Editing Ganondorf (SSBU)

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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 very deadly, as his aforementioned powerful moves allow him to capitalize shield breaks.
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 very 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. Ganondorf's best combo starter is probably his grounded [[Flame Choke]], which is is a [[command grab]] that [[meteor smash]]es opponents into the ground, leading into dozens 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 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. Probably 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 dozens 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 most of them are fast despite their immense power, 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 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.


In spite of his strengths, Ganondorf has many glaring flaws. He is extremely 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 many glaring flaws. He is extremely 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.

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