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|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 = 52-53
|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 twice prior to his reveal: via [[Leak#ESRB leak|video footage]] from ESRB, and 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 without Ganondorf).
'''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 Pic of the Day five days before his official reveal.  


As in ''[[Super Smash Bros. Brawl]]'', Hironori Miyata's portrayal of Ganondorf from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game.
As in ''[[Super Smash Bros. Brawl]]'', Hironori Miyata's portrayal of Ganondorf from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game.


Ganondorf is ranked 52nd/53rd out of 54 on the [[tier list]], placing him in the G tier and tying him with {{SSB4|Zelda}}. This is a very slight improvement from his ranking in ''Brawl'', where he was the 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 foes 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 is ranked 53rd out of 55 on the [[tier list]], placing him in the G tier and tying him with {{SSB4|Zelda}}. This is a very slight improvement from his ranking in ''Brawl'', where he was the 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.


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.
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 poor overall. This has resulted in Ganondorf gaining a low amount of representation in tournaments, in addition to attaining minimal 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 number of dedicated players such as {{sm|Gungnir}}, {{sm|Vermanubis}} and {{sm|Pon}}, 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 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 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.


==How to unlock (3DS version only)==
==How to unlock (3DS version only)==
Complete one of the following:
* Play 80 VS Matches.
* Play 80 VS Matches.
* Clear {{SSB4-3DS|Classic Mode}} as {{SSB4|Link}} or {{SSB4|Zelda}} on Intensity 5.0 or higher.
* 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]].
After completing one of the two methods, Ganondorf must then be defeated on [[Gerudo Valley]].


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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.


By far 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 easily KO under 150% or even 100%, even if the opponent is in the middle of [[Final Destination_(SSB4)|Final Destination]]. This becomes especially noticeable with [[rage]], making his [[punishment|punishes]] some of the most potent in ''SSB4'', while several other moves have the ability to KO at ridiculously 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 just 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 respectable 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 extremely deadly, with multiple attacks capable of dealing huge damage to shields or outright breaking them 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 has among the best [[edgeguard]]ing abilities in the game, as his powerful aerials are relatively fast for their immense power (excluding forward aerial and down 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]]ing tools 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 improper 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.
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 down 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 glaring flaws. His shield is very vulnerable to [[shield stab]]bing due to its surprisingly small size relative to his height. Also, small characters, such as {{SSB4|Pikachu}}, can avoid his attacks with ease 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}}’s 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; most infamously, his forward aerial has the highest ending lag out of all of his aerials, and cannot autocancel even from a full hop, forcing Ganondorf to enter the landing animation. 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.
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; most notoriously, his forward aerial has the highest ending lag out of all of his aerials, and cannot autocancel even from a full hop, forcing Ganondorf to enter the landing animation. 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 abysmal 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 extremely vulnerable 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 miss even 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.


Another prominent weakness is his horrible 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 the game, 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 lackluster grab game. Ganondorf's grab range is very short despite his size, while his physics, ineffective angles, and high knockback result in his throws having little follow-up, but are not strong enough to KO reliably on their own. However, his forward throw does very high damage and can decently lead into down aerial meteor smashes off-stage, while down throw has fairly low knockback to decently combo (albeit not as good as other character's combo throws). 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.
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, but are not strong enough to KO reliably. However, his forward throw does very high damage and can decently lead into down aerial meteor smashes off-stage, while down throw has fairly low knockback to decently combo (albeit not as good as other character's combo throws). 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 poor and is one of the worst in the game due to its low distance, low air speed and high vulnerability to edgeguarding and gimps. Flame Choke's and [[Dark Dive]]'s lack of speed, distance and resilience allows Ganondorf to be knocked away by even the weakest of moves, despite the former's fearsome sacrificial KO potential. Even if Dark Dive is landed and lets him reuse the move, it's high ending lag also makes it highly susceptible to being teched and punished, with opponents being able to act before Ganondorf can.
His recovery remains very lackluster and one is of the worst in the game due to its low distance, low air speed and high vulnerability to edgeguarding and gimps. Flame Choke's and [[Dark Dive]]'s lack of speed, distance and resilience allows Ganondorf to be knocked away by even the weakest of moves, despite the former's fearsome sacrificial KO potential. Even if Dark Dive is landed and lets him reuse the move, it's high ending lag also makes it highly susceptible to being teched and punished, with opponents being able to act before Ganondorf can.


Finally, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or even 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 of his throws.
Finally, 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, however; 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 most notorious example is Warlock Thrust, which has barely any KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and much 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.
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 ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Ganondorf was arguably the worst character in the entire game, as while he had solid damage output/KO power, high endurance, strong/useful aerials and a potent command grab in [[Flame Choke]], he suffered from being incredibly slow (both in terms of mobility and frame data), having an incredibly short/exploitable recovery and his combination of having a large body along with high weight/falling speed/gravity made him a punching bag for much of the cast. He heavily struggled to approach due to his large size and slow speed and he was an extremely easy target to chain grab, making him struggle against almost the entire cast.
Given that he was regarded as quite possibly the worst character in ''Brawl'', Ganondorf has been buffed in the transition from ''Brawl'' to ''SSB4'', albeit not enough to 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. Ganondorf's overall damage output is higher which is especially beneficial as most other returning veterans had their damage output reduced. 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.
 
Possibly as a result, Ganondorf has been buffed in the transition from ''Brawl'' to ''Super Smash Bros. 4'', albeit not enough to raise his standing among the cast. One of Ganondorf's most notable improvements was to his KO power. Moves such as his smash attacks, neutral/forward/back aerials and [[Wizard's Foot]] have all seen improvements to their damage output and KO potential, with some of his other moves also seeing increases to their power. Neutral/forward/back aerials especially benefit from having increased power as neutral aerial is more reliable and much stronger, while forward and back aerials have much less detrimental sourspots, along with the latter having a much stronger sweetspot. This makes it even easier for Ganondorf to secure KOes, as it takes him less hits to get his opponent to KO percents, further increasing one of the few strengths he had in the previous game. This is further boosted with the introduction of [[rage]], which further increases Ganondorf's already improved KO power and due to his high weight, he is capable of building up a high amount of rage.
 
Ganondorf also has better frame data overall, with his neutral attack, dash attack, and neutral aerial being notably faster. Neutral attack is overall slightly better as a move to use in pressure or punishment situations, dash attack's sourspot has vastly improved combo potential due to its altered launch angle along with the move's lower ending lag and neutral aerial's second hit is faster and much easier to land overall. All of Ganondorf's aerials also have less landing lag, making them safer on landing (especially compared to the rest of the cast). Lastly, Ganondorf's opponent can no longer immediately act out of Dark Dive, making the move much less punishable when it connects (the move is also stronger in addition to this).
 
Ganondorf has also seen some other quality of life improvements. His slowest but most rewarding moves, such as his up tilt and [[Warlock Punch]], are more powerful and have received some added bells and whistles, making them slightly more useful (although they are still extremely risky). His grab game has been slightly improved, as Ganondorf's grab has slightly more range and his down throw can no be a viable combo starter due to the changes to [[hitstun canceling]]/[[DI]]. 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 also has some benefits from the universal changes to ''Smash 4''. The removal of [[chain grab]]bing, which heavily plagued Ganondorf in the previous game, improves his survival, while the changes to hitstun canceling/DI, slightly improves Ganondorf's combo potential (notably from down throw). The increase to [[shield]] damage and [[shieldstun]] makes Ganondorf's attacks safer and Ganondorf can break shields more easily, particularly with up tilt. The removal of [[edge hog]]ging also notably improves his recovery and as previously mentioned, Ganondorf can utilise rage fairly well due to his powerful attacks and high weight.
 
However, Ganondorf also received noteworthy nerfs, mainly to some of his key moves from the previous game. Ganondorf's forward smash no longer has extra reach when pivoted, removing one of the few approach options he had in the previous game, and making it harder for Ganondorf to whiff punish moves. Ganondorf's dash attack is weaker and has less range, although the late hit is much more potent. Ganondorf's down aerial is significantly weaker and it can no longer auto-cancel in a short hop, significantly hindering its safety and utility despite having significantly less landing lag and greater reach. The move does benefit from the introduction of [[frame canceling]], which does give it greater combo potential when performed, but the very high risk of performing the technique (due to its slow speed to set up and its sheer difficulty to perform) makes the technique extremely impractical, making Ganondorf's down aerial a much less potent move overall. Ganondorf can also no longer perform the Flight of Ganon, which hinders his aerial game.
 
One of the most detrimental nerfs Ganondorf received was to Flame Choke, his staple move in ''Brawl''. While the move does have increased damage and range, the grounded version can now be [[tech]]ed. This significantly hinders Ganondorf as instead of getting guaranteed followups or at least putting him at a consistent frame advantage for tech chases, this enforces Ganondorf to go for unreliable hard reads, and if Ganondorf reads incorrectly, he can very easily be punished. The move is still highly effective when the opponent doesn't tech but the fact that the move can be teched makes it far less reliable and potent overall.
 
In some ways, Ganondorf's weaknesses from ''Brawl'' have been amplified. Ganondorf's mobility relative to the cast is even lower as well he has greater dashing speed, many other returning veterans saw even greater increases to their dashing speed, making it even easier for Ganondorf's opponent to rush him down or run away from him. Various returning veterans also walk faster while Ganondorf does not, which does not help him either. Ganondorf's air speed was flat out decreased, now making it among the worst in the entire game (especially when considering the fact that most returning veterans have improved air speed). This both worsens Ganondorf's recovery and it generally makes him even more sluggish in the air, making him easier to chase and avoid while he is in the air.
 
Despite being one of his most detrimental flaws in the previous game, Ganondorf's recovery has been made even worse (at least on paper). This is not only due to Ganondorf's decreased air speed but the removal of [[armor|grab armor]] also makes Ganondorf's recovery specials even more exploitable. While Ganondorf's faster air dodge and the removal of edge hogging most definitely help him, they do not help him as much as other returning veterans. When combined with numerous other returning veterans having improved recoveries, along with a majority of newcomers possessing solid recoveries of their own, this consolidates Ganondorf's recovery as one of the absolute worst in the game.
 
Ganondorf's already poor defensive game has become even worse in some ways. While Ganondorf does have better Out of Shield punish options due to his grab/Dark Dive's slightly increased range/higher reward and his jab's slightly faster speed, his Out of Shield game still remains extremely poor as his grab still has very poor range (in addition to having increased ending lag) and his jab and Dark Dive are still fairly slow options. Ganondorf also flat out lost access to his second fastest Out of Shield option (his landing Wizard's Foot), which notably hurts his Out of Shield game, especially from dealing with opponents from behind.
 
Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option.
 
Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/falling speed/gravity making him a prime target for combos. This also removes [[momentum cancel]]ing which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance.
 
As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential.


Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in ''Brawl'' as his damage output and KO potential are greater overall and he even has one of the most positive buff:nerf ratios out of the entire cast. However, this has barely helped his standing on the tier list, due to his weaknesses either not being properly addressed or flat out worsened. His mobility is still abysmal and his frame data remains very poor despite being improved. His recovery was flat out nerfed, meaning that it is still highly exploitable despite the changes to [[air dodge]]s and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed, his defensive game is even worse and the changes to the game's mechanics do not benefit him much at all, especially compared to a majority of the cast.
Ganondorf also 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 40 frames, slightly improves Ganondorf's combo potential (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 still largely plays a ''Brawl'' esque game, where he largely has to rely on winning neutral (with his neutral being among the worst due to his large size and abysmal speed giving him a ton of trouble approaching), just to get one or two hits (in addition to having one of the worst disadvantage states) while other characters with far superior neutral games gain a much greater reward for winning neutral, while also being in a less exploitable spot when losing neutral. Because of this, Ganondorf still struggles with most of the cast. While his overall matchup spread is not as poor as it was in ''Brawl'', it is still very poor, as he still loses most matchups as most of the cast can still abuse his extremely slow speed and large size to their advantage.
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 laggier when reversed and 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''. He can no longer perform the Flight of Ganon, noticeably hindering his aerial game. His down aerial is also significantly weaker, lasts shorter, and no longer [[auto-cancel]]s in a [[short hop]], drastically weakening its utility despite having significantly less landing lag and greater reach. 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, his glaring flaws, outside of universal changes, from ''Brawl'' were not properly addressed, such as his extremely poor mobility and frame data and poor recovery, while the only issues that were addressed were his unusually low attack power in spite of his character archetype. Lastly, while the changes to hitstun canceling slightly improve his combo potential, it is nowhere near as much as some other returning veterans and it also makes him much more susceptible to combos himself and it removes [[momentum cancel]]ing which when combined with rage, hinders Ganondorf's endurance.


In earlier versions of ''Smash 4'', Ganondorf was even worse, as the improvements to moves such as his jab, neutral aerial, Dark Dive and numerous other moves were not present, with Ganondorf overall having even worse frame data, range and KO power. Later patches did give Ganondorf some useful improvements but they simply were not enough to greatly improve him. When combined with other poorly regarded characters seeing even more significant improvements, along with new DLC characters being added who also outclassed Ganondorf, this resulted in Ganondorf remaining one of the absolute worst in the game.
Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in ''Brawl'' as his damage output and KO potential are greater overall. However, this has barely helped his standing on the tier list, due to his weaknesses not being properly addressed. His speed is still abysmal despite being improved and his recovery is still highly exploitable despite the changes to [[air dodge]]s and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed and the changes to the game's mechanics do not benefit him as much as some other characters. His overall matchup spread, while not as poor as it was in ''Brawl'', is still very bad as he still loses a large majority of matchups. As a result, Ganondorf is still one of the worst characters in the game although it is generally agreed upon that he is no longer the worst overall.


As a result, while Ganondorf has even greater KO power and slightly better frame data, Ganondorf is still one of the worst characters in the game, due to him still having extremely slow speed, poor combo potential, poor recovery, and him still being a large punching bag who gets comboed hard and who simply cannot approach without extreme difficulty. Ganondorf still received poor tournament results, although he is not as commonly considered to be the worst character in the game.
===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 ''Smash 4'' 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 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, and his cape is now tattered instead of frayed. These changes are unique to ''Smash 4''.}}
*{{change|Ganondorf's eye color is slightly subdued, and his cape is now tattered instead of frayed. These changes are unique to ''SSB4''.}}
*{{change|Ganondorf has received two new [[alternate costume]]s.}}
*{{change|Ganondorf has received three new [[alternate costume]]s.}}
*{{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, and even look puzzled and contemplative.}}
*{{change|[[Darkness]]-based attacks have updated visual effects.}}
*{{change|[[Darkness]]-based attacks have updated visual effects.}}
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===Attributes===
===Attributes===
*{{buff|Ganondorf [[dash]]es slightly faster (1.16 → 1.218), going from the second slowest out of 39 characters to the third slowest out of 58.}}
*{{buff|Ganondorf [[dash]]es slightly faster (1.16 → 1.218), going from the second slowest out of 39 characters to the third slowest out of 58.}}
**{{nerf|However, his dashing speed is even lower relative to the cast, as most other returning veterans saw a higher increase to their dashing speed than he did and all newcomers (except {{SSB4|Robin}}) have greater dashing speed than him.}}
**{{nerf|However, his dashing speed is even lower relative to the cast, as most other returning veterans saw a higher increase to their dashing speed than he did and all newcomers (expect {{SSB4|Robin}}) have greater dashing speed than him.}}
*{{nerf|Ganondorf's [[air speed]] is slower (0.846 → 0.79), going from the 10th lowest out of 39 characters to the third lowest out of 58. This hinders his already abysmal recovery and makes him even less mobile in the air.}}
*{{nerf|Ganondorf's [[air speed]] is slower (0.846 → 0.79), going from the 10th lowest out of 39 characters to the third lowest out of 58. This hinders his already abysmal recovery and makes him even less mobile in the air.}}
*{{change|Ganondorf's [[gravity]] is higher (0.1027 → 0.107835).}}
*{{change|Ganondorf's [[gravity]] is higher (0.1027 → 0.107835).}}
*{{buff|Ganondorf's [[fast fall]]ing speed is higher (2.31 → 2.65).}}
*{{buff|Ganondorf is heavier (109 → 113).}}
*{{buff|Ganondorf is heavier (109 → 113).}}
*{{change|Ganondorf is smaller (model size multiplier: 1x → 0.96x). This makes him slightly harder to hit but reduces his range.}}
*{{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, as well as making his atatcks safer on shield, especially his electric based attacks.}}
*{{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, as well as making his atatcks safer on shield, especially his electric based attacks.}}
**{{nerf|However, this also makes it even more difficult for Ganondorf to utilise his poor Out of Shield options.}}
**{{nerf|However, this also makes it even more difficult for Ganondorf to utilise his poor Out of Shield options.}}
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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack has less startup (frame 8 → 7) and ending lag (FAF 35 → 29), slightly improving its use as a panic move or as a punishment option.}}
**{{buff|Neutral attack has less startup (frame 8 → 7) and ending lag (FAF 35 → 29), slightly improving its use as a panic move or as a punishment option.}}
**{{buff|Neutral attack deals more damage (5%/7%/9% → 6%/8%/10%), improving the near hit's KO potential.}}
**{{buff|Neutral attack deals more damage (5%/7%/9% → 6%/8%/10%), improving the near hit's KO potential.}}  
**{{buff|The far hit has been moved further forward (z offset: 18 → 19), slightly increasing its range.}}
**{{buff|The far hit has been moved further forward (z offset: 18 → 19), slightly increasing its range.}}
**{{nerf|The middle and far hits deal less knockback (40/30 (base), 105 (scaling) → (38/30)/(90/90), hindering their KO potential.}}
**{{nerf|The middle and far hits deal less knockback (40/30 (base), 105 (scaling) → (38/30)/(90/90), hindering their KO potential.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's main hit deals more damage (27%/19%/17% → 28%/20%/18%).}}
**{{buff|Up tilt's main hit deals more damage (27%/19%/17% → 28%/20%/18%).}}
**{{buff|The changes to shields significantly benefit up tilt, as the main hit now leads into a guaranteed shield break.}}
**{{buff|The changes to shields significantly benefit up tilt, as the main hit now leads into a guaranteed shield break.}}  
**{{buff|The removal of ledge invincibility from ledge regrabs, combined with the introduction of two-framing improves up tilt's edgeguarding potential.}}
**{{buff|The removal of ledge invincibility from ledge regrabs, combined with the introduction of two-framing improves up tilt's edgeguarding potential.}}
*[[Down tilt]]:
*[[Down tilt]]:
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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 42 → 38).}}
**{{buff|Dash attack has less ending lag (FAF 42 → 38).}}
**{{buff|The late hit now launches the opponent forwards (100° → 80°). When combined with dash attack's lower ending lag along with the changes to [[hitstun canceling]]/[[Directional Influence]], this grants it combo potential.}}
**{{buff|The late hit now launches the opponent forwards (100° → 80°). When combined with dash atatck's decreased ending lag along with the changes to [[hitstun canceling]]/[[Directional Influence]], this significantly improves its combo potential.}}  
**{{nerf|The clean hit deals less damage (15% → 14%), has decreased base knockback (60 → 50), and launches opponents at a lower angle (105° → 70°), hindering its KO potential.}}
**{{nerf|The clean hit deals less damage (15% → 14%), has decreased base knockback (60 → 50), and launches opponents at a lower angle (105° → 70°), hindering its KO potential.}}
**{{nerf|The clean hit has a smaller hitbox (7.3u → 7u).}}
**{{nerf|The clean hit has a smaller hitbox (7.3u → 7u).}}  
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash's far hit has higher base knockback on all angles (30 → 35).}}
**{{buff|Sweetspotted forward smash has increased base knockback (30 → 35), slightly improving its KO potential. Downward angled forward smash also has increased knockback scaling on its clean hit (80 → 83).}}
**{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}}
**{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, decreasing its range. Upward angled forward smash also has decreased knockback scaling (85 → 83).}}
*Upward angled forward smash:
**{{buff|Upward angled forward smash launches opponents at a lower angle (45° → 40°).}}
**{{nerf|The far hit has decreased knockback scaling (85 → 83).}}
*Downward angled forward smash:
**{{buff|The far hit has increased knockback scaling (80 → 83).}}
**{{nerf|Downward angled forward smash launches opponents at a higher angle (35° → 40°).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash deals more damage (19%/22%/22% → 21%/24%/24%), the sweetspot launches opponents at a higher angle (80° → 85°) and both sweetspots have slightly higher knockback scaling (70 → 71), significantly improving its KO potential (now being the strongest up smash in ''Smash 4'', although it is still weaker than the strongest up smashes in ''Brawl'').}}
**{{buff|Up smash deals 2% more damage (19%/22%/22% → 21%/24%/24%) and the sweetspot launches opponents at a higher angle (80° → 85°) and has slightly higher knockback scaling (70 → 71), making it the strongest up smash in ''Smash 4'' (although it is still weaker compared to {{SSBB|Ivysaur}}'s, {{SSBB|Lucas}}', and {{SSBB|Mr. Game & Watch}}'s up smashes in ''Brawl'').}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash deals more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2)) and the second hit has increased knockback scaling (75 → 94), significantly improving its KO potential.}}
**{{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 scaling (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.}}
**{{buff|The first hit can no longer be [[SDI]]ed (SDI multiplier: 0.5x → 0x).}}
**{{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.}}
**{{buff|The first hit's leg hitbox launches aerial opponents at a lower angle (141° → 160°) and has decreased set knockback (80 → 70), allowing it to connect more reliably into the second hit.}}
**{{change|Down smash's second hit now flips opponents.}}
**{{change|The first hit's leg hitbox launches grounded opponents at a slightly higher angle (141° → 140°).}}
**{{buff|The first hit's foot hitbox launches opponents at a lower angle (140° → 154°) and has increased set knockback (90 → 108), allowing it to connect more reliably into the second hit.}}
**{{buff|The first hit's body hitbox has increased set knockback (70 → 80), making it slightly safer if it connects.}}
**{{buff|The second hit has larger hitboxes (5.5u → 6.5u).}}
**{{change|The second hit now uses a forward launching angle (130° → 50°), but it now uses a backwards angle flipper (3 → 4). This means that the opponent is still sent behind Ganodorf at the same angle, but they are now facing Ganondorf, rather than away from him.}}
***{{buff|Because of this, the second hit now pushes shielding opponents away from Ganondorf rather than dragging them towards him, making the move safer, especially when combined with its increased shieldstun.}}
***{{nerf|However, this also makes it easier for the opponent to recover.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}}
*{{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]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's second hit has less startup lag (frame 20 → 17), with the move's total duration being subsequently reduced (FAF 45 → 42).}}
**{{buff|Neutral aerial's first kick has significantly decreased knockback scaling (100 → 30), has altered angles (55°/60°/65° → 55°/70°/100°) and transitions into its second hit faster (frame 20 → 17), making the hits link much more reliably similar to {{SSB4|Captain Falcon}}'s neutral aerial. It also gained a hitbox on his foot with significantly increased knockback (20 (base), 100 (scaling) → 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 scaling (100 → 106) and a larger hitbox (4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u), restoring its KO potential from ''Melee''. It also has decreased ending lag (FAF 45 42) and [[auto-cancel]]s earlier (frame 41 38).}}
***{{buff|Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).}}
**{{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|Neutral aerial auto-cancels earlier (frame 41 → 38).}}
**{{buff|The first kick's leg hitboxes (and the foot hitbox against aerial opponents) have drastically lower knockback scaling (100 → 30) and they have altered angles (55°/60°/65° → 55°/70°/100°), which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.}}
***{{nerf|However, these changes make neutral aerial connect even less reliably at lower percents.}}
**{{change|The first kick's foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110) and now uses weight-independent knockback. This improves its spacing potential, but hinders its already poor ability to link into the second hit.}}
**{{buff|The second kick deals much more damage (7% (clean)/5% (late) → 12%/9%) and has increased knockback scaling (100 → 106), restoring a chunk of its KO potential from ''Melee''.}}
**{{buff|The clean second kick has larger hitboxes (4.3u/5.7u/6.2u → 7.8u/7u/6.5u) and the foot hitbox has been positioned further out (y offset: 5 → z offset: 6.5), significantly improving its range.}}
**{{buff|The late second kick's foot hitbox is larger (4.3u 6u) and it has been positioned further out (y offset: 5 z offset: 6).}}
**{{nerf|The first kick deals less damage (11% (clean)/7% (late) → 7%/5.25%). This completely remove the KO potential of the leg hitboxes and the foot hitbox against aerial opponents when combined with their lower knockback scaling, as well as making them much less safe on hit.}}
***{{nerf|In addition, the foot hitbox against grounded opponents only received full compensation on its knockback for the late hit, hindering its clean hit's KO potential.}}
**{{nerf|The late second kick's near hitboxes are smaller (5.7u/6.2u → 5.3u/4.5u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 55 → 45).}}
**{{buff|Forward aerial deals more damage (15% (sourspot)/17% (sweetspot) → 17%/18%) with higher and consistent knockback (30/48 (base), 80/83 (scaling) → 20/93), making the sourspots much less of a hindrance. It also has less ending lag due to how ''Smash 4'' handles [[interruptibility]] despite the move's interruptibility value being unchanged (FAF 55 → 45).}}
**{{buff|Forward aerial has larger hitboxes (3.4u/5u → 4u/5.5u).}}
**{{buff|The sourspot deals more damage (15% 17%) and knockback (30 (base), 80 (scaling) → 20/93), significantly improving its KO potential.}}
**{{buff|The sweetspot deals more damage (17% 18%).}}
**{{change|The sweetspot has a higher hitlag multiplier (1x → 1.1x).}}
**{{change|The sweetspot has less base knockback but more knockback scaling (48 (base), 83 (scaling) → 20/93).}}
***{{buff|This combined with its higher damage improves its overall KO potential.}}
***{{nerf|However, this also hinders the move's edgeguarding potential, as well as its KO potential when used near the horizontal blast zone and even from center stage on smaller stages.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's sourspots deal much more knockback (10 (base), 85 (scaling) → 40/89).}}
**{{buff|Back aerial's sweetspot deals more damage (16% → 17%) and all hitboxes now have consistent knockback (10/28 (base), 85 (scaling) → 40/89). This makes the sourspots much less of a hindrance toward the sweetspot.}}
**{{buff|The sweetspot deals more damage (16% → 17%) and knockback (28 (base), 85 (scaling) → 40/89), significantly improving its KO potential.}}
**{{change|The sweetspot has a higher hitlag multiplier (1x → 1.2x).}}
**{{change|As with most back aerials, back aerial now always launches opponents away from Ganondorf.}}
**{{nerf|The sweetspot has lower priority (ID# 0 → 1), making it harder to land.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The introduction of [[frame canceling]] greatly benefits down aerial due to its very high hitlag, improving its combo potential when combined with the changes to hitstun canceling/DI, especially since it is one of the few meteor smashes which still cannot be teched by grounded opponents.}}
**{{change|Sourspotted down aerial now launches at the [[Sakurai angle]], improving its onstage KO potential and granting the move spacing potential but hindering its edeguarding potential. The move's high hitlag also makes down aerial remain untechable by grounded opponents unlike all other meteor smashes. The hitboxes are also positioned lower, making it easier to land the sweetspot below, but makes it incapable of punishing opponents recovering high.}}
**{{buff|The sweetspot is positioned lower (y offset: 3 → 1), improving its range.}}
**{{nerf|Down aerial has a shorter duration (frames 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 auto-cancel in a short hop due to Ganondorf's higher gravity, hindering its combo potential and safety.}}
***{{nerf|However, this does also make the sourspot easier to land, hindering down aerial's edgeguarding potential against opponents recovering high.}}
**{{change|Down aerial's sourspot now launches opponents horizontally (270° → 361°). This improves its onstage KO potential and grants the move spacing potential but hindering its edeguarding and tech chase set up potential.}}
**{{nerf|Down aerial has a shorter duration (frames 16-20 → 16-18).}}
**{{nerf|Down aerial has lower base knockback (30 → 20).}}
**{{nerf|The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.}}
***{{buff|However, this does also improve its combo potential at higher percents.}}
**{{nerf|Down aerial can no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.}}


===Throws/other attacks===
===Throws/other attacks===
Line 202: Line 131:
**{{nerf|All grabs have smaller grabboxes (4.8u → 4u (standing/pivot)/3.2u (dash). This gives Ganondorf's grabs less vertical range (especially dash grab) and decreases pivot grab's overall range.}}
**{{nerf|All grabs have smaller grabboxes (4.8u → 4u (standing/pivot)/3.2u (dash). This gives Ganondorf's grabs less vertical range (especially dash grab) and decreases pivot grab's overall range.}}
**{{nerf|Pivot grab has a new animation where Ganondorf extends his hand further. This new animation more accurately reflects the grabbox, resulting in the pivot grab losing its disjoint.}}
**{{nerf|Pivot grab has a new animation where Ganondorf extends his hand further. This new animation more accurately reflects the grabbox, resulting in the pivot grab losing its disjoint.}}
**{{nerf|Standing and especially dash grab have less range behind Ganondorf, due to now only consisting of one extended grabbox, rather than multiple normal grabboxes.}}
**{{nerf|Standing and especially dash grab have less range behind Ganondorf, due to now only consisting of one extended grabbox, rather than multiple normal grabooxes.}}
*{{change|Forward, up, and down throws have decreased hitlag.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more damage (2% → 3%).}}
**{{buff|Pummel deals 1% more damage (2% → 3%).}}
**{{nerf|Pummel has more ending lag (FAF 24 → 30).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw's hitbox has a longer duration (frame 11 → 11-12).}}
**{{buff|Forward throw's hitbox has a longer duration (frame 11 → 11-12).}}
Line 214: Line 143:
**{{buff|Back throw's hitbox has a longer duration (frame 12 → 12-13).}}
**{{buff|Back throw's hitbox has a longer duration (frame 12 → 12-13).}}
**{{buff|The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).}}
**{{buff|The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).}}
**{{change|Ganondorf releases opponents from back throw one frame later (frame 13 → 14).}}
**{{change|Ganondorf releases opponents from back throw one frame later (frame 12 → 13).}}
**{{nerf|The hitbox has increased hitlag (1.0x → 1.5x), making the throw slower to execute and easier to DI.}}
**{{nerf|The hitbox has increased hitlag (1.0x → 1.5x), making the throw slower to execute and easier to DI.}}
*[[Up throw]]:
*[[Up throw]]:
Line 225: Line 154:
*[[Down throw]]:
*[[Down throw]]:
**{{buff|The changes to [[hitstun canceling]] improves down throw's combo potential.}}
**{{buff|The changes to [[hitstun canceling]] improves down throw's combo potential.}}
*[[Floor attack]]s:
*[[Floor attack]]:
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back) → 16/17).}}
**{{buff|Floor attacks deal more damage (6% → 7%).}}
***{{buff|The second hits also have less startup lag (frame 26 (front)/28 (back) → 23/21).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks have less intangibility (frames 1-27 (front)/1-29 (back) → 1-22/1-24).}}
*Front floor attack:
**{{nerf|Front floor attack launches opponents at a higher angle (361° → 48°).}}
**{{nerf|Front floor attack now only uses one extended hitbox instead of two normal hitboxes, which covers less space.}}
***{{nerf|Additionally, this new hitbox is static, significantly decreasing the move's vertical range.}}
*Back floor attack:
**{{change|Ganondorf has a new back floor attack, a somersault kick.}}
**{{change|Ganondorf has a new back floor attack, a somersault kick.}}
**{{nerf|Back floor attack has much less range, only roughly covering the area where Ganondorf's leg are, rather than covering both sides around Ganondorf.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack deals less damage (10% → 8%).}}
**{{nerf|Edge attack deals less damage (10% → 8%).}}
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-21).}}
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-21).}}  
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 24-26).}}
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 24-26).}}
**{{nerf|Edge attack now uses one extended hitbox, rather than multiple normal hitboxes, which gives the move less horizontal and vertical range.}}
**{{nerf|Edge attack now uses one extended hitbox, rather than multiple normal hitboxes, which gives the more less horizontal and vertical range.}}
***{{buff|However, it does have more range behind Ganondorf.}}
***{{buff|However, it does have more range behind Ganondorf.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Ganondorf, removing its ability to set up edgeguards.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Ganodorf, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{buff|Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which covers more range.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}


===Special moves===
===Special moves===
*[[Warlock Punch]]:
*[[Warlock Punch]]:
**{{nerf|Non reversed Grounded Warlock Punch deals less damage (32% → 30%), launches opponents at a higher angle (361° → 50°) and it has much more base knockback but much less knockback scaling (30 (base), 100 (scaling) → 120/42). While this does give the move more knockback at lower percents, this also considerably hinders its overall KO potential.}}
**{{nerf|Grounded Warlock Punch deals 2% less damage (32% → 30%) and has altered knockback (30 (base), 100 (scaling) → 120/42), considerably hindering its KO potential.}}
**{{buff|Reversed Warlock Punch deals more damage (35% (grounded)/38% (aerial) → 37%/40%).}}
**{{buff|Aerial Warlock Punch deals more damage (35% → 38%). Reversed Warlock Punch also deals more damage (35% (grounded)/38% (aerial) → 37%/40%). Grounded Warlock Punch now also grants [[armor]] lasting from frames 11-65 and frames 21-67, respectively.}}
**{{buff|Aerial Warlock Punch deals more damage (35% → 38%).}}
**{{buff|Grounded Warlock Punch now grants super [[armor]] from frames 11-65 for the normal version and frames 21-67 for the reversed version, slightly increasing its safety.}}
*[[Flame Choke]]:
*[[Flame Choke]]:
**{{buff|Flame Choke deals more damage (9% (grounded)/12% (aerial) → 12/15%).}}
**{{buff|Flame Choke deals more damage (9% (grounded)/12% (aerial) → 12/15%) and 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.}}
**{{buff|Grounded Flame Choke has more range (z offset: 4.5 (grounded)/4.2 (grounded and aerial) → 7.2/7.5).}}
**{{nerf|Grounded Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential and forcing Ganondorf to rely on hard reads. 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.}}
**{{buff|Aerial Flame has more range (z offset: 6.5 → 7.5).}}
**{{buff|[[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.}}
**{{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|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.}}
**{{nerf|Grounded Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential, removing its guaranteed followups and forcing Ganondorf to rely on hard reads.}}
**{{nerf|The removal of grab armor makes Flame Choke easier to intercept, as traded blows will interrupt the grab (although its increased range somewhat compensates for this). This makes Ganonciding slightly more difficult to perform and thus, hinders Ganondorf's approach potential and recovery.}}
*[[Dark Dive]]:
*[[Dark Dive]]:
**{{buff|Dark Dive's far grabbox has marginally increased range (z offset: 13.65 → 13.7).}}
**{{buff|Dark Dive deals 2.8% more damage (11% → 13.8%) and knockback scaling (82 → 90), improving its out of shield potential and allowing it to KO reliably, unlike in ''Brawl''. The grabbox now has a disjoint directly in front of him on frame 14.}}
**{{buff|Dark Dive's hitbox has a lower SDI multiplier (2x → 1x).}}
**{{bugfix|[[Hitstun cancelling]] now applies to opponents released by Dark Dive.}}
**{{buff|The loop hits deal more damage (1% → 1.2%).}}
***{{buff|This prevents opponents from being able to attack Ganondorf after he releases them, improving its defensive potential.}}
**{{change|The loop hits are positioned much closer to Ganondorf (y/z offsets: 14/7 → 9/0).}}
**{{buff|The throw deals more damage (7% → 9%) and has increased knockback scaling (82 → 90), improving its KO potential.}}
**{{bugfix|[[Hitstun cancelling]] now properly applies to opponents released by Dark Dive.}}
***{{buff|This prevents opponents from being able to attack Ganondorf after he releases them, making it much safer to use.}}
**{{change|Dark Dive has a new animation, in which he grabs his opponent with one hand instead of two.}}
**{{change|Dark Dive has a new animation, in which he grabs his opponent with one hand instead of two.}}
**{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with this also applying to Flame Choke, this hinders Flame Choke's safety and recovery 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.}}
*[[Wizard's Foot]]:
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.}}
**{{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).}}
**{{buff|Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.}}
**{{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.}}
**{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher (although the move still hits at the same altitude), and Ganondorf enters a three-point landing pose when the move ends.}}
**{{nerf|[[Flight of Ganon]] has been removed, hindering Ganondorf's already subpar air game.}}
**{{change|Due to the changes to the animation transition frame, Ganondorf now immediately lands on the ground after the aerial ending animation if he is on stage and he performs an action instead of staying in an aerial state for one frame before landing.}}
***{{buff|This allows Ganondorf to instantly shield, attack or perform any other ground action without having to go through his hard landing lag animation.}}
***{{nerf|However, this also prevents Ganondorf from immediately being able to double jump, use his aerial options or immediately land with Wizard's Foot.}}
***{{nerf|The changes to the animation transition frame along with the changes to the [[buffer]] system also removes [[Flight of Ganon]], hindering Ganondorf's already subpar air game.}}
**{{nerf|Ganondorf can no longer immediately land with Wizard's Foot after jumping, removing its use as an Out of Shield option.}}
**{{nerf|Ganondorf can no longer use Wizard's Foot at an edge to get the aerial ending animation on the ground which overall hinders the move as the aerial ending animation is shorter.}}
**{{nerf|If Ganondorf drops through a platform and immediately uses Wizard's Foot, he will now instantly land for one frame and then fall through the platform. While this may seem useful, the move's hitbox does not come out when this is performed (as the hitbox comes out on frame 2 and Ganondorf is only in the animation for one frame), making it slightly harder for Ganondorf to use his aerial Wizard's Foot when dropping through a platform as well as making him more vulnerable when this is performed.}}
***{{nerf|This especially hurts the move on moving platforms as Ganondorf could previously instantly land on moving platforms to get quickly get out the landing hitbox which along with the removal of [[platform canceling]], hinders its utility on moving platforms.}}
*[[Beast Ganon]]:
*[[Beast Ganon]]:
**{{nerf|Beast Ganon deals less damage during its charge (45% → 40%), removing its [[one-hit KO]] ability.}}
**{{nerf|Beast Ganon deals 7% less damage (47% → 40%) and has decreased knockback, removing its [[one-hit KO]] ability.}}
**{{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.}}
**{{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.}}
**{{bugfix|Ganondorf no longer briefly goes into his bind pose whenever he returns from the attack.}}
**{{bugfix|Ganondorf no longer goes into his bind pose whenever he returns from the attack.}}


==Update history==
==Update history==
Line 302: Line 199:
'''{{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, back and up throws have less [[hitlag]] on their hitboxes (2x → 1.5x (forward/back)/1.6x (up)).}}
*{{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 331: Line 229:
|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=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltname=&nbsp;
|utiltdmg=28% (leg), 20%/18% (explosion)
|utiltdmg=28% (leg), 20%/18% (explosion)
|utiltdesc=A delayed axe kick that produces an explosion. While it is the strongest up tilt in the game, its immense 81 frames of starting lag make it the game's slowest standard move, thus an extreme "high risk, high reward" option. Although weaker and slower than a Warlock Punch, it has [[vacuum]] properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is still incredibly powerful, with the sweetspot being infamous for instantly shattering full [[shield]]s and KOing at very low percentages when near the edge, therefore becoming one of Ganondorf's best [[edgeguard]]ing options if used wisely.
|utiltdesc=A delayed axe kick that produces an explosion. While it is the strongest up tilt in the game, its immense 81 frames of starting lag make it the game's slowest standard move, thus an extreme "high risk, high reward" option. Although weaker and slower than a Warlock Punch, it has [[vacuum]] properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is still incredibly powerful, with the sweetspot being infamous for instantly shattering full [[shield]]s and KOing at very low percentages when near the edge, therefore becoming one of Ganondorf's best [[edgeguard]]ing options if used wisely.
Line 431: Line 329:
|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.  
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 113
|rweight = 5
|dash = 1.3
|rdash = 49-55
|run = 1.218
|rrun = 56
|walk = 0.73
|rwalk = 57
|trac = 0.068
|rtrac = 6-9
|airfric = 0.015
|rairfric = 6-19
|air = 0.79
|rair = 56
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.03
|raddaccel = 54-56
|gravity = 0.107835
|rgravity = 13
|fall = 1.65
|rfall = 17-21
|ff = 2.64
|rff = 18-22
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 25.488228
|rjumpheight = 56
|shorthop = 12.244264
|rshorthop = 55
|djump = 26
|rdjump = 51-52
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Emerges from a portal of dark magic. Based on how {{iw|zeldawiki|Phantom Ganon}} emerges from similar dark portals in his boss fight in ''Ocarina of Time''.
|desc=Emerges from a portal of dark magic.
|char=Ganondorf
|char=Ganondorf
|game=SSB4}}
|game=SSB4}}
Line 516: Line 371:


==In [[competitive play]]==
==In [[competitive play]]==
===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, such as the latter defeating {{Sm|Mew2King}} in a now-infamous ''3DS'' set. This excitement, however would gradually disappear following the Wii U release, as while many characters like {{SSB4|Sheik}} and {{SSB4|Diddy Kong}} benefited from the discovery of new tech and a better controller setup, Ganondorf did not benefit as much from the new mechanics 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, extravagant punishes, and hefty damage output. As such, he has garnered noticeably better results compared to most other bottom-tiered characters (and even outplacing certain 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 52th/53rd on the fourth and final 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 was consistently ranked either among or barely outside of the bottom five characters on the Western and European scenes, the Japanese scene is more optimistic about the character, especially after Gungnir's high placing. As such, Ganondorf's true tier placing has remained in contention throughout the game's competitive lifespan, though he is still generally seen as non-viable in high-level play.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 537: Line 385:
|set10=3112
|set10=3112
}}
}}
===Most historically significant 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 -->


''See also: [[:Category:Ganondorf players (SSB4)]]''
===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|Adom|Israel}} - Highest-ranked ''Smash 4'' player in the Middle East. He is considered one of the best Ganon mains in the world. He placed 9th at [[Syndicate 2017]], the highest placement made by a Ganondorf main thus far. Has wins over players such as {{Sm|quiK}}, {{Sm|Fire}}, and {{Sm|Cyro}}.
*{{Sm|Dr.DORF|France}} - Placed 13th at {{Trn|Albion 2}}, 17th at {{Trn|Deflagration}}, and 25th at {{Trn|SALT}}. Has wins over players such as {{Sm|Meru}} and {{Sm|Kibzu~}}.
*{{Sm|E-Serpent|USA}} - Prominent Michigan Ganon main with sets off of several power-ranked midwestern Smashers.
*{{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}} - The best Ganondorf in Japan and one of the best Ganondorf players 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. Placed 1st at the Smash 4 Alberta Arcadian.
*{{Sm|Orsone|Italy}} - Placed 7th at {{Trn|ICARUS II}} and 17th at {{Trn|ICARUS III}}. 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. He has wins over players like {{Sm|Ally}}, {{Sm|Kameme}}, {{Sm|Raito}} and {{Sm|Gackt}}.
*{{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|Rickles|USA}} - One of the best Ganondorf mains in the world. Placed 1st at [https://smash.gg/tournament/the-arcadian-3/events The Arcadian 3] and 49th at [[2GG: Hyrule Saga]]. He has wins over {{Sm|tyroy}}, {{Sm|K9sbruce}} and {{Sm|Razo}}.
*{{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|yeti|USA}} - Master of diversity. Used Ganon and placed high in multiple Level Up Games weeklies.
 
====Inactive====
*{{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|Jile|USA}} - Best Ganondorf main in New England with high-placing regional results. Currently focusing on ''Rivals of Aether''.
*{{Sm|Matt Hazard|USA}}
*{{Sm|Vex Kasrani|USA}}


*{{Sm|Adom|Israel}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Syndicate 2017}} and {{Trn|Deflagration}} as well as 25th at {{Trn|Battle Arena Melbourne 10}} with wins over players such as {{Sm|quiK}}, {{Sm|Fire}}, and {{Sm|Cyro}}. Ranked 46th on the [[European Smash 4 Power Rankings]].
===Tier placement and history===
*{{Sm|Dr.DORF|France}} - The second best Ganondorf player in Europe. Placed 13th at {{Trn|Albion 2}}, 17th at {{Trn|Deflagration}}, and 25th at {{Trn|SALT}} with wins over players such as {{Sm|Meru}} and {{Sm|Kibzu~}}.
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}} benefited 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]].
*{{Sm|Gungnir|Japan}} - The best Ganondorf player in Japan. Placed 17th at {{Trn|Umebura Japan Major}} with wins over players such as {{Sm|Taiheita}} and {{Sm|Earth}}.
 
*{{Sm|Pon|Japan}} - Considered to be one of the best Ganondorf mains in Japan alongside Gungnir. He has wins over players like {{Sm|Ally}}, {{Sm|Kameme}}, {{Sm|Raito}} and {{Sm|Gackt}}.
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.
*{{Sm|Ray Kalm|Canada}} - The best Ganondorf player in Canada. Placed 17th at both {{Trn|Enthusiast Gaming Live}} and {{Trn|Enthusiast Gaming Live Expo}}. Formerly ranked 9th on [[Ontario Power Rankings]].
 
*{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Rebirth X}}, 13th at {{Trn|Frosty Faustings IX}}, and 49th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|2GG: Hyrule Saga}} with wins over {{Sm|tyroy}} and {{Sm|k9sbruce}}.
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 has remained  in contention throughout the game's competitive lifespan.
 
==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. ''


==In Solo Modes==
::{{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. ''
===[[All-Star Mode]]===
In All-Star Mode, Ganondorf is fought in Stage 5 in the 3DS version (if he has been unlocked) or Stage 3 in the Wii U version alongside {{SSB4|Pikachu}}, {{SSB4|Ness}}, {{SSB4|Jigglypuff}}, {{SSB4|Sheik}}, {{SSB4|Mewtwo}}, {{SSB4|Charizard}}, {{SSB4|Diddy Kong}}, and {{SSB4|Cloud}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
<center>
====Solo Events====
<gallery>
GanondorfTrophy3DS.png|Classic (3DS)
GanondorfAltTrophy3DS.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''.
Line 561: Line 456:
*'''[[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====
 
===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.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Ganondorf.png|Classic Mode
SSB4-3DS Congratulations All-Star Ganondorf.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Ganondorf.png|Classic Mode
SSB4-Wii U Congratulations All-Star Ganondorf.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Ganondorf's default trophy is obtained by clearing Classic Mode as Ganondorf. His alternate trophy is obtained by clearing All-Star Mode as Ganondorf in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Beast Ganon trophy is obtained only in the Wii U version by clearing All-Star Mode as Ganondorf.
{{Trophy/Fighter
|name=Ganondorf
|image-3ds=GanondorfTrophy3DS.png
|image-wiiu=GanondorfTrophyWiiU.png
|mode=Classic
|desc-3ds-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!
|desc-wiiu-ntsc=Ganondorf, the King of Darkness and owner of the Triforce of Power, is bent on plunging the kingdom of Hyrule into ruin. Thankfully, he's usually stopped by Link before this happens. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Rush in when the enemy's open and strike hard!
|desc-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.
|gamelist-ntsc={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=11/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=12/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Ganondorf (Alt.)
|image-3ds=GanondorfAltTrophy3DS.png
|image-wiiu=GanondorfAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-ntsc=Being the powerhouse that he is, the Gerudo King 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 opponents as they cowardly try to hit you from behind.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=11/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=12/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Beast Ganon
|image=BeastGanonTrophyWiiU.png
|desc-ntsc=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.
|desc-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.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]==
==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]==
Line 636: Line 481:
<gallery>
<gallery>
Ganondorf amiibo.png|Ganondorf's [[amiibo]].
Ganondorf amiibo.png|Ganondorf's [[amiibo]].
Ganondorf unlock notice SSB4-3DS.png|Ganondorf's unlock notice in {{for3ds}}.
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]].
Line 650: Line 494:


==Trivia==
==Trivia==
*Ganondorf's page was added to the ''Smash 4'' website on October 15th; prior to this, Ganondorf was mentioned on October 10th by Sakurai in his "Pic of the day" post, discussing the Home-Run Contest. At the end of the post, he remarks, "I wonder if Ganondorf gives you some advantage," despite Ganondorf's page not being added to the website yet. It should be noted that {{for3ds}} had already released worldwide by October 4, so Ganondorf's presence in the game was already known.
*''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]].

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