliably KO around 140%. The sourspot, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages, with the follow-up into up aerial striking the entire cast between 70%-90%. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|24}} | |fsmashdmg={{ChargedSmashDmgSSB4|24}} | ||
|fsmashdesc=An elbow thrust. It can be angled and emits [[darkness|dark magic]] upon landing. Relatively slow start-up and high ending lag, but its extreme knockback is capable of KOing under 80%. Hitting closer to Ganondorf deals slightly higher knockback, but the damage output remains the same. When uncharged, it whittles a shield down by more than half of its health, while it can nearly break them if it is fully charged. While it is based on {{SSB4|Captain Falcon}}'s forward smash, it is also very similar to a move Ganondorf uses in the final battle of ''The Legend of Zelda: Twilight Princess'' as part of a sword combo. | |fsmashdesc=An elbow thrust. It can be angled and emits [[darkness|dark magic]] upon landing. Relatively slow start-up and high ending lag, but its extreme knockback is capable of KOing under 80%. Hitting closer to Ganondorf deals slightly higher knockback, but the damage output remains the same. When uncharged, it whittles a shield down by more than half of its health, while it can nearly break them if it is fully charged. While it is based on {{SSB4|Captain Falcon}}'s forward smash, it is also very similar to a move Ganondorf uses in the final battle of ''The Legend of Zelda: Twilight Princess'' as part of a sword combo. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|24}} (foot/leg), {{ChargedSmashDmgSSB4|21}} (body) | |usmashdmg={{ChargedSmashDmgSSB4|24}} (foot/leg), {{ChargedSmashDmgSSB4|21}} (body) | ||
|usmashdesc=A stretch kick. Has some start-up, but has good vertical reach and deceptively low ending lag because of its [[interruptibility]], so it can be used to bait opponents. Notably, it is the strongest up smash in the game when sweetspotted, with his foot being able to KO opponents under 100%, and it is thus useful for hard punishing aerial approaches. Also has deceptive horizontal range due to a small hitbox being positioned directly in front of him. Deals more than half shield health uncharged and can nearly break them if fully charged. | |usmashdesc=A stretch kick. Has some start-up, but has good vertical reach and deceptively low ending lag because of its [[interruptibility]], so it can be used to bait opponents. Notably, it is the strongest up smash in the game when sweetspotted, with his foot being able to KO opponents under 100%, and it is thus useful for hard punishing aerial approaches. Also has deceptive horizontal range due to a small hitbox being positioned directly in front of him. Deals more than half shield health uncharged and can nearly break them if fully charged. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|13}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|13}} (hit 2) | ||
|dsmashdesc=A mid-level roundhouse kick followed by a back kick. The first hit has low knockback to [[natural combo|naturally combo]] into the second hit, which has the most damage and knockback. However, there is a hitbox on Ganondorf's thigh that causes it to not connect together properly, as it launches opponents out of the combo. Ganondorf's weakest smash attack, but fastest in terms of start-up, hitting on frame 15. Despite this, it is one of the most powerful down smashes in the game, being the second most powerful down smash (behind max [[aura]] {{SSB4|Lucario}}) and can KO at around 100%-115% without rage. Can be used to punish a [[roll]] and if used near an edge, the first hit can [[stage spike]] opponents if positioned correctly. | |dsmashdesc=A mid-level roundhouse kick followed by a back kick. The first hit has low knockback to [[natural combo|naturally combo]] into the second hit, which has the most damage and knockback. However, there is a hitbox on Ganondorf's thigh that causes it to not connect together properly, as it launches opponents out of the combo. Ganondorf's weakest smash attack, but fastest in terms of start-up, hitting on frame 15. Despite this, it is one of the most powerful down smashes in the game, being the second most powerful down smash (behind max [[aura]] {{SSB4|Lucario}}) and can KO at around 100%-115% without rage. Can be used to punish a [[roll]] and if used near an edge, the first hit can [[stage spike]] opponents if positioned correctly. | ||
|nairname= | |nairname= | ||
|nairdmg=7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) | |nairdmg=7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) | ||
|nairdesc=A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as short-lasting [[sex kick]]s, and the late hits can cause opponents to trip. While the first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance, the rest of the first hit's hitboxes are ineffective for spacing due to its extremely low damage, which make it unsafe even if landed. Moderate [[landing lag]] if not used with a [[jump|full hop]]. The second kick KO's Mario at the center of Final Destination at 133%. | |nairdesc=A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as short-lasting [[sex kick]]s, and the late hits can cause opponents to trip. While the first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance, the rest of the first hit's hitboxes are ineffective for spacing due to its extremely low damage, which make it unsafe even if landed. Moderate [[landing lag]] if not used with a [[jump|full hop]]. The second kick KO's Mario at the center of Final Destination at 133%. | ||
|fairname= | |fairname= | ||
|fairdmg=18% (fist), 17% (arm) | |fairdmg=18% (fist), 17% (arm) | ||
|fairdesc=An overhand. Very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. However, while it has decent ending lag (interrupts on frame 45, being one frame faster than {{SSB4|Captain Falcon}}'s forward aerial), it has moderately high landing lag. Additionally, it cannot autocancel even from a full hop due to a programming error (which also occurred in ''Brawl''). | |fairdesc=An overhand. Very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. However, while it has decent ending lag (interrupts on frame 45, being one frame faster than {{SSB4|Captain Falcon}}'s forward aerial), it has moderately high landing lag. Additionally, it cannot autocancel even from a full hop due to a programming error (which also occurred in ''Brawl''). | ||
|bairname= | |bairname= | ||
|bairdmg=17% (fist), 16% (arm) | |bairdmg=17% (fist), 16% (arm) | ||
|bairdesc=A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, low ending lag and moderate landing lag, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 101% from center-stage and at 75% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching. | |bairdesc=A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, low ending lag and moderate landing lag, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 101% from center-stage and at 75% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching. | ||
|uairname= | |uairname= | ||
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late) | |uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late) | ||
|uairdesc=A | |uairdesc=A bicycle kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights at 100% near the edge. It also starts on frame 6, making it Ganondorf's fastest aerial and his fastest starting move overall. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a [[sourspot]] that [[semi-spike]]s with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. Has little ending lag with moderate landing lag, and can autocancel with a short hop. | ||
|dairname= | |dairname= | ||
|dairdmg=19% (legs), 17% (body) | |dairdmg=19% (legs), 17% (body) | ||
|dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing and is the most powerful [[meteor smash]] in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles. | |dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing and is the most powerful [[meteor smash]] in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag. | |grabdesc=Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=A knee strike. A moderately slow pummel. | |pummeldesc=A knee strike. A moderately slow pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit 1), 8% (throw) | |fthrowdmg=5% (hit 1), 8% (throw) | ||
|fthrowdesc=Lifts the opponent and hits them with a {{s|wikipedia|short straight-punch}}. One of the highest damaging forward throws in the game. Decent knockback that is good for setting up down aerials meteor smash, though it does not KO until 189% near the edge. | |fthrowdesc=Lifts the opponent and hits them with a {{s|wikipedia|short straight-punch}}. One of the highest damaging forward throws in the game. Decent knockback that is good for setting up down aerials meteor smash, though it does not KO until 189% near the edge. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit 1), 5% (throw) | |bthrowdmg=5% (hit 1), 5% (throw) | ||
|bthrowdesc=Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 31% earlier than his forward throw, though its moderate ending lag means it has severely less combo potential in comparison. | |bthrowdesc=Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 31% earlier than his forward throw, though its moderate ending lag means it has severely less combo potential in comparison. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% (hit 1), 3% (throw) | |uthrowdmg=7% (hit 1), 3% (throw) | ||
|uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 245%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles, though this can be difficult to do so due to Ganondorf's physics. | |uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 245%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles, though this can be difficult to do so due to Ganondorf's physics. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, [[Wizard's Foot]] or Wizard's Dropkick at 0% to medium percentages. However, Ganondorf's slow speed and physics, an opponent's DI and the move's low hitstun and horizontal angle often make these follow-ups difficult. | |dthrowdesc=A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, [[Wizard's Foot]] or Wizard's Dropkick at 0% to medium percentages. However, Ganondorf's slow speed and physics, an opponent's DI and the move's low hitstun and horizontal angle often make these follow-ups difficult. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. | |floorfdesc=A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc=A somersault kick. | |floorbdesc=A somersault kick. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Spins around to kick those who are near. | |floortdesc=Spins around to kick those who are near. | ||
|edgename= | |edgename= | ||
|edgedmg=8% | |edgedmg=8% | ||
|edgedesc=Performs a backfist while climbing up. Has a very long range and can even occasionally [[stage spike]] enemies near or at the edge behind him. | |edgedesc=Performs a backfist while climbing up. Has a very long range and can even occasionally [[stage spike]] enemies near or at the edge behind him. | ||
|nsdefname=Warlock Punch | |nsdefname=Warlock Punch | ||
|nsdefdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse) | |nsdefdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse) | ||
|nsdefdesc=Winds up his left arm while charging dark magic and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a damage and knockback bonus if used in the air, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to [[one-hit KO]] any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has [[armor]] until just before the punch, though the aerial version does not. | |nsdefdesc=Winds up his left arm while charging dark magic and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to [[one-hit KO]] any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has [[armor]] until just before the punch, though the aerial version does not. | ||
|nsc1name=Warlock Blade | |nsc1name=Warlock Blade | ||
|nsc1dmg=22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse) | |nsc1dmg=22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse) | ||
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|ssc1desc=Upon contact, Ganondorf blasts the opponent into the air after grabbing them. Hits twice, with the second hit dealing vertical knockback while also launching bystanders. Has actual, good KO power, but at the cost of combo potential, range and speed. It also has more starting lag and ending lag. | |ssc1desc=Upon contact, Ganondorf blasts the opponent into the air after grabbing them. Hits twice, with the second hit dealing vertical knockback while also launching bystanders. Has actual, good KO power, but at the cost of combo potential, range and speed. It also has more starting lag and ending lag. | ||
|ssc2name=Flame Chain | |ssc2name=Flame Chain | ||
|ssc2dmg=1.2% (loop | |ssc2dmg=1.2% (loop hits), 5% (last hit) | ||
|ssc2desc=Hits multiple times instead of grabbing and ends with a blast that deals decent knockback. It also provides very long range, more traction on the ground and passes through shielding enemies. As it cannot grab, it cannot perform a Ganoncide. It also has slightly more start-up and significantly more ending lag. | |ssc2desc=Hits multiple times instead of grabbing and ends with a blast that deals decent knockback. It also provides very long range, more traction on the ground and passes through shielding enemies. As it cannot grab, it cannot perform a Ganoncide. It also has slightly more start-up and significantly more ending lag. | ||
|usdefname=Dark Dive | |usdefname=Dark Dive | ||
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|usc2name=Dark Vault | |usc2name=Dark Vault | ||
|usc2dmg=1% (hit 1), 3% (throw), 6% (release) | |usc2dmg=1% (hit 1), 3% (throw), 6% (release) | ||
|usc2desc=Leaps upward twice, but can only grab opponents during the start of either leap. The grab animation is significantly sped up, but its KO power is even weaker than Dark Dive, as it only KOs at 400% | |usc2desc=Leaps upward twice, but can only grab opponents during the start of either leap. The grab animation is significantly sped up, but its KO power is even weaker than Dark Dive, as it only KOs at 400%, while the jump covers less horizontal distance. | ||
|dsdefname=Wizard's Foot | |dsdefname=Wizard's Foot | ||
|dsdefdmg=14%/12% (ground), 15%/14% (air), 8% (landing) | |dsdefdmg=14%/12% (ground), 15%/14% (air), 8% (landing) | ||
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|dsc1name=Wizard's Dropkick | |dsc1name=Wizard's Dropkick | ||
|dsc1dmg=11%/9% (ground), 11%/8%/9%/7% (air), 6% (landing) | |dsc1dmg=11%/9% (ground), 11%/8%/9%/7% (air), 6% (landing) | ||
|dsc1desc=Slightly jumps into the air before performing a blue-colored, dark magic-infused flying kick | |dsc1desc=Slightly jumps into the air before performing a blue-colored, dark magic-infused flying kick. The grounded version has very little ending lag, enables Ganondorf to vault over most projectiles and is a true combo out of down throw until medium to high percentages. The aerial version moves at a 45° angle downward, making it great for horizontal recovery and avoiding juggles if he is launched. The aerial version can also be used more freely for edgeguarding. Both versions deal less damage, while the aerial version cannot meteor smash and has significantly reduced vertical KO power, though its overall utility outweighs these downsides. | ||
|dsc2name=Wizard's Assault | |dsc2name=Wizard's Assault | ||
|dsc2dmg=12%/11%/7% (ground), 14%/12% (air), 6% (landing) | |dsc2dmg=12%/11%/7% (ground), 14%/12% (air), 6% (landing) | ||
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|fsname=Beast Ganon | |fsname=Beast Ganon | ||
|fsdmg=10%/5% (appearance), 10% (paralyze), 40%/30% (charge) | |fsdmg=10%/5% (appearance), 10% (paralyze), 40%/30% (charge) | ||
|fsdesc=Transforms into Ganon, his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, whereas those otherwise will be [[paralyze]]d if they are in front of him. | |fsdesc=Transforms into Ganon, his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, whereas those otherwise will be [[paralyze]]d if they are in front of him. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc=Emerges from a portal of dark magic | |desc=Emerges from a portal of dark magic. | ||
|char=Ganondorf | |char=Ganondorf | ||
|game=SSB4}} | |game=SSB4}} | ||
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|desc-up=Floats in the air and then curls into a ball while spinning before opening up from his curled position and striking a pose while laughing. | |desc-up=Floats in the air and then curls into a ball while spinning before opening up from his curled position and striking a pose while laughing. | ||
|desc-side=Punches his right hand into his open palm in a threatening pose and scoffs, with dark magic emitting from his hands afterward. When the dark magic is emitted, his cape will either {{GameIcon|ssb4-3ds}}remain stationary or {{GameIcon|ssb4-u}}flow as if being blown by wind. | |desc-side=Punches his right hand into his open palm in a threatening pose and scoffs, with dark magic emitting from his hands afterward. When the dark magic is emitted, his cape will either {{GameIcon|ssb4-3ds}}remain stationary or {{GameIcon|ssb4-u}}flow as if being blown by wind. | ||
|desc-down=Unsheathes the Sword of Sages | |desc-down=Unsheathes the Sword of Sages, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3112 | |set10=3112 | ||
}} | }} | ||
'' | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. --> | |||
====Active==== | |||
*{{Sm|8 Inches|USA}} - One of the midwest's best Ganons, he is the only Ganondorf main in ''Smash 4'' to have taken a game from {{Sm|ZeRo}} in an offline tournament (albeit in the ditto). | |||
*{{Sm|Adom|Israel}} - Highest-ranked ''Smash 4'' player in the Middle East. He is considered one of the best Ganon main in the world. He placed 9th at [[Syndicate 2017]], the highest placement made by a Ganondorf main thus far. Has wins over {{Sm|Loota}}, and {{Sm|CFive}}. | |||
*{{Sm|E-Serpent|USA}} - Prominent Michigan Ganon main with sets off of several power-ranked midwestern Smashers. | |||
*{{Sm|Fatality|USA}} - Placed 9th at [[MomoCon 2018]]. | |||
*{{Sm|GanonTheBeast|USA}} - 5th on Minnesota Power Rankings. Infamously defeated {{Sm|Dexter}} in a best-of-five set [https://www.youtube.com/watch?v=jsz1e52Y21s in less than five minutes]. | |||
*{{Sm|Gungnir|Japan}} - Currently considered the best Ganondorf player in the world. Placed 17th at [[Umebura Japan Major 2017]]. He has sets off of high-caliber players such as {{Sm|Taiheita}}, {{Sm|Shimitake}} and {{Sm|Earth}}. | |||
*{{Sm|Koskinator|Canada}} - Notorious for his online play before competing in his home region of Alberta. | |||
*{{Sm|Orsone|Italy}} - Currently ranked 10th on the [[Italian Power Rankings]]. Has defeated {{Sm|Dinamirer}} (#5 in Italy) and {{Sm|Sim-Max}} (#2 in Italy). | |||
*{{Sm|Pon|Japan}} - Considered to be one of the best Ganondorf mains in Japan alongside Gungnir. | |||
*{{Sm|Ray Kalm|Canada}} - Formerly 9th on Ontario Power Rankings. Considered for a while as the top Ganondorf in the world. | |||
*{{sm|Rhino|USA}} - Was 3rd in New York's Mid-Hudson Power Rankings as solo Ganondorf. | |||
*{{Sm|Rice|USA|p=NorCal}} - Formerly ranked 2nd on the NorCal Power Rankings. Has won entire tournaments using solo Ganondorf despite not maining the character. | |||
*{{Sm|The Forkies|USA}} - Has won a couple of tournaments in his home state of Louisiana. Has a win off {{Sm|CaptainZack}}. | |||
*{{Sm|Vermanubis|USA}} - More known for playing Ganon in ''[[Brawl]]'', he still competes to this day and gets impressive results in the Pacific Northwest. | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm| | *{{Sm|Deotay|USA}} - Prominent New England Ganon, with wins off of high-caliber players such as {{Sm|Pugwest}}. Currently attending college and playing there. | ||
*{{Sm| | *{{Sm|Jile|USA}} - Best Ganondorf main in New England with high-placing regional results. Currently focusing on ''Rivals of Aether''. | ||
*{{Sm| | *{{Sm|Matt Hazard|USA}} | ||
*{{Sm|Vaataji|Norway}} - Prominent online player, with sets off {{Sm|VoiD}} and {{Sm|Mr. R}}. Currently on a hiatus. | |||
*{{Sm| | *{{Sm|Vex Kasrani|USA}} | ||
= | ===Tier placement and history=== | ||
== | Public consensus on Ganondorf in ''Smash 4'' has risen and fallen throughout the game's history despite his numerous direct buffs. Hopes were high when the game was released due to the very noticeable buffs and the very large benefit of the change of mechanics, with some players often drawing comparisons to his ''Melee'' self. Players such as {{Sm|Gungnir}} and {{Sm|Matt Hazard}} were already earning impressive results, with the latter even defeating {{Sm|Mew2King}} in a now-infamous ''3DS'' set. This excitement, however would gradually die off following the Wii U release, as while many characters like {{SSB4|Sheik}} and {{SSB4|Diddy Kong}} benefitted from the discovery of new tech and a better controller setup, Ganondorf proved to not be as mechanically intensive as many would have thought. Even despite numerous buffs between game updates, the metagame continued to develop, leaving Ganondorf behind for the most part, which inevitably led to his 54th placing in the bottom tier of the first ''4BR'' [[tier list]]. | ||
==={{ | Despite this, Ganondorf proved to be surprisingly popular in competitive play for a bottom-tier character, gaining a reputation as a "disrespectful" character thanks to his low tier standing and extravagant punishes. As such, he has garnered much better results than most other bottom-tiered characters (and even outplacing most low-tiered ones such as {{SSB4|Dr. Mario}} and {{SSB4|Wii Fit Trainer}}), especially in Japan and Eastern Canada, both places of where there is a surprisingly large number of Ganondorf players. This resulted in Ganondorf holding the third-worst position on the second tier list, at 56th (due to the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}). Thanks to big advancements to his metagame, as well as still having good results for a poorly regarded character, Ganondorf was ranked 53rd on the third tier list, allowing him to rise out of the "bottom five" position; furthermore, with the abolishment of the "bottom" tier ranking, Ganondorf was then ranked as a low-tier character. However, while Ganondorf gained a notable result in [[Umebura Japan Major 2017]] with Gungnir placing 17th with solo Ganon (also upsetting {{Sm|Earth}} during the tournament), and he retains his placing at 53rd on the fourth and current tier list, this placing is now notable for not only having Ganondorf share the spot with {{SSB4|Zelda}}, but also dropping back to being the second worst character alongside her, after the exclusion of Miis from the most recent tier list. | ||
Altogether, Ganondorf has improved notably from his ''Brawl'' incarnation, where he was not only considered the worst character, but he was indisputably a bottom-tier character and his worst matchups were far more difficult to win than most bad matchups in the game. While Ganondorf keeps being consistently ranked either among or barely outside of the "bottom five" characters on the Western and European scenes, the Japanese scene is still more optimistic about the character, especially after Gungnir's high placing. As such, Ganondorf's true tier placing is still debatable. | |||
==Trophies== | |||
:'''Ganondorf''' | |||
::{{flag|ntsc}} ''The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!'' | |||
::{{flag|pal}} ''The King of Evil is Link's arch-nemesis in most games in the Legend of Zelda series. With the Triforce of Power at his disposal, he's a fearsome opponent. In this game, his mighty attacks have so much impact, they easily make up for his slow speed, and his launching ability is extra impressive! Rush in when the enemy's open and strike hard.'' | |||
{{Trophy games|console1=n64|game1=The Legend of Zelda: Ocarina of Time (11/1998)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}} | |||
:'''Ganondorf (Alt.)''' | |||
::{{flag|ntsc}} ''Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face someone as they cowardly try to hit you from behind.'' | |||
::{{Flag|Pal}} ''Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch focuses dark energy into his left hand to deliver a thunderous back-hander. Unfortunately, focusing all that energy takes time. If someone sneaks behind you just as you start the move, quickly try to turn around.'' | |||
{{Trophy games|console1=n64|game1=The Legend of Zelda: Ocarina of Time (11/1998)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}} | |||
:'''Beast Ganon''' | |||
::{{Flag|North America}} ''For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries nearby fighters in the ground and then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes buried by the first strike are doomed to be hit by the rest. '' | |||
::{{Flag|Pal}} ''For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries fighters nearby in the ground, then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes who are buried by the first strike are guaranteed to be hit by the rest. '' | |||
<center> | |||
<gallery> | |||
GanondorfTrophy3DS1.png|Classic (3DS) | |||
GanondorfTrophy3DS2.png|Alt. (3DS) | |||
GanondorfTrophyWiiU.png|Classic (Wii U) | |||
GanondorfAltTrophyWiiU.png|Alt. (Wii U) | |||
BeastGanonTrophyWiiU.png|[[Beast Ganon]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
*'''[[A Fated Battle]]''': Ganondorf appears as an opponent that {{SSB4|Link}} must defeat in a two stock battle. If the battle lasts through the third portion, two [[Dark Link]]s will appear. | *'''[[A Fated Battle]]''': Ganondorf appears as an opponent that {{SSB4|Link}} must defeat in a two stock battle. If the battle lasts through the third portion, two [[Dark Link]]s will appear. | ||
*'''[[All-Star Battle: Melee]]''': Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in ''Melee''. | *'''[[All-Star Battle: Melee]]''': Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in ''Melee''. | ||
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*'''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all the terrain on [[Skyworld]]. | *'''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all the terrain on [[Skyworld]]. | ||
*'''{{SSB4|The Final Battle}}''': The player must defeat Ganondorf, Bowser and {{SSB4|King Dedede}}. | *'''{{SSB4|The Final Battle}}''': The player must defeat Ganondorf, Bowser and {{SSB4|King Dedede}}. | ||
===Co-op Events=== | |||
*'''[[Final Battle Team-Up]]''': Ganondorf is one of the opponents that must be defeated. | *'''[[Final Battle Team-Up]]''': Ganondorf is one of the opponents that must be defeated. | ||
*'''[[Mirror Magic]]''': {{SSB4|Lucina}} and {{SSB4|Ike}} must defeat Ganondorf, who is aided by a giant metal shadow Lucina and Ike. | *'''[[Mirror Magic]]''': {{SSB4|Lucina}} and {{SSB4|Ike}} must defeat Ganondorf, who is aided by a giant metal shadow Lucina and Ike. | ||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
*'''[[Unlikely Allies]]''': Ganondorf and Palutena must defeat sixteen {{SSB4|Mr. Game & Watch}}es. | *'''[[Unlikely Allies]]''': Ganondorf and Palutena must defeat sixteen {{SSB4|Mr. Game & Watch}}es. | ||
==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]== | ||
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<gallery> | <gallery> | ||
Ganondorf amiibo.png|Ganondorf's [[amiibo]]. | Ganondorf amiibo.png|Ganondorf's [[amiibo]]. | ||
SSB4 Ganondorf Screen-1.jpg|On [[Battlefield]]. | SSB4 Ganondorf Screen-1.jpg|On [[Battlefield]]. | ||
SSB4 Ganondorf Screen-2.jpg|Using [[Flame Choke]] on {{SSB4|Link}} on [[Final Destination]]. | SSB4 Ganondorf Screen-2.jpg|Using [[Flame Choke]] on {{SSB4|Link}} on [[Final Destination]]. | ||
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==Trivia== | ==Trivia== | ||
*''Super Smash Bros. 4'' is the first entry in the series to have Ganondorf utilize [[List of swords#Sword of the Sages|his sword]] as an attack, albeit as a [[Character customization|custom special]], [[Ganondorf (SSB4)/Neutral special/Custom 1|Warlock Blade]]. | *''Super Smash Bros. 4'' is the first entry in the series to have Ganondorf utilize [[List of swords#Sword of the Sages|his sword]] as an attack, albeit as a [[Character customization|custom special]], [[Ganondorf (SSB4)/Neutral special/Custom 1|Warlock Blade]]. | ||
*''Super Smash Bros. for Nintendo 3DS'' is the first game where Ganondorf is unlocked on a stage other than [[Final Destination]]. | *''Super Smash Bros. for Nintendo 3DS'' is the first game where Ganondorf is unlocked on a stage other than [[Final Destination]]. | ||
*Ganondorf's neutral moveset has the most grab moves in the game, as both [[Flame Choke]] and [[Dark Dive]] count as grabs and cannot be [[shield]]ed or [[counterattack|countered]]. | *Ganondorf's neutral moveset has the most grab moves in the game, as both [[Flame Choke]] and [[Dark Dive]] count as grabs and cannot be [[shield]]ed or [[counterattack|countered]]. | ||
*When Ganondorf uses [[ | *When Ganondorf uses an aerial [[Flame Choke]] on an opponent with one stock left, he will usually still emit his KO voice clip despite not being KO'd. | ||
*Ganondorf's [[amiibo]] description on Nintendo's official site is based on his ''Melee'' trophy description, thereby describing his ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' self. | *Ganondorf's [[amiibo]] description on Nintendo's official site is based on his ''Melee'' trophy description, thereby describing his ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' self. | ||
*Of all the veterans that retain their voice clips from ''Brawl'', Ganondorf, {{SSB4|Link}} and {{SSB4|Captain Falcon}} are the only ones | *Of all the veterans that retain their voice clips from ''Brawl'', Ganondorf, {{SSB4|Link}} and {{SSB4|Captain Falcon}} are the only ones that do not make use of their unused ''Brawl'' knockback sound clips. | ||
*When using Ganondorf's down taunt under the effects of the [[Timer]] item, his sword will [http://www.youtube.com/watch?v=GyHABaoeAvE move in an unusual way] due to its motion not slowing down with him. | *When using Ganondorf's down taunt under the effects of the [[Timer]] item, his sword will [http://www.youtube.com/watch?v=GyHABaoeAvE move in an unusual way] due to its motion not slowing down with him. | ||
*Ganondorf's NTSC crowd chant is very similar to the one in ''Melee'', where the crowd eerily drags out the second part of his name. | *Ganondorf's NTSC crowd chant is very similar to the one in ''Melee'', where the crowd eerily drags out the second part of his name.{{SSB4Characters}} | ||
{{SSB4Characters}} | |||
{{Zelda universe}} | {{Zelda universe}} | ||
[[Category:Ganondorf (SSB4)| ]] | [[Category:Ganondorf (SSB4)| ]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||