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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E-
|ranking = 82
}}
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'''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]].
{{cquote|''His new design matches his appearance in The Legend of Zelda: Ocarina of Time! Now he uses his sword for all his smash attacks. He's a bit slimmer then [''sic''] he was before, but his Warlock Punch is devastating! For his final smash he transforms into Ganon, The Demon King and quickly charges forward.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside the rest of the returning roster. Ganondorf is classified as 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}} reprises his role as Ganondorf after having previously voiced the character in ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''[[Super Smash Bros. Melee]]'', providing new voice clips, replacing Hironori Miyata from ''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''.
 
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 apply pressure at the ledge. Overall, Ganondorf still excels at what he does best: ending stocks in a few hits and instilling fear when in the advantage.
 
However, Ganondorf's core weaknesses continue to hold him back drastically compared to the rest of the roster. His terrible frame data, slow movement and average range give him severe difficulty in approaching and escaping disadvantage, which is especially problematic due to ''Ultimate''{{'}}s emphasis on faster-paced combat and variety of strong zoners. His shield safety is lacking despite his high shield pressure, while his grab and throws are extremely weak for a heavyweight, having short range and 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}}). Some of his moves are nearly useless in a competitive setting due to their immense lag (such as up tilt and [[Warlock Punch]]) 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 otherwise great endurance is hindered by having incredibly limited recovery options, while his strengthened power does not give him any proper approach or defensive options, 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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*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Ryu}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Ryu}}.
*Have Ganondorf join the player's party in [[World of Light]].
*Have Ganondorf join the player's party in [[World of Light]].
Ganondorf must then be defeated on [[Bridge of Eldin]] (the [[Ω form]] is used in World of Light).
Ganondorf must then be defeated on [[Bridge of Eldin]] for all three methods.


==Attributes==
==Attributes==
Ganondorf is the epitome of the [[weight|super heavyweight]] archetype: he is the fifth heaviest character in the game and possesses extreme power in exchange for terrible mobility and frame data. Despite his high [[traction]], above average [[falling speed]], and moderately high [[gravity]], he sports the seventh slowest [[walk]]ing speed, the fourth slowest [[dash]]ing speed, the third slowest [[air speed]], the sixth lowest [[air acceleration]], and sixth lowest [[jump]] and [[double jump]] heights. As a result, he is among the least mobile characters in the game, but his high weight grants him exceptional endurance, allowing him to survive at very high percentages and benefit from [[rage]].
Ganondorf is the epitome of the archetype of [[weight|super heavyweight]]: he is the fifth heaviest character in the game and possesses great power in exchange for slow mobility and poor frame data. Despite his high [[traction]] and above average [[falling speed]], he has the seventh slowest [[walk]]ing speed, fourth slowest [[dash]]ing speed, third slowest [[air speed]], sixth slowest [[air acceleration]], and fourth lowest [[jump]] and [[double jump]] heights. As a result, he is among the least mobile characters in the game, but his high endurance lets him survive very high percentages and benefit from [[rage]].


Ganondorf's most defining trait is his incredible kill power and damage output. Most of his moves inflict over 10% damage and are capable of killing under 100% with ease, even from the middle of [[Final Destination]], giving him one of the strongest [[punishment]] games in the roster. His forward tilt and down smash are very powerful [[semi-spike]]s, while his [[forward smash|forward]] and [[up smash|up]] smashes are massive disjoints that utilize a large sword to cover Ganondorf. In particular, these two smash attacks can not only hit below the ledge, but the former is generally the third strongest of its kind in the game, having the potential to KO most opponents well below 65% (even at the center of [[Final Destination]]). His [[neutral special]], [[Warlock Punch]], has the most startup out of his entire moveset, but it also deals insane knockback and damage (especially when B-reversed in the air), being capable of [[one-hit KO|instantaneously killing]] middleweights and lighter (if it connects before touching the ground). Ganondorf’s sweetspotted [[down aerial]] and aerial [[Wizard's Foot]] are extremely powerful [[meteor smash]]es that can KO opponents offstage at exceptionally low percents. Thanks to his strength, Ganondorf has among the highest KO potential in the game, as he can rack up heavy damage and KO opponents in very few hits.
Ganondorf's most defining trait is his incredible power and damage output. Almost all of his moves inflict 10%-25% damage and are capable of KOing under 150% or even 100% with ease, even from the middle of [[Final Destination]], giving him one of the strongest [[punishment]] games in the roster. His forward tilt and down smash are very powerful [[semi-spike]]s, while his forward smash and up smash have impressive disjointed hitbox as they utilize a large sword that covers around Ganondorf's body while being able to hit ledgehangers, with the former being the third strongest of its kind that KOs well below 65%. His [[Warlock Punch]], in spite of being his slowest move, also KOs exceedingly early, especially when used in the air and reversed, which can [[one-hit KO]] middleweights. Thanks to his strength, Ganondorf has one of the strongest KO abilities in the game, as he can rack up damage and KO opponents in less than a few hits.


Ganondorf's [[shield]]-breaking capabilities are also potent and fearsome. His aforementioned forward and up smashes, Warlock Punch, and aerial Wizard's Foot can bring shields down to a sliver of health, while his Volcano Kick ([[up tilt]]) has [[vacuum]] properties, deceptively large reach, and can shatter shields in a single hit. These options also allow Ganondorf to play [[mindgame]]s to make opponents with low shield health play more carefully around him, as he can punish any mistake extremely hard. As such, mistiming or overusing shields against Ganondorf can be deadly, as his aforementioned powerful moves allow him to capitalize shield breaks.
Ganondorf's [[shield]]-breaking capabilities are very potent. His forward and up smashes, Warlock Punch, and aerial [[Wizard's Foot]] can bring down shields to a sliver of health, while his Volcano Kick (up tilt) has [[vacuum]] properties, deceptively large reach, and does immense [[shield damage]] allowing it to shatter shields outright over a large distance. He can also play [[mindgame]]s to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield, allowing him to punish their mistakes. As such, mistiming or overusing shields against Ganondorf is incredibly deadly, as his aforementioned powerful moves allow him to capitalize shield breaks.


Despite his power, Ganondorf has excellent combo starters, some of which are potential kill confirms. His down throw can combo into every aerial except down aerial or dash attack up to mid-percentages. His dash attack is versatile; not only does it possess extreme KO power at high percentages, being the third strongest dash attack in ''Ultimate'', but its early hit can potentially lead into [[neutral aerial]], [[up aerial]], or [[Dark Dive]] at early percentages. Even better, it has a late hit sourspot that grants followups into [[neutral attack]], [[forward tilt]], [[grab]], all aerials except down aerial, and grounded [[Dark Dive]], with the latter two options being potential kill confirms at high percentages. Neutral aerial's set knockback on the first kick as well as the late hit of the second kick can lead into neutral attack, grab, forward tilt, down tilt, or dash attack right after landing on the ground. Sweetspotted down aerial's high [[hitstun]] combos into neutral attack, grab, forward tilt, down tilt, every aerial, up smash, or down smash up to middle percentages. Perhaps Ganondorf's best combo starter is grounded [[Flame Choke]], which is is a [[command grab]] that [[meteor smash]]es opponents into the ground, leading into a myriad of followups and reads. These follow ups include, but are not limited to: neutral attack, forward tilt, down tilt, dash attack, grounded or aerial Wizard’s Foot, any smash attacks or aerials, or even another Flame Choke. While Flame Choke can be [[tech]]ed, its low ending lag allows Ganondorf to [[tech-chase]] with the move, with some followups hitting short-distanced techs such as forward tilt covering {{SSBU|Bowser}}'s inward tech, up smash or turnaround down smash on {{SSBU|Snake}}'s inward tech, down tilt on {{SSBU|Inkling}}'s tech away, or neutral attack on all of {{SSBU|Piranha Plant}}'s tech options. Some characters can even be trapped at the ledge, where they move no distance from tech away and are hit during their neutral and inward techs.
Despite his power, Ganondorf has excellent combo starters, some of which are potential kill confirms. His down throw can combo into every aerial except down aerial or dash attack up to middle percentages. His dash attack is versatile, with its early hit leading into neutral aerial, up aerial, or [[Dark Dive]] at early percentages while possessing high KO power, and its late hit granting followups into neutral attack, forward tilt, grab, all aerials except down aerial, and Dark Dive, with the latter two being potential kill confirms at high percentages. Neutral aerial's set knockback on the first kick as well as the late hit of the second kick can lead into neutral attack, grab, forward tilt, down tilt, or dash attack right after landing on the ground. Sweetspotted down aerial's high [[hitstun]] combos into neutral attack, grab, forward tilt, down tilt, every aerial, up smash, or down smash up to middle percentages. Perhaps Ganondorf's best combo starter is grounded [[Flame Choke]]: it is a command grab that [[meteor smash]]es opponents into the ground which leads into a myriad of followups such as neutral attack, forward tilt, down tilt and dash attack, or create a [[read]] situation and follow with aerials, smashes, Wizard's Foot, or another Flame Choke. While Flame Choke can be [[tech]]ed, its low ending lag allows Ganondorf to [[tech-chase]] with the move, with some followups hitting short-distanced techs such as forward tilt covering {{SSBU|Bowser}}'s inward tech, up smash or turnaround down smash on {{SSBU|Snake}}'s inward tech, down tilt on {{SSBU|Inkling}}'s tech away, or neutral attack on all of {{SSBU|Piranha Plant}}'s tech options. Some characters can even be trapped at the ledge, where they move no distance from tech away and are hit during their neutral and inward techs.


All of Ganondorf's aerials are very useful, as they are fast despite their immense power (excluding forward aerial and down aerial), and are guaranteed to knock opponents off the stage even at medium percents, giving him a great [[edgeguard]]ing game. His sweetspotted down aerial is his most damaging aerial and the second strongest meteor smash in the game, and when sourspotted has the second strongest horizontal knockback out of all his aerials (after his sweetspotted back aerial). His up aerial is his lowest damaging aerial, but is his second fastest aerial, can autocancel from a short hop, and its late hitbox is a very potent [[gimp]] with its semi-spike angle and high [[hitstun]]. His neutral aerial has the lowest knockback out of all his aerials, but is his fastest aerial consisting of two hits that naturally combo into each other with damage rivaling his sweetspotted down aerial, while doubling as long-lasting [[sex kick]]s, and has the greatest horizontal reach out of all his aerials allowing it to wall out approaches. His forward aerial boasts good reach in an arc that also hits slightly behind him, while his back aerial is a deceptively fast KO move that can autocancel from a short hop. Aerial Flame Choke is a chokeslam that lacks guaranteed followups, but does more damage than when used on the ground and can still tech-chase. Aerial Wizard's Foot is Ganondorf's only aerial option with vertical knockback, making it a good anti-air that punishes juggles. Finally, Dark Dive is a command grab that does multiple weak electric hits that make it difficult to interrupt, which leads into a very powerful throw that can reverse edgeguard situations, especially when facing away from the stage, while also not causing helplessness and letting him reuse the move; if the grab misses, the move performs an uppercut at the end to deter potential edgeguards.
All of Ganondorf's aerials are very useful, as they are fast for their immense power (except his forward aerial and down aerial), and are guaranteed to knock opponents off the stage even at medium percents, giving him one of the best [[edgeguard]]ing capabilities in the game. His sweetspotted down aerial is his highest damaging aerial and the strongest meteor smash in the game, and when sourspotted has the second strongest horizontal knockback out of all his aerials (after his sweetspotted back aerial). His up aerial is his lowest damaging aerial, but is his second fastest aerial, can autocancel from a short hop, and its late hitbox is a very potent [[gimp]] with its semi-spike angle and high [[hitstun]]. His neutral aerial has the lowest knockback out of all his aerials, but is his fastest aerial consisting of two hits that naturally combo into each other with damage rivaling his sweetspotted down aerial, while doubling as long-lasting [[sex kick]]s, and has the greatest horizontal reach out of all his aerials allowing it to wall out approaches. His forward aerial boasts good reach in an arc that also hits slightly behind him, while his back aerial is a deceptively fast KO move that can autocancel from a short hop. Aerial Flame Choke is a chokeslam that lacks guaranteed followups, but does more damage than when used on the ground and can still tech-chase. Aerial Wizard's Foot is Ganondorf's only aerial with vertical knockback, making it a good anti-air that punishes juggles. Finally, Dark Dive is a command grab that does multiple weak electric hits that make it difficult to interrupt, which leads into a very powerful throw that can reverse edgeguard situations, especially when facing away from the stage, while also not causing helplessness and letting him reuse the move; if the grab misses, the move performs an uppercut at the end to deter edgeguards.


In spite of his strengths, Ganondorf has glaring flaws. He is highly vulnerable to combos and juggling thanks to his heavy weight, very large size, above average falling speed and gravity, and low air speed, and his slow mobility hinders his approach and ability to close distance or create space. His lack of a projectile or reflector also leaves him susceptible to projectile camping and zoning.
In spite of his strengths, Ganondorf has glaring flaws. He is highly vulnerable to combos, juggling, and [[shield stab]]bing thanks to his heavy weight, large size, low air speed, and small shield size, and his slow mobility hinders his approach and ability to close distance or create space. His lack of projectile or reflector also leaves him susceptible to projectile camping and zoning.


Arguably Ganondorf's biggest weakness is his lack of defensive options, courtesy of the issues within his moveset. To begin, his frame data is very sluggish and among the worst in the game: he has very few moves that are active before frame 9 (these being neutral attack, neutral aerial, up aerial, and standing grab) and some not even coming out before frame 28 (such as forward smash, Warlock Punch, and Volcano Kick), along with many of his moves having extremely high ending lag (most notably all of his smash attacks and all his special moves). As a result of his abysmal frame data, many of his moves are unsafe on shield unless fully spaced, despite his aforementioned shield breaking capabilities. Combined with his poor mobility, Ganondorf struggles to compete with faster characters like {{SSBU|Fox}}, slow projectile users like {{SSBU|Ivysaur}}, and long-ranged characters like {{SSBU|Simon}} and {{SSBU|Min Min}}. This forces Ganondorf's offense to heavily rely on proper spacing and mindgames.
Arguably Ganondorf's biggest weakness is his lack of defensive options, courtesy of the issues within his moveset. His frame data is very sluggish and among the worst in the game: he has very few moves that are active before frame 9 (these being neutral attack, neutral aerial, up aerial, and standing grab) and some not even coming out before 28 (such as forward smash, Warlock Punch, and Volcano Kick), along with many of his moves having over 60 frames ending lag (most notably Volcano Kick, all his smashes, and all his special moves). As a result of his poor frame data, many of his moves are unsafe on shield unless fully spaced, despite his aforementioned shield breaking capabilities. Combined with his poor mobility, Ganondorf struggles to compete with faster characters like {{SSBU|Mewtwo}}, and forces his punishment game to heavily rely on proper spacing and mindgames.


In contrast to Ganondorf's tall size, some of his attacks have poor reach and often have problematic hitbox placements, causing them to have noticeably large blind spots. His neutral attack, forward tilt, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, short hitbox duration, small hitbox sizes, and/or high hitbox placements. Wizard's Foot and Flame Choke also have their hitboxes end earlier than their animations suggest, while forward aerial and back aerial's hitboxes do not properly match their trails. Neutral aerial's two hits often fail to link properly, especially against grounded opponents, likely resulting in Ganondorf getting punished if he whiffs the second hit, and the second hit itself is difficult to land due to its high hitbox placement. His forward smash, despite its impressive reach, completely lacks any active hitboxes during the downward swing, giving it a notoriously large dead zone above and in front of his head. His up smash has a blindspot directly in front of him, and its rear hitboxes end just above the ground. Ganondorf's numerous blind spots allows many small characters such as {{SSBU|Pichu}} to easily exploit and weave through his attacks, especially when crouching.
In contrast to Ganondorf's tall size, some of his attacks have poor reach and noticeably large blind spots. His neutral attack, forward tilt, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, low duration, small hitboxes sizes, and/or high hitbox placements. Neutral aerial's two hits often fail to link properly, especially against grounded opponents, likely resulting in Ganondorf getting punished if he whiffs the second hit, and the second hit itself is difficult to land due to its high hitbox placement. His foward smash, despite its impressive reach, completely lacks any active hitboxes during the downward swing, giving it a notoriously large dead zone above and in front of his head. Ganondorf's numerous blind spots allows many small characters such as {{SSBU|Pichu}} to easily exploit and weave through his attacks, especially when crouching.


Ganondorf's grab game is also lackluster. His grab reach is notoriously short despite his tall stature, and, outside of down throw, his throws have little to no followup potential. None of them are consistently viable KO options either, despite dealing respectable amounts of damage; while his forward and back throws deal passable knockback, even they are rather weak and can't KO middleweights under 200% from center stage, while his up throw lacks KO potential altogether. His down throw, despite being a decent combo starter, loses much of its combo potential very quickly past low percentages. The ability to tech Flame Choke at any percentage works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position. Flame Choke also lacks a collateral hitbox, allowing doubles, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}} to hit him out of the move.
Outside of down throw, Ganondorf's grab game is also lackluster. His grab reach is notoriously short despite his tall stature, and despite their high damage the rest of his throws have little follow-up while being unreliable KO options, with up throw being a prime example. Flame Choke likewise has deceptively short reach as it completely lacks any grabboxes on the hand. The ability to tech Flame Choke also works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position.


The other major weakness is his poor [[recovery]]. Ganondorf's slow air speed and low jump height, as well as the helplessness-causing Flame Choke and Dark Dive having low speed and resilience, makes his off-stage movement linear and predictable while leaving him very vulnerable to edgeguards and gimps. His recovery specials also work against Ganondorf; aerial Flame Choke can be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be [[Tech Check|teched and punished]] in its endlag. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering. All of this leaves Ganondorf with arguably one of the worst recoveries in the game.
The other major weakness is his poor [[recovery]], which is considered to be one of the worst in the game. Ganondorf's slow air speed and low jump heights, as well as the helplessness-causing Flame Choke and Dark Dive having low speed, distance, and resilience, makes his off-stage movement linear and predictable while leaving him very vulnerable to edgeguards and gimps. His recovery specials also work against Ganondorf; aerial Flame Choke can be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be teched and punished due to its very high ending lag and also causes him to leap back a large distance and away from the stage. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering.


Ganondorf also has considerable trouble landing safely. Despite his aerials having relatively low landing lag, the aforementioned poor hitbox placements fail to properly defend him from directly underneath, while down aerial and Wizard's Foot have noticeable start-up. While Wizard's Foot is Ganondorf's fastest option to return to the ground and can anti-air intercepting opponents with its vertical knockback, its landing possesses a small and very brief quake along with large landing lag, making it highly punishable.
Ganondorf also has trouble landing safely. Despite his aerials having relatively low landing lag, the aforementioned poor hitbox placements fail to properly defend him from directly underneath, while down aerial and Wizard's Foot have noticeable start-up. While Wizard's Foot is Ganondorf's fastest option to return to the ground and can anti-air intercepting opponents with its vertical knockback, its landing possesses a small and very brief quake along with large landing lag, making it highly punishable.


Overall, Ganondorf's raw power allows him to deal heavy damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously, enforcing a bait-and-punish playstyle. His playstyle is a high risk, high reward character: a single mistake can lead to either player losing a stock, even at 0%. He cannot afford to make any careless mistakes himself, where his exploitable recovery allows his opponents to remove his stocks just as early as he can remove theirs.
Overall, Ganondorf's raw power lets him rack up damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously. Ganondorf relies heavily on a bait-and-punish playstyle and [[mindgame]]s, but his slow frame data and poor reach means he cannot afford to make any careless mistakes, where his ineffective recovery allows his opponents to remove his stocks just as early.


==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.
Due to his status as bottom-tier in ''Super Smash Bros. 4'', Ganondorf has been buffed during the transition from ''Smash 4'' to ''Ultimate'', but once again fails to make any significant rise among the cast. Ganondorf greatly benefits from universal gameplay changes, with improvements to his neutral and approach thanks to his faster [[running]] speed (although it still remains among the worst in the series), faster [[jumpsquat]], and reduced [[landing lag]] on his aerial attacks. His neutral attack, forward tilt, down tilt, dash attack, and back aerial deal even more damage, with dash attack becoming a potent KO move like it was in ''Brawl''. His up tilt, notorious for shattering full shields, is much easier to land with its faster startup and stronger windboxes, and its sourspot has been strengthened to match its sweetspot. Finally, his smash attacks are now sword swings that possess increased range and power, and all of his [[special moves]] provide more utility due to reduced lag and/or increased damage and knockback.


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.
However, Ganondorf received several major nerfs, some of which counterbalance his buffs. His forward and up smashes have 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 renders it incapable of starting combos while being a much less effective KO option especially out of [[Flame Choke]], and his up tilt is weaker overall and gained an incredibly weak 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 much more harder to land, and his infamously short grab has more startup and ending lag. 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 much more riskier and situational. All in all these nerfs further worsen Ganondorf's glaring flaws, including his infamously poor [[recovery]] and ineffective defensive game.


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.
Overall, Ganondorf is considered to have improved over ''Smash 4'', although his weaknesses remain highly exploitable. Initially, some players have achieved a few notable results with Ganondorf, most notably {{Sm|Nairo}} beating {{Sm|Light|p=Connecticut}} with the character, and was believed to be a higher mid-tier character and one of the best super heavyweights due to significant improvements to his power, combo capability, and reduced jumpsquat and landing lag. However, Ganondorf's overall tournament representation is very low, and Nairo himself hasn't achieved any notable results with Ganondorf since his victory over Light, which combined with his polarizing traits and lack of updates resulted in Ganondorf still being considered a low-tier character, citing that he retains a lot of critical flaws that made him a bottom tier character in the previous two games. While Ganondorf is unarguably better than what he was in ''Brawl'' and ''Smash 4'', his viability is currently up for debate.


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.
===Aesthetics===
*{{change|Ganondorf's design has been reverted back to his appearance in ''The Legend of Zelda: Ocarina of Time'', which was the basis of his appearance in ''[[Melee]]''; he bears a close resemblance to his [[zeldawiki::File:OoT3D Ganondorf Artwork.png|official art]] from ''[[zeldawiki:The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]''. His sword has also been reverted back to the Space World 2000 tech demo sword.}}
*{{change|Ganondorf's cape has better physics and rigging, allowing for more fluid animations.}}
*{{change|Initial dash, [[walking]], [[running]], [[spot dodge]], [[roll]], [[air dodge]], hitsun, jump, and backwards jump animations have changed.}}
*{{change|All attacks that utilize [[darkness]] have more intense particle effects.}}
*{{change|All taunts are faster.}}
*{{change|Ganondorf has new [[victory animation]]s:
**The first has him flip his cape and turning to face the screen before pumping his fist.
**The second has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen.  
**The third has him flip his cape before crossing his arms and laughing wickedly.}}


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.
===Attributes===
*{{buff|Like all characters, Ganondorf's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}}
*{{buff|The inability to move past opponents on the ground prevents [[dash attack]], [[Flame Choke]], and [[Wizard's Foot]] from whiffing up close.}}
*{{buff|Ganondorf [[dash]]es slightly faster (1.218 → 1.34), being nearly as fast as he was in ''Melee''.}}
**{{buff|Ganondorf's initial dash animation is both faster (1.3 → 1.87) and goes a longer distance, resulting in his [[foxtrot]] outpacing his dash.}}
*{{buff|Ganondorf [[walk]]s slightly faster (0.73 → 0.767), being slightly faster than he was in ''Melee''.}}
*{{buff|Ganondorf's [[traction]] is higher (0.068 → 0.125).}}
*{{buff|Ganondorf's [[air speed]] is slightly higher (0.79 → 0.83), being nearly as fast as he was in ''Brawl''.}}
*{{change|Ganondorf's [[gravity]] is slightly higher (0.107835 → 0.108).}}
*{{change|Ganondorf is considerably [[weight|heavier]] (113 → 118), weighing more than {{SSBU|Charizard}}. This improves his already excellent endurance, but makes him even more susceptible to combos.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 34 → 33).}}
*{{nerf|Forward roll grants less intangibility (frame 4-19 → 4-16).}}
*{{nerf|Back roll has more startup with less intangibility (frame 4-19 → 5-17), and more ending lag (FAF 34 → 38).}}
*{{buff|Spot dodge has faster startup (frame 4 → 3).}}
**{{nerf|However, its total duration remains the same, giving it one frame more ending lag.}}
*{{buff|Air dodge grants more intangibility (frame 4-29 → 4-32).}}
*{{nerf|Air dodge has drastically more ending lag (FAF 35 → 47).}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack deals more damage and no longer has sourspots (8%/10%/6% → 11%).}}
**{{buff|It has slightly less ending lag (FAF 29 → 27).}}
**{{change|The move's knockback values are consistent across its hitboxes (38/30/40 base/ 90/90/105 scaling → 41/74). It deals more knockback than its previous two sourspots, but less than its previous sweetspot.}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).}}
**{{nerf|It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).}}
*[[Up tilt]]:
**{{buff|Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).}}
**{{buff|Its [[windbox]]es have higher [[set knockback]] (1 → 22/22/10/10), allowing them to pull opponents in more effectively.}}
**{{buff|The explosion has more vertical reach.}}
**{{nerf|Its sweetspot has decreased knockback scaling (80 → 68), no longer KOing opponents under 50% from the center of the stage.}}
**{{nerf|The explosion has much less horizontal reach.}}
**{{nerf|On frames 62-63, the move has a new sourspot at the height of the explosion. It launches opponents at a [[semi-spike]] angle (80° → 0°) but with much less damage (18% → 13%) and has decreased base knockback (60 → 0), being unable to KO even at realistic percentages.}}
**{{change|The move deals consistent damage (28%/20%/18% → 24%), dealing more than the original sourspot, but less than the original sweetspot.}}
***{{buff|The sourspots increased damage allows it to shatter full shields like the sweetspot, and boosts its KO potential despite its lower angle (80° → 70°).}}
**{{change|Its sweetspot triggers [[Special Zoom]].}}
**{{change|The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand.}}
**{{change|Ganondorf now vocalizes during the move's startup.}}
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (13% → 14%), with its knockback scaling compensated (100 → 94).}}
**{{nerf|Its angles have been swapped (80°/70°/60° → 60°/70°/80°), with the foot hitbox dealing the most vertical knockback. This removes the close hitbox's ability to start combos at 0%, and weakens its KO ability especially out of [[Flame Choke]].}}
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (14% → 15% (clean), 10% → 11% (late)).}}
**{{buff|Its clean hit has higher knockback scaling (80 → 85), KOing around 120%.}}
**{{buff|Dash attack has improved combo potential due to Ganondorf's faster jumpsquat.}}
*{{change|All of Ganondorf's new [[smash attack]]s utilize his sword from the Space World 2000 tech demo. They also all have the [[slash]] effect, with forward smash losing the [[darkness]] effect.}}
*[[Forward smash]]:
**{{change|Forward smash is a downward sword slash in front of Ganondorf, similar to {{SSBU|Ike}}'s.}}
**{{buff|It has [[disjointed]] hitboxes and significantly more range, allowing it to hit opponents above Ganondorf. It also hits below the edge of the stage, allowing it to be used for onstage [[edgeguarding]].}}
**{{buff|It deals consistent and more knockback (35/30 base/ 83/75 scaling → 61/75), KOing around 65% from the center of the stage.}}
**{{nerf|Forward smash has more startup lag with a shorter duration (frames 21-26 → 29-31) and more ending lag (FAF 60 → 70).}}
*[[Up smash]]:
**{{change|Up smash is an overhead sword swing from front to back, similar to Ike's.}}
**{{buff|It has disjointed hitboxes and significantly more range, hitting all around Ganondorf, making it more effective at covering platforms and catching landings, rolls, and directional air dodges. It also hits below the edge of the stage, allowing it to be used for onstage edgeguarding.}}
**{{buff|It has less startup lag with a longer duration (frames 21-23 → 20-25).}}
**{{nerf|Up smash has significantly more ending lag (FAF 42 → 62), going from one of the fastest smash attacks [[interruptibility]]-wise to one of the slowest. This removes its ability to bait opponents into approaching.}}
*[[Down smash]]:
**{{change|Down smash is a forward hilt thrust that leads into a backwards stab, similar to {{SSBU|Cloud}}'s.}}
**{{buff|Its hitboxes are disjointed and placed lower, reliably hitting crouching opponents.}}
**{{buff|Ganondorf ducks while performing it, lowering his hurtbox.}}
**{{buff|It has less ending lag (FAF 64 → 60).}}
**{{buff|The hitbox on the first hit that previously sent opponents away from Ganondorf has been removed. In addition, its first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased base knockback (90/110/90/110 → 90/95/90/95). This allows it to connect into the second hit more reliably.}}
**{{buff|The second hit deals consistent damage (15%/13% → 15%) and sends opponents at a [[semi-spike]] angle (130° → 35°), improving its KO potential, especially near edges, despite its lower knockback (60 base/94 scaling → 61/81).}}
**{{nerf|Down smash's first hit deals less damage (6% → 5%).}}
**{{nerf|Both hits have slightly less horizontal range.}}


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.
===Aerial attacks===
*{{buff|All aerials have less landing lag (17 frames → 10 (neutral), 22 → 13 (forward), 19 → 11 (back, up), 26 → 16 (down)).}}
**{{buff|The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial has slightly less ending lag (FAF 42 → 41), and [[auto-cancel]]s slightly earlier (frame 38 → 37).}}
**{{nerf|Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).}}
*[[Forward aerial]]:
**{{buff|Forward aerial has increased range due to Ganondorf leaning farther forward as he punches, similar to its animation in ''Melee''.}}
**{{buff|Forward aerial auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.}}
**{{nerf|Back aerial has significantly smaller hitboxes (5.5u/6.3u/4.8u → 4u/4.5u/3u).}}
**{{change|Ganondorf no longer crosses his legs during back aerial.}}
*[[Up aerial]]:
**{{buff|Up aerial has a slightly larger hitbox (5.76u → 5.8u).}}
**{{nerf|It has more startup lag and a shorter duration (frames 6-16 → 8-16).}}
**{{nerf|The late hit no longer hits below Ganondorf, significantly weakening its [[gimp]]ing potential and [[lock]] combos.}}
**{{change|It has a slightly altered animation where Ganondorf brings his kicking leg forward midway through the spin.}}
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 47 → 45).}}
**{{buff|It no longer has [[transcendent priority]], allowing it to cancel out projectiles.}}
**{{change|Down aerial has Ganondorf lean back slightly as he stomps, similar to its animation in ''Melee''.}}


{{SSB4 to SSBU changelist|char=Ganondorf}}
===Throws and other attacks===
*[[Grab]]s:
**{{buff|All grabs have a longer duration (2 frames → 3).}}
**{{buff|All grabs have more range (Z2 offset: 9.0u → 10.0u (standing), 10.8u → 11.8u (dash), -15.1u → -15.6u (pivot)).}}
**{{nerf|Standing and pivot grab have slightly more startup lag (frame 7 → 8 (standing), 10 → 12 (pivot)).}}
**{{nerf|Standing and dash grab have more ending lag (FAF 36 → 39 (standing), 45 → 47 (dash)).}}
**{{change|Ganondorf grabs with his left hand.}}
**{{change|Ganondorf has a different pose while holding the enemy.}}
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 15), but has less startup (frame 4 → 2) and significantly less ending lag (FAF 24 → 8), shortening its duration. This makes it more reliable for racking up damage.}}
**{{nerf|It deals much less damage (3% → 1.6%).}}
**{{change|Pummel has a different animation, with Ganondorf arching forward as he delivers his knee strikes.}}
*[[Forward throw]]:
**{{buff|Forward throw deals more knockback (60 base/65 scaling → 68/70), KOing around 150% near the edge.}}
**{{change|Its animation has been altered, now being an uppercut with his right hand instead of a gut punch with his left.}}
*[[Back throw]]:
**{{change|The kicking portion has a slightly different animation, with his upper body being near parallel with the ground.}}
*[[Up throw]]:
**{{buff|The first hit of up throw deals more damage (7% → 10%, total: 10% → 13%).}}
**{{change|Ganondorf punches with his right hand, and the animation itself has more weight to it.}}
*[[Down throw]]:
**{{buff|Down throw has improved combo potential due to Ganondorf's faster jumpsquat.}}
**{{buff|It is no longer weight-dependent, improving its combo potential on heavyweights, while leaving it generally unchanged against lightweights due to Ganondorf's faster jumpsquat.}}
**{{change|Down throw has a slightly different animation, with Ganondorf slamming the enemy onto the ground more forcefully.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (8% → 10%).}}
 
===Special moves===
*[[Warlock Punch]]:
**{{buff|Non-reversed Warlock Punch has more knockback scaling (42 → 46).}}
**{{buff|Warlock Punch has a longer duration (frames 70-71 → 70-73 (normal), 80-81 → 80-83 (reversed)).}}
**{{buff|It has more [[super armor]] (frames 11-65 → 11-68 (normal), 21-67 → 21-75 (reversed)).}}
**{{change|It triggers [[Special Zoom]] upon hitting the opponent.}}
**{{change|It has slightly altered animation, with his other hand being closer to his body.}}
*[[Flame Choke]]:
**{{buff|Both versions of Flame Choke have less ending lag upon grabbing an opponent (grounded: FAF 62 → 58, aerial: FAF 41 → 38), significantly improving its combo potential, with the grounded version allowing for more possible follow-ups on missed [[tech]]s; in particular, a combo into down tilt or dash attack is guaranteed against all characters.}}
**{{buff|The grounded version's super armor upon grabbing an opponent lasts slightly longer (frames 17-40 → 17-41).}}
**{{buff|The grounded version no longer dashes over an edge, and ends earlier if used toward an edge, making it safer to use.}}
**{{buff|The aerial version has less startup lag (frame 19 → 16), no longer whiffing up close.}}
**{{nerf|The aerial version can be escaped by [[button mashing]], which scales with the opponent's damage percentage, significantly hindering [[Ganoncide]]'s utility at low percentages.}}
***{{nerf|Additionally, the opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock and its ability to deter edgeguards.}}
*[[Dark Dive]]:
**{{buff|Dark Dive's multi-hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).}}
**{{buff|The throw deals drastically more knockback (40 base/90 scaling → 50/108), KOing around 89% near the edge.}}
**{{buff|The throw has less ending lag (FAF 60 → 50).}}
**{{nerf|Ganondorf leaps back much farther out of a throw. While this makes it very slightly harder to punish out of a stage tech, it significantly hinders Ganondorf's already poor recovery.}}
**{{nerf|Grounded Dark Dive's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.}}
**{{change|The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.}}
*{{bugfix|Flame Choke and Dark Dive no longer experience [[RCO lag]].}}
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot's foot hitbox deals more damage (12% → 16%), now being the move's sweetspot. The move also has altered knockback (60 base/70 scaling → 65/65), with the new sweetspot KOing around 93% near the edge.}}
**{{buff|The grounded version travels faster and has significantly less ending lag (FAF 77 → 61).}}
**{{change|The grounded version's hitboxes are placed lower, making it harder to crouch or slide under, but easier to jump over.}}
**{{buff|The aerial version's meteor smash can no longer be [[tech]]ed by grounded opponents.}}
**{{nerf|Both versions have smaller hitboxes, and a hitbox on the thigh was removed.}}
**{{change|The aerial version's late hit has a shorter duration (frames 19-38 → 19-29), however this change is negligible as the attack animation does not exceed 30 frames.}}
**{{change|Wizard's Foot's animation is closer to its appearance in ''Melee''.}}
***{{change|The grounded version has a slightly different animation at the start-up, with Ganondorf bending his knee forward before kicking.}}
***{{change|The aerial version has a slightly different animation and pose upon landing, where Ganondorf's landing arm is more centered to his body and he no longer brings his free arm down.}}
*[[Final Smash]]:
**{{change|Ganondorf's Final Smash is called [[Ganon, The Demon King]], and is based on his bipedal form from ''Ocarina of Time''. It is functionally identical to [[Beast Ganon]]; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.}}
**{{buff|The charge deals more damage (40% → 45%).}}
**{{change|Opponents are immediately [[meteor smash]]ed upon being hit by the twin greatswords.}}
**{{nerf|The [[bury]]ing hitbox that occurred when transforming was removed.}}
**{{nerf|The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.}}
**{{nerf|The charge has a sourspot at the start that does less damage (45% → 35%).}}


==Update history==
==Update history==
Ganondorf received a mix of buffs and nerfs via in game updates, but has been slightly buffed overall. A majority of these buffs were dedicated to fixing inconsistencies that plagued him ever since previous games.
Ganondorf received a small bag of mixed changes over the game's updates. 1.1.0 removed one of his edgeguard deterrents and best punishment options by making his [[Flame Choke]] [[Sacrificial KO]] kill Ganondorf first, which further worsens his already poor recovery. 3.0.0 adjusted his hurtbox so that he is more consistently hit by multihit attacks.


Update 1.1.0 changed the properties of aerial Flame Choke to always kill Ganondorf first when reaching the blast zone, significantly reducing the effectiveness of [[Ganoncide]]. Update 2.0.0 allowed forward aerial to autocancel out of a double jump, which was infamous in ''Brawl'' and ''SSB4'' for not cancelling even out of a full hop due to an incorrectly coded timer, and would almost always force him to enter the landing animation. After being absent from patch notes for little over a year, Ganondorf was granted a small but important buff in 11.0.0, which significantly decreased the ending lag of Dark Dive, slightly improving his recovery while making it harder to [[Tech Check]] Ganondorf, a technique that has existed since ''Melee''.
On the upside, 2.0.0 allowed forward aerial to autocancel out of a double jump, which was infamous in ''Brawl'' and ''SSB4'' for not cancelling even out of a full hop and would almost always force him to enter the landing animation. Ganondorf also benefits from the universal nerf on projectiles dealing less shield damage in 3.0.0, improving his approach against projectile camping.
 
Due to his key weaknesses not being addressed from updates and other characters having received more substantial buffs, Ganondorf is considered to fare worse compared to the game’s release, despite receiving more buffs than nerfs throughout his update history.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
{{UpdateList (SSBU)/1.1.0|char=Ganondorf}}
*{{nerf|Aerial Flame Choke now KOs Ganondorf first.}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Ganondorf}}
*{{buff|Forward aerial [[autocancel]]s earlier (frame 55 → 45), matching the move's [[interruptibility]] and now cancelling out of a double jump.}}
*{{buff|Shortened the amount of time Ganondorf cannot grab the ledge after performing up aerial (63 frames → 58).}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Ganondorf}}
*{{nerf|Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack and more) to connect more reliably against him.}}
*{{bugfix|The [[Piranha Plant Void Glitch|void glitch]] has been removed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Ganondorf}}
*{{buff|Down smash's first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased base knockback (90/110/90/110 → 90/95/90/95), allowing it to connect into the second hit more reliably.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Ganondorf}}
*{{change|Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Ganondorf}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Ganondorf}}


==Moveset==
==Moveset==
''For a gallery of Ganondorf's hitboxes, see [[Ganondorf (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname=Thunder Punch ({{ja|雷打|Raida}}, ''Thunder Hit'')
|neutralname= 
|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 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= 
|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. Good [[start-up]] 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
|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
|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. Good start-up on frame 10 and range, making it a decent out-of-shield. 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 tilt attack overall.
|dashname=Iron Shoulder ({{ja|剛肩|Gōken}}, ''Strong Shoulder'')
|dashname= 
|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 start-up on frame 10 and Ganondorf gains both 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= 
|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. Humorously nicknamed as '''Doriyah''' by the community, based on his exclamation during the attack. The third strongest forward smash in the game, behind {{SSBU|King Dedede}}'s and Max [[Aura]] {{SSBU|Lucario}}'s, KOing at 65% from the center. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledgehangs. However, it is Ganondorf's slowest smash, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable. Deals more than half shield health uncharged and can nearly break them if fully charged. While it has rather noticeable ending lag, its immense range and damage output allow it to be safe on shield if spaced. 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= 
|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. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and hits slightly underneath the stage, allowing it to hit ledgehangs. 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.
|dsmashname=Linked Strikes ({{ja|連携突|Renkei Totsu}}, ''Linkage Thrusts'')
|dsmashname=&nbsp;
|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 in a similar manner 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, but its 60 frames of ending lag makes it just as punishable. The second hit by itself KOs around 67% near the edge.
|nairname=Whirlwind Formation ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Array'')
|nairname=&nbsp;
|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. 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 opponents away and is useful for creating distance. 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%.
|fairname=Skull Splitter ({{ja|頭蓋割|Zugai Wari}}, ''Cranium Splitter'')
|fairname=&nbsp;
|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. Good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only cancelling 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=&nbsp;
|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 it being even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 36 frames, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches. 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 a stock at medium percents if used quickly after a ledge trump. However, it has short reach and small hitboxes, while its high vertical hitbox and low amount of active frames makes 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=&nbsp;
|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 bicycle 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. 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=&nbsp;
|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 and is the most powerful [[meteor smash]] in the game if hit with the lower half of his body, with grounded opponents being KO'd under 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 meteor smash until 10%, although Ganondorf can follow this with a jab.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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 side kick. 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=&nbsp;
|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 makes 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=&nbsp;
|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. Very low knockback growth makes it useful for 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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=A leg sweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics.
|floorfdesc=A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 174: Line 314:
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|edgedesc=Performs a backfist while climbing up. It has very long range and can even occasionally [[stage spike]] enemies near or at the edge behind him.
|edgedesc=Performs a backfist while climbing up. Has a very long range and can even occasionally [[stage spike]] enemies near or at the edge behind him.
|nsname=Warlock Punch
|nsname=Warlock Punch
|nsdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (aerial reverse)
|nsdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse)
|nsdesc=Winds up his left arm while charging dark magic for 70 frames and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to [[one-hit KO]] any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has [[armor]] until just before the punch, though the aerial version does not even if he lands.
|nsdesc=Winds up his left arm while charging dark magic for 70 frames and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to [[one-hit KO]] any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has [[armor]] until just before the punch, though the aerial version does not even if he lands.
|ssname=Flame Choke
|ssname=Flame Choke
|ssdmg=12% (ground throw), 15% (air throw), 4% (release)
|ssdmg=12% (ground throw), 15% (air throw), 4% (release)
|ssdesc=Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. On the ground, the move has [[super armor]] as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can [[tech]] and enforce [[tech-chase]]s. In the air, Ganondorf grabs onto and descends in order to {{s|wikipedia|chokeslam}} them to the ground, or to the lower [[blast line]] in a [[suicide KO]] if used off-stage, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a [[grab]], it bypasses shields and counterattacks, while it can also be used for a short-ranged horizontal recovery option due to it grabbing edges. Moderately slow startup of 16 frames and surprisingly poor reach as the grab box does not even cover Ganondorf's hand.
|ssdesc=Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. On the ground, the move has [[super armor]] as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can [[tech]] and enforce [[tech-chase]]s. In the air, Ganondorf grabs onto and descends in order to {{s|wikipedia|chokeslam}} them to the ground, or to the lower [[blast line]] in a [[suicide KO]] if used off-stage, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a [[grab]], it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. Moderately slow startup of 16 frames, and surprisingly poor reach as the grabbox does not even cover Ganondorf's hand.
|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 deals weak knockback. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par [[recovery]]. The move also has very high endlag of 50 frames after a successful grab, enough for a opponent that is thrown onto the stage to [[tech]] and punish Ganondorf. Decent startup at frame 14 making it a decent out-of-shield, but has a high grabbox placement that frequently whiffs on 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)
|dsdesc=A dark magic-infused flying kick. On the ground, it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful [[meteor smash]] during its startup, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which does a small amount of knockback. Deals relatively high [[shield damage]] in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has moderately slow startup (16 frames), moderate ending lag (26 frames), very high [[landing lag]] (45 frames), very small hitboxes, and is extremely risky to use off-stage.
|dsdesc=A dark magic-infused flying kick. On the ground it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful [[meteor smash]] during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high [[shield damage]] in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has moderately slow startup of 16 frames, moderate ending lag of 61 frames, very high [[landing lag]] of 45 frames, very small hitboxes, and is extremely risky to use off-stage.
|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.
}}
}}
===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===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ganondorf French Announcer SSBU.wav|French
Ganondorf Russian Announcer SSBU.wav|Russian
</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>
GanondorfOnScreenAppearanceSSBU.gif|Ganondorf's on-screen appearance
</gallery>
 
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Floats in the air and then curls into a ball while spinning before opening up from his curled position and striking a pose while laughing. Resembles his transformation into Ganon before the final battle in ''Ocarina of Time''.
*'''Up taunt''': Floats in the air and then curls into a ball while spinning before opening up from his curled position and striking a pose while laughing.
*'''Side taunt''': Punches his right hand into his open palm in a threatening pose and scoffs, with electricity emitting from his hands afterward. When the electricity is emitted, his cape will flow as if being blown by the wind.
*'''Side taunt''': Punches his right hand into his open palm in a threatening pose and scoffs, with electricity emitting from his hands afterward. When the electricity is emitted, his cape will flow as if being blown by wind.
*'''Down taunt''': Unsheathes his sword, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.
*'''Down taunt''': Unsheathes his sword, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.
<gallery>
<gallery>
Line 240: Line 348:
*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>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Ganondorf Cheer English SSBU.ogg|center]]||[[File:Ganondorf Cheer Japanese SSBU.ogg|center]]||[[File:Ganondorf Cheer Italian SSBU.ogg|center]]||[[File:Ganondorf Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ganondorf Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ganondorf Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Ganon - dooorf! || Ganondorf! || Ga - non - dorf! || Ganondorf! || Ga - non - dorf!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ganondorf Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ganondorf Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ganondorf Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ganondorf Cheer Russian SSBU.ogg|center]]||[[File:Ganondorf Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Ga - non - dorf! || Ga - non - dorf! || Ga - non - dorf! || Ga - nondorf! *claps 5 times*
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''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.
*'''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 ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
GanondorfVictoryPose1SSBU.gif
GanondorfVictoryPose1SSBU.gif
Line 292: Line 363:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable 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 -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
 
''See also: [[:Category:Ganondorf players (SSBU)]]''
*{{Sm|Gungnir|Japan}} - A pioneer in Ganondorf's metagame known for creating the "[https://www.youtube.com/watch?v=GZ56AEjrkzo Gungnir Combo]". He seldomly competes offline, with his only notable appearances being 2nd at {{Trn|NUMASUMA 8}} defeating {{Sm|Ly}} and 33rd at {{Trn|Maesuma TOP 9}}. However, he is well-known in Japan's online metagame, regularly performing well on [[Smashmate]] and ranking as high as 5th on the [https://smashmate.net/record/37/ 14th] Smashmate SP ranking.
*{{Sm|Komegura|Japan}} - One of the two best Ganondorf players in the post-pandemic metagame. He is best known for being the only Ganondorf player who was able to place higher than 33rd at a major, doing so by placing 25th at {{Trn|UltCore}}. He also notably upset {{Sm|Jagaimo}} at {{Trn|Kagaribi 7}} to place 33rd. These two results remain the best solo-Ganondorf major performances of all-time.
*{{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 over 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 post-pandemic metagame who is best known for his regional performances. His 7th-place finishes at {{Trn|Cascadia Clash 2023}} and {{Trn|Lacombe Dome The Movie}} remain the only top 8 placement from a solo-Ganondorf main at a C-tier or above outside of sandbagging. In addition, he has placed 9th at {{Trn|ALOHA BEACHES}} and 17th at both {{Trn|Daddy's Den X Supreme}} and {{Trn|Keep It Chill 4: Furret's Fiesta}}, defeating {{Sm|Scend}} and {{Sm|Mr.E}} at the latter two events.
*{{Sm|Rickles|USA}} - The best Ganondorf player in the world in the early metagame. He was the first successful Ganondorf player at [[PGR]]-ranked events. He is best known for placing 65th at {{Trn|Frostbite 2020}}, where he defeated {{Sm|Lima}} and {{Sm|Rivers}}, as well as a variety of Midwest regional and superregional events, including 9th at {{Trn|Frosty Faustings XII 2020}} and 17th at {{Trn|Smash Out 2019}}. He has not been as active since then, although he notably placed 33rd at {{Trn|Riptide}}.


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
Public opinion on Ganondorf during ''Ultimate''{{'}}s early months 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.  
*{{Sm|Nairo|USA}} (#8) - Plays Ganondorf as a secondary. Notably placed 2nd at {{Trn|Collision 2019}} with a win over {{Sm|Light|p=Connecticut}}.
 
*{{Sm|Rickles|USA}} - One of the best Ganondorf player in the world. Placed 4th at [https://smash.gg/tournament/frostbite-ursa-minor-3-1/events/ultimate-1v1/overview Ursa Minor 3], 65th at {{Trn|Frostbite 2019}}, and 97th at {{Trn|EVO 2019}}. Currently ranked 8th on the [[Chicago Power Rankings]].
However, this positive perception did not last long as more players realized Ganondorf still has severe difficulty in approaching, recovering, and escaping disadvantage. This especially was problematic in ''Ultimate'', as the general fast pace of the game's engine meant that many characters can easily outpace and overwhelm Ganondorf. In addition, Ganondorf lacked any fast, long-ranged options, leaving him incredibly vulnerable to camping. All of his weaknesses were compounded with how Ganondorf mostly received minor changes in patches while other low-tier characters received significant buffs. Finally, Ganondorf's playerbase remains one of the smallest, if not the smallest, in the game, and even in spite of efforts such as {{Sm|Rickles}} in the early metagame and {{Sm|Komegura}} and {{Sm|Major}} post-pandemic, Ganondorf results remain incredibly scarce after Nairo's Collision 2019 run, especially at a major level. Although he is significantly better than his ''Brawl'' and ''Smash 4'' iterations, many players consider Ganondorf to be the absolute worst character in the game, especially as many other low-tier characters such as {{SSBU|Little Mac}} and {{SSBU|King K. Rool}} had more success than Ganondorf. As such, Ganondorf has been ranked dead last on the first two tier lists, and is the only character ranked in the E- tier on the second tier list.
*{{Sm|Smokk|Canada}} - The best Ganondorf player in Canada. Placed 5th at {{Trn|LAN ETS 2019}} and 17th at {{Trn|Get On My Level 2019}} while using Ganondorf. Ranked 2nd on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].
*{{Sm|Vermanubis|USA}} - Placed 9th at {{Trn|Don't Park on the Grass 2018}} and 17th at {{Trn|Battle Arena Melbourne 11}}.


=={{SSBU|Classic Mode}}: Encroaching Darkness==
=={{SSBU|Classic Mode}}: Encroaching Darkness==
[[File:SSBU Congratulations Ganondorf.png|thumb|Ganondorf's congratulations screen.]]
[[File:SSBU Congratulations Ganondorf.png|thumb|Ganondorf's congratulations screen.]]
Ganondorf fights against the heroes and protagonists of various series.
Ganondorf fights against the heroes of various series.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}}||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|Underground Moon Caverns}}''||
|1||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} and {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|Underground Moon Caverns}}''||
|-
|-
|2||{{CharHead|Fox|SSBU|hsize=20px}} and {{CharHead|Falco|SSBU|hsize=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}''||
|2||{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px}} and {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}''||
|-
|-
|3|| {{CharHead|Shulk|SSBU|hsize=20px}}||[[Gaur Plain]]||''{{SSBUMusicLink|Xenoblade|Time to Fight! - Xenoblade Chronicles}}''||
|3||{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px}}||[[Gaur Plain]]||''{{SSBUMusicLink|Xenoblade|Time to Fight! - Xenoblade Chronicles}}''||
|-
|-
|4||{{CharHead|Marth|SSBU|hsize=20px}}, {{CharHead|Ike|SSBU|hsize=20px}}, and {{CharHead|Roy|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||
|4||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}}, {{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px}}, and {{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||
|-
|-
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||
|5||{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px}} and {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||
|-
|-
|6||{{CharHead|Zelda|SSBU|hsize=20px}} and {{CharHead|Link|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|6||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} and {{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 339: Line 404:
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 Realm 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}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|23
| 23
|[[File:Ganondorf SSBU.png|center|64x64px]]
| [[File:Ganondorf SSBU.png|center|108x108px]]
|Ganondorf
| {{SSBU|Ganondorf}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|10,700
| 10,700
|[[Bridge of Eldin]] ([[Ω form]])
| [[Bridge of Eldin]] ([[Ω form]])
|''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''
| ''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Ganondorf's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Ganondorf has been unlocked. Unlocking Ganondorf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Ganondorf's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ganodorf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Ganondorf makes appearances in various primary spirits, including a few as [[Ganon]].
Additionally, Ganondorf makes appearances in various Primary Spirits, including a few as [[Ganon]].


<center>
<center>
<gallery>
<gallery>
SSBU spirit Ganondorf.png|175. '''''Ganondorf'''''
OoT3D Ganondorf Artwork.png|175. '''''Ganondorf'''''
SSBU spirit Ganon.png|191. Ganon
Ganon.png|191. Ganon
SSBU spirit Ganondorf (Twilight Princess).png|220. Ganondorf (Twilight Princess)
Ganondorf Spirit.png|220. Ganondorf (Twilight Princess)
SSBU spirit Beast Ganon.png|221. Beast Ganon
Beast Ganon.png|221. Beast Ganon
SSBU spirit Calamity Ganon.png|243. Calamity Ganon
Calamity ganon.png|243. Calamity Ganon
</gallery>
</gallery>
</center>
</center>
Line 381: Line 446:
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 396: Line 461:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|220
|220
|{{SpiritTableName|Ganondorf (Twilight Princess)|size=64}}
|[[File:Ganondorf Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Ganondorf (Twilight Princess)}}Ganondorf (Twilight Princess)
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}} (160 HP)
|''The Legend of Zelda series''
|{{SpiritType|Attack}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,400
|9,400
|[[Hyrule Castle]] (hazards off)
|[[Hyrule Castle]] (hazards off)
Line 408: Line 473:
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|
|-
|-
|243
|243
|{{SpiritTableName|Calamity Ganon|size=64}}
|[[File:Calamity ganon.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Calamity Ganon}}Calamity Ganon
|''The Legend of Zelda series''
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,900
|13,900
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
Line 420: Line 485:
|•You lose if your CPU ally is KO'd<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is giant
|•You lose if your CPU ally is KO'd<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is giant
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|
|-
|-
|350
|350
|{{SpiritTableName|Dark Mind|size=64}}
|[[File:Darkmind.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Dark Mind}}Dark Mind
|''Kirby series''
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,700
|9,700
|[[Kalos Pokémon League]] ([[Battlefield form]])
|[[Kalos Pokémon League]] ([[Battlefield form]])
Line 432: Line 497:
|•The enemy reflects projectiles<br>•The enemy's explosion and fire attacks have increased power<br>•The enemy breathes fire after a little while
|•The enemy reflects projectiles<br>•The enemy's explosion and fire attacks have increased power<br>•The enemy breathes fire after a little while
|{{SSBUMusicLink|Kirby|02 Battle}}
|{{SSBUMusicLink|Kirby|02 Battle}}
|
|-
|-
|401
|401
|{{SpiritTableName|Andross (Star Fox 64 3D)|size=64}}
|[[File:Andross spirit.png|center|64x64px]]
|''Star Fox'' Series
|{{anchor|Andross (Star Fox 64 3D)}}Andross (Star Fox 64 3D)
|''Star Fox series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,900
|9,900
|[[Venom]]
|[[Venom]]
Line 444: Line 509:
|•Gravity is reduced<br>•Hostile assist trophies will appear
|•Gravity is reduced<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Star Fox|Sector Ω}}
|{{SSBUMusicLink|Star Fox|Sector Ω}}
|
|-
|-
|604
|604
|{{SpiritTableName|Black Shadow|iw=fzerowiki|size=64}}
|[[File:Black Shadow.png|center|64x64px]]
|''F-Zero'' Series
|{{s|fzerowiki|Black Shadow}}
|''F-Zero series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,500
|13,500
|[[Port Town Aero Dive]] ([[Battlefield form]])
|[[Port Town Aero Dive]] ([[Battlefield form]])
Line 456: Line 521:
|•You'll occasionally take sudden damage after a little while
|•You'll occasionally take sudden damage after a little while
|{{SSBUMusicLink|F-Zero|Devil's Call in Your Heart}}
|{{SSBUMusicLink|F-Zero|Devil's Call in Your Heart}}
|
|-
|-
|621
|621
|{{SpiritTableName|Jagen|iw=fireemblem|size=64}}
|[[File:Jagen.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Jagen}}
|''Fire Emblem series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Castle Siege]] (Throne Room)
|[[Castle Siege]] (Throne Room)
Line 468: Line 533:
|•The enemy starts with damage but is more powerful<br>•The enemy starts with damage but has increased defense<br>•The enemy doesn't like to jump
|•The enemy starts with damage but is more powerful<br>•The enemy starts with damage but has increased defense<br>•The enemy doesn't like to jump
|{{SSBUMusicLink|Fire Emblem|Advance}}
|{{SSBUMusicLink|Fire Emblem|Advance}}
|
|-
|-
|663
|663
|{{SpiritTableName|Ashnard|iw=fireemblem|size=64}}
|[[File:Ashnard.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Ashnard}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}} (80 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Purple}} (80 HP)
|''Fire Emblem series''
|{{SpiritType|Attack}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
Line 480: Line 545:
|•[[Stamina battle]]<br>•The enemy has increased defense
|•[[Stamina battle]]<br>•The enemy has increased defense
|{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}
|{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}
|
|-
|-
|673
|673
|{{SpiritTableName|Walhart|iw=fireemblem|size=64}}
|[[File:Walhart Spirit.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Walhart}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}} (160 HP)
|''Fire Emblem series''
|{{SpiritType|Attack}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,900
|9,900
|[[Coliseum]] (hazards off)
|[[Coliseum]]
|•Jump Power ↓
|•Jump Power ↓
|•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]<br>•All fighters have reduced jump power
|•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|
|-
|-
|686
|686
|{{SpiritTableName|Garon|iw=fireemblem|size=64}}
|[[File:Garon Spirit.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Garon}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}} (160 HP)
|''Fire Emblem series''
|{{SpiritType|Attack}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,600
|9,600
|{{SSBU|Final Destination}}
|{{SSBU|Final Destination}}
Line 504: Line 569:
|•The floor is poisonous<br>•You have reduced jump power<br>•[[Stamina battle]]
|•The floor is poisonous<br>•You have reduced jump power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}
|
|-
|-
|717
|717
|{{SpiritTableName|Hades|size=64}}
|[[File:Hades Spirit.png|center|64x64px]]
|''Kid Icarus'' Series
|Hades
|''Kid Icarus series''
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,700
|9,700
|{{SSBU|Final Destination}}
|{{SSBU|Final Destination}}
Line 516: Line 581:
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's smash attacks have increased power<br>•The enemy has increased attack power after a little while
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's smash attacks have increased power<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Kid Icarus|Hades's Infernal Theme}}
|{{SSBUMusicLink|Kid Icarus|Hades's Infernal Theme}}
|
|-
|-
|720
|720
|{{SpiritTableName|Reaper & Reapette|link=y|size=64}}
|{{anchor|Reaper & Reapette}}[[File:Reapette & Reaper Spirit.png|center|64x64px]]
|''Kid Icarus'' Series
|[[Reaper]] & Reapette
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}<br>•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}}×8
|''Kid Icarus series''
|{{SpiritType|Grab}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}<br>•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}} (×8)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,900
|8,900
|[[Spear Pillar]] ([[Ω form]])
|[[Spear Pillar]] ([[Ω form]])
Line 528: Line 593:
|•Defeat the main fighter to win<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd
|•Defeat the main fighter to win<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Kid Icarus|Underworld}}
|{{SSBUMusicLink|Kid Icarus|Underworld}}
|Reaper (normal Ganondorf)<br>Reapette (tiny Ganondorf)
|-
|-
|910
|910
|{{SpiritTableName|Sigma|size=64}}
|{{anchor|Sigma}}[[File:Sigma.png|center|64x64px]]
|''Mega Man X'' Series
|Sigma
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}} (160 HP)
|''Mega Man X series''
|{{SpiritType|Attack}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,500
|9,500
|[[Midgar]] (hazards off)
|[[Midgar]] ([[Battlefield form]])
|N/A
|N/A
|•The enemy's melee weapons have increased power<br>•[[Stamina battle]]
|•The enemy's melee weapons have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Mega Man|X vs ZERO}}
|{{SSBUMusicLink|Mega Man|X vs ZERO}}
|
|-
|-
|989
|989
|{{SpiritTableName|M. Bison|size=64}}
|[[File:M.Bison.png|center|64x64px]]
|''Street Fighter'' Series
|M. Bison
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}} (180 HP)
|''Street Fighter series''
|{{SpiritType|Grab}}
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,600
|13,600
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
Line 552: Line 617:
|•The enemy reflects projectiles<br>•The enemy's special moves have increased power<br>•[[Stamina battle]]
|•The enemy reflects projectiles<br>•The enemy's special moves have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Street Fighter|M. Bison Stage Type A}}
|{{SSBUMusicLink|Street Fighter|M. Bison Stage Type A}}
|
|-
|1,349
|{{SpiritTableName|Bullet Walker (Brigadier General)|size=64}}
|''DAEMON X MACHINA''
|•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}} (50 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (60 HP) {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (50 HP) {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (50 HP)
|{{SpiritType|Shield}}
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|•Move Speed ↑<br>•Attack Power ↑<br>•Item: Exploding Types
|•[[Stamina battle]]<br>•The enemy has increased attack power<br>•The enemy has increased move speed after a little while
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|Brigadier General
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 587: Line 640:
|-
|-
|632
|632
|{{SpiritTableName|Nyna|iw=fireemblem|size=64}}
|[[File:Nyna.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Nyna}}
|''Fire Emblem series''
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,200
|4,200
|[[Temple]]
|[[Temple]]
Line 597: Line 651:
|{{SSBUMusicLink|Fire Emblem|Shadow Dragon Medley}}
|{{SSBUMusicLink|Fire Emblem|Shadow Dragon Medley}}
|{{s|fireemblem|Hardin}}
|{{s|fireemblem|Hardin}}
|-
|1,375
|{{SpiritTableName|Jill|customname=[https://residentevil.fandom.com/wiki/Jill_Valentine Jill]|size=64}}
|''Resident Evil'' Series
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px}}<br>•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|2,200
|[[Luigi's Mansion]] (hazards off)
|•Item: [[Ray Gun]]
|•Defeat the main fighter to win<br>•The enemy's shooting items have increased power<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Metal Gear|Cavern}}
|[https://residentevil.fandom.com/wiki/Nemesis-T_Type Nemesis]
|-
|1,384
|{{SpiritTableName|Dimitri (Fire Emblem)|customname={{s|fireemblem|Dimitri}} (Fire Emblem)|size=64}}
|''Fire Emblem'' Series
|•{{SSBU|Byleth}} {{Head|Byleth|g=SSBU|s=20px|cl=Blue}} (100 HP)<br>•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}} (80 HP)
|{{SpiritType|Shield}}
|5,000
|[[Distant Planet]] ([[Ω form]])
|N/A
|•[[Stamina battle]]<br>•The enemy has increased attack power
|{{SSBUMusicLink|Fire Emblem|Between Heaven and Earth}}
|{{s|fireemblem|Dedue}}
|}
|}


Line 640: Line 670:
==Gallery==
==Gallery==
<gallery>
<gallery>
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' fighters, as posted on the official Legend of Zelda Twitter account.
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
SSBU Ganondorf Number.png|Ganondorf's fighter card.
SSBU Ganondorf Number.png|Ganondorf's fighter card.
Ganondorf unlock notice SSBU.jpg|Ganondorf's unlock notice.
SSBUWebsiteGanondorf1.jpg|Ganondorf [[idling]] on [[Coliseum]].
SSBUWebsiteGanondorf1.jpg|Ganondorf [[idling]] on [[Coliseum]].
SSBUWebsiteGanondorf2.jpg|Striking {{SSBU|Marth}} on [[Arena Ferox]].
SSBUWebsiteGanondorf2.jpg|Striking {{SSBU|Marth}} on [[Arena Ferox]].
Line 648: Line 677:
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]].
Line 657: Line 686:
SSBUZeldaJPTwitter1.jpg|Taunting with all {{uv|Zelda}} [[veteran]]s on [[Great Plateau Tower]].
SSBUZeldaJPTwitter1.jpg|Taunting with all {{uv|Zelda}} [[veteran]]s on [[Great Plateau Tower]].
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}}.
Ganondorf(SSBU)WarlockPunch.png|Striking {{SSBU|Sheik}} (the latter barely visible except for her lower legs) with his [[Warlock Punch]].
KazuyaTW.jpg|{{SSBU|Kazuya}} fighting Ganondorf on [[Mishima Dojo]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase video===
{{#widget:YouTube|id=Q7pzoLQlrsM}}
{{#widget:YouTube|id=Q7pzoLQlrsM}}


Line 668: Line 696:
**However, a custom special in ''SSB4'' allowed him to use a sword.
**However, a custom special in ''SSB4'' allowed him to use a sword.
*Ganondorf's entry on the official Super Smash Blog has a grammatical error, using the word "then" instead of the correct "than." Also, the words "Final Smash" are lowercase instead of uppercase like in other fighter entries.
*Ganondorf's entry on the official Super Smash Blog has a grammatical error, using the word "then" instead of the correct "than." Also, the words "Final Smash" are lowercase instead of uppercase like in other fighter entries.
*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.
*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.
*Ironically, despite now being based on his ''Ocarina of Time'' appearance again, neither game whose bases served as the redesigns for Link and Zelda in this game featured Ganondorf with a humanoid form. This is especially most noticeable during their brief cameos in King K. Rool's and 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.
*Considering {{SSBU|Wario}}, {{SSBU|King K. Rool}}, and {{SSBU|Incineroar}}'s Classic Mode routes each consist of super-heavyweight fighters for opponents (with at least 1 exception out of all 6 rounds for all 3 characters each), Ganondorf is the only super heavyweight fighter to be fought in all 3 routes.
*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 Classic Mode route is vaguely similar to {{SSBU|Dark Samus}}'s, as both characters fight protagonists for opponents.
*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.
*Despite reverting back to his ''Ocarina of Time'' design in this game, Ganondorf is the only returning ''Zelda'' character from ''SSB4'' (excluding 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 (nicknamed “Doriyah” after the cry he exclaims when executing 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 fellow transforming king of evil {{SSBU|Bowser}}, who is fought in his [[Giga Bowser]] form and is awakened after the battle.
*Ganondorf can be unlocked in {{SSBU|Yoshi}}'s unlock column, alongside {{SSBU|Lucario}}. This is a reference to ''Brawl'', as all three characters occupy the third row in ''Brawl'''s [[character selection screen]].
*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]].


==References==
==References==

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