Editing Ganondorf (SSBB)

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{{Infobox Character
{{Infobox Character
|name = Ganondorf
|name = Ganondorf
|image = [[File:Ganondorf SSBB.jpg|250px]]
|image = [[File:Ganondorf SSBB.jpg|250px]]  
|game = SSBB
|game = SSBB
|ssbgame1 = SSBM
|ssbgame1 = SSBM
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|ranking = 38
|ranking = 38
}}
}}
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Brawl]]''. ''{{iw|zeldawiki|The Legend of Zelda|Series}}'' series director Eiji Aonuma first hinted that Ganondorf would return from ''[[Super Smash Bros. Melee]]'' when he stated that he sent (Ganondorf), [[Link]], and [[Sheik]]'s ''[[zeldawiki:The Legend of Zelda: Twilight Princess|Twilight Princess]]'' designs to [[Masahiro Sakurai]].<ref>[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml]</ref> He was ultimately confirmed on March 18, 2008. Most of Ganondorf's voice clips are from ''Twilight Princess'' and were performed by Hironori Miyata, while his [[Wii Remote selection sound]] is from ''The Legend of Zelda: Ocarina of Time'' and was performed by Takashi Nagasako; it last appeared in ''Melee''{{'}}s Sound Test.
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') returns from ''[[Super Smash Bros. Melee]]'' in ''[[Super Smash Bros. Brawl]]'' as a playable character. The director of ''[[zeldawiki:The Legend of Zelda (Series)|The Legend of Zelda]]'', Eiji Aonuma, hinted at Ganondorf returning as a playable character when he stated that he sent ''[[zeldawiki:The Legend of Zelda: Twilight Princess|Twilight Princess]]'' designs of him, Link and [[Sheik]] to [[Masahiro Sakurai]] [https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml]. He was ultimately confirmed on March 18, 2008. Ganondorf is now voiced by Hironori Miyata, his voice actor from ''Twilight Princess'' albeit with imported voice clips from said game.


Ganondorf is ranked dead last on the ''Brawl'' [[tier list]], in 38th place out of the 38 characters in the game. This is a significant drop from his position on the ''Melee'' tier list, where he ranked 14th out of 26, and is tied with [[Ganondorf (SSBU)|his later iteration from ''Ultimate'']] as his worst placement in the ''Smash'' series to date (although he is far more viable in ''Ultimate'' compared to his ''Brawl'' iteration). Ganondorf's few strengths include high power throughout his moveset, respectable endurance, strong [[momentum cancelling]] capabilities, and some fearsome [[edgeguard]]ing abilities, with access to the most powerful [[meteor smash]] in the game in his [[down aerial]], and a great [[semi-spike]] in his [[up aerial]]. Ganondorf has also gained a new combo starter in [[Flame Choke]] and a superjump glitch in the [[Flight of Ganon]].
Ganondorf is ranked dead last on the [[tier list]], in which he is ranked 38th out of 38 characters in ''Brawl'', his worst tier placement in the ''Smash'' series to date. This is a significant drop from his position on the ''Melee'' tier list, where he was 14th out of 26. Ganondorf's few strengths include good power throughout his moveset, high endurance and strong [[momentum cancelling]] ability, very strong [[edge guard]]ing ability, access to the most powerful [[meteor smash]] in the game in his [[down aerial]] and a great [[semi-spike]] in his [[up aerial]]. Ganondorf has also gained a new combo starter in [[Flame Choke]] and a superjump glitch in the [[Flight of Ganon]].


However, these strengths are eclipsed by a slew of significant flaws. Ganondorf's overall mobility and frame data are among the slowest, if not the slowest in the game, with even {{SSBB|King Dedede}} just barely beating him. His [[recovery]] is possibly his biggest flaw, being one of the worst recoveries in ''Brawl''; he has the third-lowest double [[jump]] in the game, [[Flame Choke]] covers minimal horizontal distance and is easily edge-guarded due to its slow speed and lack of protection, and aerial [[Wizard's Foot]] no longer restores his double jump. In particular, [[Dark Dive]] is likewise slow, and its newly added hitbox at the move's climax is not sufficient enough to defend from edge-guarding, while it has also lost all of its KO power and now only KOs past the [[Sudden Death]] range (300%), and has so little hitstun that opponents can hit Ganondorf out of it as soon as the move completes. Nerfs to his useful chain-grab options and his overall moveset from ''Melee'', along with the changes to [[hitstun]] severely weakened his KO and combo ability. Additionally, many of his moves either have large sourspots, poor [[reach]] for a character of his size, inconveniently placed [[hitbox]]es, or cannot KO at realistic percentages (like his aforementioned [[Dark Dive]]), invalidating his would-be impressive attack power. Also, the loss of [[L-cancelling]] has harmed him far more than any other character in ''Brawl'', as he is no longer able to safely use his powerful, yet laggy aerials in many situations. In addition, his [[grab]] is not only slow, but also the shortest-reaching grab in the series, which compounds with his slow attacks to give him poor [[out of shield]] options. While his great weight gives him respectable endurance, this is offset by his exploitable recovery, and it also makes him susceptible to [[chain grabs]] and combos (with a few being capable of [[zero-death]]ing him outright). Plus, his shield is unusually small, making it vulnerable to [[shield stab]]bing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of any projectile makes him easily [[camping|camped]] and leaves him with little in the way of approach options or ways ability to force approaches.
However, these strengths are overridden by a slew of significant flaws. Ganondorf's overall mobility and frame data are among the slowest, if not the slowest in the game, with {{SSBB|King Dedede}} just barely beating him. His [[recovery]] is possibly his biggest flaw: he has the third lowest [[jump]] in the game, Flame Choke covers minimal horizontal distance and is easily edge-guarded due to its slow speed and lack of protection, and aerial [[Wizard's Foot]] no longer restores his double jump; in particular, [[Dark Dive]] is likewise slow and its newly added hitbox at the move's climax is not sufficient enough to defend from edge-guarding, while it has also lost all of his KO power and now KOs past the 300% range, and opponents can now hit Ganondorf out of it as soon as the move completes. His useful chain-grab options, the changes to [[hitstun]], and his moveset overall was heavily nerfed from ''Melee'', weakening his KO and combo ability. Additionally, many of his moves either have large sourspots or cannot KO realistic percentages such as his forward aerial and his aforementioned Dark Dive. Also, the loss of [[L-cancelling]] has harmed him far more than any other character in the game, as he is no longer able to safely use his powerful but laggy aerials for general usage. Most of Ganondorf's attacks either have poor [[reach]] for a character of his size or possess poorly placed [[hitbox]]es, putting him at a serious disadvantage against characters with long reach or disjointed hitboxes (like {{SSBB|Marth}}). In addition, his [[grab]] is slow and the shortest-reaching grab in the games, which along with his slow attacks leaves him with poor [[out of shield]] options. His heavy weight, while giving him strong endurance potential, also makes him vulnerable to [[chain grabs]] and combos (with a few of them capable of [[zero-death]]ing him outright). His shield is also unusually small, making it very vulnerable to [[shield stab]]bing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of a projectile makes him easily [[camping|camped]] and leaves him with little approach options or the ability to force approaches.  


As a result, Ganondorf has had the third-highest tier drop from ''Melee'' to ''Brawl'' (behind {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}} for the second-highest and highest, respectively), with terrible tournament results and awful matchups against nearly the entire cast. However, Japan has a slightly better opinion on Ganondorf, ranking him 31st.
As a result, Ganondorf has had the 2nd highest tier drop from ''Melee'' to ''Brawl'' ({{SSBB|Jigglypuff}} has the highest), with terrible tournament results and no advantageous or even match-ups ({{SSB|Donkey Kong}} also had this problem in the Japanese Version of ''Smash 64''). He has the highest number of hard counters of any character in the series at 17, in addition to 5 nearly unwinnable match-ups. He is also the only character in the whole series to have ever had his own tier at the bottom of the tier list. However, he is ranked 31st, rather than dead last, on the Japanese tier list.


==How to unlock==
==How to unlock==
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*Play 200 [[VS. match]]es.
*Play 200 [[VS. match]]es.
*Clear {{SSBB|Classic Mode}} on hard with {{SSBB|Link}} or {{SSBB|Zelda}}.
*Clear {{SSBB|Classic Mode}} on hard with {{SSBB|Link}} or {{SSBB|Zelda}}.
*Have Ganondorf join the player's party in [[The Subspace Emissary]] by collecting Link's and Zelda's trophies in [[Subspace (Part II)]].
*Have Ganondorf join the player's party in the [[Subspace Emissary]] by collecting the Link and Zelda trophies in [[Subspace (Part II)]].


With the exception of the third method, Ganondorf must then be defeated on {{SSBB|Final Destination}}.
With the exception of the third method, Ganondorf must then be defeated on {{SSBB|Final Destination}}.


==Attributes==
==Attributes==
Ganondorf is a [[Weight#SSBB_Weight_Ranking|heavy]], fast falling, very slow character (the slowest to be exact) with sub-par range and strong attacks. Though only in their sweetspots, his attacks deal above average knockback; however, this can also serve as a problem since it prevents him from comboing at medium damage percentages or higher. His side special grants him [[armor]] (only helpful in team battles or Free-for-alls) while he is holding the opponent, and it leaves opponents vulnerable for a bit of time if used on the ground, leaving them open for another quick attack being a true set up like down tilt (on most characters), his jab, or several characters getting hit by dash attack and side tilt for KOs, and even his up aerial on platforms. In the air, Ganondorf's side special can cause a [[Ganoncide]], although it is situational because even when it is impossible to escape from it or control the trajectory, landing it is very hard work, and the results in a last-stock situation are unpredictable. Ganondorf's moves are arguably the least affected by Smash DI because he has the lowest number of multi-hitting moves (his down smash and his neutral aerial are his only moves considered to be a multi-hitting move; however, his neutral aerial's second hit will almost never connect at higher percentages), effectively rendering escape and punishment of his attacks ineffective, although his attacks are a lot easier to shield or dodge. Ganondorf's dash attack provides him with a quick speed boost, and the move is a hard hitter as well and can also KO, but it is easily punished if shielded. Ganondorf's aerials are also very strong, and all have high knockback and strong edgeguarding potential. His up aerial is a very useful [[semi-spike]] that can gimp opponents due to its high hitstun, and his down aerial is an extremely strong and reliable [[meteor smash]] that can surprisingly [[Auto-canceling|auto-cancel]] in a short hop in addition to being the strongest in the game (sometimes able to KO even at 0%, depending on how far away the opponent is from the lower blast line). Ganondorf's powerful up smash, despite its slow startup, has very low ending lag and a deceptive hitbox, making it one of Ganondorf's best moves. Ganondorf's advanced [[superjump glitch]], the [[Flight of Ganon]], is very situational, but, if done right, he travels far higher in the air than any of his aerial options, allowing him to escape pressure, and the maneuver allows him to set up an aerial reverse Warlock Punch, his strongest move.
Ganondorf is a [[Weight#SSBB_Weight_Ranking|heavy]], fast falling, very slow character (the slowest to be exact) with sub-par range and strong attacks. His attacks, though only in the sweetspot, deal above average knockback, although this can also serve as a problem since it prevents him from comboing at medium damage percentages or higher. His side special grants him [[armor]] (only helpful in team battles or Free-for-alls) while he is holding the opponent, and it leaves opponents vulnerable for a bit of time if used on the ground, leaving them open for another quick attack being a true set up like down tilt (on most characters), his jab, or several characters getting hit by dash attack and side tilt for KOs, and even his up aerial on platforms. In the air, Ganondorf's side special can cause a [[Ganoncide]], although it is situational because even when it is impossible to escape from it or control the trajectory, landing it is very hard work, and the results in a last-stock situation are unpredictable. Ganondorf's moves are arguably the least affected by Smash DI because he has the lowest number of multi-hitting moves (his down smash and his neutral aerial are his only moves considered to be a multi-hitting move; however, his neutral aerial's second hit will almost never connect at higher percentages), effectively rendering escape and punishment of his attacks ineffective, although his attacks are a lot easier to shield or dodge. Ganondorf's dash attack provides him with a quick speed boost, and the move is a hard hitter as well and can also KO, but it is easily punished if shielded. Ganondorf's aerials are also very strong; all have high knockback and strong edgeguarding potential; his up aerial is a very useful [[semi-spike]] that can gimp opponents due to its high hitstun and his down aerial is an extremely strong, reliable [[meteor smash]] that is the strongest in the game (sometimes can KO even at 0%, depending from how far the opponent is from the lower blast line). Ganondorf`s advanced [[superjump glitch]], the [[Flight of Ganon]], is very situational, but, if done right, he travels far higher in the air than any of his aerial options, allowing him to escape pressure, and allows him to set up an aerial reverse Warlock Punch, his strongest move.


However, Ganondorf's high power and heavy weight are counter-balanced with a slew of flaws. Ganondorf is the tallest fighter in the game, a problem shared with other heavyweights. His horizontal standing [[grab]] range is the shortest in the game (though his pivot grab has good range, but slower start-up). Because of his poor grab range, slow moves, and short distanced rolls, his out of shield options are some of the least effective in the game (though his grab can sometimes still shield grab depending on the range of the opponent's attack and the shieldstun of it, in spite of its range), forcing him to rely on powershielding; because of how much he relies on his shield that hasn't the size of characters like Snake without being able to punish the opponent, this makes him easy to shield poke with multi-hit moves. Ganondorf also has difficulty jumping out of shield due to his slow jumpsquat (7 frames). Ganondorf has poor [[air speed]], and a very small second jump (though it auto-sweetspots ledges, allowing him to [[plank]]). Ganondorf's mobility is also very poor with his poor air speed and ground speed; because of this, characters with a good projectile can easily break his approach and force him to jump and still get very little distance. He also lacks a projectile while also lacking easy ways to deal with them, and he does not have an easy way of dealing with camping either. Ganondorf's overall ground attack speed is among the slowest in the game along with {{SSBB|Ike}} (but three of Ganondorf's aerial attacks are only laggy if he lands while attacking; Ganondorf's fastest ground attack is his short-ranged grab which has 7 frames of startup). Two of Ganondorf's moves, his Volcano Kick up tilt and Warlock Punch neutral special, are extremely slow and highly situational. His forward aerial, while otherwise a decently powerful move with solid range, is affected by a coding error, preventing it from auto-canceling even out of a double jump and giving it noticeably more ending lag than the rest of his aerials.
However, Ganondorf's high power and heavy weight are counter-balanced with a slew of flaws. Ganondorf is the tallest fighter in the game, a problem shared with other heavyweights. His horizontal standing [[grab]] range is the shortest in the game (though his pivot grab has good range, but slower start-up). Because of his poor grab range, slow moves, and short distanced rolls, his out of shield options are some of the least effective in the game (though his grab is the shortest in the game, it can sometimes still shield grab depending on the range of the opponent's attack and the shieldstun of it), forcing him to rely on powershielding, and because of how much he relies on his shield that hasn't the size of characters like Snake without being able to punish the opponent, it makes him easy to shield-stab with multi-hit moves. Ganondorf also has difficulty jumping out of shield due to the significant jump lag (7 frames). Ganondorf has poor [[air speed]], and a very small second jump (though it auto-sweetspots ledges, allowing him to [[plank]]). He lacks a projectile and he is easy to outcamp for those who have a projectile. Ganondorf's mobility is also very poor with his poor air speed and ground speed; because of this, characters with a good projectile can easily break his approach and force him to jump and still get very little distance. Ganondorf's overall ground attack speed is among the slowest in the game along with {{SSBB|Ike}} (but three of Ganondorf's aerial attacks are only laggy if he lands while attacking; Ganondorf's fastest ground attack is his short-ranged grab which has 7 frames start-up).


Although his weight and good [[momentum canceling]] allows Ganondorf to potentially live up to very high percents, his slow, predictable and easily gimped recovery compromises this, being among the worst in the game. His main recovery move, Dark Dive, not only gains little distance, but it can be hit out of from above by certain characters where he lacks hitboxes (e.g. {{SSBB|Falco}}, at around 90% damage, can meteor smash Ganondorf out of his up special with his down aerial). It can poorly [[stage spike]] edgehoggers, but Dark Dive is easily [[tech]]ed, and in fact the uppercut at the end is stronger than the primary attack (which does not KO until 300%, and is substantially weaker than in other ''Smash'' games). Because of these reasons, Ganondorf's up special is one of the worst in the game and is practical only when used offensively if the opponent is at a low percent or is one of the few who cannot punish it. Although his overall damage input and KO power allows to compensate his terrible recovery somewhat, it still lacks sufficient utility, as opponents can act as soon as they are let go, while Ganondorf must wait for a while before attacking, giving enemies the chance to attack Ganondorf as soon as he lets go. He, like Captain Falcon and {{SSBB|Wolf}}, has a fast falling speed and a heavy weight that can backfire by making him vulnerable to [[chain grab]]s from the {{SSBB|Ice Climbers}} and {{SSBB|King Dedede}}. Also, certain characters can avoid much of Ganondorf's moveset by simply [[crouching]] (jab, f-tilt, non-down angled forward smash, down smash, auto-canceled short hop down aerial, [[Warlock Punch]], grounded [[Wizard's Foot]] and even standing grab and dash grab).
Although his weight and good [[momentum canceling]] allows him to potentially live up to very high percents, his slow, predictable and easily gimped recovery compromises this. His main recovery move, Dark Dive, not only gains little distance, but it can be hit out of from above by certain characters where he lacks hitboxes (e.g. {{SSBB|Falco}}, at around 90% damage, can spike Ganondorf out of his up special with his down aerial). It can poorly [[stage spike]] edgehoggers, but Dark Dive is easily [[tech]]ed, and in fact the uppercut at the end is stronger than the primary attack (which can reliably KO starting at 300%). Because of these reasons, Ganondorf's up special is one of the worst in the game and is practical only when used offensively if the opponent is at a low percent or is one of the few who cannot punish it. Although his damage input and KO power allows to compensate his poor recovery somewhat, it still lacks sufficient utility, as opponents can act as soon as they are let go, while Ganondorf must wait for a while before attacking, giving enemies the chance to attack Ganon as soon as he lets go. He, like Captain Falcon and {{SSBB|Wolf}}, has a fast falling speed and a heavy weight that can backfire by making him vulnerable to [[chain grab]]s from the {{SSBB|Ice Climbers}} and {{SSBB|King Dedede}}. Also, certain characters can avoid much of his moveset by [[crouching]] (jab, f-tilt, non-down angled forward smash, down smash, auto-canceled short hop down aerial, [[Warlock Punch]], grounded [[Wizard's Foot]] and even standing grab and dash grab).


Additionally, despite him having some useful combo starters at low percentages (including his down throw, Flame Choke and auto-canceled down aerial), Ganondorf is otherwise virtually unable to combo past low-mid percents. Ganondorf cannot pursue his opponents with most of his other moves both in the air and on the ground due to his low air speed, his abysmal overall mobility, his sluggish jumpsquat, the high knockback of most of his attacks, and the ability to more easily act out of hitstun in ''Brawl'' than in any other ''Smash'' game, which makes him nearly incapable of consistently and efficiently racking up damage above mid percents. As mentioned earlier, he does have some decent combo starters in his short hop auto-canceled down aerial and his Flame Choke. However, both moves are flawed in the same way: they have long start-up lag and are as such extremely predictable and avoidable. Furthermore, his Flame Choke has high ending lag if he whiffs it, and requires proper reads in order for him to effectively tech-chase and combo his opponent repeatedly with it, while his auto-canceled down aerial stops leading into any of his other moves above mid percentages.
Ganondorf's high knockback attacks also gives him one of the worst comboing ability, due to the ability to act out of hitstun and many of his combos lasting only for 2 or 3 hits. His only combos are the ''thunder hopping'' technique and his [[Flame Choke]] and those 2 moves are also deemed ineffective at comboing, with the former being easily avoidable by crouching and stops working at 60% and the latter requiring proper reads.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''Melee'' to ''Brawl''==
Ganondorf's overall moveset has received an overhaul from ''Melee''. While he still shares some moves from {{SSBB|Captain Falcon}}, he has received different animations and moves that now make him a semi-clone rather than a full clone.
Ganondorf's overall moveset has received an overhaul from ''Melee''. While he still shares some moves from {{SSBB|Captain Falcon}}, he has received different animations and moves that now makes him a semi-clone rather than a full clone.


Despite being a low-mid tier in Melee while also receiving some good buffs, Ganondorf was heavily [[nerf]]ed from ''Melee'', being one of the most nerfed characters in the transition alongside {{SSBB|Jigglypuff}}. His already slow mobility has been weakened, and some of his moves have less [[reach]] (despite his tall stature), leaving him very easily out-maneuvered and vulnerable from all sides. His comboing and KOing ability also have been severely crippled: his grabs can no longer [[chain throw]] nor set up effectively as before; and his great power has been toned down to being only slightly above-average, due to his moves either being drastically weakened to the point where they cannot K.O. even at 200% or have received extremely large [[sourspot]]s that cannot KO reliably, most notably his forward aerial, the crux of his metagame in ''Melee''. Finally, his already poor recovery was significantly weakened to be among the worst, with his main recovery move ([[Dark Dive]]) being completely unsafe on hit.
Despite receiving some good buffs, Ganondorf was heavily [[nerf]]ed from ''Melee'', being unarguably the most nerfed character in the transition and one of the most severely nerfed characters in the entire series. His already slow mobility has been weakened, and some of his moves have less [[reach]] (despite his tall stature), leaving him very easily out-maneuvered and vulnerable from all sides. His comboing and KOing ability also have been severely crippled: his grabs can no longer [[chain throw]] nor set-up effectively as before; and his great power has been toned down to being only slightly above-average, due to his moves either being drastically weakened to the point where they cannot K.O. even at 200% or have received extremely large [[sourspot]]s that cannot KO reliably, most notably his forward aerial, the crux of his metagame in ''Melee''. Finally, his already poor recovery was significantly weakened to be among the worst, with his main recovery move ([[Dark Dive]]) being completely unsafe on hit.


On the other hand, he did receive a few notable buffs. His [[air speed]] is much faster (although still among the slowest), his forward tilt now [[semi-spike]]s and is effective against enemies with weak recoveries, his up and down tilts have significantly improved range, and he now has the highest damaging forward throw in the game. [[Warlock Punch]] and aerial [[Wizard's Foot]] are much stronger, and [[Dark Dive]] now has a hitbox at the move's climax that provides decent protection against edgeguarders, along with being able to grab ledge-hangers. Arguably the biggest buff he received is a new side special, [[Flame Choke]], which gives Ganondorf a combo starter and tech-chasing move. However, none of these are significant enough to counterbalance the nerfs he had received, while most of these moves were also nerfed as well.
On the other hand, he did receive a few notable buffs. His [[air speed]] is much faster (although still among the slowest), his forward tilt now [[semi-spike]]s and is effective against enemies with weak recoveries, his up and down tilts have significantly improved range, and he now has the highest damaging forward throw in the game. [[Warlock Punch]] and aerial [[Wizard's Foot]] are much stronger, and [[Dark Dive]] now has a hitbox at the move's climax that provides decent protection against edgeguarders, along with being able to grab ledge-hangers. Arguably the biggest buff he received is a new side special, [[Flame Choke]], which gives Ganondorf a combo starter and tech-chasing move. However, none of these are significant enough to counterbalance the nerfs he had received, while most of these moves were also nerfed as well.


===Aesthetics===
===Aesthetics===
*{{change|Ganondorf's design is now based on his appearance in ''The Legend of Zelda: Twilight Princess'' rather than ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'', and his sword is now the [[List of swords#Sword of the Six Sages|Sword of the Six Sages]]. The overall boost in graphics also give his outfit more detail.}}
*{{change|Ganondorf's design is now based off his appearance in ''The Legend of Zelda: Twilight Princess'' rather than ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'', and his sword is now the [[List of swords#Sword of the Six Sages|Sword of the Six Sages]]. The overall boost in graphics also give his outfit more detail.}}
**{{nerf|As a result, Ganondorf is significantly larger and taller, making him even more vulnerable to combos, projectiles, and hits in general. While very few of his attacks have more reach, this size increase fails to properly compensate his moves that had their range reduced.}}
*{{change|Ganondorf's ledge hanging animation is altered, he now hangs onto a ledge with both hands.}}
*{{change|Ganondorf's ledge hanging animation is altered, he now hangs onto a ledge with both hands.}}
*{{change|Ganondorf has a new dashing animation where he jogs instead of sprints, and his backward rolls are now sidesteps rather than backflips.}}
*{{change|Ganondorf has a new dashing animation where he jogs instead of sprints, and his backward rolls are now sidesteps rather than backflips.}}
*{{change|Ganondorf's up taunt now has him leaning more backward after uncurling. He also now laughs after he spins rather than at the beginning of the taunt.}}
*{{change|Ganondorf's up taunt now has him leaning more backward after uncurling. He also now laughs after he spins rather than at the beginning of the taunt.}}
*{{change|Ganondorf's sword-waving victory pose has been replaced by a laugh with crossed arms.}}
*{{change|Ganondorf's sword waving victory pose has been replaced by a laugh with crossed arms.}}
*{{change|Ganondorf has a new sleeping animation, now being different from Captain Falcon.}}
*{{change|Ganondorf has a new sleeping animation, now being different from Captain Falcon.}}
*{{change|As on-screen appearances were not present in ''Melee'', Ganondorf now receives one}}.
*{{change|Ganondorf no longer uses his [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}


===Attributes===
===Attributes===
*{{nerf|Ganondorf [[dash]]es considerably slower (1.35 → 1.16), going from 6th lowest out of 26 characters to the 2nd lowest out of 39 characters.}}
*{{buff|Ganondorf now has access to the [[Flight of Ganon]] technique.}}
*{{buff|Ganondorf's [[air speed]] is higher (0.78 → 0.846), going from being tied for the 3rd lowest out of 26 characters to tied for 9th lowest out of 39, improving his recovery and ability to chase opponents while airborne.}}
*{{buff|[[Air speed]] is significantly faster (0.78 → 0.846), going from being tied for 3rd lowest to tied for 9th lowest, improving his recovery and ability to chase opponents.}}
*{{nerf|Ganondorf's [[air acceleration]] is lower (0.06 (maximum) → 0.04) going from being tied for the 5th highest out of 26 characters to the 2nd lowest out of 39.}}
*{{buff|Ganondorf's traction is lower (0.07 → 0.068), going from the 14th highest in Melee to the 7th highest. Compared with the returning veterans, however, Ganondorf's traction is significantly higher, making it easier for him to punish out of shield.}}
*{{nerf|Ganondorf's traction is lower (0.07 0.068).}}
*{{nerf|[[Dashing]] speed is significantly slower (1.35 1.16), going from 6th lowest to 2nd lowest.}}
**{{buff|However, it is higher relative to the cast going from the 14th highest out of 26 characters to the 7th highest out of 39.}}
*{{nerf|[[Jumpsquat]] is 1 frame longer (6 frames → 7), slightly slowing Ganondorf's ability to be airborne and perform aerials.}}
*{{nerf|Ganondorf's [[jumpsquat]] is longer (6 frames → 7).}}
*{{nerf|Ganondorf now crouches upright instead of hunching over, increasing his crouching hurtbox.}}
*{{nerf|Ganondorf now crouches upright instead of hunching over, increasing his crouching hurtbox.}}
*{{change|As with the returning veterans, Ganondorf's [[Falling speed]] is lower (2 → 1.65) although he falls faster relative to the cast, going from the 10th highest out of 26 characters to tied for 7th highest out of 39.}}
*{{nerf|Ganondorf's [[air acceleration]] is lower (0.02 → 0.01 (base), 0.06 → 0.04 (max)) going from the 5th highest in ''Melee'' to the 2nd lowest in ''Brawl''.}}
*{{change|Ganondorf's [[gravity]] is lower (0.13 → 0.1027), going from being tied for the 3rd highest out of 26 characters to being tied for the 6th highest out of 39.}}
*{{nerf|As with the returning veterans, Ganondorf's [[Falling speed]] is slower (2 → 1.65). Compared to the returning veterans, however, he falls much faster relative to them, going from the 10th highest in ''Melee'' to tied for 7th highest in ''Brawl''. Compared to the cast, while this slightly improves Ganondorf's vertical endurance, it worsens his already poor recovery, and makes him especially vulnerable to chain throws and combos. Considering his lack of movement speed and mobility, and his very laggy aerials, this falling speed change does him more harm than good.}}
*{{change|The changes to air dodges and the introduction of [[hitstun canceling]] both help and hinder Ganondorf. They further limit his already limited combo potential and remove his ability to [[wavedash]] but they make him much less vulnerable to followups himself, as well as improving his endurance.}}
*{{change|Ganondorf's [[gravity]] is lower (0.13 → 0.1027).}}
*{{nerf|The removal of L-cancelling hurt Ganondorf far more than any other character aside from {{SSBB|Bowser}} and {{SSBB|Link}}, as when combined with the changes to [[shieldstun]], it greatly hinders the safety of his aerials, which was one of his strongest features previously.}}
*{{nerf|In a similar vein to {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}}, the changes to [[hitstun]] prevent Ganondorf from relying on his higher-knockback moves to combo his opponents, and it also makes his finishing moves harder to land (exacerbated by his terrible mobility).}}
*{{nerf|The removal of [[Directional Influence]] for moves which do not cause tumble greatly hinder Ganondorf as when combined with his high weight/falling speed/gravity and his large size, it makes him highly susceptible to inescapable [[chain grab]]s and move chains. Ganondorf himself does not have any moves which notably benefit from the change, significantly hindering him overall.}}
*{{nerf|The loss of L-cancelling hurt Ganondorf far more than any other character aside from {{SSBB|Bowser}} and {{SSBB|Link}}, as he can no longer safely use his powerful but laggy aerials for general usage, which was a major part of Ganondorf's success in ''Melee''.}}
*{{nerf|Ganondorf is significantly larger and taller, making him even more vulnerable to combos, projectiles, and hits in general. While very few of his attacks have more reach, this size increase fails to properly compensate his moves that had their range reduced.}}


===Ground attacks===
===Ground attacks===
Line 74: Line 71:
**{{buff|Neutral attack's hand hitbox is now a sweetspot that deals 2% more damage (7% → 9%).}}
**{{buff|Neutral attack's hand hitbox is now a sweetspot that deals 2% more damage (7% → 9%).}}
**{{change|Neutral attack now has a hitbox on the arm that deals 7%.}}
**{{change|Neutral attack now has a hitbox on the arm that deals 7%.}}
**{{buff|Neutral attack has more reach and significantly more knockback (30 (base), 100 (scaling) (40/30)/105), allowing the sweetspot to KO under 125%-150% near the ledge.}}
**{{buff|Neutral attack has more reach and significantly more knockback (30 base/100 growth → 40 base/105 growth), allowing the sweetspot to KO under 125%-150% near the ledge.}}
**{{nerf|Neutral attack has more startup with a shorter duration (frames 3-6 → 8-9) and ending lag (FAF 19 → 34), making it much slower, significantly weakening his close-range game and [[out of shield]] capabilities while completely removing its combo potential.}}
**{{nerf|Neutral attack has more startup (frames 3-6 → 8-9) and ending lag (IASA 19 → 34), making it much slower, significantly weakening his close-range game and [[out of shield]] capabilities while completely removing its combo potential. It also has a shorter duration.}}
**{{change|Neutral attack now uses Ganondorf's right arm instead of his left.}}
**{{change|Neutral attack now uses Ganondorf's right arm instead of his left.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has increased base knockback (40 → 60) and damage (14% → 15%), now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, however, it is still the second most powerful dash attack (this time surpassed by {{SSBB|King Dedede}}'s).}}
**{{buff|Dash attack has increased base knockback (40 → 60) and damage (14% → 15%), now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, however, it is now only the second most powerful dash attack.}}
**{{nerf|Dash attack has more startup lag (frame 7 → 10) with its total duration compensated (FAF 38 → 41). It also has much less range and now has a sourspot with less knockback scaling.}}
**{{nerf|Dash attack has slightly more startup (frame 7 → 10) and ending lag (IASA 38 → 41). It also has much less range and now has a sourspot with less knockback scaling.}}
*[[Forward tilt]]:
*[[Forward tilt]]:  
**{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle|361°]] → 22°), making it good against characters with poor recoveries.}}
**{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle|361°]] → 22°), making it good against characters with poor recoveries.}}
**{{nerf|Forward tilt deals slightly less knockback (20 (base), 100 (scaling) → 30/88), hindering its KO potential (though it's compensated due to the aforementioned lowered knockback angle). It also has more startup (frame 9 → 10) and ending lag (FAF 29 → 39), can no longer be angled, and has less reach, making it more difficult to land and a less safe and less useful [[space]]r, as well as reducing its maximum damage output.}}
**{{nerf|Forward tilt deals slightly less knockback (20 base/100 growth → 30/88), hindering its KO potential. It also more startup (frame 9 → 10) and ending lag (IASA 29 → 39), can no longer be angled, and has less reach, making it more difficult to land and a less safe and less useful [[space]]r, as well as reducing its maximum damage output.}}
**{{change|Ganondorf has a new forward tilt with battering [[item]]s like the [[Beam Sword]], which is similar to one of his attacks in ''Twilight Princess''.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's startup animation produces a stronger vacuum effect and the explosion produced is significantly larger, giving the move drastically better reach and making it overall much easier to land. The hitbox also has a slightly longer duration (81-83 → 81-84).}}
**{{buff|Up tilt's startup animation produces a stronger vacuum effect and the explosion produced is significantly larger, giving the move drastically better reach and making it overall much easier to land. The hitbox also has a slightly longer duration (81-83 → 81-84).}}
**{{buff|Up tilt now deals rather high shield damage (0 → 20), with the move now draining close to 2/3rds of the opponent’s shield.}}
**{{nerf|Up tilt has drastically reduced base knockback (110 → 60), now KOing in the 50% range. It also now has large, drastically weaker sourspots covering the explosion that deal much less damage (27% → 19%/17%) and KO around the 75-100% range, though it is still the most powerful tilt by far. The introduction of [[Edge sweet spot|ledge auto-sweetspotting]] also makes the move less effective as an edgeguarding tool.}}
**{{nerf|Up tilt has drastically reduced base knockback (110 → 60), now KO'ing in the 40-50% range. It also now has large, drastically weaker sourspots covering the explosion that deal much less damage (27% → 19%/17%) and KO around the 75-100% range, though it is still the most powerful tilt by far. The introduction of [[Edge sweet spot|ledge auto-sweetspotting]] also makes the move less effective as an edgeguarding tool.}}
**{{change|Up tilt has a slightly altered animation, where Ganondorf holds up his leg while it's charging.}}
**{{change|Up tilt has a slightly altered animation, where Ganondorf holds up his leg while it's charging.}}
*[[Down tilt]]:
*{{buff|Ganondorf has a new down tilt: a low front kick. It has slightly more reach.}}
**{{buff|Ganondorf has a new down tilt: a low front kick. It has slightly more reach, now being slightly disjointed.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash launches at a lower angle (80°/70°/60° → 45°/40°/35°) and all angles now inflict the same amount of damage as the upwards-angled version from ''Melee'' (24%/22%/20% → 24%). It also has a much larger hitboxes (3.6u → 5u), which somewhat compensates for Ganondorf not lunging as far as he did in ''Melee''.}}
**{{buff|Forward smash launches at a lower angle (80°/70°/60° → 45°/40°/35°) and all angles are now as strong as the non-angled version from ''Melee''. It also has a much larger hitboxes (3.6 5).}}
**{{nerf|Forward smash has reduced base knockback (40 30). In addition, the elbow hitbox has reduced knockback scaling (85 (angled up)/83 (non-angled)/80 (angled down) → 75 (all angles)), requiring Ganondorf to be up close to the opponent to connect with the sweetspot.}}
**{{change|Forward smash has 1 frame more start-up but with 1 frame more duration (frame 20-24 → 21-26), making it no longer hit opponents before he completely thrusts his elbow outward but makes the attack's hitbox linger more, which may surprise Ganondorf's opponents.}}
**{{change|Forward smash has 1 frame more start-up but with 1 frame more duration (frame 20-24 → 21-26), making it no longer hit opponents before he completely thrusts his elbow outward but makes the attack's hitbox linger more, which may surprise Ganondorf's opponents.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Ganondorf has a new up smash: a single upwards kick. Compared to the previous up smash, it has significantly more reach.}}
**{{buff|Ganondorf has a new up smash: a single upwards kick. Compared to the previous up smash, it has significantly more reach.}}  
**{{nerf|Up smash deals less knockback than the first kick in his ''Melee'' up smash (50 (base), 80 (scaling) → 40/70) and has much less damage potential due to the removal of the second kick (39% → 22%). The move additionally has more ending lag (FAF 40 → 43) and a sourspot on the leg that deals less damage (22% → 19%) and has slightly less knockback scaling (80 → 75).}}
**{{nerf|Up smash deals less knockback than the first kick in his ''Melee'' up smash (50 base/80 growth → 40/70) and has much less damage potential due to the removal of the second kick (39% → 22%). The move additionally has more ending lag (IASA 40 → 43) and a sourspot on the leg that deals less damage (22% → 19%) and has slightly less knockback scaling (80 → 75).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has slightly faster startup (frames 19 → 16).}}
**{{buff|Down smash has slightly faster startup (frames 19 → 16).}}
**{{nerf|Down smash transitions from the first kick to the second much slower (frame 29 → 36), making it more difficult to link. Along with this, the move has much more ending lag (FAF 46 → 63), making it much less safe to use. The second kick additionally hits at a lower angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%) and sends opponents at a higher angle (160° → 140°/141°), making it easier to DI and harder to lead into the second kick. Additionally, the first kick has a new hitbox closest to Ganondorf that can send opponents away from him (50°), hampering the move when Ganondorf is too close to his opponent.}}
**{{nerf|Down smash transitions from the first kick to the second much slower (frame 29 → 36), making it more difficult to link. Along with this, the move has much more ending lag (IASA 46 → 63), making it much less safe to use. The second kick additionally hits at a lower angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Due to the landing detection now being reworked so characters land when their feet touch the ground (as opposed to their knees in ''Melee''), Ganondorf's aerials are significantly harder to land on grounded opponents (especially his back aerial and the second kick of his neutral aerial may not even hit a low crouching foe, such as {{SSBB|Snake}} or {{SSBB|Mr. Game & Watch}}), hindering his approach further.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32) with [[sex kick]] properties.}}
**{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32) with [[sex kick]] properties.}}
**{{buff|Neutral aerial has less landing lag (25 frames → 22).}}
**{{nerf|The second kick of neutral aerial is drastically weaker, dealing less damage (12% → 7%) and base knockback (50 → 25), completely removing its KO potential. The first kick also deals less damage (12% → 11%), though it can still KO under 150%. Due to the longer hitbox durations, the move [[autocancel]]s significantly later (frame 26 → 41), no longer doing so from a short hop.}}
**{{nerf|Neutral aerial has a longer animation (44 frames → 59), increasing the amount of time Ganondorf cannot grab ledges after performing the move.}}
**{{nerf|The second kick of neutral aerial is drastically weaker, dealing less damage (12% → 7%) and base knockback (50 → 25), completely removing its KO potential. The first kick also deals less damage (12% → 11%), though it can still KO under 150%. Due to the longer hitbox durations, the move [[auto-cancel]]s significantly later (frame 26 → 41), no longer doing so in a short hop.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial has much more ending lag (FAF 35 55).}}
**{{change|Sweetspotted forward aerial has altered knockback (60 base/80 growth 48/83), hindering its gimping potential, but boosting its overall KO potential.}}
**{{nerf|Forward aerial has more landing lag (25 frames → 32).}}
**{{nerf|Forward aerial has more landing (frames 25 → 32) and ending lag (IASA 35 45), now has a large sourspot on Ganondorf's arm that deals 2% less damage (17% → 15%) and significantly weaker knockback (30 base/80 growth), the hitbox on the fist was removed, and has a slightly altered animation where Ganondorf doesn't lean as forward as he did in ''Melee'', decreasing its reach. In addition, the move [[autocancel]]s significantly later (frames 34 55), forcing it to go into the landing animation except when used at the start of his full hop double jump. This results the move's usability being significantly hindered, completely removing its capability as an effective aerial spacer, while making it a dangerously unsafe and difficult to land KO move.}}
**{{nerf|Forward aerial auto-cancels much later (frames 34 55), no longer doing so in a full hop.}}
**{{nerf|Forward aerial has a new, longer animation (44 frames → 59) where Ganondorf doesn't lean as forward as he did previously, reducing its range and increasing the amount of time Ganondorf cannot grab ledges after performing the move.}}
**{{nerf|The hand hitbox deals less knockback (60 (base), 80 (scaling) → 48/83), hindering its KO potential.}}
**{{nerf|The arm hitbox deals less damage (17% → 15%) and has lower base knockback (60 → 30), greatly hindering its KO potential.}}
**{{nerf|Forward aerial has smaller hitboxes (3.1248u/3.906u/5.0778u → 3.4u/5u) and the hitbox on Ganondorf's hand has been removed, resulting in the middle hitbox being moved further out slightly (1.953 2) and being increased in size (3.906 → 5), which still doesn't properly compensate for its nerfed reach, which is no longer slightly disjointed.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less landing lag (25 frames → 22).}}
**{{buff|Back aerial has slightly less landing lag (25 → 22).}}
**{{buff|Back aerial has larger hitboxes (5.4684u/4.6872u/3.906u 6.3u/5.5u/4.8u) which are positioned slightly further away from Ganondorf (x offset: 4.6872/3.1248/-0.7812 4.8/3.2/-0.8).}}
**{{nerf|Back aerial has more ending lag (IASA 29 36) and deals weaker knockback (30 base/100 growth 28/85), now being only slightly stronger than Captain Falcon's back aerial. Its hitbox duration was halved (10-15 → 10-12), and the move has less reach, making it more difficult to land. It also autocancels slightly later (frame 19 → 22).}}
**{{nerf|Back aerial has a shorter duration (frames 10-15 → 10-12).}}
**{{nerf|Back aerial has more ending lag (FAF 29 → 36) and a longer animation (35 frames → 45).}}
**{{nerf|Back aerial auto-cancels later (frame 19 → 22).}}
**{{nerf|Back aerial deals less knockback (30/10 (base), 100 (scaling) → (28/10)/85), significantly hindering its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less landing lag (25 frames → 22).}}
**{{buff|Up aerial has slightly less landing lag (frames 25 → 22).}}
**{{buff|Up aerial has larger hitboxes (3.906u/4.6872u → 4.8u/5.76u) which are positioned slightly further away from Ganondorf (x offset: 3.1248/5.859 → y offset: -3.2/-6).}}
**{{nerf|Up aerial has slightly more ending lag (IASA 30 → 34).}}
**{{nerf|Up aerial has more ending lag (FAF 30 → 34) and a longer animation (33 frames → 43).}}
**{{nerf|Up aerial auto-cancels later (frame 22 → 25).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial auto-cancels earlier (frames 36 → 32), now doing so in a short hop.}}
**{{buff|Down aerial can now autocancel from a short hop (frames 36 → 32), allowing it to be used as a combo starter.}}
**{{buff|Down aerial has larger hitboxes (6.6402u/5.859u/5.4684u 7u/6u) and they are now static, giving them more consistent range below Ganondorf.}}
**{{nerf|Down aerial now has a large sourspot on Ganondorf's body that deals 5% less damage (22% → 17%), and the move has smaller hitboxes overall due to the hitbox on Ganondorf's head being removed. It also deals less base knockback (50 (NTSC)/40 (PAL) 30).}}
**{{change|Down aerial now has an altered animation: Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward. He also no longer flips after the move has ended.}}
**{{change|Down aerial has Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward. He also no longer flips after the move has ended.}}
**{{nerf|Down aerial has more ending lag (FAF 38 → 45) and a longer animation (44 frames → 54).}}
 
**{{nerf|Down aerial has lower base knockback (50 → 30), hindering its KO potential.}}
**{{nerf|The body hitbox deals much less damage (22% → 17%), making it much weaker.}}
**{{nerf|The hitbox on Ganondorf's head has been removed, giving it less range above him.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{nerf|Grab range was significantly reduced to being the shortest-reaching grab in the game, significantly hurting Ganondorf's out of shield capabilities and inclose game, despite technically being increased (7.59u 8u) and having a larger hitbox (4u 4.8u).}}
**{{buff|Grabs have slightly less ending lag (FAF 31 (standing)/41 (dash) → 30/40).}}
*{{buff|Forward and back throws are stronger; forward throw dealing 4% more damage (9% 13%) while back throw deals 1% more (9% → 10%), getting opponents offstage more effectively, but not enough to KO at realistic percentages.}}
**{{buff|With the exception of standing grab's near grabbox, grabs have larger grabboxes (3.906u (standing)/3.906u/3.906u/3.906u (dash) → 4.8u (standing)/4.8u/4.8u/4u (dash)), giving them more range despite dash grab's furthest grabbox being positioned closer to Ganondorf (z offset: {{rollover|9.2807|8.5932 x 1.08)|y}} → 9).}}
*{{change|Forward throw has a new animation, where Ganondorf punches his opponent in the gut, instead of punching from the side.}}
**{{buff|Standing grab's furthest grabbox is positioned further away from Ganondorf (z offset: {{rollover|7.5933|7.0308 x 1.08)|y}} → 8). When combined with its larger size, this gives it more range.}}
*{{nerf|Ganondorf has an altered up throw, where he holds his opponent higher into the air, giving it a much higher hitbox placement and sending opponents beyond his reach. This completely removes its chain throwing capabilities and making it completely unreliable for setting up followups, while it still can't KO at realistic damages under standard conditions.}}
**{{nerf|Ganondorf's grabs have a new animation where Ganondorf reaches his arm out further. This means that while his grabs have more lateral range, they have less range relative to Ganondorf, with his grabs no longer covering his entire hand. This hinders the safety of his grabs.}}
*{{change|Down throw now sends opponents horizontally (100° → 65°), completely removing its chain throwing capabilities and making it much less reliable at setting up followups, especially with his slower mobility and the hitstun changes. However, this improves its safety and allows it to set up edgeguards.}}
**{{nerf|Standing grab's nearest grabbox is smaller (3.906u 3u) and both standing and dash grab's nearest grabboxes are positioned further away from Ganondorf (z offset: {{rollover|2.5311/-2.5311|2.3436/-2.3436 x 1.08)|y}} 2.6/-2), giving them less range behind Ganondorf.}}
*{{change|Pummel and all of Ganondorf's throw's hitboxes now always launch bystanders in the direction Ganondorf is facing.}}
*[[Pummel]]:
**{{buff|Pummel has less startup lag (frame 5 → 4) with its total duration subsequently reduced (FAF 25 24).}}
**{{buff|Pummel has a larger hitbox (5.0778u → 6.5u).}}
**{{change|Pummel now has a static hitbox.}}
**{{nerf|Pummel deals less damage (3% → 2%).}}
*[[Forward throw]]:
**{{change|Forward throw has an altered animation, where Ganondorf punches his opponent in the gut, instead of punching from the side.}}
**{{buff|Forward throw deals more damage (4% (throw)/8% (total) → 8%/13%) without full compensation on its knockback (45 (base), 105 (scaling) → 60/65) and it launches opponents at a lower angle (45° → 43°).}}
**{{buff|The hitboxes are larger (3.906u/1.963u/1.953u → 5u/2.4u/2.4u).}}
**{{nerf|The hitboxes have a shorter duration (frames 11-17 → 11).}}
**{{nerf|The hitboxes have a higher SDI multiplier (1x → 2x).}}
**{{change|Ganondorf releases opponents from forward throw earlier (frame 18 → 12). This makes it harder to DI but increases its ending lag, as its total duration was unchanged.}}
*[[Back throw]]:
**{{buff|Back throw deals more damage (4% (throw)/8% (total) → 5%/10%) and it launches opponents at a lower angle (135° → 43°).}}
**{{buff|The hitboxes are larger (3.906u/3.5154u/2.7342u → 4.8u/4.32u/3.36u).}}
**{{nerf|The hitboxes have a shorter duration (frames 12-19 → 12).}}
**{{nerf|The hitboxes have a higher SDI multiplier (1x → 2x).}}
**{{change|Ganondorf releases opponents from back throw earlier (frame 20 → 13). This makes it harder to DI but increases its ending lag, as its total duration was unchanged.}}
*[[Up throw]]:
**{{change|Up throw has a new animation where Ganondorf now throws opponents directly above him. This improves its spacing potential but hinders its ability to set up juggles.}}
**{{buff|The hitboxes are larger (3.5154u/3.1248u/2.7342u → 4.32u/3.84u/3.36u).}}
**{{nerf|The hitboxes have a much shorter duration (frames 11-28 → 11).}}
**{{nerf|The hitboxes have a higher SDI multiplier (1x → 2x).}}
**{{change|Ganondorf releases opponents from up throw earlier (frame 15 → 12). This makes it harder to DI but increases its ending lag, as its total duration was unchanged.}}
***{{nerf|When combined with its altered animation, the universally decreased falling speeds, the introduction of the gravity penalty and the introduction of hitstun canceling, this completely removes its followup and chain grabbing potential.}}
*[[Down throw]]:
**{{change|Ganondorf releases opponents from down throw later (frame 20 → 23). This makes it easier to DI but reduces its ending lag, as its total duration was unchanged.}}
**{{nerf|Down throw now sends opponents away from Ganondorf (100° → 65°) and it has higher knockback scaling (36 → 50). When combined with the aforementioned universal changes, this completely removes its chain grabbing potential, as well as and making it much less reliable at setting up followups, greatly hindering its effectiveness despite its decreasing ending lag.}}
***{{buff|However, this also improves its safety (especially when considering the game's universal changes), as well as allowing it to set up edgeguards.}}


===Special moves===
===Special moves===
*[[Warlock Punch]]:
*[[Warlock Punch]]:
**{{buff|Warlock Punch has slightly less ending lag (FAF 120 → 118).}}
**{{buff|All hitboxes of Warlock Punch now deal a consistent 32% damage, now being capable of reliably KOing under 25%. It also deals more damage in the air (36%), and can be reversed for more damage (35% (grounded)/38% (air)) at the cost of ten frames more startup (70 80).}}
**{{buff|Warlock Punch has larger hitboxes (2.3436u/3.906u/3.5154u → 5u/4.7u/4.3u) and the furthest hitbox has been moved further away from Ganondorf (x offset: 0 → 5).}}
**{{change|Warlock Punch is now a back handed punch with his left hand instead of a straight punch with his right.}}
**{{buff|The grounded version's far hitbox deals more damage (30% → 32%), improving its KO potential.}}
**{{buff|The aerial version deals more damage (30%/32%/34% → 36%) and it launches opponents at a lower angle (361° → 30°), improving its KO potential despite its lower base knockback (40 → 30).}}
**{{buff|Warlock Punch can now be reversed during its startup, which makes it deal more damage (30%/32%/34% → 35% (grounded)/38% (aerial) in exchange for being ten frames slower.}}
***{{buff|The aerial version additionally launches opponents at a lower angle (361° 30°) while retaining its base knockback, unlike its normal counterpart.}}
**{{change|Warlock Punch has an updated animation with it now being a back handed punch with Ganondorf's left hand instead of a straight punch with his right.}}
**{{nerf|Warlock Punch has a shorter duration (frames 70-72 → 70-71).}}
**{{nerf|The grounded version's nearest hitbox deals less damage (34% → 32%), hindering its KO potential.}}
*[[Flame Choke]]:
*[[Flame Choke]]:
**{{buff|Ganondorf has a new side special: [[Flame Choke]]. Ganondorf charges toward his opponent, grabs them by their head, and attacks them with a dark pulse that weakly meteor smashes enemies into the ground. This allows Ganondorf to potentially follow up with an additional attack and [[tech-chase]].}}
**{{buff|Ganondorf has a new side special: [[Flame Choke]]. Ganondorf charges towards his opponent, grabs them by their head and attacks them with a dark pulse that weakly meteor smashes enemies into the ground. This causes them to weakly bounce upward and thus setting potential follow-ups into neutral attack, forward tilt, down tilt, or down smash depending on the opponent, something that Gerudo Dragon lacked, while also being useful for [[tech-chasing]]. The grab is inescapable, cannot be teched, and provides Ganondorf grab armor frames. When used in the air Ganondorf and his opponent to plummet downwards until they hit the ground, allowing it to be used a [[suicide KO]] (although it usually KOs Ganondorf first), but does not meteor smash on landing. Ganondorf and his opponent additionally have [[armor]] as he holds them up in the air, but he lacks such in the aerial version. It can also now [[edge sweetspot|grab the ledge]] unlike Gerudo Dragon allowing it to be used as a much more effective recovery option.}}
**{{buff|Flame Choke is inescapable, cannot be teched, and provides Ganondorf grab armor frames.}}
**{{nerf|Flame Choke deals less damage than [[Gerudo Dragon]] (17% (ground)/16% (air) → 9%/12%) and has weak set knockback, removing its KO potential. It also cannot cut through projectiles and has more startup lag (15 → 16).}}
**{{buff|Flame choke can [[edge sweetspot|grab the ledge]], improving Ganondorf's recovery options.}}
**{{change|Aerial Flame Choke causes Ganondorf and his opponent to plummet downwards until they hit the ground, allowing it to be used as a [[suicide KO]] (although it usually KOs Ganondorf first), but does not meteor smash on landing.}}
**{{nerf|Flame Choke deals less damage than Gerudo Dragon (17% (ground)/16% (air) → 9%/12%) and has weak set knockback, removing its KO potential. It also cannot cut through projectiles and has more startup lag (frame 15 → 16).}}
*[[Dark Dive]]:
*[[Dark Dive]]:
**{{buff|Dark Dive can now grab opponents hanging on the ledge. It additionally gains slightly better vertical distance, has a significantly larger grabbox that covers his upper body, and Ganondorf now performs an uppercut at the end to prevent edge-hoggers, which deals less damage (11% → 7%) but has higher knockback than the throw.}}
**{{nerf|Dark Dive's throw deals 6% less damage in total (17% → 11%), no longer capable of KOing at realistic percentages outside of [[stage spiking]] (KOs at 300%); this extremely weak knockback combined with the hitstun changes now allows opponents to hit Ganondorf as soon as they're released from Dark Dive, weakening Ganondorf's already poor recovery farther, and making the move completely unsafe to use in general. It also has more difficulty turning around (1 frame window), slightly slower start-up (frame 13 → 14), and its furthest grabbox has slightly less reach (14.4 → 13.65).}}
**{{change|Dark Dive now has Ganondorf spinning sideways with a sweeping uppercut with his hand at the climax of the move, and no longer spins forward while falling.}}
**{{change|Dark Dive now has Ganondorf spinning sideways with a sweeping uppercut with his hand at the climax of the move, and no longer spins forward while falling.}}
**{{change|Ganondorf has less horizontal acceleration when using Dark Dive (0.85 → 0.5). This makes him travel less horizontal distance while rising but gives him more control.}}
**{{change|Ganondorf changes direction with Dark Dive much sooner (frame 13 → 4). This makes the move harder to reverse but it also gives Ganondorf more control over using the move, as he can move back while facing forwards much more easily, without the risk of Dark Diving in the wrong direction.}}
**{{buff|Ganondorf descends more slowly after gaining full height, which overall gives Ganondorf more control after performing Dark Dive, improving its recovery potential and overall compensating for its lower horizontal acceleration.}}
**{{buff|Dark Dive can now grab opponents hanging on the ledge.}}
**{{buff|Ganondorf can now grab ledges with Dark Dive while rising, starting on frame 18 (if he is facing the ledge).}}
**{{buff|Dark Dive has larger grabboxes (3.33u/5u → 4.4u/6.5u), giving it more range, despite the initial far grabbox being positioned closer to Ganondorf (z offset: {{rollover|14.4|13.33 x 1.08)|y}} → 13.65).}}
**{{buff|The main grabbox is positioned much higher (y offset: {{rollover|9.36|8.66 x 1.08)|y}} → 16), which makes it much more effective at grabbing opponents above Ganondorf.}}
**{{buff|Dark Dive now has a hitbox on frames 34-36 of its duration, which can be used to catch opponents above Ganondorf, as well as hitting ungrabbable targets.}}
***{{buff|The move also posseses a separate hitbox during the grab's active frames against [[Subspace]] enemies and bosses.}}
**{{buff|A successful Dark Dive now grants Ganondorf grab armor.}}
**{{nerf|The grabboxes have more startup lag with a shorter duration (frames 13-33 → 14-28).}}
**{{nerf|The latch has lower base knockback (60 → 50).}}
**{{nerf|The throw deals much less damage (15% → 7%), with no compensation on its knockback values. This greatly hinders its KO potential, no longer capable of KOing at realistic percents.}}
***{{nerf|Additionally, when the opponent is released from Dark Dive, they can now immediately air dodge or attack once they are put into tumble, ignoring the usual timing window for hitstun canceling. This greatly hinders Dark Dive's safety, as numerous characters can now hit Ganondorf out of the move, without the need to tech the stage, making it an even riskier recovery move overall despite all of its other improvements.}}
**{{nerf|Dark Dive now suffers from RCO lag. The move grants 30 frames of hard landing lag with RCO. As Ganondorf has no low lag aerials to safely eliminate the lag and his fast faller status leaves him vulnerable to guaranteed RCO landing lag setups from attacks and grabs, this makes Ganondorf one of the absolute most vulnerable characters to RCO, exacerbated further with the fact that he gets RCO after landing a successful Dark Dive grab.}}
*[[Wizard's Foot]]:
*[[Wizard's Foot]]:
**{{buff|Wizard's Foot has slightly less ending lag (FAF 78 (ground)/70 (off ledge)/59 (aerial) 77/69/58).}}
**{{nerf|Grounded Wizard's Foot is significantly weaker, dealing less damage (15% → 12%/10%) with less knockback scaling (85 70), going from a reliable KO move under 120% near center to unreliably KOing under 150% when near the ledge.}}
**{{buff|Wizard's Foot has less landing lag (57 frames → 44).}}
**{{buff|The ending animation of grounded Wizard's Foot can now be canceled if Ganondorf lands and slides off a ledge just as the move ends.}}
**{{buff|Ganondorf now has access to a technique known as [[Flight of Ganon]] where if Ganondorf buffers a double jump and a Wizard's Foot and then he lands the frame after his air dodge or grounded Wizard's Foot aerial ending animation ends, he will gain a large vertical boost. While the technique is limited and difficult to perform, it does grant Wizard's Foot some additional utility.}}
**{{buff|Aerial Wizard's Foot has significantly more knockback scaling (80 → 100), and the non-initial hitboxes of the move no longer [[spike]]s, allowing it to be an effective vertical KO move, as well as a better anti-juggle attack. In addition, the move's hitboxes now fully covers Ganondorf's leg and foot rather than stopping at his thigh.}}
**{{change|Ganondorf now grunts when using Wizard's Foot.}}
**{{nerf|Aerial Wizard's Foot no longer restores Ganondorf's midair jump, drastically hindering Ganondorf's recovery. The initial hitbox can now be [[meteor cancel]]led, making it a [[meteor smash]] instead of a spike, but still retains its diagonal angle. Additionally, since it no longer meteor smashes outside the initial hitbox, the move is less useful for offstage edgeguarding, and the loss of the midair jump restoration making it invariable suicide on certain stages. Both versions of Wizard's Foot also have slightly more startup (frame 14 (grounded)/15 (aerial) → 16 (both versions) and have weak hitboxes through the later portions of the move.}}
**{{nerf|Wizard's Foot has more startup lag with a shorter duration (frames 14-34 (grounded)/15-29 (aerial) → 16-34/16-29).}}
**{{change|Aerial Wizard's Foot has a longer duration (frames 19-29 19-38), however this change has no effect on actual gameplay due to the attack animation not exceeding 30 frames.}}
***{{change|The aerial version is coded to have a longer duration (frames 15-33 16-38), although this change has no effect on actual gameplay due to the attack's initial animation still being 29 frames long.}}
**{{change|Grounded Wizard's Foot has Ganondorf sticking his leg out before thrusting forward, rather than immediately thrusting forward, and his foot is now pointed outwards instead of upward. He also he now grunts while using it.}}
*Grounded Wizard's Foot:
**{{change|Ganondorf now has a [[Final Smash]], [[Beast Ganon]]. Upon activation, Ganondorf turns into {{s|zeldawiki|Ganon}}, his monstrous alter-ego and stomps the ground, [[stun|stunning]] anyone who gets hit by it, and performs a a dash at lightning speed. The move is extremely powerful, dealing high damage and knockback, usually [[one-hit KO|one-hit KOing]] anyone who gets hit.}}
**{{buff|The grounded version's near hitboxes are larger (3.91u/2.73u → 4.5u/3.8u).}}
**{{buff|The grounded version can now be [[edge cancel]]ed during its ending animation.}}
**{{buff|If Ganondorf uses Wizard's Foot near an edge while facing away from it, he will go into his aerial ending animation despite still being on the ground, decreasing its ending lag.}}
**{{change|Ganondorf slows down less after hitting an opponent with the grounded version (0.7x → 0.75x).}}
**{{change|Ganondorf now stays airborne for one frame after the aerial ending animation if he is on stage (with Ganondorf being put into an animation transition frame) instead of falling and landing during it.}}
***{{buff|This allows Ganondorf instant access to his double jump and aerials, as well as allowing him to perform an instant landing Wizard's Foot.}}
***{{buff|This also allows Ganondorf to perform his Flight of Ganon technique after using the move.}}
***{{nerf|However, this also prevents Ganondorf from immediately shielding or using his ground moves once the animation is over, hindering its safety.}}
**{{change|The grounded version has Ganondorf sticking his leg out before thrusting forward, rather than immediately thrusting forward, and his foot is now pointed outwards instead of upward.}}
**{{nerf|The grounded version deals less damage (15% → 12% (near)/10% (far)), launches opponents at a less favorable angle (361° → 45°) and it has lower knockback scaling (85 → 70), greatly hindering its KO potential.}}
**{{nerf|The grounded version deals less shield damage (10 → 4).}}
**{{nerf|The grounded version's far hitbox is smaller (4.3u → 3.5u) and it has been moved closer to Ganondorf (x offset: 7.812 → y offset: 2), greatly reducing its range to the point where it no longer covers Ganondorf's foot.}}
**{{nerf|Ganondorf uses the grounded version higher off the ground, which allows more characters to low profile under the move.}}
*Aerial Wizard's Foot:
**{{buff|The aerial version deals more damage during its first three active frames (14% → 15%).}}
**{{buff|The aerial version has higher knockback scaling (80 → 100).}}
**{{buff|The aerial version has larger hitboxes (3.91u/2.73u → 5.8u/6.8u/4.8u) and the move now has a foot hitbox, significantly improving its range.}}
**{{nerf|Due to the changes to meteor canceling, the aerial version can now be meteor canceled during its first three frames, hindering its edgeguarding potential despite its increased power.}}
**{{buff|After its first three active frames, the aerial version now launches opponents vertically (290° → 80°). When combined with its higher knockback scaling, this greatly improves its KO potential and safety against opponents on/above stage.}}
***{{nerf|However, this also hinders the move's edgeguarding potential.}}
**{{nerf|The aerial version no longer restores Ganondorf's midair jump, significantly hindering its recovery potential and safety.}}
*Landing Wizard's Foot:
**{{buff|The landing hit deals more knockback (60 (base), 20 (scaling) → 80/35). When combined with its lower landing lag, this significantly improves its safety.}}
**{{buff|The landing hit has larger hitboxes (3.91u/3.91u/3.91u → 4.5u/4.8u/4.8u) and the side hitboxes have been moved further away from Ganondorf (z offset: {{rollover|9.28|8.59 x 1.08)|y}}/{{rollover|9.28|8.59 x 1.08)|y}} → 9.5/-9.5), improving its range.}}
**{{buff|If Ganondorf performs Wizard's Foot immediately after jumping, he will now land instantly. This noticeably improves Wizard's Foot's utility, with it now being a viable Out of Shield option in particular.}}
***{{buff|Ganondorf can also perform this instant landing if he drops through a platform which can be [[platform cancel]]ed onto, improving its utility on moving platforms.}}
**{{nerf|The landing hit deals less damage (12% → 8%).}}
*[[Beast Ganon]]:
**{{change|Ganondorf now has a [[Final Smash]], Beast Ganon. Upon activation, Ganondorf turns into {{s|zeldawiki|Ganon}}, his monstrous alter-ego and stomps the ground, [[stun|stunning]] anyone who gets hit by it, and performs a dash at lightning speed. The move is extremely powerful, dealing high damage and knockback, usually [[one-hit KO|one-hit KOing]] anyone who gets hit. The move is also surprisingly fast and Ganondorf has a guaranteed universal setup into it with Flame Choke.}}


==Moveset==
==Moveset==
''For a gallery of Ganondorf's hitboxes, see [[Ganondorf (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
Line 255: Line 147:
|neutralcount=1
|neutralcount=1
|neutral1dmg=9% (hand), 7% (arm), 5% (body)
|neutral1dmg=9% (hand), 7% (arm), 5% (body)
|neutraldesc=A slow palm strike. Ganondorf's fastest attack on the ground (outside of his grab), with decent range and knockback, but is among the slowest jabs in the game as it comes out on frame 8. It is overall a useful move for Ganondorf but this is mainly due to Ganondorf lacking any faster options on the ground, outside of his short-ranged grab, which is only a single frame faster.
|neutraldesc=A slow palm strike. Ganondorf's fastest attack on the ground, with decent range and knockback, but is among the slowest jabs in the game as it comes out on frame 8.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=13% (foot), 12% (leg)
|ftiltdmg=13% (foot), 12% (leg)
|ftiltdesc=Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory. Despite its semi-spike ability, it deals the lowest knockback out of all of Ganondorf's tilts. It is similar to a kick used by Ganondorf himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|ftiltdesc=Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory. Despite its semi-spike ability, it deals the lowest knockback out of all of Ganondorf's tilts. It is similar to a kick used by Ganondorf 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=
|utiltdmg=27% (leg), 19%/17% (explosion)
|utiltdmg=27% (leg), 19%/17% (explosion)
|utiltdesc=Ganondorf lifts his leg before smashing it down in an explosion. Has [[vacuum]] properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start-up tilt and the slowest move overall with a total of 81 frames of startup, but also the strongest if hit with the sweetspot. Can KO at low percentage if used very close to the edge and the opponent doesn't utilize DI and [[momentum canceling]].
|utiltdesc=Ganondorf lifts his leg before smashing it down in an explosion. Has [[vacuum]] properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start up tilt and the slowest move overall with a total of 81 frames of startup, but also the strongest if hit with the sweetspot. Can KO at low percentage if used very close to the edge and the opponent doesn't utilize DI and [[momentum cancelling]].
|dtiltname=&nbsp;
|dtiltname=
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Ganondorf kneels on one leg and thrusts the other leg forward. Great range and sets up for aerials, including a slight disjoint in the end but is not safe when shielded.
|dtiltdesc=Ganondorf kneels on one leg and thrusts the other leg forward. Great range and sets up for aerials, including a slight disjoint in the end but is not safe when shielded.  
|dashname=
|dashname=
|dashdmg=15% (clean), 10% (late)
|dashdmg=15% (clean), 10% (late)
Line 272: Line 164:
|fsmashdesc=Thrusts his elbow forward, dealing [[darkness]] damage on contact. Relatively slow start-up and high [[cool down]], but its extreme knockback is capable of KO'ing past 70%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled. While the move is based on Captain Falcon's forward smash, it is also very similar to a move Ganondorf uses in the final battle in ''The Legend of Zelda: Twilight Princess''.
|fsmashdesc=Thrusts his elbow forward, dealing [[darkness]] damage on contact. Relatively slow start-up and high [[cool down]], but its extreme knockback is capable of KO'ing past 70%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled. While the move is based on Captain Falcon's forward smash, it is also very similar to a move Ganondorf uses in the final battle in ''The Legend of Zelda: Twilight Princess''.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBB|22}} (leg), {{ChargedSmashDmgSSBB|19}} (body)
|usmashdmg={{ChargedSmashDmgSSBM|22}} (leg), {{ChargedSmashDmgSSBM|19}} (body)
|usmashdesc=Forcefully swings his leg up. It has high startup lag although it has low ending lag, solid KO power, great vertical range and deceptive (albeit short) horizontal range. It is overall an effective up smash, although its high startup and somewhat short horizontal range do make it difficult to land.
|usmashdesc=Forcefully swings his leg up. Has great vertical range but also has poor horizontal range.
|dsmashname=
|dsmashname=
|dsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
|dsmashdesc=Kicks his leg in front and then behind him. The move has high startup lag (although it is Ganondorf's fastest smash attack), and there is quite a long gap between the first and second hit. It also has high ending lag, having the highest total duration out of all of Ganondorf's smash attacks. If the opponent is put into tumble from the first hit, they have enough time to air dodge to avoid the second hit and even potentially punish Ganondorf afterward. Whether the first hit puts the opponent into tumble or not depends on the opponent's weight and which hitbox connects. Only 7 characters are never put into tumble with the move, with 11 characters being put into tumble by both the close hitbox and the far hitbox, allowing them to always avoid the move. The first hit's nearest hitbox puts no characters into tumble but it does not link into the second hit at all. The first hit does have a low SDI multiplier, however, so if the opponent is not put into tumble, it is very difficult for them to SDI to avoid the second hit.
|dsmashdesc=Kicks his leg in front and then behind him. The knockback from the first kick usually makes the second kick connect as well.
 
|nairname=
The second hit in addition to being slow is also not very powerful. On its own, its sweetspot does not KO {{SSBB|Mario}} on [[Final Destination]] until 153% although when paired with the first hit, it does KO around 20% earlier if the opponent does not SDI the second hit. It can KO under 100% at the ledge however, although most characters can potentially avoid the second hit if they get hit by the first hit. If Ganondorf lands the first hit from far ranges, he will get a sourspot on the second hit which deals less damage and even less knockback. It also launches opponents at a rather high angle and if they shield it, they are actually pulled towards Ganondorf.
 
Down smash is overall Ganondorf's least effective smash attack as while it is his fastest smash attack, it is still quite laggy, in addition to being weak and unreliable.
|nairname=&nbsp;
|nairdmg=11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late)
|nairdmg=11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late)
|nairdesc=Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percents.
|nairdesc=Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percent.
|fairname=&nbsp;
|fairname=
|fairdmg=17% (fist), 15% (arm)
|fairdmg=17% (fist), 15% (arm)
|fairdesc=An overhead punch in a downwards arc. Very powerful with decent start-up, but has high cool down and landing lag. It also has a large sourspot that prevents it from KO'ing at realistic percents. Due to a programming error, the move [[auto-cancel]]s much later than it is supposed to (it is supposed to auto-cancel on frame 36 but due to the wrong kind of timer being used, it does not auto-cancel until frame 55). This same error also gives the move more ending lag (it should be interruptible starting from frame 45 but since the game has to wait for the move to be auto-cancellable first, it cannot be interrupted until frame 55).
|fairdesc=An overhead punch in a downwards arc. Very powerful with decent start-up, but has high cool down and landing lag. It also has a large sourspot that prevents it from KO'ing at realistic percents. Due to a programming error, this move cannot be auto cancelled.
|bairname=
|bairname=
|bairdmg=16%
|bairdmg=16%
Line 292: Line 180:
|uairname=
|uairname=
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdesc=A flip kick, covering a large arc above him. Fast start-up, good coverage with great power. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a [[sour spot]] that [[semi-spike]]s with extremely low horizontal knockback, which can be a deadly edgeguarding move. Considered Ganondorf's fastest attack.
|uairdesc=A bicycle kick, covering a large arc above him. Fast start-up, good coverage with great power. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a [[sour spot]] that [[semi-spike]]s with extremely low horizontal knockback, which can be a deadly edgeguarding move. Considered Ganondorf's fastest attack.
|dairname=
|dairname=
|dairdmg=22% (legs), 17% (body)
|dairdmg=22% (legs), 17% (body)
|dairdesc=Stomps his legs downward, dealing [[electric]] damage. The strongest [[meteor smash]] in the game, with all hitboxes sending opponents downward, and is capable of KOing grounded opponents under 100%. Has little cool down, but high landing lag unless used with a full hop. Can autocancel in a short hop, allowing it to combo into other moves such as another down air. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles.
|dairdesc=Stomps his legs downward, dealing [[electric]] damage. The strongest [[meteor smash]] in the game, with all hitboxes sending opponents downward, and is capable of KOing grounded opponents under 100%. Has little cool down, but high landing lag unless used with a full hop. Can autocancel in a short hop, allowing it to combo into other moves such as another down air. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles.
|grabname=
|grabname=
|grabdesc=A short ranged grab. Ganondorf's standing and dash grab both have deceptively short range relative to their animations, with both of them failing to cover Ganondorf's hand. Ganondorf's standing grab is often considered to be the shortest in the game due to its deceptively short range, although its lateral range is only the 11th shortest. Ganondorf's grabs are not too slow and pivot grab does have reasonably good range, being quite disjointed. Ganondorf's grab is considered to be poor overall however, due to his short standing grab range and his unspectacular throws.
|grabdesc=A short ranged grab. Has high vertical range but one of the shortest horizontal grab ranges (the shortest in the game) except the pivot grab which has good range.
|pummelname=
|pummelname=
|pummeldmg=2%
|pummeldmg=2%
Line 309: Line 197:
|uthrowname=
|uthrowname=
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=Throws opponent upward and jabs their back. A poor throw that isn't strong enough to KO under 200%, but has too high of base knockback to able to combo effectively.
|uthrowdesc=Throws opponent upward and jabs his/her back. A poor throw that isn't strong enough to KO under 200%, but has too high of base knockback to able to combo effectively.
|dthrowname=
|dthrowname=
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Throws his opponent violently on the ground. A weak throw that works very well for setting up at low percentages, even a shutter-step Forward Smash for high damage. Can often be led into a Flame Choke, up aerial, back aerial, or even down aerial depending on the opponent's DI. No followups are guaranteed however, and Ganondorf's poor speed does limit his potential followup options.
|dthrowdesc=Throws his opponent violently on the ground. A weak throw that works very well for setting up at low percentages, even a shutter-step Forward Smash for high damage. Can often be led into a Flame Choke, up aerial, back aerial, or even down aerial depending on the opponent's DI.
|floorfname=
|floorfname=
|floorfdmg=6%
|floorfdmg=6%
Line 344: Line 232:
|fsdesc=Ganondorf becomes his beast form and rams into the opponent. Opponents too close upon initiation are buried, while those otherwise in front will be paralyzed.
|fsdesc=Ganondorf becomes his beast form and rams into the opponent. Opponents too close upon initiation are buried, while those otherwise in front will be paralyzed.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 109
|rweight    = 6
|dash      = 1.3
|rdash      = 29-35
|run        = 1.16
|rrun      = 38
|walk      = 0.73
|rwalk      = 37
|trac      = 0.068
|rtrac      = 7-8
|airfric    = 0.015
|rairfric  = 6-12
|air        = 0.846
|rair      = 30-31
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.03
|raddaccel  = 36-37
|gravity    = 0.1027
|rgravity  = 6-8
|fall      = 1.65
|rfall      = 7-8
|ff        = 2.31
|rff        = 8-9
|jumpsquat  = 7
|rjumpsquat = 36-37
|jumpheight = 25.50106535
|rjumpheight= 36
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ganondorf English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Ganondorf|desc=Ganondorf says "Oooh-yah!". The sound clip is taken directly from ''Melee''. Interestingly, the sound was unused in ''Melee'' and can only be heard in the [[Sound Test]].}}


===[[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. It also appears to be similar to the purple color of Subspace.
|char=Ganondorf
|char=Ganondorf
|game=SSBB}}
|game=SSBB}}
Line 420: Line 261:
|pitch-us=Deep male
|pitch-us=Deep male
|pitch-jp=Deep male}}
|pitch-jp=Deep male}}
===[[Wii Remote selection sound]]===
{{SelectSound|char=Ganondorf|desc=Ganondorf says "Oooh-yah!". The sound clip is taken directly from ''Melee''. Interestingly, the sound was unused in ''Melee'' and can only be heard in the [[Sound Test]].}}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 431: Line 275:


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Matchups===
:''See also: [[:Category:Ganondorf players (SSBB)]]
{{SSBBMatchupTable|ganondorf=yes}}
<!--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 -->
Ganondorf has, unarguably, the worst matchup spread not only in ''Brawl'', but in the entire ''Smash'' series. He has a losing matchup against every other character in the game and one of two characters in any game to have this distinction, the other being Donkey Kong, who is considered to have a losing matchup against everyone in ''Smash 64'', although this is only in the Japanese version of the game. He is soft countered by 3 characters, countered by 11 characters, hard countered by 17 characters, and has 5 close to unwinnable matchups. Characters can overwhelm him with fast attack speed ({{SSBB|Meta Knight}} and {{SSBB|Sheik}}), outcamp him at any range ({{SSBB|Olimar}} and {{SSBB|Falco}}), or chain grab him to death ({{SSBB|Ice Climbers}} and {{SSBB|King Dedede}}), all of which almost completely nullify his strong punish game. Ultimately, Ganondorf is completely outmatched by every character in the game, and is the only positive matchup for some characters ({{SSBB|Captain Falcon}}, {{SSBB|Jigglypuff}}, and {{SSBB|Zelda}}).


===Notable players===
:''See also: [[:Category:Ganondorf professionals (SSBB)]]
*{{Sm|DLA|USA}} - Widely considered best Ganondorf in argument with Vermanubis. Known for having the best overall results of a Ganondorf player, but played several top/high tier secondaries in addition to Ganon in achieving those results.
*{{Sm|DLA|USA}} - Widely considered best Ganondorf in argument with Vermanubis. Known for having the best overall results of a Ganondorf player, but played several top/high tier secondaries in addition to Ganon in achieving those results.
*{{Sm|Fonz|USA}} - Known for being one of the best Ganondorf players, achieving particular notoriety when he once won a legitimate tournament using primarily Ganondorf, which even with it banning Meta Knight and being in a weaker region, was a feat that other Ganondorf and bottom tier players could not replicate.
*{{Sm|Fonz|USA}} - Known for being one of the best Ganondorf players, achieving particular notoriety when he once won a legitimate tournament using primarily Ganondorf, which even with it banning Meta Knight and being in a weaker region, was a feat that other Ganondorf and bottom tier players could not achieve.
*{{Sm|Ray Kalm|Canada}} - Highly regarded on [[Smashboards]]' Ganondorf boards as one of the best Ganondorf players, that was perhaps on par with Vermanubis and DLA, but Canada's then less-developed scene and his lack of travel limited his exposure to the general competitive community.
*{{Sm|Ray Kalm|Canada}} - Highly regarded on [[Smashboards]]' Ganondorf boards as one of the best Ganondorf players, that was perhaps on par with Vermanubis and DLA, but Canada's then less-developed scene and his lack of travel limited his exposure to the general competitive community.
*{{Sm|Vermanubis|USA}} - Widely considered best Ganondorf in argument with DLA, and if not, was unanimously considered best solo-main of Ganondorf. Also known for finding practical applications of Ganondorf's difficult [[advanced technique]]s such as the [[Flight of Ganon]], and for being a prominent and well-liked community figurehead for ''Brawl''.
*{{Sm|Vermanubis|USA}} - Widely considered best Ganondorf in argument with DLA, and if not, was unanimously considered best solo-main of Ganondorf. Also known for finding practical applications of Ganondorf's difficult [[advanced technique]]s such as the [[Flight of Ganon]], and for being a prominent and well-liked community figurehead for ''Brawl''.


===Tier placement and history===
===Tier placement and history===
Ganondorf initially was not seen as the worst character, being ranked above {{SSBB|Link}} and {{SSBB|Captain Falcon}} on the first tier list, and was still ranked above Captain Falcon on the second tier list. From the third tier list on however, Ganondorf was consistently ranked the worst character, and on the fifth tier list, was considered to be so much worse than everyone else he was ranked in his own tier at the absolute bottom. Despite his reputation as the worst character, he had a dedicated playerbase that achieved better tournament success than most other bottom/low tier characters (however minor it was). A player named {{Sm|Fonz}} even once won [http://www.smashboards.com/threads/go-kakuto-geemu-results.305979/#post-12926734 a legitimate tournament] using Ganondorf (except for in one game), an accomplishment players of most other low/bottom tier characters have not been able to replicate. As such, with Ganondorf's better tournament success compared to most other low/bottom characters, there was some dispute near the end of ''Brawl'''s active life on if Ganondorf was actually the worst character in the game, with {{SSBB|Zelda}} and {{SSBB|Jigglypuff}} frequently being cited as even worse. Interestingly, the [[Japanese tier list|Japanese]] do not consider Ganondorf the worst character, and actually have him listed above five other characters on their tier list. Despite arguments in favor of Ganon's punish game and his slightly superior results compared to other bottom tier characters, the BBR still considered him the worst character in their final tier list.
Ganondorf initially was not seen as the worst character, being ranked above {{SSBB|Link}} and Captain Falcon on the first tier list, and was still ranked above Captain Falcon on the second tier list. From the third tier list on however, Ganondorf has been consistently ranked the worst character, and, on the fifth tier list, was considered to be so much worse than everyone else he was ranked in his own tier at the absolute bottom. Despite his reputation as the worst character, he has a dedicated playerbase that has achieved better tournament success than most other bottom/low tier characters (however minor it is). A player named {{Sm|Fonz}} even once won [http://www.smashboards.com/threads/go-kakuto-geemu-results.305979/#post-12926734 a legitimate tournament] using Ganondorf (except for in one match), an accomplishment players of most other low/bottom tier characters have not been able to achieve. As such, with Ganondorf's better tournament success compared to most other low/bottom characters, there has been some dispute on if Ganondorf is actually the worst character in ''Brawl'', with Zelda and Jigglypuff frequently being cited as even worse. Interestingly, the [[Japanese tier list|Japanese]] do not consider Ganondorf the worst character, and actually have him listed above five other characters on their tier list. Despite this, the BBR still considered Ganondorf the worst character in their most recent tier list.


==Role in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]]==
==Role in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]]==
[[File:Ganondorf (Resized).png|thumb|250px|Ganondorf in ''[[SSE]]''.]]
[[File:Ganondorf (Resized).png|thumb|right|250px|Ganondorf's introduction in the Subspace Emissary]]
Ganondorf is one of the two secondary antagonists (under [[Tabuu]]) alongside {{SSBB|Bowser}} in the Subspace Emissary.
 
Ganondorf first appears in a control room on the [[Isle of the Ancients]], where {{SSBB|Zero Suit Samus}} was in to find her Power Suit, giving Bowser the coordinates to find {{SSBB|King Dedede}}, who had stolen {{SSBB|Wario}}'s trophies.
Ganondorf plays the role of the secondary antagonist (under [[Tabuu]]) alongside Bowser in the Subspace Emissary.
Ganondorf first appears in a control room on the [[Isle of the Ancients]], where {{SSBB|Zero Suit Samus}} was in to find her Power Suit, giving {{SSBB|Bowser}} the coordinates to find {{SSBB|King Dedede}}, who had stolen {{SSBB|Wario}}'s trophies.


Later, in the same control room, he receives orders from {{SSBB|Master Hand}} to destroy the Isle of the Ancients. Appearing in their island base as a hologram, he consequently orders the [[R.O.B. Squad]] to activate all of the [[Subspace Bomb]]s on the Isle. When the [[Ancient Minister]] objects, Ganondorf presses an override button that forces the R.O.B.s to ignore the Minister and continue. When he continues to intervene, Ganondorf goes further and forces the R.O.B.s to attack the Ancient Minister, setting him aflame; while sending a flock of [[Auroros]] to distract an approaching group of heroes. Suddenly, the burning Ancient Minister fires beams from his eyes, destroying the Auroros and shedding the remnants of his robes to show that he himself is a {{SSBB|R.O.B.}}, and proceeds to help the others fight the advancing Subspace troops.
Later, in the same control room, he receives orders from {{SSBB|Master Hand}} to destroy the Isle of the Ancients. Appearing in their island base as a hologram, he consequently orders the [[R.O.B. Squad]] to activate all of the [[Subspace Bomb]]s on the Isle. When the [[Ancient Minister]] objects, Ganondorf presses an override button that forces the R.O.B.s to ignore the Minister and continue. When he continues to intervene, Ganondorf goes further and forces the R.O.B.s to attack the Ancient Minister, setting him aflame; while sending a flock of [[Auroros]] to distract an approaching group of heroes. Suddenly, the burning Ancient Minister fires beams from his eyes, destroying the Auroros and shedding the remnants of his robes to show that he himself is a {{SSBB|R.O.B.}}, and proceeds to help the others fight the advancing Subspace troops.


After the Isle of the Ancients is engulfed in Subspace, Ganondorf appears on the [[Subspace Gunship]] as its co-commander, with Bowser, but they are forced to retreat into Subspace when the Gunship is destroyed by {{SSBB|Kirby}} and his [[Dragoon]]. Ganondorf then decides it is time to betray Bowser, so he takes out the last remaining [[Dark Cannon]] and fires it at Bowser, his own co-captain and the most loyal of Master Hand's henchmen. Kicking his [[trophy]] form out of the way, Ganondorf proceeds to present himself to Master Hand. However, as he prepares to betray Master Hand for complete control of the [[Subspace Army]], he sees that Master Hand was literally a puppet of [[Tabuu]], the embodiment of Subspace and the mastermind behind the army. Ganondorf tries to attack him, but is quickly defeated and reduced to his trophy form. As he falls, however, he bumps into the chains of light which puppeteer Master Hand, freeing him from Tabuu's control. Master Hand then attempts to attack Tabuu, but is also defeated with ease.
After the Isle of the Ancients is engulfed in Subspace, Ganondorf appears on the [[Subspace Gunship]] as its co-commander, with Bowser, but they are forced to retreat into Subspace when the Gunship is destroyed by {{SSBB|Kirby}} and his [[Dragoon]]. Ganondorf then decides it is time to betray Master Hand, so he takes out the last remaining [[Dark Cannon]] and fires it at Bowser, his own co-captain and the most loyal of Master Hand's henchmen. Kicking the Bowser [[trophy]] out of the way, Ganondorf proceeds to present himself to Master Hand. However, as he prepares to betray Master Hand for complete control of the [[Subspace Army]], he sees that Master Hand was literally a puppet of [[Tabuu]], the supreme ruler of Subspace. Ganondorf tries to attack him, but is quickly defeated and turned into a trophy. As he falls, however, he bumps into the chains of light which puppeteer Master Hand, freeing him from Tabuu's control. Master Hand then attempts to attack Tabuu, but is also defeated with ease.


Later, after the main group of heroes had been defeated by Tabuu and rescued by {{SSBB|Luigi}}, {{SSBB|Ness}} and King Dedede, Kirby finds Ganondorf's trophy - leading the resurrected Bowser to appear and brutally attack the trophy as an act of retribution for his betrayal before tossing it aside. If both Link and Zelda were rescued, [[List of cutscenes in the Subspace Emissary|a cutscene]] will show Ganondorf being revived by them (with a headache from his trophification and Bowser's retaliation) and after the Hyrulian heroes walk away, he clenches his fist in anger and reluctantly decides to help the heroes travel through [[The Great Maze]] in order to defeat Tabuu.
Later, after the main group of heroes had been defeated by Tabuu and rescued by {{SSBB|Luigi}}, {{SSBB|Ness}} and King Dedede, Kirby finds Ganondorf's trophy - leading the resurrected Bowser to appear and brutally attack the trophy as an act of revenge for shooting him with a dark cannon before tossing it aside. If both Link and Zelda were rescued, a [[List of cutscenes in the Subspace Emissary|cutscene]] will show Ganondorf being revived by them (with a headache from his trophification and Bowser's retaliation) and after the Hyrulian heroes walk away, he clenches his fist in anger and reluctantly decides to help the heroes travel through [[The Great Maze]] in order to defeat Tabuu.


===Cameo Appearances===
===Cameo Appearances===
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*[[The Lake Shore]]
*[[The Lake Shore]]
*[[The Cave]]
*[[The Cave]]
*[[The Subspace Bomb Factory (Part II)]]
*[[The Subspace Bomb Factory (Part II)]]  
*[[Entrance to Subspace]]
*[[Entrance to Subspace]]


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*Zelda (Ocarina of Time): [Flame] Resistance +18
*Zelda (Ocarina of Time): [Flame] Resistance +18


==In Solo Modes==
==In [[Event Matches]]==
==={{SSBB|Classic Mode}}===
===Solo Events===
In Classic Mode, Ganondorf can appear as an opponent or ally in Stage 1 if he has been unlocked along with {{SSBB|Link}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]] (with the latter available if it has been unlocked). Ganondorf can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 1.
 
===[[All-Star Mode]]===
In All-Star Mode, Ganondorf is fought in Stage 6 alongside {{SSBB|Link}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 31: The Ultimate Bodyguard]]''': As {{SSBB|Marth}}, the player must defend {{SSBB|Zelda}} and defeat two Ganondorfs on [[Castle Siege]]. During the third background change, Zelda will transform into {{SSBB|Sheik}} and assist Marth.
*'''[[Event 31: The Ultimate Bodyguard]]''': As {{SSBB|Marth}}, the player must defend {{SSBB|Zelda}} and defeat two Ganondorfs on [[Castle Siege]]. During the third background change, Zelda will transform into {{SSBB|Sheik}} and assist Marth.
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, {{SSBB|Zelda}} and {{SSBB|Pit}} on [[Temple]].
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, {{SSBB|Zelda}} and {{SSBB|Pit}} on [[Temple]].
*'''[[Event 34: All-Star Battle Melee]]''': Ganondorf is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.
*'''[[Event 34: All-Star Battle Melee]]''': Ganondorf is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros Melee]]''.
*'''[[Event 40: The Final Battle]]''': The player selects any character and must defeat {{SSBB|Bowser}}, {{SSBB|King Dedede}}, and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Event 40: The Final Battle]]''': The player selects any character and must defeat {{SSBB|Bowser}}, {{SSBB|King Dedede}}, and Ganondorf on [[Final Destination (SSBB)|Final Destination]].


===Co-Op Events===
===Co-op Events===
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and Ganondorf on [[Temple]].
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and Ganondorf on [[Temple]].
*'''[[Co-Op Event 14: The Dark Guardians]]''': Ganondorf and {{SSBB|Wolf}}, who are tiny, must defeat a giant {{SSBB|Donkey Kong}} and a giant {{SSBB|Charizard}} on [[New Pork City]].
*'''[[Co-Op Event 14: The Dark Guardians]]''': Ganondorf and {{SSBB|Wolf}}, who are tiny, must defeat a giant {{SSBB|Donkey Kong}} and a giant {{SSBB|Charizard}} on [[New Pork City]].
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, {{SSBB|Meta Knight}} and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, {{SSBB|Meta Knight}} and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
 
==Trophies==
Ganondorf's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Ganondorf.
 
:'''Ganondorf'''
:''A man who wants to use the power of the Triforce to conquer the world. In Twilight Princess, he gives strength to the Twilight King, Zant, and tries to change the land into a world of darkness. He possesses Zelda, transforms into a magical beast, and attacks Link. In the end, however, Link deals him a finishing blow and defeats him.''
 
{{Trophy games|console1=N64|game1=[[The Legend of Zelda: Ocarina of Time]]|console2=Wii|game2=[[zeldawiki:The Legend of Zelda: Twilight Princess|The Legend of Zelda: Twilight Princess]]}}
 
:'''Beast Ganon
:''Ganondorf's Final Smash. When he grabs a [[Smash Ball]], he transforms into a repulsive, evil beast. He'll vanish momentarily from the screen, then rampage from one side to the other in a straight, headlong rush. When he begins the move, any character before his eyes will flinch, so try to start the move near other characters.''
 
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}


===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<center>
<gallery>
<gallery>
Ganondorf Classic Mode Congratulations Screen Brawl.png|Classic Mode
Ganondorf - Brawl Trophy.png|Classic Mode trophy
Ganondorf Congratulations Screen All-Star Brawl.png|All-Star Mode
Beast Ganon - Brawl Trophy.png|[[Beast Ganon]] trophy
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Ganondorf's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Ganondorf.
{{Trophy/Fighter
|name=Ganondorf
|image=Ganondorf - Brawl Trophy.png
|mode=Classic
|desc-ntsc=A man who wants to use the power of the Triforce to conquer the world. In Twilight Princess, he gives strength to the Twilight King, Zant, and tries to change the land into a world of darkness. He possesses Zelda, transforms into a magical beast, and attacks Link. In the end, however, Link deals him a finishing blow and defeats him.
|desc-pal=A man who wants to use the power of the Triforce to conquer the world. In Twilight Princess, he gives strength to the King of Shadows, Zant, and tries to change the land into a world of darkness. He possesses Zelda, transforms into a magical beast, and attacks Link. In the end, however, Link deals him a finishing blow and defeats him.
|gamelist={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|console2=Wii|game2=The Legend of Zelda: Twilight Princess}}
|game=Brawl
}}
{{clrl}}
{{Trophy/Fighter
|name=Beast Ganon
|image=Beast Ganon - Brawl Trophy.png
|desc=Ganondorf's Final Smash. When he grabs a [[Smash Ball]], he transforms into a repulsive, evil beast. He'll rampage from wherever he is to the side in a headlong rush. When he begins the move, any character before his eyes will flinch, so try to start the move near other characters.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Ganondorf|Alternate costumes]]==
==[[Alternate costume (SSBB)#Ganondorf|Alternate costumes]]==
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|{{Head|Ganondorf|g=SSBB|s=25px|cl=Brown}}
|{{Head|Ganondorf|g=SSBB|s=25px|cl=Brown}}
|}
|}
==Gallery==
<gallery>
SSBBDojoGanondorf1.jpg|[[Jump]]ing on [[Norfair]].
SSBBDojoGanondorf2.jpg|About to use [[Warlock Punch]] on {{SSBB|Sheik}} on [[Frigate Orpheon]].
SSBBDojoGanondorf3.jpg|Jumping over {{SSBB|Snake}}'s [[Remote Controlled Missile]] on [[Shadow Moses Island]].
SSBBDojoGanondorf4.jpg|Landing on [[Bridge of Eldin]].
</gallery>


==Trivia==
==Trivia==
*Ganondorf is the only playable villain who is never fought in The Subspace Emissary, excluding his [[False character|dark clone]] in [[The Great Maze]].
*Ganondorf is the only playable villain who is never fought in the Subspace Emissary, excluding his [[False character|dark clone]] in [[The Great Maze]].
*Though Ganondorf can be the first character unlocked by completing Classic Mode as Link or Zelda on Hard difficulty, he is one of the last characters to be unlocked by playing the Subspace Emissary, as the mode's antagonists are among the last characters to join the player's party.
*Though Ganondorf can be the first character unlocked by completing Classic Mode as Link or Zelda on Hard difficulty, he is one of the last characters to be unlocked by playing the Subspace Emissary, as the mode's antagonists are among the last characters to join the player's party.
**He and Wario are the only characters in ''Brawl'' when going through The Subspace Emissary that are neither unlocked by simply clearing a level, nor defeated in a secret room.
**He is the only character in ''Brawl'' when going through the Subspace Emissary that is neither unlocked by simply clearing a level, nor defeated in a secret room.
*The sound clip that plays on the [[Wii Remote]] speaker when Ganondorf is selected is a sound clip from ''Melee'' that was only present in the Sound Test.
*While {{SSBB|Ike}} has the most meteor smashes in ''Brawl'', two of them are impossible to land on aerial opponents. Because of this, Ganondorf is tied with {{SSBB|Diddy Kong}} for having the most meteor smashes landable on aerial opponents, with four.
*While {{SSBB|Ike}} has the most meteor smashes in ''Brawl'', two of them are impossible to land on aerial opponents. Because of this, Ganondorf is tied with {{SSBB|Diddy Kong}} for having the most meteor smashes landable on aerial opponents, with four.
*Ganondorf and {{SSBB|R.O.B.}} are the only unlockable characters in ''Super Smash Bros. Brawl'' to be unlocked on a [[stage]] that is not from their respective universes. Ganondorf is unlocked on Final Destination, and R.O.B is unlocked on [[Mario Bros.]] Ganondorf is also the only unlockable character in ''Brawl'' to be fought on a {{uv|Super Smash Bros.}} universe stage ({{SSBB|Final Destination}}) when unlocking. In ''Super Smash Bros. Melee'', {{SSBM|Ganondorf}} along with {{SSBM|Falco}} and {{SSBM|Mewtwo}}, were all fought on a ''Super Smash Bros.'' universe stage (making it three unlockable characters to be unlocked on a stage from the ''Super Smash Bros.'' universe instead of their respective universe), though Falco was fought on {{SSBM|Battlefield}} when unlocking. Ganondorf and Mewtwo were both fought on {{SSBM|Final Destination}} before getting unlocked.
*Ganondorf and {{SSBB|R.O.B.}} are the only unlockable characters in ''Super Smash Bros. Brawl'' to be unlocked on a [[stage]] that is not from their respective universes. Ganondorf is unlocked on Final Destination, and R.O.B is unlocked on [[Mario Bros.]] Ganondorf is also the only unlockable character in ''Brawl'' to be fought on a {{uv|Super Smash Bros.}} universe stage ({{SSBB|Final Destination}}) when unlocking. In ''Super Smash Bros. Melee'', {{SSBM|Ganondorf}} along with {{SSBM|Falco}} and {{SSBM|Mewtwo}}, were all fought on a Super Smash Bros. universe stage (making it three unlockable characters to be unlocked on a stage from the ''Super Smash Bros.'' universe instead of their respective universe), though Falco was fought on {{SSBM|Battlefield}} when unlocking. Ganondorf and Mewtwo were both fought on {{SSBM|Final Destination}} before getting unlocked.
*Ganondorf, {{SSBB|Link}}, {{SSBB|Mario}}, and Bowser are the only veterans in ''Brawl'' to receive a new special move. In Ganondorf's case, his side special was changed.
*Ganondorf, {{SSBB|Link}}, {{SSBB|Mario}}, and Bowser are the only veterans in ''Brawl'' to receive a new special move. In Ganondorf's case, his side special was changed.
*Ganondorf is one of the few known characters to have an obvious error in his moveset coding - his forward aerial cannot be autocanceled, but the coding of the move shows that it was intended to do so; this was caused by using the wrong type of timing function. It was also meant to have a third, disjointed hitbox like in ''Melee''.
*Ganondorf is one of the few known characters to have an obvious error in his moveset coding - his forward aerial cannot be autocanceled, but the coding of the move shows that it was intended to do so; this was caused by using the wrong type of timing function. It was also meant to have a third, disjointed hitbox like in ''Melee''.
*In a Japanese television show, Masahiro Sakurai played as Ganondorf in a versus match.<ref>[https://www.youtube.com/watch?v=hayhkV1zGVA]</ref>
*In a Japanese television show, Masahiro Sakurai played as Ganondorf in a versus match. [https://www.youtube.com/watch?v=hayhkV1zGVA]
*Ganondorf's ''Brawl'' design has various changes from his appearance in ''Twilight Princess'': he, for some reason, does not seem to have the glowing chest wound (even though he does have it as [[Beast Ganon]]), and his cape is hemmed instead of tattered like the one worn in that game as well. This is ultimately corrected in ''SSB4''.
*Ganondorf's ''Brawl'' design has various changes from his appearance in ''Twilight Princess'': he, for some reason, does not seem to have the glowing chest wound, and his cape is hemmed instead of tattered like the one worn in that game as well. This is ultimately corrected in ''SSB4''.
**Strangely enough, in the game ''Hyrule Warriors'', Ganondorf's ''Twilight Princess'' costume is clearly based on his appearance in ''Brawl'' due to the lack of his glowing chest wound and possessing a hemmed cape instead of a tattered cape.
**Strangely enough, in the game ''Hyrule Warriors'', Ganondorf's ''Twilight Princess'' costume is clearly based on his appearance in ''Brawl'' due to the lack of his glowing chest wound and possessing a hemmed cape instead of a tattered cape.
*Ganondorf, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.


==External links==
==External links==
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*[http://www.youtube.com/watch?v=TL9KQ-H1tvo Ganondorf's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=TL9KQ-H1tvo Ganondorf's hitbox size of each of his moves]
*[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml Eiji Aonuma reporting that he sent the Twilight Princess designs of Link, Sheik and Ganondorf.]
*[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml Eiji Aonuma reporting that he sent the Twilight Princess designs of Link, Sheik and Ganondorf.]
==References==
{{reflist}}


{{SSBBCharacters}}
{{SSBBCharacters}}

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