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


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


==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 [[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'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 kill power and damage output. Almost all of his moves inflict 10-25% 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 ludicrous 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 easily 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 [[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 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.


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 mid-percentages. His dash attack is versatile; not only does it possess extreme KO power at high percentages, being the third strongest dash attack, 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.


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 (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 highest 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 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 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.


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. 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 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.


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 often have problematic hitbox placements, causing them to have noticeably large blindspots. 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 hitboxes 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.


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.
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 Mario 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.


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 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.


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


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


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


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


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


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


{{SSB4 to SSBU changelist|char=Ganondorf}}
{{SSB4 to SSBU changelist|char=Ganondorf}}
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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 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.


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''.
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''.


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.
Due to his key weaknesses not being addressed from updates and other characters having received more substantial buffs, he is considered to fare worse compared to the game’s release.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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{{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 the center. A decent [[out of shield]] option. However, it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.
|ftiltname=Piercing Kick ({{ja|突破蹴|Toppashū}}, ''Breakthrough Kick'')
|ftiltname= 
|ftiltdmg=14% (foot), 13% (leg)
|ftiltdmg=14% (foot), 13% (leg)
|ftiltdesc=A front kick. Above average [[startup]] on frame 10 with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|ftiltdesc=A front kick. Above average [[startup]] on frame 10 with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltname=Volcano Kick
|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. Above average startup on frame 10 and range, making it a decent out-of-shield option. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall.
|dashname=Iron Shoulder ({{ja|剛肩|Gōken}}, ''Strong Shoulder'')
|dashname= 
|dashdmg=15% (clean), 11% (late)
|dashdmg=15% (clean), 11% (late)
|dashdesc=A shoulder tackle. Good startup on frame 10 and Ganondorf gains a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, while lacking any KO potential, has combo utility due to its long-lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
|dashdesc=A shoulder tackle. Good startup on frame 10 and Ganondorf gains a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, while lacking any KO potential, has combo utility due to its long-lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
|fsmashname= Mountain Cleaver ({{ja|斬岩|Zangan}}, ''Slashing Rock'')
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|24}}
|fsmashdmg={{ChargedSmashDmgSSBU|24}}
|fsmashdesc=A lunging, two-handed downward sword slash similar to {{SSBU|Ike}}'s forward smash. The 2nd strongest forward smash in the game, behind only {{SSBU|King Dedede}}'s (and the 5th strongest when applying buffs, behind {{SSBU|Kazuya}}’s (when Rage is active), King Dedede's, Max [[Aura]] {{SSBU|Lucario}}'s and {{SSBU|Hero}}'s (if a critical hit occured)), KOing at 56% from the center uncharged, and at 25% fully charged. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledge hangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head. Based on a sword slash Ganondorf performs in his boss battle from ''The Legend of Zelda: Twilight Princess''.
|fsmashdesc=A lunging, two-handed downward sword slash similar to {{SSBU|Ike}}'s forward smash. The third strongest forward smash in the game, behind {{SSBU|Kazuya}}’s and {{SSBU|King Dedede}}'s, (overall the fifth strongest, behind the former two and Max [[Aura]] {{SSBU|Lucario}}'s and {{SSBU|Hero}}'s (if a critical hit occured)) and KOs at 65% from the center. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledge hangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head.
|usmashname=Heavens Slayer ({{ja|天上斬|Tenjōzan}}, ''Heavens-Above Slash'')
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|24}} (sword), {{ChargedSmashDmgSSBU|21}} (arm)
|usmashdmg={{ChargedSmashDmgSSBU|24}} (sword), {{ChargedSmashDmgSSBU|21}} (arm)
|usmashdesc=An overhead 180° arcing sword slash from front to back similar to {{SSBU|Ike}}'s up smash. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and its starting frames hit slightly underneath the stage, allowing it to hit ledge hangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second-slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground, meaning it is fully incapable of hitting {{SSBU|Snake}} and {{SSBU|Wii Fit Trainer}} when they are crouching.<ref>[https://twitter.com/MGK_Ganondorf/status/1189105269290106880]</ref>. Thanks to its massive arc, and the fact that Ganondorf's hitboxes lower while he is preparing the slash, it is a potent anti-air, and lets Ganondorf put immense pressure on opponents on platforms. Also a good out-of-shield move against rising aerials or unsafe attacks due to its relatively fast startup.
|usmashdesc=An overhead 180° arcing sword slash from front to back similar to {{SSBU|Ike}}'s up smash. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and hits slightly underneath the stage, allowing it to hit ledge hangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second-slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground.
|dsmashname=Linked Strikes ({{ja|連携突|Renkei Totsu}}, ''Linkage Thrusts'')
|dsmashname=&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 similar to {{SSBU|Cloud}}'s down smash. The first hit launches opponents into the second, and can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, and has rather low ending lag at 22 frames. The second hit by itself KOs around 67% near the edge. The second hit has a deceptively large vertical hitbox to help the two hits connect.
|nairname=Whirlwind Formation ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Array'')
|nairname=&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. It has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks grounded opponents away and is useful for creating distance, but with no KO power. It starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Despite the move's noticeably large blindspot and the two hits sometimes not connecting properly, its extremely high damage and knockback, quick speed and surprisingly long duration make it notorious among the community for its sheer effectiveness in Ganondorf's arsenal.
|fairname=Skull Splitter ({{ja|頭蓋割|Zugai Wari}}, ''Cranium Splitter'')
|fairname=&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. It has good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. It also has decent startup and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only canceling when used from a double jump. It also has above average startup lag, coming out on frame 14.
|bairname=Backhand Fist ({{ja|裏拳|Uraken}}, ''Backfist'')
|bairname=&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 the fact that it is even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 24 frames, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches and is safe on shield when fully spaced. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take stocks at medium percents if used quickly after a ledge trump. However, it has short reach and very small hitboxes, while its high vertical hitbox and low amount of active frames make it difficult to land on most grounded opponents, particularly those that are crouching.
|uairname=Backflip Kick ({{ja|後転脚|Kōtenkyaku}}, ''Back Turn Leg'')
|uairname=&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 flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second-fastest aerial attack, and can autocancel from a short hop. It deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a [[sourspot]] that [[semi-spike]]s with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.
|dairname=Thunder Drop ({{ja|落雷蹴|Rakuraishū}}, ''Thunderbolt Kick'')
|dairname=&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. It was the most powerful [[meteor smash]] in the game before the addition of {{SSBU|Byleth}}. If hit with the lower half of his body, it can KO grounded opponents under 115%, and can KO any character starting at around 15% offstage. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Ganondorf's slowest aerial move at frame 16. It does not start launching grounded opponents upwards until 10%, although Ganondorf can follow this with a jab.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&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 sidekick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge.
|uthrowname=Jaw Breaker ({{ja|顎砕|Gakusai}}, ''Jaw Smash'')
|uthrowname=&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 make it unsuitable for follow-ups while preventing it from KOing until 240%.
|dthrowname=Dirt Drop Crusher ({{ja|地割落|Jiwariraku}}, ''Earth Splitting Fall'')
|dthrowname=&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. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, [[reverse aerial rush]] back aerial, up aerial, or [[Wizard's Foot]] at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages.
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|usname=Dark Dive
|usname=Dark Dive
|usdmg=1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdmg=1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully land a grab, he is not rendered [[helpless]] and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that does weak knockback. Covers a very small amount of horizontal distance, but a decent amount vertically making it a sub-par [[recovery]] move. The move also has noticeable ending lag (25 frames) after a successful grab, making it possible (though relatively difficult) to [[tech]] against a wall and punish Ganondorf with good timing. Decent startup at frame 14 making it a decent out-of-shield but has a high grab box placement that frequently whiffs smaller opponents on the ground.
|usdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered [[helpless]] and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that does weak knockback. Covers a very small amount of horizontal distance, but a decent amount vertically making it a sub-par [[recovery]] move. The move also noticeable ending lag (25 frames) after a successful grab, making it possible (though relatively difficult) to [[tech]] against a wall and punish Ganondorf with good timing. Decent startup at frame 14 making it a decent out-of-shield but has a high grab box placement that frequently whiffs smaller opponents on the ground.
|dsname=Wizard's Foot
|dsname=Wizard's Foot
|dsdmg=14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing)
|dsdmg=14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing)
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|fsname=Ganon, The Demon King
|fsname=Ganon, The Demon King
|fsdmg=10% (greatswords), 45%/35% (charge)
|fsdmg=10% (greatswords), 45%/35% (charge)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Power]] to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. The downward slashes at the start are extremely powerful [[meteor smash]]es, usually making it a guaranteed KO against opponents who are not on solid ground. Meanwhile, the charge appears to have high base knockback but very little knockback scaling, resulting in it KOing most characters at low percents when used near the ledge of Final Destination, but conversely, not KOing when used on the center, even at 100%, ironically for a Final Smash.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Power]] to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead.
}}
}}
===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>
<gallery>
GanondorfOnScreenAppearanceSSBU.gif|Ganondorf's on-screen appearance
GanondorfOnScreenAppearanceSSBU.gif|Ganondorf's on-screen appearance
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===[[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 the 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.
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*Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
*Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
<gallery>
<gallery>
SSBUGanondorfIdle1.gif|Ganondorf's first idle pose.
SSBUGanondorfIdle1.gif|Ganondorf's first idle pose
SSBUGanondorfIdle2.gif|Ganondorf's second idle pose.
SSBUGanondorfIdle2.gif|Ganondorf's second idle pose
</gallery>
</gallery>


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*'''Left:''' Turns to his left, flips his cape, and pumps his fist, showing the back of it. Resembles the way Ganondorf beckons Link into his battle in ''Ocarina of Time''.
*'''Left:''' Turns to his left, flips his cape, and pumps his fist, showing the back of it. Resembles the way Ganondorf beckons Link into his battle in ''Ocarina of Time''.
*'''Up:''' Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
*'''Up:''' Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
*'''Right:''' Flips his cape before crossing his arms while laughing; reminiscent to the cutscene that plays after Link pulls the Master Sword in ''Ocarina of Time'', and ending with a sinister grin.
*'''Right:''' Flips his cape, crossing his arms, and laughs.
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
Public opinion on Ganondorf has risen and fallen. At ''Ultimate'''s release, hopes were high as some Ganondorf mains such as {{Sm|Vermanubis}} expressed optimism, with some comparisons made to his [[Ganondorf (SSBM)|''Melee'' self]]. In addition, {{Sm|Nairo}} managed to defeat {{Sm|Light|p=Connecticut}} with Ganondorf, which also contributed to people believing that Ganondorf was potentially viable, or at the very least much better than what he was in the previous two games.
 
However, Ganondorf's standing in the metagame has fallen since ''Ultimate'''s release due to issues regarding his gameplay: he still has severe difficulty in approaching, recovering, and recovering from disadvantage. Most of his matchups were discovered to still be quite difficult despite his buffs, as most other characters from the previous game retained similar tools to overwhelm him, such as {{SSBU|Pikachu}}, {{SSBU|Palutena}}, and {{SSBU|Cloud}}). This has culminated in Ganondorf has garnering a small number of regional and national results from players such as {{Sm|Litany}} and {{Sm|Rickles}}.
 
Ganondorf is also indirectly hurt from patches, as most other potential low-tier characters have received significant buffs, while Ganondorf has received mostly minor changes. Because of this, his competitive reception has become much worse compared to the early metagame, with most professionals universally believing him to be bottom-tier.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Ganondorf players (SSBU)]]''
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
*{{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===
''See also: [[:Category:Ganondorf professionals (SSBU)]]''
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.


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|Gungnir|Japan}} - One of the best online Ganondorf players in Japan. Placed 1st at [https://smashmate.net/tournament/4682/ Maesuma #208], and 5th at both [https://smashmate.net/tournament/4572/ Maesuma #206] and [https://smashmate.net/tournament/4870/ Maesuma #216], and 9th at [https://smashmate.net/tournament/4847/ Tamisuma 254 SP]. Previously ranked 5th on [https://smashmate.net/record/37/ 14th] [[smashmate]] SP ranking and 14th on the [https://smashmate.net/record/25/ 2nd SP ranking].
*{{Sm|Higachanmaru|Japan}} - The best online Ganondorf player in Japan. Placed 1st at [https://smashmate.net/tournament/3292/ Maesuma #163], [https://smashmate.net/tournament/4295/ Maesuma #199], and [https://smashmate.net/tournament/6086/ Tamisuma SP 390], and 2nd at both [https://smashmate.net/tournament/4882/ Tamisuma SP #258] and [https://smashmate.net/tournament/5406/ Maesuma 226]. Previously ranked 14th on the [https://smashmate.net/record/37/ 14th smashmate ranking].
*{{Sm|Litany|Canada}} - The best Ganondorf player in Canada prior to his retirement. Placed 13th at {{Trn|The Amuka Smash Cup}}, 65th at {{Trn|Get On My Level 2019}}, and 97th at both {{Trn|Frostbite 2019}} and {{Trn|Frostbite 2020}}.with wins on players such as {{Sm|Jw}}, {{Sm|Smokk}}, and {{Sm|tamim}}. Currently ranked 2nd on the [[York Region Power Rankings#Super Smash Bros. Ultimate|York Region Power Rankings]],
*{{Sm|Luz|Japan}} - Formerly the best offline Ganondorf player in Japan before switching to {{SSBU|Byleth}}. Placed 33rd at {{Trn|Umebura SP 2}} and 65th at {{Trn|Umebura SP 4}}, {{Trn|Umebura Japan Major 2019}}, {{Trn|Umebura SP 6}} with a win over {{Sm|Lunamado}}.
*{{Sm|MattBro|United States}} - One of the best online Ganondorf players in the United States. Placed 7th at {{Trn|Ribbon's Rainbow Rumble}}, 9th at {{Trn|The Online Olympus II}}, 13th at both {{Trn|Frame Perfect Series 2: ONLINE}} and {{Trn|Varsity Votes}}, and 25th at {{Trn|Get On My Line 2020}} with wins over {{Sm|Br1 AV}}, {{Sm|Kiyarash}}, and {{Sm|naitosharp}}.
*{{Sm|Ray Kalm|Canada}} - The best online Ganondorf player in North America. Placed 17th at both {{Trn|Playing for Pride}} and {{Trn|Smash the Router 3}}, 33rd at {{Trn|Ultimate Naifu Wars 13}}, and 49th at {{Trn|Get On My Line 2020}}. Offline, has wins over players such as {{Sm|Riddles}}, {{Sm|Landon}}, and {{Sm|Pokecheese}}.
*{{Sm|Rickles|USA}} - The best Ganondorf player in the world. Placed 9th at {{Trn|Frosty Faustings XII 2020}}, 17th at {{Trn|Smash Out 2019}}, 33rd at {{Trn|Riptide}}, and 65th at both {{Trn|The Big House 9}} and {{Trn|Frostbite 2020}} with wins over players such as {{Sm|Rivers}}, {{Sm|BestNess}}, and {{Sm|Light|p=Germany}}. Currently ranked 6th on the [[Chicago Power Rankings]].
*{{Sm|Smokk|Canada}} - Formerly the best Ganondorf player in Canada but has since dropped the character. Placed 5th at {{Trn|LAN ETS 2019}}, 17th at {{Trn|Get On My Level 2019}}, and 25th at {{Trn|Let's Make Moves}} with wins over players such as {{Sm|FSharp}}, {{Sm|Soar}}, and {{Sm|Rickles}}. Currently ranked 7th on the [[Smash Canada Rankings Ultimate]].


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


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


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|''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''
|''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''
|}
|}
{{clr}}
{{-}}


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


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


==References==
==References==

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