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'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') appears as an unlockable playable character in ''[[Super Smash Bros. Melee]]''. His design (and model) is directly taken from his appearance from the SpaceWorld 2000 [[Nintendo GameCube|GameCube]] tech demo, which is itself based on his appearance in his original Gerudo form from ''[[The Legend of Zelda: Ocarina of Time]]''. Ganondorf is a [[clone]] of {{SSBM|Captain Falcon}}, and as such, he fights in a brawler style similar to Captain Falcon, but in a slower, more powerful manner. | '''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') appears as an unlockable playable character in ''[[Super Smash Bros. Melee]]''. His design (and model) is directly taken from his appearance from the SpaceWorld 2000 [[Nintendo GameCube|GameCube]] tech demo, which is itself based on his appearance in his original Gerudo form from ''[[The Legend of Zelda: Ocarina of Time]]''. Ganondorf is a [[clone]] of {{SSBM|Captain Falcon}}, and as such, he fights in a brawler style similar to Captain Falcon, but in a slower, more powerful manner. | ||
Ganondorf is voiced by {{s|wikipedia|Takashi Nagasako}}, | Ganondorf is voiced by {{s|wikipedia|Takashi Nagasako}}, albeit via recycled voice clips from ''The Legend of Zelda: Ocarina of Time'', which have been altered to sound more acute. | ||
Ganondorf currently ranks 14th in the C+ tier on the ''Melee'' [[tier list]], which is his best placement in the series. Ganondorf boasts extreme power, good reach, decent [[chaingrab]]bing ability, and very useful aerials, including the strongest [[meteor smash]] in the game in his down aerial. He also has several effective edgeguarding options including the aforementioned down aerial, both the strong and weak hitboxes of his up aerial, and his back aerial. Nonetheless, Ganondorf has extreme flaws to counteract these great strengths as well. He has a bad neutral game due to his poor [[dash dance]] and lack of non-committal approaching moves, forcing Ganondorf players to rely more on reads and baits, and the punishes that come with them. However, Ganondorf is also very susceptible to punishes himself, as he is easily [[combo]]ed and [[chaingrab]]bed due to his size and weight, and is very easily edgeguarded due to his very predictable (albeit long) recovery; however, the latter would be among the worst should the aerial Wizard's Foot be absent during the process. He is also vulnerable to projectiles and has few ways to deal with characters that outrange him or have very fast attacks. Because of this, while Ganondorf has good [[matchup]]s against characters ranked lower than him, and a few high tiers reliant on wavedashing for movement, he struggles to maintain ground against top-tier characters, such as {{SSBM|Fox}} and {{SSBM|Sheik}}. | Ganondorf currently ranks 14th in the C+ tier on the ''Melee'' [[tier list]], which is his best placement in the series. Ganondorf boasts extreme power, good reach, decent [[chaingrab]]bing ability, and very useful aerials, including the strongest [[meteor smash]] in the game in his down aerial. He also has several effective edgeguarding options including the aforementioned down aerial, both the strong and weak hitboxes of his up aerial, and his back aerial. Nonetheless, Ganondorf has extreme flaws to counteract these great strengths as well. He has a bad neutral game due to his poor [[dash dance]] and lack of non-committal approaching moves, forcing Ganondorf players to rely more on reads and baits, and the punishes that come with them. However, Ganondorf is also very susceptible to punishes himself, as he is easily [[combo]]ed and [[chaingrab]]bed due to his size and weight, and is very easily edgeguarded due to his very predictable (albeit long) recovery; however, the latter would be among the worst should the aerial Wizard's Foot be absent during the process. He is also vulnerable to projectiles and has few ways to deal with characters that outrange him or have very fast attacks. Because of this, while Ganondorf has good [[matchup]]s against characters ranked lower than him, and a few high tiers reliant on wavedashing for movement, he struggles to maintain ground against top-tier characters, such as {{SSBM|Fox}} and {{SSBM|Sheik}}. | ||
==How to unlock== | ==How to unlock== | ||
Ganondorf must | To unlock Ganondorf, players must complete [[Event 29: Triforce Gathering]] or play 600 VS. matches. | ||
Upon completing this, Ganondorf is fought on {{SSBM|Final Destination}}, with the track "Great Bay" playing. | |||
Upon | |||
==Attributes== | ==Attributes== | ||
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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 | *{{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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*{{nerf|Ganondorf cannot [[wall jump]].}} | *{{nerf|Ganondorf cannot [[wall jump]].}} | ||
*{{nerf|Ganondorf's [[falling speed]] is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.}} | *{{nerf|Ganondorf's [[falling speed]] is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.}} | ||
*{{change|Ganondorf's moves are generally slower but more powerful than Captain Falcon's.}} | |||
*{{change|Captain Falcon's attacks that deal [[flame]] damage, such as forward smash, [[Falcon Punch]], [[Raptor Boost]], and [[Falcon Kick]], are replaced by [[darkness]] for Ganondorf's counterparts.}} | *{{change|Captain Falcon's attacks that deal [[flame]] damage, such as forward smash, [[Falcon Punch]], [[Raptor Boost]], and [[Falcon Kick]], are replaced by [[darkness]] for Ganondorf's counterparts.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{ | **{{buff|Neutral attack is a single palm strike that possess higher base knockback than the [[Gentleman]] (20 → 30), while still being a useful combo starter. It also deals 7%/8% damage, being more damaging than the first two hits and the infinite of Captain Falcon's jab alone. Notably when sweetspotted, it is the strongest jab in the game.}} | ||
**{{nerf|Neutral attack deals 1% less damage than Captain Falcon's Gentleman and lacks an infinite, making it worse for damage-racking.}} | |||
**{{change|Neutral attack has an [[electric]] effect.}} | |||
**{{change| | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff| | **{{buff|Forward tilt deals more damage (11% → 13%) and base knockback (10 → 20), being the third strongest forward tilt in the game.}} | ||
**{{nerf|Forward tilt is less damaging if the opponent is up close to Ganondorf, dealing 1% less on the knee and 2% on the body.}} | |||
**{{ | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}} | **{{buff|Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}} | ||
**{{nerf|Up tilt has drastically more startup (17 frames → 81) and | **{{nerf|Up tilt has drastically more startup (17 frames → 81) and catastropically higher ending lag (38 frames → 115), making it impossible to land in almost any circumstance outside of rest or shield break punishes, edgeguarding, or deceptive mindgames. It also lacks a hitbox as Ganondorf brings his foot down, giving the move less vertical range.}} | ||
**{{change|Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.}} | **{{change|Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
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**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}} | **{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{ | **{{buff|Down smash can [[natural combo|naturally combo]] into each other, dealing more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%), and also deals more knockback (30 and 20 base/100 growth → 60 base/110 growth).}} | ||
**{{nerf|Down smash's individual kicks deals less damage and the second kick has a sourspot (18% (hit 1)/16% (hit 2) → 8%/14%/12%), resulting it being weaker than Captain Falcon's if it only hits once. It also has slightly more ending lag (IASA 45 → 47).}} | |||
**{{nerf| | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}} | *{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{ | **{{buff|Neutral aerial's individual kicks deals more damage (5%/6% (hit 1)/7% (hit 2) → 12%). It also has increased base knockback on both hits (0 (hit 1)/40 (hit 2) → 30/50), with the first hit having KO power on its own.}} | ||
**{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}} | |||
**{{nerf|Both hits have less active frames (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)) and smaller hitboxes on the feet.}} | |||
**{{nerf| | |||
**{{nerf|Both hits have | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{ | **{{buff|Forward aerial is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]], as well as being slightly disjointed. It also has less ending lag (36 frames → 35).}} | ||
**{{change|Forward aerial deals different knockback than the Knee Smash (24 base/100 growth → 60/80).}} | |||
**{{nerf|Forward aerial does not [[semi-spike]] (32° → 361°), and deals 1% less damage (18% → 17%).}} | |||
**{{change| | **{{change|Forward aerial lacks the electric effect.}} | ||
**{{ | |||
**{{ | |||
*[[Back aerial]] | *[[Back aerial]] | ||
**{{buff| | **{{buff|Back aerial deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10), a larger hitbox on the fist, and doesn't get weaker later in.}} | ||
**{{nerf|Back aerial has fewer total active frames (10-17 → 10-15).}} | |||
**{{nerf| | |||
*[[Up aerial]] | *[[Up aerial]] | ||
**{{buff| | **{{buff|Up aerial has more range and base knockback (10/8/6 → 35/30/20, KOing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes have higher [[hitstun]], making it more effective at [[edgeguarding]] than Captain Falcon's.}} | ||
**{{buff|Up aerial has an additional late hit, extending the move's active frames and infamously giving it range below Ganondorf (6-13 → 6-16).}} | |||
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}} | *{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
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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]], | **{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than the [[Falcon Punch]], able to KO virtually any character under 30% damage on [[Tournament legal (SSBM)|tournament legal]] stages. It also has more range.}} | ||
**{{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. It also has slightly lower knockback scaling (102 → 100)}} | |||
**{{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 | |||
**{{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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**{{buff|Dark Dive's grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf.}} | **{{buff|Dark Dive's grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf.}} | ||
**{{buff|Dark Dive's throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.}} | **{{buff|Dark Dive's throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.}} | ||
*[[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) | **{{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 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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==Version history== | ==Version history== | ||
The [[PAL]] version of ''Melee'' nerfed two of Ganondorf's aerials, with his forward aerial no longer being a reliable KO move (although it can combo into itself better), and his down aerial dealing less knockback and damage (while still remaining the strongest meteor smash in the game.) | The [[PAL]] version of ''Melee'' nerfed two of Ganondorf's aerials, with his forward aerial no longer being a reliable KO move (although it can combo into itself better), and his down aerial dealing less knockback and damage (while still remaining the strongest meteor smash in the game.) | ||
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'''PAL''' | '''PAL''' | ||
*{{nerf|Forward aerial has decreased base knockback (60 → 40).}} | *{{nerf|Forward aerial has decreased base knockback (60 → 40).}} | ||
*{{nerf|Down aerial deals 1% less damage (22% → 21%) with decreased base knockback (50 → 40).}} | *{{nerf|Down aerial deals 1% less damage (22% → 21%) with decreased base knockback (50 → 40).}} | ||
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''For a gallery of Ganondorf's hitboxes, see [[Ganondorf (SSBM)/Hitboxes|here]].'' | ''For a gallery of Ganondorf's hitboxes, see [[Ganondorf (SSBM)/Hitboxes|here]].'' | ||
[[File:GanondorfAerialAttacksSSBM.png|thumb|Ganondorf's aerial attacks]] | [[File:GanondorfAerialAttacksSSBM.png|thumb|Ganondorf's aerial attacks]] | ||
[[File:Ganon-gimp.gif|thumb|Ganondorf performing his forward aerial after | [[File:Ganon-gimp.gif|thumb|Ganondorf performing his forward aerial after a wall tech on Captain Falcon. The move's base knockback is high enough to gimp characters with subpar recovery at any percentage.]] | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBM | |game=SSBM | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=12-14% | |ftiltupdmg=12-14% | ||
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|ftiltdowndmg=10-12% | |ftiltdowndmg=10-12% | ||
|ftiltdesc=Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. The upward angled-variant is excellent at stuffing out jump-ins and is Ganon's most consistent anti-air option and fastest grounded kill move. The downward variant is helpful for sniping ledges, particularly against [[Fox Illusion]] and [[Falco Phantasm]]. Overall a very versatile and powerful spacing tool and one of the better forward tilts in the game. | |ftiltdesc=Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. The upward angled-variant is excellent at stuffing out jump-ins and is Ganon's most consistent anti-air option and fastest grounded kill move. The downward variant is helpful for sniping ledges, particularly against [[Fox Illusion]] and [[Falco Phantasm]]. Overall a very versatile and powerful spacing tool and one of the better forward tilts in the game. | ||
|utiltname= | |utiltname= | ||
|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= | |dtiltname= | ||
|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. | ||
|dashname= | |dashname= | ||
|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= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|24}} | |fsmashupdmg={{ChargedSmashDmgSSBM|24}} | ||
Line 228: | Line 189: | ||
|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= | |usmashname= | ||
|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 | |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. | ||
|dsmashname= | |dsmashname= | ||
|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 | |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. | ||
|nairname= | |nairname= | ||
|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= | |fairname= | ||
|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 | |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. 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= | |bairname= | ||
|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 | |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. This is the second most powerful back aerial in the game (second to Zelda). | ||
|uairname= | |uairname= | ||
|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). | ||
|dairname= | |dairname= | ||
|dairdmg=22% (NTSC), 21% (PAL) | |dairdmg=22% (NTSC), 21% (PAL) | ||
|dairdesc=[[Stomp (archetype)|Stomp]]s both his feet downwards, with an [[electric]] effect. An extremely powerful [[meteor smash]], and an excellent [[SHFFL]] option, with a massive hitbox that covers Ganondorf's entire body and is able to hit opponents below platforms. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | |dairdesc=[[Stomp (archetype)|Stomp]]s both his feet downwards, with an [[electric]] effect. An extremely powerful [[meteor smash]], and an excellent [[SHFFL]] option, with a massive hitbox that covers Ganondorf's entire body and is able to hit opponents below platforms. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | ||
In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash. | In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash. | ||
|grabname= | |grabname= | ||
|grabdesc=Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating | |grabdesc=Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating [[Captain Falcon (SSBM)|Captain Falcon]] but losing to [[Peach (SSBM)|Peach]]. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees the opponent. | |pummeldesc=Knees the opponent. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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. | ||
|uthrowname= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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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|ssname=Gerudo Dragon | |ssname=Gerudo Dragon | ||
|ssdmg=17% (Ground), 16% (Air) | |ssdmg=17% (Ground), 16% (Air) | ||
|ssdesc=Lunges forward, uppercutting any opponents who come in his path. One of Ganondorf's best launchers, and it can hit slightly behind him, making it particularly useful in tech situations, but is very unsafe on whiff. Unlike [[Raptor Boost]], this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes [[Helpless|helplessness]] if used in the air. | |ssdesc=Lunges forward, uppercutting any opponents who come in his path. One of Ganondorf's best launchers, and it can hit slightly behind him, making it particularly useful in tech situations, but is very unsafe on whiff. Unlike [[Raptor Boost]], this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes [[Helpless|helplessness]] if used in the air. | ||
|usname=Dark Dive | |usname=Dark Dive | ||
|usdmg=1% (hits 1-4), 15% (release), 6% (breakout) | |usdmg=1% (hits 1-4), 15% (release), 6% (breakout) | ||
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|dsdmg=15% (ground), 14% (air), 12% (landing) | |dsdmg=15% (ground), 14% (air), 12% (landing) | ||
|dsdesc=On the ground, Ganondorf rushes forward with his leg extended, dealing great knockback for the whole duration of the move, but leaving him extremely open, especially on shield. In the air, he plummets to the ground at a sharp angle. If Ganondorf comes into contact with the ground whilst this move is active, a shockwave is generated the frame after landing. Both the kick and the shockwave are spikes-giving them utility as devastating-albeit niche-edgeguarding tools, particularly against [[Donkey Kong (SSBM)|Donkey Kong]] and [[Bowser (SSBM)|Bowser]]. This move has the odd property of rewarding Ganondorf's second jump back, making it an essential tool in his recovery. | |dsdesc=On the ground, Ganondorf rushes forward with his leg extended, dealing great knockback for the whole duration of the move, but leaving him extremely open, especially on shield. In the air, he plummets to the ground at a sharp angle. If Ganondorf comes into contact with the ground whilst this move is active, a shockwave is generated the frame after landing. Both the kick and the shockwave are spikes-giving them utility as devastating-albeit niche-edgeguarding tools, particularly against [[Donkey Kong (SSBM)|Donkey Kong]] and [[Bowser (SSBM)|Bowser]]. This move has the odd property of rewarding Ganondorf's second jump back, making it an essential tool in his recovery. | ||
}} | }} | ||
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===[[Taunt]]=== | ===[[Taunt]]=== | ||
{{Taunt/SSBM|char=Ganondorf|desc=Hovers in mid-air and spins before laughing menacingly | {{Taunt/SSBM|char=Ganondorf|desc=Hovers in mid-air and spins before laughing menacingly.}} | ||
===[[List of idle poses (SSBM)|Idle pose]]=== | ===[[List of idle poses (SSBM)|Idle pose]]=== | ||
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|victory-theme=ZeldaThemeMelee.ogg | |victory-theme=ZeldaThemeMelee.ogg | ||
|victory-desc=An orchestrated portion of the main theme from ''The Legend of Zelda'' series. | |victory-desc=An orchestrated portion of the main theme from ''The Legend of Zelda'' series. | ||
|desc-1=Pumps a victorious fist, | |desc-1=Pumps a victorious fist, and crouches. | ||
|desc-2=With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of the it facing the viewer. | |desc-2=With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of the it facing the viewer. | ||
|desc-3=Spins his sword upward while laughing before thrusting it into the ground | |desc-3=Spins his sword upward while laughing before thrusting it into the ground. | ||
|char=Ganondorf}} | |char=Ganondorf}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Historically, Ganondorf has been considered a high or mid-high tiered character, having fluctuated between 8th and 12th for the first eleven tier lists. Although Ganondorf's great power and strong punish game enabled him to maintain a more powerful presence in the early metagame, this was due to players being less experienced with the character and defensive counter play was less developed. With a better understanding on how to check Ganondorf, his ground with the rest of the cast began to falter, and his flaws became more exacerbated due to Ganondorf players being unable to fend off fast-paced and careful approaches from characters like {{SSBM|Falco}} and {{SSBM|Sheik}}. {{SSBM|Yoshi}} and {{SSBM|Pikachu}} have developed vastly improved counterplay on his chaingrabs, with the former now considered to win against Ganon. As a result of the metagame shifts favoring against him, Ganondorf's tier placement faltered. This is reflected in the most recent tier list where he is ranked 14th, the lowest he has ever placed. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
:''See also: [[:Category:Ganondorf | :''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]].'' | ||
*{{Sm|Bizzarro Flame|USA}} - Ganondorf main from [[NorCal]] well-known for his eccentric playstyle which focuses heavily on [[technical skill]] such as [[moonwalking]], as well as unusual move choices like the [[Volcano Kick]] and [[Warlock Punch]]. | :''See also: [[:Category:Ganondorf professionals (SSBM)]]'' | ||
*{{Sm|Eddie|USA}} - Chicago-based Ganondorf who showed impressive results with his placings at | *{{Sm|Bizzarro Flame|USA}} - Ganondorf main from [[NorCal]] well-known for his eccentric playstyle which focuses heavily on [[technical skill]] such as [[moonwalking]], as well as unusual move choices like the [[Volcano Kick]] and [[Warlock Punch]]. Placed 25th at {{Trn|Smash 'N' Splash 4}}, 33rd at {{Trn|Pound 2016}}, 49th at {{Trn|Apex 2015}} and {{Trn|Shine 2017}}, and 65th at {{Trn|EVO 2018}}. Has wins over {{Sm|Fiction}} and {{Sm|Duck}} in sets and infamously beat fellow Ganondorf main Eikelmann 3-0 in a best-of-5 [[Salty Suite]] exhibition during {{Trn|Apex 2015}}. | ||
*{{Sm|Eikelmann|USA}} - | *{{Sm|Eddie|USA}} - Chicago-based Ganondorf who showed impressive results with his placings at all four Major League Gaming events in 2006. | ||
*{{Sm|Kage|Canada}} - | *{{Sm|Eikelmann|USA}} - Formerly ranked 2nd in Denver; known for being the one of only 3 Ganondorf's to take a game off of {{Sm|Armada}}'s {{SSBM|Peach}} in tournament. Entered an indefinite hiatus following allegations of abuse by former partners and his ban from competition in Colorado. | ||
*{{Sm| | *{{Sm|Kage|Canada}} (#95) - Ganondorf main from Montreal widely regarded as one of the best Ganondorf players in ''Melee''. Unlike other high-level Ganondorf players who have become less active in recent years, Kage continues to show the character's strengths at recent events such as 17th at {{Trn|Get On My Level 2018}} and {{Trn|The Big House 9}}, and 33rd at {{Trn|Super Smash Con 2019}} with wins over {{Sm|Bananas}}, {{Sm|Magi}}, and {{Sm|Kalamazhu}}. Ranked 95th on the [[2019 MPGR]]. | ||
*{{Sm|n0ne|Canada}} (#15) - {{SSBM|Captain Falcon}} main with an extremely potent Ganondorf secondary. Has placed 1st at {{Trn|Smash Factor 5}}, 3rd at {{Trn|DreamHack Montreal 2018}}, and 5th at {{Trn|Super Smash Con 2019}} using Ganondorf in some sets. Has notable wins over {{Sm|HugS}} at {{Trn|Smash Factor 5}} and {{Sm|Ginger}} during {{Trn|Rollback Rumble (series)}}{{OnlineIcon}} using Ganondorf. | |||
*{{Sm|Renth|USA}} - Florida Ganondorf main who was regarded as being one of the top in the world for his movement and punish game. | |||
*{{Sm|RockCrock|USA}} - Along with Kage, he was one of the strongest solo Ganondorf players during the late 2000s. Placed high at early CEO events and 33rd at {{Trn|GENESIS}}. The technique known as [[Tech Check]] was formerly named after him. Became semi-active before being banned from competitive play due to sexual misconduct allegations. | *{{Sm|RockCrock|USA}} - Along with Kage, he was one of the strongest solo Ganondorf players during the late 2000s. Placed high at early CEO events and 33rd at {{Trn|GENESIS}}. The technique known as [[Tech Check]] was formerly named after him. Became semi-active before being banned from competitive play due to sexual misconduct allegations. | ||
*{{Sm|Tipman|USA}} - Florida Ganondorf main mostly active in the mid 2000's with high placings at {{Trn|MLG Orlando 2006}}. Known for popularizing the utility of {{Mvsub|Ganondorf|SSBM|up aerial|poss=y}} as a semi-spike, which led to the technique sometimes being referred to as the "Tipman spike." | *{{Sm|Tipman|USA}} - Florida Ganondorf main mostly active in the mid 2000's with high placings at {{Trn|MLG Orlando 2006}}. Known for popularizing the utility of {{Mvsub|Ganondorf|SSBM|up aerial|poss=y}} as a semi-spike, which led to the technique sometimes being referred to as the "Tipman spike." | ||
==In Single-Player== | ==In Single-Player== | ||
===In {{SSBM|Classic Mode}}=== | ===In {{SSBM|Classic Mode}}=== | ||
[[File:GanondorfIntro.png|thumb|Ganondorf's unused intro image.]] | [[File:GanondorfIntro.png|thumb|right|Ganondorf's unused intro image.]] | ||
Like {{SSBM|Roy}} and {{SSBM|Sheik}}, Ganondorf does not appear as an opponent in the game's Classic Mode, though he can appear as an ally in Team and Giant battles. Despite this, Ganondorf does have an introduction image for the "Now Loading..." screen between matches | Like {{SSBM|Roy}} and {{SSBM|Sheik}}, Ganondorf does not appear as an opponent in the game's Classic Mode, though he can appear as an ally in Team and Giant battles. Despite this, Ganondorf does have an introduction image for the "Now Loading..." screen between matches programmed into the disc. | ||
===In [[Adventure Mode]]=== | ===In [[Adventure Mode]]=== | ||
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*'''[[Event 51: The Showdown]]''': The final event match pits the player against a team of [[Giga Bowser#In Super Smash Bros. Melee|Giga Bowser]], {{SSBM|Mewtwo}}, and Ganondorf on the Final Destination stage, without friendly fire, and all four characters having three stocks apiece and unlimited time. | *'''[[Event 51: The Showdown]]''': The final event match pits the player against a team of [[Giga Bowser#In Super Smash Bros. Melee|Giga Bowser]], {{SSBM|Mewtwo}}, and Ganondorf on the Final Destination stage, without friendly fire, and all four characters having three stocks apiece and unlimited time. | ||
=== | ===Ending images=== | ||
<center><gallery> | <center><gallery> | ||
GanondorfClassicMode.jpg|Classic Mode | GanondorfClassicMode.jpg|Classic Mode. | ||
GanondorfAdventureMode.jpg|Adventure Mode | GanondorfAdventureMode.jpg|Adventure Mode. | ||
GanondorfAllStarMode.jpg|All-Star Mode | GanondorfAllStarMode.jpg|All-Star Mode. | ||
</gallery></center> | </gallery></center> | ||
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|{{Head|Ganondorf|g=SSBM|s=25px|cl=Purple}} | |{{Head|Ganondorf|g=SSBM|s=25px|cl=Purple}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
[[File:Jab 2.png|150px|thumb|Ganondorf's scrapped second Jab from version 1.0 of ''Melee'', which is visible and usable by mods.]] | [[File:Jab 2.png|150px|thumb|right|Ganondorf's scrapped second Jab from version 1.0 of ''Melee'', which is visible and usable by mods.]] | ||
*In the 1.0 version of ''Melee'', if Ganondorf had a Bunny Hood equipped, he would {{YouTube|FKucAxeQyms|perform a second jab}} during his neutral attack, an apparent leftover from Captain Falcon's moveset. This second jab had no hitboxes however, and was removed in the subsequent versions of ''Melee''. | *In the 1.0 version of ''Melee'', if Ganondorf had a Bunny Hood equipped, he would {{YouTube|FKucAxeQyms|perform a second jab}} during his neutral attack, an apparent leftover from Captain Falcon's moveset. This second jab had no hitboxes however, and was removed in the subsequent versions of ''Melee''. | ||
*Despite being a rather poor jumper, Ganondorf has the highest ledge jump in the game, jumping higher than his more agile counterpart, Captain Falcon, and even {{SSBM|Falco}} (who has the highest normal jumps, and the second highest ledge jump). | *Despite being a rather poor jumper, Ganondorf has the highest ledge jump in the game, jumping higher than his more agile counterpart, Captain Falcon, and even {{SSBM|Falco}} (who has the highest normal jumps, and the second highest ledge jump). | ||
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*Ganondorf is tied with the {{SSBM|Ice Climbers}} for the world record in the [[Home-Run Contest]]. Ganondorf is also the only character that can break the max distance in the Home-Run Contest without the use of a [[glitch]] or [[Action Replay]] (the Ice Climbers have to utilize the [[freeze glitch]] to break the max distance). | *Ganondorf is tied with the {{SSBM|Ice Climbers}} for the world record in the [[Home-Run Contest]]. Ganondorf is also the only character that can break the max distance in the Home-Run Contest without the use of a [[glitch]] or [[Action Replay]] (the Ice Climbers have to utilize the [[freeze glitch]] to break the max distance). | ||
*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. | ||
* | *Most of Ganondorf's voice clips were imported from ''The Legend of Zelda: Ocarina of Time''; for example, his [[victory pose]] and [[taunt]] both use a sped up version of his laugh from that game. One voice clip involving Ganon saying "Ooya!" was imported, but it isn't used anywhere in the game. | ||
* | **This "Ooya!" clip would later find itself used in ''[[Brawl]]'', as it is the sound that plays when {{SSBB|Ganondorf}} is selected with the [[Wii Remote]], despite him having a new voice actor. | ||
**The voice clip would later then make a proper usage in ''[[Ultimate]]'', since {{SSBU|Ganondorf}} has his voice actor reverted back to Takashi Nagasako's, through Ganondorf's new down smash. | |||
*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 | **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 | *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'' | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
{{SSBMCharacters}} | {{SSBMCharacters}} |