Editing Ganondorf (SSBM)

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===Attributes===
===Attributes===
*{{change|Ganondorf is physically larger and taller than Captain Falcon, giving his attacks more [[reach]]. However, this increased size also increases his hurtbox, thus making him easier to hit.}}
*{{change|Ganondorf is physically larger and taller than Captain Falcon, giving his attacks more [[reach]]. However, this increased size also increases his hurtbox, thus making him easier to hit.}}
*{{change|Ganondorf is [[weight|heavier]] than Captain Falcon (104 → 109), granting him better endurance, but also making him easier to combo.}}
*{{change|Ganondorf is [[weight|heavier]] than Captain Falcon (104 → 109), granting him better horizontal and slightly vertical endurance, but makes him easier to combo.}}
*{{buff|Ganondorf's ledge jump is higher than Captain Falcon's, being the highest in the game.}}
*{{buff|Ganondorf's ledge jump is higher than Captain Falcon's, being the highest in the game.}}
*{{buff|Ganondorf's [[roll]]s cover more distance than Captain Falcon's.}}
*{{buff|Ganondorf's [[roll]]s cover more distance than Captain Falcon's.}}
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**{{change|The first hit does not have fixed knockback (0 (base)/100 (growth)/40 (fixed) → 30/100/0).  This allows the first hit to KO on it's own, but significantly hinders it's ability to connect into the second hit.}}
**{{change|The first hit does not have fixed knockback (0 (base)/100 (growth)/40 (fixed) → 30/100/0).  This allows the first hit to KO on it's own, but significantly hinders it's ability to connect into the second hit.}}
**{{change|The first hit has an altered launch angle (82°/78°/74° → 55°/60°/65°).}}
**{{change|The first hit has an altered launch angle (82°/78°/74° → 55°/60°/65°).}}
**{{buff|It deals more damage on both kicks (5%/6% (hit 1)/7% (hit 2) → 12% (both)).}}
**{{buff|It more damage on both kicks (5%/6% (hit 1)/7% (hit 2) → 12% (both)).}}
**{{buff|The second hit has higher base knockback (40 → 50).}}
**{{buff|The second hit has higher base knockback (40 → 50).}}
**{{buff|It autocancels earlier (frame 34 → 26).}}
**{{buff|It autocancels earlier (frame 34 → 26).}}
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===Special moves===
===Special moves===
*[[Warlock Punch]]:
*[[Warlock Punch]]:
**{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than [[Falcon Punch]], with its knockback not being fully compensated (scaling 102 → 100).}}
**{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than the [[Falcon Punch]] with it's knockback not being fully compensated (scaling 102 → 100).}}
**{{nerf|It has smaller hitboxes (3.906u/3.5154u/4.8825u (ground)/5.2731u/4.6872u/4.8825u (air)) → 2.3436u/3.906u/3.5154u (both)).}}
**{{nerf|It has smaller hitboxes (3.906u/3.5154u/4.8825u (ground)/5.2731u/4.6872u/4.8825u (air)) → 2.3436u/3.906u/3.5154u (both)).}}
**{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed, slower run speed, slower jumpsquat and Warlock Punch's higher startup.}}
**{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed and Warlock Punch's higher startup.}}
**{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
**{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
*[[Gerudo Dragon]]:
*[[Gerudo Dragon]]:
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**{{nerf|It covers slightly less horizontal momentum (1.1 → 0.85).}}
**{{nerf|It covers slightly less horizontal momentum (1.1 → 0.85).}}
*[[Wizard's Foot]]:
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot has higher and consistent knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60/85) that does not get weaker over time.}}
**{{buff|Grounded Wizard's Foot has higher and consistent knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60/85).}}
**{{buff|Grounded Wizard's Foot has consistent damage output that does not get weaker over time (15% clean/12% mid/9% late → 15%).}}
**{{change|Grounded Wizard's Foot always launches horizontally (361° clean/80° mid/90° late → 361°), whereas the mid and late hits of grounded Falcon Kick have vertical knockback.}}
**{{buff|Grounded Wizard's Foot has a longer duration (14-32 → 14-34).}}
**{{buff|Grounded Wizard's Foot has a longer duration (14-32 → 14-34).}}
**{{buff|Aerial Wizard's Foot is also a powerful [[spike]] instead of dealing horizontal knockback like Falcon Kick (361° → 290°).}}
**{{buff|Aerial Wizard's Foot is also a powerful [[spike]] instead of dealing horizontal knockback like Falcon Kick (361° → 290°).}}
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|neutral1dmg=7% (hand), 8% (body)
|neutral1dmg=7% (hand), 8% (body)
|neutraldesc=A quick palm strike that [[Electric|shocks]] enemies on contact. Has KO potential at higher damages, but since he jabs directly in front of him, some smaller characters can easily duck under it. It hits on frame 3, making it Ganondorf's fastest attack. It is often used in combos with his other attacks, especially his down aerial.
|neutraldesc=A quick palm strike that [[Electric|shocks]] enemies on contact. Has KO potential at higher damages, but since he jabs directly in front of him, some smaller characters can easily duck under it. It hits on frame 3, making it Ganondorf's fastest attack. It is often used in combos with his other attacks, especially his down aerial.
|ftiltname=Armor Crusher ({{ja|甲冑割|Katchū-Wari}}, ''Armor Splitter'')
|ftiltname=Armor Crusher ({{ja|アーマークラッシャー蹴|Āmā Kurasshā}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=12-14%
|ftiltupdmg=12-14%
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|utiltdmg=27%
|utiltdmg=27%
|utiltdesc=Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, taking over a second to come out and nearly two seconds to finish. Though it is very powerful; it can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the [[Warlock Punch]], but its abhorrent start-up combined with its deceptively poor reach limit it to only a niche ledge-trap or shield-break punish.
|utiltdesc=Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, taking over a second to come out and nearly two seconds to finish. Though it is very powerful; it can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the [[Warlock Punch]], but its abhorrent start-up combined with its deceptively poor reach limit it to only a niche ledge-trap or shield-break punish.
|dtiltname=Sweeping Snake ({{ja|掃脚|Sōkyaku}}, ''Sweep Leg'')
|dtiltname=Sweeping Snake ({{ja|スイープスネーク|Suīpu Sunēku}})
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Does a quick low sweep kick. Long reach, and is rewarding on hit; it can combo into most aerials for a KO. Rather slow when compared to other down tilts and extremely vulnerable to [[Crouch cancel|crouch cancelling]]. Can KO at very high percentages. Fourth most powerful down tilt in the game.
|dtiltdesc=Does a quick low sweep kick. Long reach, and is rewarding on hit; it can combo into most aerials for a KO. Rather slow when compared to other down tilts and extremely vulnerable to [[Crouch cancel|crouch cancelling]]. Can KO at very high percentages. Fourth most powerful down tilt in the game.
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|dashdmg=14% (clean), 10% (late)
|dashdmg=14% (clean), 10% (late)
|dashdesc= A quick shoulder tackle. Poor combo potential, but a great burst option with decent damage output. Much more rewarding if reversed, setting up for comboes if timed right.  This is the second most powerful dash attack in the game, beaten only by {{SSBM|Samus}}.
|dashdesc= A quick shoulder tackle. Poor combo potential, but a great burst option with decent damage output. Much more rewarding if reversed, setting up for comboes if timed right.  This is the second most powerful dash attack in the game, beaten only by {{SSBM|Samus}}.
|fsmashname=Nightmare Lunge ({{ja|紫炎肘|Shienchū}}, ''Violet Flame Elbow'')
|fsmashname=Nightmare Lunge ({{ja|悪夢のランジ|Akumu no Ranji}})
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|24}}
|fsmashupdmg={{ChargedSmashDmgSSBM|24}}
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|fsmashdowndmg={{ChargedSmashDmgSSBM|20}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|20}}
|fsmashdesc=Lunges forward, thrusting out his elbow. Great reach thanks to how far forward Ganon steps during the thrust; it can outrange other pokes and occasionally even {{SSBM|Marth}}'s forward smash, but its poor start-up and cooldown render it catastrophically unsafe on block and very easy to punish. Despite being hard to Dl, forward smash can struggle to kill, especially on fastfallers, and is generally outclassed by his two other smash attacks.
|fsmashdesc=Lunges forward, thrusting out his elbow. Great reach thanks to how far forward Ganon steps during the thrust; it can outrange other pokes and occasionally even {{SSBM|Marth}}'s forward smash, but its poor start-up and cooldown render it catastrophically unsafe on block and very easy to punish. Despite being hard to Dl, forward smash can struggle to kill, especially on fastfallers, and is generally outclassed by his two other smash attacks.
|usmashname=Tornado Kick ({{ja|二連脚|Nirenkyaku}}, ''Double Kick'')
|usmashname=Tornado Kick ({{ja|竜巻キック|Tatsumaki Kikku}})
|usmashdmg={{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|usmashdesc=A 540 kick. It has three unique hitboxes; the first on his pelvis sends sideways with strong knockback, great for calling out high recoveries; the second is located on his thigh and is fairly rare to land, but links into the second hit to deal nearly 40%. The final hit covering his foot sends up with great knockback, consistently killing even fast-fallers below 100%. Up smash has great priority, making it a great anti-air and callout for shorthops and aerials from ledge, and is surprisingly safe on shield (-7). This move isn't without its flaws however; it loses to most ground attacks, has slow, reactable start-up and is extremely susceptible to low profiling. Knockback wise, this is the 5th most powerful up smash in the game, if only the first kick connects (only beaten by {{SSBM|Pikachu}}, {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Peach}}).
|usmashdesc=A 540 kick. It has three unique hitboxes; the first on his pelvis sends sideways with strong knockback, great for calling out high recoveries; the second is located on his thigh and is fairly rare to land, but links into the second hit to deal nearly 40%. The final hit covering his foot sends up with great knockback, consistently killing even fast-fallers below 100%. Up smash has great priority, making it a great anti-air and callout for shorthops and aerials from ledge, and is surprisingly safe on shield (-7). This move isn't without its flaws however; it loses to most ground attacks, has slow, reactable start-up and is extremely susceptible to low profiling. Knockback wise, this is the 5th most powerful up smash in the game, if only the first kick connects (only beaten by {{SSBM|Pikachu}}, {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Peach}}).
|dsmashname=Leg Whip ({{ja|連繋蹴|Renkeishū}}, ''Chain Kick'')
|dsmashname=Leg Whip ({{ja|レッグウィップ|Regguu~Ippu}})
|dsmashdmg={{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2 leg), {{ChargedSmashDmgSSBM|12}} (hit 2 foot)
|dsmashdmg={{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2 leg), {{ChargedSmashDmgSSBM|12}} (hit 2 foot)
|dsmashdesc=Kicks on either side of him. One of Ganon's best launchers and his fastest smash attack in terms of startup. The first hit chains into the second, and the second hit sends upward, making down smash into an aerial a viable kill confirm on fastfallers. The first hit can rarely fail to link properly and send the opponent at a deep semi-spike angle, setting them up for an edgeguard. The move's biggest flaw is its noticeable blindspot below Ganon's leg, allowing characters that pancake their hurtboxes (e.g {{SSBM|Marth}} to dodge under the move and punish him. If only the second hit connects, this is the second most powerful down smash in the game, only beaten by {{SSBM|Marth}}.
|dsmashdesc=Kicks on either side of him. One of Ganon's best launchers and his fastest smash attack in terms of startup. The first hit chains into the second, and the second hit sends upward, making down smash into an aerial a viable kill confirm on fastfallers. The first hit can rarely fail to link properly and send the opponent at a deep semi-spike angle, setting them up for an edgeguard. The move's biggest flaw is its noticeable blindspot below Ganon's leg, allowing characters that pancake their hurtboxes (e.g {{SSBM|Marth}} to dodge under the move and punish him. If only the second hit connects, this is the second most powerful down smash in the game, only beaten by {{SSBM|Marth}}.
|nairname=Swooping Keese ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Formation'')
|nairname=Swooping Keese ({{ja|急降下キース|Kyūkōka Kīsu}})
|nairdmg=12% (hits 1-2)
|nairdmg=12% (hits 1-2)
|nairdesc=Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession. The first hit can be used as a niche poke and has limited killpower and combo ability on poor DI, but rarely links into the second kick even at low percents; it's completely impossible to do so past ~25%. It's possible to land the second kick without the first one, which is occasionally useful to deter reckless approaches, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by {{SSBM|Mr. Game & Watch}}'s).
|nairdesc=Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession. The first hit can be used as a niche poke and has limited killpower and combo ability on poor DI, but rarely links into the second kick even at low percents; it's completely impossible to do so past ~25%. It's possible to land the second kick without the first one, which is occasionally useful to deter reckless approaches, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by {{SSBM|Mr. Game & Watch}}'s).
|fairname=Skull Crusher ({{ja|頭蓋割|Zugai-Wari}}, ''Skull Splitter'')
|fairname=Skull Crusher ({{ja|頭蓋骨クラッシャー|Zugaikotsu Kurasshā}}, ''Cranium Crusher'')
|fairdmg=17%
|fairdmg=17%
|fairdesc=Ganondorf brings his fist down in an arc rather quickly, with impressive knockback and damage, though slightly weaker than {{SSBM|Captain Falcon}}'s [[Knee Smash]]. Unlike the Knee Smash, however, it always strikes with the same force, and is also just as fast as the Knee with much more reach, though it has more landing lag. KO's at 109% from the center of Final Destination. This is the fifth most powerful f-aerial in the game ({{SSBM|Zelda}}, {{SSBM|Dr. Mario}}, Captain Falcon, and {{SSBM|Yoshi}} respectively surpass him in this regard).
|fairdesc=Ganondorf brings his fist down in an arc rather quickly, with impressive knockback and damage, though slightly weaker than {{SSBM|Captain Falcon}}'s [[Knee Smash]]. Unlike the Knee Smash, however, it always strikes with the same force, and is also just as fast as the Knee with much more reach, though it has more landing lag. KO's at 109% from the center of Final Destination. This is the fifth most powerful f-aerial in the game ({{SSBM|Zelda}}, {{SSBM|Dr. Mario}}, Captain Falcon, and {{SSBM|Yoshi}} respectively surpass him in this regard).
|bairname=Hidden Gauntlet ({{ja|裏拳|Uraken}}, ''Backfist'')
|bairname=Hidden Gauntlet ({{ja|隠しガントレット|Kakushi Gantoretto}})
|bairdmg=16%
|bairdmg=16%
|bairdesc=Punches behind him with high power. It is fast, very powerful, good for [[edgeguarding]], and has great range. It has less base knockback than his forward aerial, but has more knockback scaling, making its power proportional to his forward aerial, knockback-wise. Has the exact amount of frames as Captain Falcon's back aerial, but unlike his, it hits with the same power throughout the entirety of the attack. KO's at 105% from the center of Final Destination. This is the second most powerful back aerial in the game (second to Zelda).
|bairdesc=Punches behind him with high power. It is fast, very powerful, good for [[edgeguarding]], and has great range. It has less base knockback than his forward aerial, but has more knockback scaling, making its power proportional to his forward aerial, knockback-wise. Has the exact amount of frames as Captain Falcon's back aerial, but unlike his, it hits with the same power throughout the entirety of the attack. KO's at 105% from the center of Final Destination. This is the second most powerful back aerial in the game (second to Zelda).
|uairname=Vulture Kick ({{ja|後転脚|Kōtenkyaku}}, ''Back Turn Kick'')
|uairname=Vulture Kick ({{ja|ハゲタカキック|Hagetaka Kikku}})
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdesc=Does a flip kick, covering a large arc above him. Knockback direction depends on which angle the foe was hit in. If Ganondorf is facing away from the opponent and the attack hits with the sourspot at the tip of his foot, the opponent will be [[semi-spike]]d, with low damage but extremely high hitstun. This is the sixth most powerful up aerial in the game (Bowser, Fox, Kirby, Peach, and Zelda respectively surpasses him in this regard).
|uairdesc=Does a flip kick, covering a large arc above him. Knockback direction depends on which angle the foe was hit in. If Ganondorf is facing away from the opponent and the attack hits with the sourspot at the tip of his foot, the opponent will be [[semi-spike]]d, with low damage but extremely high hitstun. This is the sixth most powerful up aerial in the game (Bowser, Fox, Kirby, Peach, and Zelda respectively surpasses him in this regard).
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|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating {{SSBM|Captain Falcon}} but losing to {{SSBM|Peach}}.
|grabdesc=Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating {{SSBM|Captain Falcon}} but losing to {{SSBM|Peach}}.
|pummelname=Armored Knee ({{ja|つかみ膝蹴|Tsukami Hizageri}}, ''Grab Knee Kick'')
|pummelname=Armored Knee ({{ja|装甲膝|Sōkō Hiza}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees the opponent.
|pummeldesc=Knees the opponent.
|fthrowname=Gut Punch ({{ja|剛突|Gōtotsu}}, ''Strong Thrust'')
|fthrowname=Gut Punch ({{ja|腸パンチ|Chō Panchi}})
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdesc=Punches foe in front. Its only use is setting up edgeguarding situations at high percentages.
|fthrowdesc=Punches foe in front. Its only use is setting up edgeguarding situations at high percentages.
|bthrowname=Blind Mule Kick ({{ja|衝脚|Shōkyaku}}, ''Piercing Leg'')
|bthrowname=Blind Mule Kick ({{ja|ブラインドラバキック|Burain Doraba Kikku}})
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdesc=Brings foe behind him and kicks. Can set up edgeguards at high percentages.
|bthrowdesc=Brings foe behind him and kicks. Can set up edgeguards at high percentages.
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|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=Knocks his foe above him. Excellent set up for juggles and platform pressure, and can be an effective chain-grab against fast fallers until high percentages, but its high endlag makes it somewhat clunky to start setups with
|uthrowdesc=Knocks his foe above him. Excellent set up for juggles and platform pressure, and can be an effective chain-grab against fast fallers until high percentages, but its high endlag makes it somewhat clunky to start setups with
|dthrowname=Dirt Nap ({{ja|地割落|Jiwariraku}}, ''Earth Splitting Fall'')
|dthrowname=Dirt Nap ({{ja|ダート昼寝|Dāto Hirune}}
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Takes foe and slams them into the floor. Another throw well-suited for juggling. Can also chain-grab characters with average falling speeds until around 90%, and fast-fallers to about 130%. Can combo into jab then down aerial on [[Space animal]]s around 50%. Comboes into all aerials at higher percentages and is one of Ganon's most common bread-and-butter kill confirms.
|dthrowdesc=Takes foe and slams them into the floor. Another throw well-suited for juggling. Can also chain-grab characters with average falling speeds until around 90%, and fast-fallers to about 130%. Can combo into jab then down aerial on [[Space animal]]s around 50%. Comboes into all aerials at higher percentages and is one of Ganon's most common bread-and-butter kill confirms.
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*When Ganondorf's trophies are viewed under the "night"/"dark" background in the Trophy Gallery, his eyes glow. He is the only character whose trophy holds this trait.
*When Ganondorf's trophies are viewed under the "night"/"dark" background in the Trophy Gallery, his eyes glow. He is the only character whose trophy holds this trait.
*Ganondorf's hand is briefly seen during Link's montage in the introduction to ''Melee'', making him one of the five hidden characters, along with {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}, to have some kind of involvement with the intro.
*Ganondorf's hand is briefly seen during Link's montage in the introduction to ''Melee'', making him one of the five hidden characters, along with {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}, to have some kind of involvement with the intro.
*A voice clip with Ganondorf saying "Ooya!" only appears in ''Melee''{{'}}s [[Sound Test]]. This clip was reused in ''[[Brawl]]'' as his [[Wii Remote selection sound]], despite Ganondorf's design and voice actor changing to that of ''Twilight Princess''.
*A voice clip with Ganondorf saying "Ooya!" only appears in ''Melee''{{'}}s [[Sound Test]]. This clip was reused in ''[[Brawl]]'' as his [[Wii Remote selection sound]].
*Ganondorf's ''Ocarina of Time'' voice clips that were used in ''Melee'' do not have the filters that made them deeper and gruffer. In ''Ultimate'', where he has all new voice clips by Takashi Nagasako, the tone of Ganondorf's voice is closer to the one ''Ocarina of Time'' had.
*Ganondorf's ''Ocarina of Time'' voice clips that were used in ''Melee'' do not have the filters that made them deeper and gruffer. In ''Ultimate'', where he has all new voice clips by Takashi Nagasako, the tone of Ganondorf's voice is closer to the one ''Ocarina of Time'' had.
*Ganondorf is the only clone whose original character ({{SSBM|Captain Falcon}}) is from [[F-Zero (universe)|a different series]].
*Ganondorf is the only clone whose original character ({{SSBM|Captain Falcon}}) is from [[F-Zero (universe)|a different series]].
**Sakurai did not plan to include Ganondorf as a playable character in ''Melee'', only including him later in development because a model was already provided and his body had a very similar build to Captain Falcon's, allowing him to be easily added on as a last minute clone of Captain Falcon.
**Sakurai did not plan to include Ganondorf as a playable character in ''Melee'', only including him later in development because his body had a very similar build to Captain Falcon's, allowing him to be easily added on as a last minute clone of Captain Falcon.
*Alongside fellow {{uv|The Legend of Zelda}} fighter {{SSBM|Sheik}}, ''Melee'' marks Ganondorf's first playable appearance. Both would eventually become playable characters outside of ''Smash'' in ''{{iw|zeldawiki|Hyrule Warriors}}''.
*Alongside fellow {{uv|The Legend of Zelda}} fighter {{SSBM|Sheik}}, ''Melee'' marks Ganondorf's first playable appearance. Both would eventually become playable characters outside of ''Smash'' in {{s|zeldawiki|Hyrule Warriors}}.
*Not counting Donkey Kong and Mario, as they have been both a protagonist and antagonist, Ganondorf, along with Bowser, are the first two playable antagonists in the ''Smash'' franchise. <!--Mewtwo does not count, due to its antagonistic role being exclusive to the main anime series and possibly other non-game adaptations, but being non-existence in at least the main series games. Do not use its appearance in Event 51: The Showdown as a counterargument, as some antagonistic fighters who aren't necessarily villains are still considered villains in certain scenarios in the Smash series.-->
*Not counting Donkey Kong and Mario, as they have been both a protagonist and antagonist, Ganondorf, along with Bowser, are the first two playable antagonists in the ''Smash'' franchise. <!--Mewtwo does not count, due to its antagonistic role being exclusive to the main anime series and possibly other non-game adaptations, but being non-existence in at least the main series games. Do not use its appearance in Event 51: The Showdown as a counterargument, as some antagonistic fighters who aren't necessarily villains are still considered villains in certain scenarios in the Smash series.-->
*Strangely, in his challenger approaching screen, Ganondorf appears to have no cape, more closely matching his design in the promo art of ''The Legend of Zelda: Ocarina of Time''.
*Strangely, in his challenger approaching screen, Ganondorf appears to have no cape, more closely matching his design in the promo art of ''The Legend of Zelda: Ocarina of Time''.

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