Editing Ganondorf (SSB4)
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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 | Ganondorf is ranked 52th/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. | ||
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. | ||
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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. | ||
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 | 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 | 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 | 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|Pikachu}}, 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}}’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 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 | 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 | 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 | 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 | 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 | 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 of his throws. | ||
Ganondorf drastically benefits from some of his custom moves | Ganondorf drastically benefits from some of his custom moves; most notably, Wizard's Dropkick and Dark Fists. While Wizard's Dropkick is weaker, cannot [[meteor smash]], and has slightly more ending lag when performed in the air, it is excellent against projectiles and for recovery, acting as a superior version of [[Flame Choke]]'s recovery that does not leave him helpless while allowing Ganondorf to fly over projectiles while attacking. Dark Fists is a two-hit attack with better horizontal reach, [[armor]], and very potent power, giving him impressive protection against edgeguarders if used as a recovery and a very effective out-of-shield option, something that he lacks. When using both of these moves on his moveset, Ganondorf is granted a very efficient recovery and improved offensive prowess, as he can travel high distances while being exceedingly difficult to edgeguard without being punished. For other notable customs, Warlock Blade offers better utility over Warlock Punch due to its lower start-up, increased range, [[transcendent priority]], and high shield damage, but replaces one of Ganondorf's best punishing options due to its reduced strength. Flame Chain and Flame Wave are semi-viable alternatives to Flame Choke, with the former being a multiple hitting attack with decent horizontal knockback and the latter having high damage and strong KO power; however, both are laggier and sacrifice powerful combos, while the latter covers significantly less distance, to the point where it only reaches opponents directly in front of Ganondorf. The rest of his custom moves are ineffective as they offer very little bonuses over the default or other custom moves; the best example is Warlock Thrust, which has extremely minimal KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and faster start-up. However, while his [[Character customization|custom moves]] address his recovery issues and make him a more dangerous character with better staying power, they are not allowed in the standard metagame. | ||
All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list. | All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list. | ||
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**{{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.}} | **{{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|Grounded Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential, removing its guaranteed followups and 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.}} | **{{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]]: | ||
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|dairname= | |dairname= | ||
|dairdmg=19% (legs), 17% (body) | |dairdmg=19% (legs), 17% (body) | ||
|dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing and is the most powerful [[meteor smash]] in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles. | |dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing and is the most powerful [[meteor smash]] in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag and doesn't autocancel unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag. | |grabdesc=Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag. | ||
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|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit 1), 5% (throw) | |bthrowdmg=5% (hit 1), 5% (throw) | ||
|bthrowdesc=Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 31% earlier than his forward throw, though its | |bthrowdesc=Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 31% earlier than his forward throw, though its high ending lag means it has severely less combo potential in comparison, as he cannot act until he takes a step forward. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% (hit 1), 3% (throw) | |uthrowdmg=7% (hit 1), 3% (throw) | ||
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===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc=Emerges from a portal of dark magic | |desc=Emerges from a portal of dark magic. | ||
|char=Ganondorf | |char=Ganondorf | ||
|game=SSB4}} | |game=SSB4}} | ||
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*{{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|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}}. | *{{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}}. | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Ganondorf | |name=Ganondorf | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==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. | |||
*'''[[All-Star Battle: Melee]]''': Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in ''Melee''. | |||
*'''[[Beautification]]''': Two {{SSB4|Bowser}}s and two Ganondorfs must be flowered by {{SSB4|Rosalina & Luma}}. | |||
*'''[[The Demon King and the Goddess]]''': Ganondorf must defeat a team of Link and {{SSB4|Zelda}}. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her. | |||
*'''[[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}}. | |||
===Co-op Events=== | |||
*'''[[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. | |||
*'''[[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. | |||
==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]== |