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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E-
|tier = D-
|ranking = 82
|ranking = 86
}}
}}
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed alongside {{SSBU|Ryu}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Like in games prior to {{forwiiu}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ganondorf is classified as [[Fighter number|Fighter #23]].
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed alongside {{SSBU|Ryu}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Like in games prior to {{forwiiu}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ganondorf is classified as [[Fighter number|Fighter #23]].


{{s|wikipedia|Takashi Nagasako}}, Ganondorf's voice actor from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''{{s|zeldawiki| The Legend of Zelda: The Wind Waker}}'' (and by extension,  ''[[Super Smash Bros. Melee]]''), reprises his role in all regions; rather than re-purposing his voice clips from ''Zelda'' games as per tradition, Nagasako provides brand new voice clips for the first time since 1998, mimicking his portrayal from ''Ocarina of Time'' and succeeding {{s|wikipedia|Hironori Miyata}}'s portrayal from ''The Legend of Zelda: Twilight Princess'' used since 2006 in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''.
{{s|wikipedia|Takashi Nagasako}}, after having previously voiced Ganondorf in ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'', ''{{s|zeldawiki| The Legend of Zelda: The Wind Waker}}'' and ''[[Super Smash Bros. Melee]]'', reprises his role in all regions with new voice clips that sound more akin to the former game, replacing {{s|wikipedia|Hironori Miyata}}'s portrayal from ''The Legend of Zelda: Twilight Princess'' used in ''[[Brawl]]'' and ''[[Smash 4]]''.


Ganondorf is ranked dead last on the [[tier list]], at 82nd out of 82, and is the only character in the E- tier. This is a slight drop from his already very low placement in ''Smash 4'', where he was tied with {{SSB4|Zelda}} at 52nd/53rd out of 54, and gives him the dubious distinction of being the only character ranked last for the NTSC and European tier lists of two different games, the other being ''Brawl''. Despite this, it should be noted that his placement does not equate to the same level of unviability as in previous games, as he is overall more viable than in ''Brawl'' and ''Smash 4''.
Ganondorf is ranked dead last on the [[tier list]], at 86th out of 86. This is a slight drop from his placement in ''Smash 4'', where he was 53rd/54th out of 55, and is tied with his placement in ''Brawl'' as his worst iteration yet.  
 
As with tradition, Ganondorf possesses one of the hardest-hitting movesets in the game, with noteworthy improvements to his raw power over previous games; this makes him one of the most formidable fighters when it comes to KOing. In addition, many of his infamously weak moves have been buffed to be more effective; [[Dark Dive]] is now a capable [[out of shield]] and KO option, Grounded [[Wizard's Foot]]'s sweetspot and sourspots have been reversed and make it effective for KOing, and [[up tilt]] is significantly faster. Finally, Ganondorf now has access to his sword from the ''SpaceWorld 2000 GameCube Tech Demo'', which provides him with extremely powerful and wide-arced smash attacks that easily KO below 100%, with forward smash being one of the strongest in the game, and up smash being able to cover an entire platform above him and hit ledge hangs with the front hit. Overall, Ganondorf still excels at what he does best: ending stocks in a few hits.
 
However, Ganondorf's core weaknesses continue to hold him back drastically compared to the rest of the roster. His terrible frame data and slow movement give him severe difficulty in approaching and escaping disadvantage, which is especially problematic due to ''Ultimate''{{'}}s emphasis on faster-paced and projectile-focused combat. His shield safety is lacking despite his high shield pressure, while his grab and throws are still extremely weak despite his overall power, having short range and being unable to KO easily. Several of his moves also have small or poorly placed hitboxes which results in poor range (with hitbox adjustments making some of them worse than previously) or glaring blindspots (with some such as Dark Dive having worse hitboxes than [[Falcon Dive]], its equivalent move from {{SSBU|Captain Falcon}}). His recovery is among the worst in the game due to Dark Dive's low distance, and despite it not causing [[helplessness]] when it connects, opponents are able to slowly [[gimp]] Ganondorf simply by getting grabbed deliberately to push him backwards. Finally, changes to his kit remove some of his only situational moves that allow him to play [[mindgame]]s: his new up smash is no longer able to bait reactions nor is safe on shield if spaced, up aerial's shorter duration makes gimping with the late hitbox more difficult, and aerial [[Flame Choke]] can now be escaped by [[button mashing]] while also KOing Ganondorf first if used as a [[sacrificial KO]].
 
Overall, Ganondorf's issues collectively give him significant problems in the [[neutral game]]: the majority of the roster can outspeed him in almost every degree, his offstage survivability is extremely poor and limited to air dodge mix-ups, while his strengthened power does not help him approach nor give him many options to defend himself, resulting in him struggling to make use of his excellent raw power and KO ability. Because of these factors, while the community had high hopes for Ganondorf in the early metagame, his competitive reception plummeted as the metagame evolved and his weaknesses became much more exploitable, and he has sat at the very bottom of the first two official tier lists.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Ganondorf was infamously a poorly regarded character in [[Ganondorf (SSBB)|his previous]] [[Ganondorf (SSB4)|two appearances]] following his [[Ganondorf (SSBM)|debut appearance]], owing to a myriad of factors such as slow mobility, vulnerability to general pressure (such as rushdowns, zoning and combos), and awful recovery. Most likely due to his low placement in ''SSB4'', Ganondorf has received a mix of buffs and nerfs in ''Ultimate'', but was buffed overall, albeit not enough to raise his tier standing.
Despite his low placement in ''Smash 4'', Ganondorf has received a mix of buffs and nerfs in ''Ultimate''. While considered to be buffed overall, he also received notable nerfs that further affect his disadvantage.


Ganondorf's primary strengths, such as his already strong damage output and knockback power, have been further increased since the previous game. Most of his moves deal even more damage, and some of his moves (whether they were already strong or among the weakest in ''SSB4'') are more powerful, like his [[dash attack]], [[back aerial]], [[Dark Dive]], and [[Wizard's Foot]]; notably, dash attack has become as potent as it was in ''Brawl'', whereas Dark Dive and Wizard's Foot have had most of their lost KO power restored from ''Melee''. Forward aerial, a move previously considered inferior to his back aerial, has improved range, making it a far safer KO move.
Ganondorf's primary strengths, such as his already strong damage output and knockback power, have been further increased since the previous game. Most of his moves deal even more damage, and some of his moves (whether they were already strong or among the weakest in Smash 4) are more powerful, like his [[dash attack]], [[back aerial]], [[Dark Dive]], and [[Wizard's Foot]]; notably, dash attack has become as potent as it was in ''Brawl'', whereas Dark Dive and Wizard's Foot have had most of their lost KO power restored from ''Melee''. Forward aerial, a move previously considered inferior to his back aerial, has improved range, making it a far safer KO move. His smash attacks are now sword swings that possess increased range and power, with their power also becoming more consistent. Up tilt, notorious for shattering full shields, is easier to land with its faster startup and stronger windboxes, and its sourspot has been strengthened to match its sweetspot. Ganondorf's notoriously weak grab game has also been buffed, with his grabs having a longer duration and greater range (although it still remains rather short), and his throws receiving improved utility such as higher power (forward throw, although it still remains rather weak), damage (up throw) or combo potential (down throw). Lastly, Ganondorf is heavier, making his already great endurance better.


Ganondorf's smash attacks are now sword swings that possess increased, consistent power as well as larger, disjointed range. Up tilt, notorious for shattering full shields, is easier to land with its faster startup and stronger windboxes, and its sourspot has been strengthened to match its sweetspot. His notoriously weak grab game was also buffed, with his grabs having a longer duration and greater range, and his throws receiving improved utility such as higher power (forward throw, although it still remains rather weak), damage (up throw) or combo potential (down throw). Ganondorf is also heavier, making his already great endurance better.
Ganondorf notably benefits from some of the universal gameplay changes. The increase in mobility (most notably to his [[running]] speed, although it still remains very slow), his faster [[jumpsquat]], and the reduced [[landing lag]] on his aerial attacks all improve his very poor neutral game and approach. His faster jumpsquat and landing lag reduction also improve his combo ability, thus further strengthening his damage racking game.


Ganondorf notably benefits from some of the universal gameplay changes. The increase in mobility (most notably to his [[running]] speed, although it still remains slow), his faster [[jumpsquat]], and the reduced [[landing lag]] on his aerial attacks all improve his very poor neutral game and approach. His faster jumpsquat and landing lag reduction also improve his combo ability, thus further strengthening his damage racking game.
Despite these notable buffs, Ganondorf is not without nerfs, especially toward his infamously poor recovery, hitbox placements and ineffective defensive game, exacerbating his glaring weaknesses even further, and counterbalancing his buffs. His forward and up smashes, despite having disjointed range, have significantly increased ending lag, making them less safe to use and removing the latter's ability to bait approaches. His down tilt's vertical angles on its close hitbox make it a much less effective KO option, especially out of [[Flame Choke]]. His up tilt is weaker, and has gained an incredibly weak late hitbox with no KO potential. Hitbox adjustments and/or reductions on his forward tilt, up tilt, back aerial, his new smash attacks, Dark Dive and Wizard's Foot make them harder to land and further worsens his blindspot issues. His grabs also have even more startup and ending lag, toning down some of the improvements to his grab game as a whole. Among his biggest nerfs were to his up aerial, which has more startup and its sourspot no longer hits underneath him, thus removing most of its [[gimp]]ing effectiveness and [[lock]] combos, and the [[Ganoncide]] technique, now being escapable and KOing him first, making it more risky and situational. Dark Dive also pushes back Ganondorf after he launches the opponent away, making his already terrible and exploitable recovery even worse.


Despite these notable buffs, Ganondorf is not without nerfs, especially toward his hitbox placements and ineffective defensive game. His forward and up smashes, despite having disjointed range, have significantly increased ending lag; up smash has especially lost its ability to bait approaches. His down tilt's vertical angles on its close hitbox make it a much less effective KO option, especially out of [[Flame Choke]]. His up tilt is weaker, and has gained an incredibly weak late hitbox with no KO potential. Hitbox adjustments and/or reductions on his forward tilt, up tilt, back aerial, Dark Dive and Wizard's Foot make them harder to land and further worsens his blindspot issues. Among his biggest nerfs were to his up aerial, which has more startup and its sourspot no longer hits underneath him, thus removing most of its [[gimp]]ing effectiveness and [[lock]] combos, and [[Flame Choke]], as the aerial version is now escapable at low percentages and a "[[Sacrificial KO|Ganoncide]]" now KOs him first. Dark Dive's release also pushes back Ganondorf after he launches the opponent away, though this is counterbalanced by the release having less ending lag.
Despite gaining considerable improvements from the game's engine, Ganondorf is also hindered by some of the universal changes; the universal increase to mobility makes it slightly harder to catch up with some characters. The increased shield drop frames impairs his poor [[out of shield]] options, and the universally increased [[traction]] which reduces shield push makes his attacks, especially his aerials, even less safe unless perfectly spaced. The increased [[tech]] window, as well as the restoration of buffering techs during hitlag, makes Flame Choke easier to escape from, and makes Dark Dive much easier for opponents to survive from being launched under the stage and retaliate. Although Ganondorf’s heavier weight allows him to survive even longer, he is also easier to combo. The changes to [[air dodging]] are a mixed bag for Ganondorf, as they improve his great edgeguarding ability, but make him easier to edgeguard in return. Finally, the weakening of [[rage]] can slightly hinder Ganondorf's KO power at high percents, though due to Ganondorf's increased damage and power, this change is fairly negligible.


Despite gaining considerable improvements from the game's engine, Ganondorf is also hindered by some of the universal changes; the universal increase to mobility makes it slightly harder to catch up with some characters. The increased shield drop frames impairs his poor [[out of shield]] options, and the universally increased [[traction]] which reduces shield push makes his attacks, especially his aerials, less safe unless perfectly spaced. The increased [[tech]] window, as well as the restoration of buffering techs during hitlag, makes Flame Choke easier to escape from, and makes Dark Dive much easier for opponents to survive from being launched under the stage and retaliate. Although Ganondorf's heavier weight allows him to survive even longer, he is also easier to combo. The changes to [[air dodging]] are a mixed bag for Ganondorf, as they improve his great edgeguarding ability, but make him easier to edgeguard in return. Finally, the weakening of [[rage]] slightly hinders Ganondorf, though due to his increased damage and power, this change is fairly negligible.
Overall, Ganondorf is considered to be superior to his ''Smash 4'' incarnation; though in spite of improvements toward his strengths, his weaknesses are even more exploitable, making him even more polarized than previously. Initially, Ganondorf was believed to be a high mid-tier character and one of the best super heavyweights due to his improvements, as some players had achieved a few notable results with him such as {{sm|Rickles}} and {{Sm|Smokk}}; most notably, {{Sm|Nairo}} would counterpick {{Sm|Light|p=Connecticut}} with the character, beating him. However, Ganondorf's overall tournament representation remains very low, and he hasn't achieved any other notable results. In addition, the majority of his crippling flaws from previous titles haven't been addressed properly, if not at all (and in some cases, namely his recovery, made even worse). Additionally, multiple other low-tier characters from ''Smash 4'' have received bigger improvements. This is made even worse with the lack of notable improvements given to Ganondorf from game updates unlike other low-tier characters in ''Smash 4'', making him fall behind the cast even further. Because of this, Ganondorf is usually still considered a low or bottom-tier character, with multiple players considering him to be a contender for the single worst character in the game, which could be potentially be even worse than his already very low placement in ''Smash 4''.
 
Overall, Ganondorf has gained some drastic increases in power that renders his punish and advantage states much deadlier, but at the cost of notable nerfs that further affect his disadvantage, exacerbating his glaring weaknesses and making him even more polarized. Although initially considered to have improved substantially from ''SSB4'', the lack of changes from game updates, as well as various changes made to his fellow veterans both on release and through updates, have caused Ganondorf to fall behind. Said updates have also introduced a bevy of more powerful DLC characters, all of which Ganondorf struggles against in one way or another. Because of this, despite performing better as a standalone character in ''Ultimate'', Ganondorf has not significantly improved from his appearance in ''SSB4'', instead performing worse relative to the rest of the cast.


{{SSB4 to SSBU changelist|char=Ganondorf}}
{{SSB4 to SSBU changelist|char=Ganondorf}}
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{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname=Thunder Punch ({{ja|雷打|Raida}}, ''Thunder Hit'')
|neutralname=Thunder Punch ({{ja|雷打|Raida}})
|neutralcount=1
|neutralcount=1
|neutral1dmg=11%
|neutral1dmg=11%
|neutraldesc=A palm thrust that discharges [[electric]]ity upon landing. Ganondorf's fastest ground attack, with good range, knockback, and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from the center. However, it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.
|neutraldesc=A palm thrust that discharges [[electric]]ity upon landing. Ganondorf's fastest ground attack, with good range, knockback, and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from the center. A decent [[out of shield]] option. However, it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.
|ftiltname=Piercing Kick ({{ja|突破蹴|Toppashū}}, ''Breakthrough Kick'')
|ftiltname=Piercing Kick ({{ja|突破蹴|Toppashū}})
|ftiltdmg=14% (foot), 13% (leg)
|ftiltdmg=14% (foot), 13% (leg)
|ftiltdesc=A front kick. Above average [[startup]] on frame 10 with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|ftiltdesc=A front kick. Above average [[startup]] on frame 10 with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltdmg=24% (leg/explosion), 13% (explosion apex)
|utiltdmg=24% (leg/explosion), 13% (explosion apex)
|utiltdesc=A delayed axe kick that produces an explosion. Has [[vacuum]] properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full [[shield]]s and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's [[edgeguard]]ing options if used wisely. However, while it is the strongest up tilt in the game, it is also the slowest tilt attack of any sort, rendering it only effective for hard reads or covering ledge options. The move has a late hitbox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination, though it has some niche combo ability.
|utiltdesc=A delayed axe kick that produces an explosion. Has [[vacuum]] properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full [[shield]]s and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's best [[edgeguard]]ing options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag at 60 frames, making it an extreme "high risk, high reward" move. The move has a late hitbox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination.
|dtiltname=Leg Sweep ({{ja|掃脚|Sōkyaku}}, ''Brush Leg'')
|dtiltname=Leg Sweep ({{ja|掃脚|Sō Kyaku}})
|dtiltdmg=14%
|dtiltdmg=14%
|dtiltdesc=A crouching front kick. Above average startup on frame 10 and range makes it a good neutral tool. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall.
|dtiltdesc=A crouching front kick. Above average startup on frame 10 and range, making it a decent out-of-shield option. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall.
|dashname=Iron Shoulder ({{ja|剛肩|Gōken}}, ''Strong Shoulder'')
|dashname=Iron Shoulder ({{ja|剛肩|Gōken}})
|dashdmg=15% (clean), 11% (late)
|dashdmg=15% (clean), 11% (late)
|dashdesc=A shoulder tackle. Good startup on frame 10 and Ganondorf gains a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, while lacking any KO potential, has combo utility due to its long-lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
|dashdesc=A shoulder tackle. Good startup on frame 10 and Ganondorf gains a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, while lacking any KO potential, has combo utility due to its long-lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
|fsmashname= Mountain Cleaver ({{ja|斬岩|Zangan}}, ''Slashing Rock'')
|fsmashname= Mountain Cleaver ({{ja|斬岩|Zangan}})
|fsmashdmg={{ChargedSmashDmgSSBU|24}}
|fsmashdmg={{ChargedSmashDmgSSBU|24}}
|fsmashdesc=A lunging, two-handed downward sword slash similar to {{SSBU|Ike}}'s forward smash. The 2nd strongest forward smash in the game, behind only {{SSBU|King Dedede}}'s (and the 5th strongest when applying buffs, behind {{SSBU|Kazuya}}’s (when Rage is active), King Dedede's, Max [[Aura]] {{SSBU|Lucario}}'s and {{SSBU|Hero}}'s (if a critical hit occured)), KOing at 56% from the center uncharged, and at 25% fully charged. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledge hangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head. Based on a sword slash Ganondorf performs in his boss battle from ''The Legend of Zelda: Twilight Princess''.
|fsmashdesc=A lunging, two-handed downward sword slash similar to {{SSBU|Ike}}'s forward smash. The 2nd strongest forward smash in the game, behind only {{SSBU|King Dedede}}'s (and the 5th strongest when applying buffs, behind {{SSBU|Kazuya}}’s (when Rage is active), King Dedede's, Max [[Aura]] {{SSBU|Lucario}}'s and {{SSBU|Hero}}'s (if a critical hit occured)), KOing at 56% from the center uncharged, and at 25% fully charged. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledge hangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head.
|usmashname=Heavens Slayer ({{ja|天上斬|Tenjōzan}}, ''Heavens-Above Slash'')
|usmashname=Heavens Slayer ({{ja|天上斬|Tenjōzan}})
|usmashdmg={{ChargedSmashDmgSSBU|24}} (sword), {{ChargedSmashDmgSSBU|21}} (arm)
|usmashdmg={{ChargedSmashDmgSSBU|24}} (sword), {{ChargedSmashDmgSSBU|21}} (arm)
|usmashdesc=An overhead 180° arcing sword slash from front to back similar to {{SSBU|Ike}}'s up smash. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and its starting frames hit slightly underneath the stage, allowing it to hit ledge hangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second-slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground, meaning it is fully incapable of hitting {{SSBU|Snake}} and {{SSBU|Wii Fit Trainer}} when they are crouching.<ref>[https://twitter.com/MGK_Ganondorf/status/1189105269290106880]</ref>. Thanks to its massive arc, and the fact that Ganondorf's hitboxes lower while he is preparing the slash, it is a potent anti-air, and lets Ganondorf put immense pressure on opponents on platforms. Also a good out-of-shield move against rising aerials or unsafe attacks due to its relatively fast startup.
|usmashdesc=An overhead 180° arcing sword slash from front to back similar to {{SSBU|Ike}}'s up smash. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and hits slightly underneath the stage, allowing it to hit ledge hangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second-slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground.
|dsmashname=Linked Strikes ({{ja|連携突|Renkei Totsu}}, ''Linkage Thrusts'')
|dsmashname=Linked Strikes ({{ja|連携突|Renkei Totsu}})
|dsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdesc=Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself similar to {{SSBU|Cloud}}'s down smash. The first hit launches opponents into the second, and can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, and has rather low ending lag at 22 frames. The second hit by itself KOs around 67% near the edge. The second hit has a deceptively large vertical hitbox to help the two hits connect.
|dsmashdesc=Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself similar to {{SSBU|Cloud}}'s down smash. The first hit launches opponents into the second, and can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, and has rather low ending lag at 22 frames. The second hit by itself KOs around 67% near the edge. The second hit has a deceptively large vertical hitbox to help the two hits connect.
|nairname=Whirlwind Formation ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Array'')
|nairname=Whirlwind Formation ({{ja|旋風陣|Senpūjin}})
|nairdmg={{ShortHopDmgSSBU|7}} (hit 1 clean), {{ShortHopDmgSSBU|5.25}} (hit 1 late), {{ShortHopDmgSSBU|12}} (hit 2 clean), {{ShortHopDmgSSBU|9}} (hit 2 late)
|nairdmg={{ShortHopDmgSSBU|7}} (hit 1 clean), {{ShortHopDmgSSBU|5.25}} (hit 1 late), {{ShortHopDmgSSBU|12}} (hit 2 clean), {{ShortHopDmgSSBU|9}} (hit 2 late)
|nairdesc=A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as [[sex kick]]s, and the late hits can cause opponents to trip. It has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks grounded opponents away and is useful for creating distance, but with no KO power. It starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Despite the move's noticeably large blindspot and the two hits sometimes not connecting properly, its extremely high damage and knockback, quick speed and surprisingly long duration make it notorious among the community for its sheer effectiveness in Ganondorf's arsenal.
|nairdesc=A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as [[sex kick]]s, and the late hits can cause opponents to trip. It has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks grounded opponents away and is useful for creating distance, but with no KO power. It starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Despite the move's noticeably large blindspot and the two hits sometimes not connecting properly, its extremely high damage and knockback, quick speed and surprisingly long duration make it notorious among the community for its sheer effectiveness in Ganondorf's arsenal.
|fairname=Skull Splitter ({{ja|頭蓋割|Zugai Wari}}, ''Cranium Splitter'')
|fairname=Skull Splitter ({{ja|頭蓋割|Zugai Wari}})
|fairdmg={{ShortHopDmgSSBU|18}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|fairdmg={{ShortHopDmgSSBU|18}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|fairdesc=An overhand. It has good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. It also has decent startup and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only canceling when used from a double jump. It also has above average startup lag, coming out on frame 14. It is similar to [https://zeldawiki.wiki/wiki/File:OoT_Link_Fighting_Ganondorf_Artwork.jpg this artwork from Ocarina of time] where Ganondorf tries to punch Link.
|fairdesc=An overhand. It has good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. It also has decent startup and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only canceling when used from a double jump. It also has above average startup lag, coming out on frame 14.
|bairname=Backhand Fist ({{ja|裏拳|Uraken}}, ''Backfist'')
|bairname=Backhand Fist ({{ja|裏拳|Uraken}})
|bairdmg={{ShortHopDmgSSBU|18.5}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|bairdmg={{ShortHopDmgSSBU|18.5}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|bairdesc=A backfist. Despite the fact that it is even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 24 frames, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches and is safe on shield when fully spaced. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take stocks at medium percents if used quickly after a ledge trump. However, it has short reach and very small hitboxes, while its high vertical hitbox and low amount of active frames make it difficult to land on most grounded opponents, particularly those that are crouching.
|bairdesc=A backfist. Despite the fact that it is even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 24 frames, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches and is safe on shield when fully spaced. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take stocks at medium percents if used quickly after a ledge trump. However, it has short reach and very small hitboxes, while its high vertical hitbox and low amount of active frames make it difficult to land on most grounded opponents, particularly those that are crouching.
|uairname=Backflip Kick ({{ja|後転脚|Kōtenkyaku}}, ''Back Turn Leg'')
|uairname=Backflip Kick ({{ja|後転脚|Kōtenkyaku}})
|uairdmg={{ShortHopDmgSSBU|13}}/{{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|10}} (mid), {{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|6}} (late)
|uairdmg={{ShortHopDmgSSBU|13}}/{{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|10}} (mid), {{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|6}} (late)
|uairdesc=A flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second-fastest aerial attack, and can autocancel from a short hop. It deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a [[sourspot]] (often called the Tipman) that [[semi-spike]]s with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.
|uairdesc=A flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second-fastest aerial attack, and can autocancel from a short hop. It deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a [[sourspot]] that [[semi-spike]]s with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.
|dairname=Thunder Drop ({{ja|落雷蹴|Rakuraishū}}, ''Thunderbolt Kick'')
|dairname=Thunder Drop ({{ja|落雷蹴|Rakuraishū}})
|dairdmg={{ShortHopDmgSSBU|19}} (legs), {{ShortHopDmgSSBU|17}} (body)
|dairdmg={{ShortHopDmgSSBU|19}} (legs), {{ShortHopDmgSSBU|17}} (body)
|dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing. It was the most powerful [[meteor smash]] in the game before the addition of {{SSBU|Byleth}}. If hit with the lower half of his body, it can KO grounded opponents under 115%, and can KO any character starting at around 15% offstage. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Ganondorf's slowest aerial move at frame 16. It does not start launching grounded opponents upwards until 10%, although Ganondorf can follow this with a jab.
|dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing. It was the most powerful [[meteor smash]] in the game before the addition of {{SSBU|Byleth}}. If hit with the lower half of his body, it can KO grounded opponents under 115%, and can KO any character starting at around 15% offstage. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Ganondorf's slowest aerial move at frame 16. It does not start launching grounded opponents upwards until 10%, although Ganondorf can follow this with a jab.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his left hand. Despite Ganondorf's tall stature, it only has average reach.
|grabdesc=Reaches out with his left hand. Despite Ganondorf's tall stature, its reach is among the shortest.
|pummelname=Grab Knee Kick ({{ja|つかみ膝蹴|Tsukami Hizageri}})
|pummelname=Grab Knee Kick ({{ja|つかみ膝蹴|Tsukami Hizageri}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A knee strike. Slow but strong.
|pummeldesc=A knee strike.
|fthrowname=Sturdy Thrust ({{ja|剛突|Gōtotsu}}, ''Strong Thrust'')
|fthrowname=Sturdy Thrust ({{ja|剛突|Gōtotsu}})
|fthrowdmg=5% (hit 1), 8% (throw)
|fthrowdmg=5% (hit 1), 8% (throw)
|fthrowdesc=Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge.
|fthrowdesc=Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge.
|bthrowname=Rear Kick ({{ja|衝脚|Shōkyaku}}, ''Piercing Leg'')
|bthrowname=Rear Kick ({{ja|衝脚|Shōkyaku}})
|bthrowdmg=5% (hit 1), 5% (throw)
|bthrowdmg=5% (hit 1), 5% (throw)
|bthrowdesc=Throws the opponent behind himself and hits them with a sidekick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge.
|bthrowdesc=Throws the opponent behind himself and hits them with a sidekick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge.
|uthrowname=Jaw Breaker ({{ja|顎砕|Gakusai}}, ''Jaw Smash'')
|uthrowname=Jaw Breaker ({{ja|顎砕|Gakusai}})
|uthrowdmg=10% (hit 1), 3% (throw)
|uthrowdmg=10% (hit 1), 3% (throw)
|uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback and low knockback growth make it unsuitable for follow-ups while preventing it from KOing until 240%.
|uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback and low knockback growth make it unsuitable for follow-ups while preventing it from KOing until 240%.
|dthrowname=Dirt Drop Crusher ({{ja|地割落|Jiwariraku}}, ''Earth Splitting Fall'')
|dthrowname=Dirt Drop Crusher ({{ja|地割落|Chiwari Ochi}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=A one-handed body slam. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, [[reverse aerial rush]] back aerial, up aerial, or [[Wizard's Foot]] at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages.
|dthrowdesc=A one-handed body slam. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, [[reverse aerial rush]] back aerial, up aerial, or [[Wizard's Foot]] at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages.
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|usname=Dark Dive
|usname=Dark Dive
|usdmg=1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdmg=1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully land a grab, he is not rendered [[helpless]] and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that does weak knockback. Covers a very small amount of horizontal distance, but a decent amount vertically making it a sub-par [[recovery]] move. The move also has noticeable ending lag (25 frames) after a successful grab, making it possible (though relatively difficult) to [[tech]] against a wall and punish Ganondorf with good timing. Decent startup at frame 14 making it a decent out-of-shield but has a high grab box placement that frequently whiffs smaller opponents on the ground.
|usdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered [[helpless]] and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that does weak knockback. Covers a very small amount of horizontal distance, but a decent amount vertically making it a sub-par [[recovery]] move. The move also noticeable ending lag (25 frames) after a successful grab, making it possible (though relatively difficult) to [[tech]] against a wall and punish Ganondorf with good timing. Decent startup at frame 14 making it a decent out-of-shield but has a high grab box placement that frequently whiffs smaller opponents on the ground.
|dsname=Wizard's Foot
|dsname=Wizard's Foot
|dsdmg=14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing)
|dsdmg=14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing)
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|fsname=Ganon, The Demon King
|fsname=Ganon, The Demon King
|fsdmg=10% (greatswords), 45%/35% (charge)
|fsdmg=10% (greatswords), 45%/35% (charge)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Power]] to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. The downward slashes at the start are extremely powerful [[meteor smash]]es, usually making it a guaranteed KO against opponents who are not on solid ground. Meanwhile, the charge appears to have high base knockback but very little knockback scaling, resulting in it KOing most characters at low percents when used near the ledge of Final Destination, but conversely, not KOing when used on the center, even at 100%, ironically for a Final Smash.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Power]] to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. The charge appears to have high base knockback but very little knockback scaling, resulting in it KOing most characters at low percents when used near the ledge of Final Destination, but conversely, not KOing when used on the center, even at 100%, ironically for a Final Smash.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=118 | rweight=5
| dash=1.87 | rdash=52-57
| run=1.34 | rrun=86
| walk=0.767 | rwalk=82
| trac=0.125 | rtrac=14-15
| airfric=0.015 | rairfric=9-30
| air=0.83 | rair=86-87
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.03 | raddaccel=79-84
| gravity=0.108 | rgravity=27-29
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=25.49 | rjumpheight=84
| shorthop=12.24 | rshorthop=83-84
| djump=26 | rdjump=85-86}}


===[[Announcer]] call===
===[[Announcer]] call===
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<gallery>
<gallery>
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ganondorf French Announcer SSBU.wav|French
Ganondorf Russian Announcer SSBU.wav|Russian
</gallery>
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*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''.
*Emerges from a liquid-like vortex of darkness.
<gallery>
<gallery>
GanondorfOnScreenAppearanceSSBU.gif|Ganondorf's on-screen appearance
GanondorfOnScreenAppearanceSSBU.gif|Ganondorf's on-screen appearance
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*Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
*Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
<gallery>
<gallery>
SSBUGanondorfIdle1.gif|Ganondorf's first idle pose.
SSBUGanondorfIdle1.gif|Ganondorf's first idle pose
SSBUGanondorfIdle2.gif|Ganondorf's second idle pose.
SSBUGanondorfIdle2.gif|Ganondorf's second idle pose
</gallery>
</gallery>


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*'''Left:''' Turns to his left, flips his cape, and pumps his fist, showing the back of it. Resembles the way Ganondorf beckons Link into his battle in ''Ocarina of Time''.
*'''Left:''' Turns to his left, flips his cape, and pumps his fist, showing the back of it. Resembles the way Ganondorf beckons Link into his battle in ''Ocarina of Time''.
*'''Up:''' Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
*'''Up:''' Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
*'''Right:''' Flips his cape before crossing his arms while laughing; reminiscent to the cutscene that plays after Link pulls the Master Sword in ''Ocarina of Time'', and ending with a sinister grin.
*'''Right:''' Flips his cape, crossing his arms, and laughs.
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
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==In [[competitive play]]==
==In [[competitive play]]==
Public opinion on Ganondorf during ''Ultimate''{{'}}s early metagame was high due to improvements to his flaws from previous games, with some players comparing him to his [[Ganondorf (SSBM)|''Melee'' self]]. This positive opinion was supported by {{Sm|Nairo}}'s surprise yet successful usage of the character against {{Sm|Light|p=Connecticut}} at {{Trn|Collision 2019}}, which led many players to believe that Ganondorf was viable, or at least better than what he was in the previous two games.
However, this positive perception did not last long as more players noted issues regarding his gameplay: he still has severe difficulty in approaching, recovering, and escaping disadvantage. Despite the buffs he received in the transition, his matchup spread remains atrocious, as most other characters from the previous game retained similar tools to overwhelm him, such as {{SSBU|Pikachu}}, {{SSBU|Palutena}}, and {{SSBU|Cloud}}. This was compounded with how Ganondorf mostly received minor changes in patches while other low-tier characters received significant buffs. As a result, Ganondorf's playerbase remains one of the smallest in the current metagame, with sporadic success seen from players such as {{Sm|Litany}} and {{Sm|Rickles}}. Despite being significantly better than his ''Brawl'' and ''Smash 4'' incarnations, Ganondorf is once again a low-tier, being at the very bottom of the current lier list as in ''Brawl''.
===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 players (SSBU)]]''
''See also: [[:Category:Ganondorf professionals (SSBU)]]''
*{{Sm|Gungnir|Japan}} - A notable Wi-Fi Ganondorf player who regularly performs well on [[Smashmate]], ranking as high as 5th on the [https://smashmate.net/record/37/ 14th] Smashmate SP ranking. He has seen some success offline, such as placing 2nd at the regional {{Trn|NUMASUMA 8}} defeating {{Sm|Ly}} and 33rd at the major {{Trn|Maesuma TOP 9}}. He also notably created the "[https://www.youtube.com/watch?app=desktop&v=GZ56AEjrkzo Gungnir Combo]".
*{{Sm|Komegura|Japan}} - One of the best Ganondorf players in the world in the post-pandemic metagame. His 25th-place finish at {{Trn|UltCore}} is the highest placement for a Ganondorf player at a major since the early metagame, and he has also placed well at several other events, such as 33rd at the supermajor {{Trn|Kagaribi 7}} defeating {{Sm|Jagaimo}}.
*{{Sm|Litany|Canada}} - The best Ganondorf player in Canada. Placed 13th at {{Trn|The Amuka Smash Cup}}, 65th at {{Trn|Get On My Level 2019}}, and 97th at both {{Trn|Frostbite 2019}} and {{Trn|Frostbite 2020}} with wins on players such as {{Sm|Jw}}, {{Sm|Smokk}}, and {{Sm|tamim}}. Currently ranked 2nd on the [[York Region Power Rankings#Super Smash Bros. Ultimate|York Region Power Rankings]].
*{{Sm|Major|USA}} - One of the two best Ganondorf players in the world in the post-pandemic metagame with several strong results, including 9th at {{Trn|ALOHA BEACHES}}, 17th at {{Trn|Daddy’s Den X Supreme}} defeating {{Sm|Scend}}, and 33rd at both the majors {{Trn|Port Priority 7}} and {{Trn|Ultimate Fighting Arena 2023}}.
*{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world from the early metagame to 2021. He was one of the first to show notable Ganondorf results at supermajors with several solid performances such as 33rd at {{Trn|Riptide}} and 65th at {{Trn|Frostbite 2020}} defeating {{Sm|Lima}} and {{Sm|Rivers}}.
 
===Tier placement and history===
Public opinion on Ganondorf during ''Ultimate''{{'}}s early metagame was high due to improvements to his flaws from previous games, with some players comparing him to his [[Ganondorf (SSBM)|''Melee'' self]]. This positive opinion was supported by {{Sm|Nairo}}'s surprise yet successful usage of the character against {{Sm|Light|p=Connecticut}} at {{Trn|Collision 2019}}, which led many players to believe that Ganondorf was viable, or at least better than what he was in the previous two games.


However, this positive perception did not last long as more players noted issues regarding his gameplay: he still has severe difficulty in approaching, recovering, and escaping disadvantage. Despite the buffs he received in the transition, his matchup spread remains atrocious, as most other characters from the previous game retained similar tools to overwhelm him, such as {{SSBU|Pikachu}}, {{SSBU|Palutena}}, and {{SSBU|Cloud}}. This was compounded with how Ganondorf mostly received minor changes in patches while other low-tier characters received significant buffs. As a result, Ganondorf's playerbase remains one of the smallest in the current metagame, with sporadic success seen from players such as {{Sm|Rickles}} in the early metagame and {{Sm|Komegura}} and {{Sm|Major}} in the post-online metagame. Despite being significantly better than his ''Brawl'' and ''Smash 4'' iterations, Ganondorf is once again considered one of the worst characters in the game, and as such is ranked dead last on the current tier list.
*{{Sm|Gungnir|Japan}} - One of the best Ganondorf players in Japan. Placed 2nd at {{Trn|NUMASUMA 8}}, 9th at {{Trn|Toyota Grand Slam 9}}, and 33rd at {{Trn|Maesuma TOP 9}} with wins over {{Sm|Ly}}, {{Sm|DIO}}, and {{Sm|momon|p=Japan}}. Online, placed 1st at [https://smashmate.net/tournament/4682/ Maesuma #208], and 5th at both [https://smashmate.net/tournament/4572/ Maesuma #206] and [https://smashmate.net/tournament/4870/ Maesuma #216], and 9th at [https://smashmate.net/tournament/4847/ Tamisuma 254 SP]. Previously ranked 5th on [https://smashmate.net/record/37/ 14th] [[smashmate]] SP ranking and 14th on the [https://smashmate.net/record/25/ 2nd SP ranking].
*{{Sm|Litany|Canada}} - The best Ganondorf player in Canada. Placed 13th at {{Trn|The Amuka Smash Cup}}, 65th at {{Trn|Get On My Level 2019}}, and 97th at both {{Trn|Frostbite 2019}} and {{Trn|Frostbite 2020}} with wins on players such as {{Sm|Jw}}, {{Sm|Smokk}}, and {{Sm|tamim}}. Currently ranked 2nd on the [[York Region Power Rankings#Super Smash Bros. Ultimate|York Region Power Rankings]],
*{{Sm|Luz|Japan}} - Formerly the best offline Ganondorf player in Japan before switching to {{SSBU|Byleth}}. Placed 33rd at {{Trn|Umebura SP 2}} and 65th at {{Trn|Umebura SP 4}}, {{Trn|Umebura Japan Major 2019}}, {{Trn|Umebura SP 6}} with a win over {{Sm|Lunamado}}.
*{{Sm|Rickles|USA}} - The best Ganondorf player in the world. Placed 9th at {{Trn|Frosty Faustings XII 2020}}, 17th at {{Trn|Smash Out 2019}}, 33rd at {{Trn|Riptide}}, and 65th at both {{Trn|The Big House 9}} and {{Trn|Frostbite 2020}} with wins over players such as {{Sm|Rivers}}, {{Sm|BestNess}}, and {{Sm|Light|p=Germany}}. Currently ranked 6th on the [[Chicago Power Rankings]].
*{{Sm|Smokk|Canada}} - Formerly the best Ganondorf player in Canada but has since dropped the character. Placed 5th at {{Trn|LAN ETS 2019}}, 17th at {{Trn|Get On My Level 2019}}, and 25th at {{Trn|Let's Make Moves}} with wins over players such as {{Sm|FSharp}}, {{Sm|Soar}}, and {{Sm|Rickles}}. Currently ranked 7th on the [[Smash Canada Rankings Ultimate]].


=={{SSBU|Classic Mode}}: Encroaching Darkness==
=={{SSBU|Classic Mode}}: Encroaching Darkness==
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Although Ganondorf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Ganondorf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Ganondorf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Sacred Land]] in [[The Dark Realm]] on the top of the land which makes up the Triforce of Power. This land can only be accessed after interacting with the Master Sword (just after the {{SSBU|Cloud}} unlock). Unlocking Ganondorf will briefly reveal the Triforce of Power in the center of the map before disappearing to reveal [[Ganon]]'s castle and his boss battle.
Ganondorf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Sacred Land]] in [[The Dark Realm]] on the top of the land which makes up the Triforce of Power. This land can only be accessed after interacting with the Master Sword (just after the {{SSBU|Cloud}} unlock). Unlocking Ganondorf will briefly reveal the Triforce of Power in the center of the map before disappearing to reveal Ganon's castle and his boss battle.
{{clrl}}
{{clrl}}


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SSBUWebsiteGanondorf4.jpg|Running from {{SSBU|Ness}} and a [[Bomber]] on [[Gaur Plain]].
SSBUWebsiteGanondorf4.jpg|Running from {{SSBU|Ness}} and a [[Bomber]] on [[Gaur Plain]].
SSBUWebsiteGanondorf5.jpg|Idling with {{SSBU|Zelda}} on [[Hyrule Castle]].
SSBUWebsiteGanondorf5.jpg|Idling with {{SSBU|Zelda}} on [[Hyrule Castle]].
SSBUWebsiteGanondorf6.jpg|Performing [[Ganon, The Demon King]] on Arena Ferox.
SSBUWebsiteGanondorf6.jpg|Performing [[Beast Ganon|Demon King Ganon]] on Arena Ferox.
SSBU LegendofZeldaReps.jpg|Idling with Link and Zelda on Great Plateau Tower.
SSBU LegendofZeldaReps.jpg|Idling with Link and Zelda on Great Plateau Tower.
SSBUWebsiteBayonetta3.jpg|Struck by {{SSBU|Bayonetta}} on [[Mario Galaxy]].
SSBUWebsiteBayonetta3.jpg|Struck by {{SSBU|Bayonetta}} on [[Mario Galaxy]].
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SSBUWebsiteMoon3.png|Idling towards the [[Moon]] on Bridge of Eldin.
SSBUWebsiteMoon3.png|Idling towards the [[Moon]] on Bridge of Eldin.
GanondorfWarlockPunchSSBU.png|Using Warlock Punch on {{SSBU|Sheik}}.
GanondorfWarlockPunchSSBU.png|Using Warlock Punch on {{SSBU|Sheik}}.
KazuyaTW.jpg|{{SSBU|Kazuya}} fighting Ganondorf on [[Mishima Dojo]].
</gallery>
</gallery>


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*Despite now being based on his ''Ocarina of Time'' appearance again, Ganondorf's unlock battle takes place on [[Bridge of Eldin]], which is from ''Twilight Princess''.
*Despite now being based on his ''Ocarina of Time'' appearance again, Ganondorf's unlock battle takes place on [[Bridge of Eldin]], which is from ''Twilight Princess''.
**The opposite occurs in {{for3ds}}, as it featured Ganondorf in his ''Twilight Princess'' appearance, and Ganondorf is unlocked on [[Gerudo Valley]], a stage from ''Ocarina of Time''.
**The opposite occurs in {{for3ds}}, as it featured Ganondorf in his ''Twilight Princess'' appearance, and Ganondorf is unlocked on [[Gerudo Valley]], a stage from ''Ocarina of Time''.
*''Ultimate'' is the first game where Ganondorf has voice clips specifically for ''Smash'' as opposed to re-purposing them from the ''Zelda'' series. This also applies to {{SSBU|Link}}.
*''Ultimate'' is the first game to utilize new voice clips for Ganondorf as opposed to reusing them from the ''Zelda'' series. This also applies to {{SSBU|Link}}.
*Until the release of ''Tears of the Kingdom'', neither ''Zelda'' game whose bases served as the redesigns for Link and {{SSBU|Zelda}} in ''Ultimate'' featured Ganondorf with a humanoid form. This is especially most noticeable during [[Media:What is Zelda canon.jpg|their brief cameos]] in {{SSBU|King K. Rool}}'s and {{SSBU|Banjo & Kazooie}}'s reveal trailers.
*Neither game whose bases served as the redesigns for Link and {{SSBU|Zelda}} in this game featured Ganondorf with a humanoid form. This is especially most noticeable during [[:File:What is Zelda canon.jpg|their brief cameos]] in {{SSBU|King K. Rool}}'s and {{SSBU|Banjo & Kazooie}}'s reveal trailers.
*According to Sakurai from a Famitsu column, as of January 2019, Ganondorf was the most used fighter in [[Elite Smash]].<ref>https://nintendoeverything.com/sakurai-talks-smash-bros-ultimate-online-mode-victory-rates-character-usage-more/</ref>
*According to Sakurai from a Famitsu column, as of January 2019, Ganondorf was the most used fighter in [[Elite Smash]].<ref>https://nintendoeverything.com/sakurai-talks-smash-bros-ultimate-online-mode-victory-rates-character-usage-more/</ref>
*Despite reverting back to his ''Ocarina of Time'' design in this game, Ganondorf is the only returning ''Zelda'' character from ''SSB4'' (excluding {{SSBU|Toon Link}}) to have his ''Twilight Princess'' design directly referenced in this game, as a spirit.
*Despite reverting back to his ''Ocarina of Time'' design in this game, Ganondorf is the only returning ''Zelda'' character from ''SSB4'' (excluding {{SSBU|Toon Link}}) to have his ''Twilight Princess'' design directly referenced in this game, as a spirit.
*Ganondorf’s extreme power has become a popular meme within the community, most notably associated with his forward smash (humorously nicknamed as "Doriyah" by the community, based on his exclamation during the attack), as well as his general ability to take stocks before his opponents despite being at much higher percentages than they are.
*Ganondorf’s extreme power has become a popular meme within the community, most notably associated with his forward smash (humorously nicknamed as '''Doriyah''' by the community, based on his exclamation during the attack), as well as his general ability to take stocks before his opponents despite being at much higher percentages than they are.
*In [[World of Light]], despite being able to transform into Ganon, the Demon King, Ganondorf is awakened before having to fight his monstrous form. This is unlike {{SSBU|Bowser}}, who is fought in his [[Giga Bowser]] form and is awakened after the battle.
*In [[World of Light]], despite being able to transform into Ganon, the Demon King, Ganondorf is awakened before having to fight his monstrous form. This is unlike {{SSBU|Bowser}}, who is fought in his [[Giga Bowser]] form and is awakened after the battle.
*There's a visual glitch on Ganondorf's cape whenever he descends from a ladder where it will suddenly snap back down if the descending animation lasts for more than 40 frames.
*There's a visual glitch on Ganondorf's cape whenever he descends from a ladder where it will suddenly snap back down if the descending animation lasts for more than 40 frames.
**This also happens to {{SSBU|Ike}} during his descent when using [[Aether]].
**This also happens to {{SSBU|Ike}} during his descent when using [[Aether]].
*If Ganondorf continually uses his up taunt on the floor of [[Mute City SNES]], he cannot be damaged by it. However, to do this, players first need to land on the floor safely by using a form of long-lasting [[invincibility]] or [[intangibility]], such as [[Revival platform|respawning intangibility]].
*The lattermost part of Ganondorf's [[up smash]] is fully incapable of hitting {{SSBU|Snake}} and {{SSBU|Wii Fit Trainer}} when they are crouching, due to the fact that the hitboxes go away before the sword fully hits the ground.<ref>[https://twitter.com/MGK_Ganondorf/status/1189105269290106880]</ref>
*Ganondorf is the only opponent in {{SSBU|Peach}}'s Classic Mode route that is not from the {{uv|Mario}} universe nor its sub-universe {{uv|Donkey Kong}}.
**{{SSBU|Wario}}, {{SSBU|Diddy Kong}}, {{SSBU|Simon}}, {{SSBU|Incineroar}} and {{SSBU|Sora}} are the only ones who fight Ganondorf outside of his home stage.
*If Ganondorf continually uses his up taunt on the floor of [[Mute City SNES]], he cannot be damaged by it.
**In order to do this, however, players need to use a [[Super Star]] to get onto it in the first place.


==References==
==References==

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