Super Smash Bros. Melee

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:''This article is about Ganondorf's appearance in [[Super Smash Bros. Melee]]. For the character in other contexts, see [[Ganondorf]].  Also, for information about the character of whom Ganondorf is a [[clone]], see [[Captain Falcon (SSBM)]].''
{{Disambig2|Ganondorf's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Ganondorf}}
{{Infobox Character
{{Infobox Character
|name         = Ganondorf  
|name = Ganondorf
|image       = [[File:Ganondorf SSBM.jpg|Ganondorf]]
|image = [[File:Ganondorf SSBM.jpg]]
|game         = Melee
|game = SSBM
|ssbgame1     = Brawl
|ssbgame1 = SSBB
|ssbgame2     = SSB4
|ssbgame2 = SSB4
|ssbgame3 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = E
|tier = C+
|tierPAL     = E
|tierPAL = E
|ranking     = 14
|ranking = 14
|rankingPAL   = 14
|rankingPAL = 14
}}
}}
{{cquote|''Since he's slow and can't jump very high, Ganondorf relies mainly on his immense physical strength to overwhelm his enemies.''|cite=Ganondorf's trophy description}}
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') appears as an unlockable playable character in ''[[Super Smash Bros. Melee]]''. His model is directly taken from his appearance in the {{iw|zeldawiki|SpaceWorld 2000 GameCube Tech Demo}}, which is itself based on his appearance in his original Gerudo form from ''[[The Legend of Zelda: Ocarina of Time]]'' (being the only playable character in ''Melee'' to have his model taken from elsewhere). Ganondorf is a [[clone]] of {{SSBM|Captain Falcon}}, and as such, he fights in a brawler style similar to Captain Falcon, but in a slower, more powerful manner.
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') appears as an unlockable playable character in ''Super Smash Bros Melee''. He is in his original Gerudo form as he appears in the more recent installments of the series. His design is based on his appearance from the SpaceWorld demo, which is itself based on his appearance in ''[[The Legend of Zelda: Ocarina of Time]]''. Instead of using magic or swords like in ''The Legend of Zelda'' series, Ganondorf is a [[clone]] of {{SSBM|Captain Falcon}}, and as such, he fights in a brawler style similar to Captain Falcon, but in a slower, more powerful manner.


Ganondorf currently ranks 14th in the E tier on the ''Melee'' [[tier list]]'s mid-low tier. Ganondorf boasts extreme power, good reach, decent [[chaingrab]]bing ability, and very useful aerials, including the strongest [[meteor smash]] in the game in his down aerial. He also has several effective edgeguarding options including the aforementioned down aerial, both the strong and weak hitboxes of his up aerial, and his back aerial. Nonetheless, Ganondorf has extreme flaws to counteract these great strengths as well. He has a bad neutral game due to his poor [[dash dance]] and lack of non-committal approaching moves, forcing Ganondorf players to rely more on reads and baits, and the punishes that come with them. However, Ganondorf is also very susceptible to punishes himself, as he is easily [[combo]]ed and [[chaingrab]]bed due to his size and weight, and is very easily edgeguarded due to his very predictable (albeit long) recovery; however, the latter would be among the worst should the aerial Wizard's Foot be absent during the process. He is also vulnerable to projectiles and has few ways to deal with characters that outrange him or have very fast attacks. Because of this, while Ganondorf has good [[matchup]]s against other mid-tier and low-tier characters, including two nearly unloseable ones against {{SSBM|Pichu}} and {{SSBM|Kirby}}, he struggles against the top tier characters (especially {{SSBM|Fox}} and {{SSBM|Sheik}}).
Ganondorf is voiced by {{s|wikipedia|Takashi Nagasako}}, with most voice clips being reused from ''The Legend of Zelda: Ocarina of Time''.
 
Ganondorf currently ranks 14th in the C+ tier on the ''Melee'' [[tier list]], which is his best placement in the series. Ganondorf boasts extreme power, good reach, decent [[chaingrab]]bing ability, and very useful aerials, including the strongest [[meteor smash]] in the game in his down aerial. He also has several effective edgeguarding options including the aforementioned down aerial, both the strong and weak hitboxes of his up aerial, and his back aerial. Nonetheless, Ganondorf has extreme flaws to counteract these great strengths as well. He has a bad neutral game due to his poor [[dash dance]] and lack of non-committal approaching moves, forcing Ganondorf players to rely more on reads and baits, and the punishes that come with them. However, Ganondorf is also very susceptible to punishes himself, as he is easily [[combo]]ed and [[chaingrab]]bed due to his size and weight, and is very easily edgeguarded due to his very predictable (albeit long) recovery; however, the latter would be among the worst should the aerial Wizard's Foot be absent during the process. He is also vulnerable to projectiles and has few ways to deal with characters that outrange him or have very fast attacks. Because of this, while Ganondorf has good [[matchup]]s against characters ranked lower than him, and a few high tiers reliant on wavedashing for movement, he struggles to maintain ground against top-tier characters, such as {{SSBM|Fox}} and {{SSBM|Sheik}}.


==How to unlock==
==How to unlock==
To unlock Ganondorf, players must complete [[Event 29: Triforce Gathering]] or play 600 VS. matches. Upon completing this, Ganondorf is fought on [[Final Destination (SSBM)|Final Destination]], with the track "Great Bay" playing.
Ganondorf must be defeated in battle before he can be unlocked. There are two ways the player can encounter Ganondorf:
*One way is to complete [[Event 29: Triforce Gathering]]. If the player fails to defeat Ganondorf, they can re-fight him by completing the event again.
*Another way is to play 600 VS. matches. If the player fails to defeat Ganondorf, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Ganondorf can be fought.
Upon meeting either requirement, Ganondorf is fought on {{SSBM|Final Destination}}, with the track "Great Bay" playing.


==Attributes==
==Attributes==
As a slower, larger clone of Captain Falcon, Ganondorf sacrifices speed for power and range. He is often considered to be the most powerful character in the game, along with {{SSBM|Bowser}} (Though Ganondorf has a greater amount of KO options than Bowser, with 16 as opposed to Bowser's 12). This is counteracted by his poor mobility, as he has the 4th slowest dashing speed, the 3rd slowest air speed (tied with {{SSBM|Kirby}}), and a rather short and slow [[wavedash]]. However, his mobility is not all bad, as he can [[Moonwalk]], has a great platform-dashing game, and, resulting from being a clone of Captain Falcon, has one of the fastest and farthest rolls.
As a slower, larger clone of Captain Falcon, Ganondorf sacrifices speed for power and range. He is often considered to be the most powerful character in the game, boasting as many as sixteen KO options. This is counteracted by his poor mobility, as he has the 6th slowest dashing speed, the 3rd slowest air speed, and a rather short and slow [[wavedash]]. However, he possesses techniques that can partially circumvent his low speed, such as the [[Moonwalk]], a great platform-dashing game, and one of the fastest and longest rolls.


One of Ganondorf's greatest strengths is his extreme power and damage output. His up smash, though [[Lag#Start-up lag|laggy]], is the strongest in the game if fully charged and both hits connect. His neutral special, [[Warlock Punch]], and his notorious up tilt are two of the slowest moves in the game (the latter is the slowest), but can KO as low as 30%. His down aerial is both the strongest aerial attack and [[meteor smash]] in the game; it is notoriously difficult to [[meteor cancel]] regardless of damage percentage and is nearly impossible to recover from, even at low percentages, and can reliably [[star KO]] some grounded characters under 100%. Ganondorf's powerful attacks are counterbalanced by their slowness, but although most of his aerial attacks have long periods of landing lag, Ganondorf is perhaps the character that benefits the most from [[L-canceling]], as it allows him to effectively combo other characters.
One of Ganondorf's most notable strengths is his extreme power and damage output. His up smash, though [[Lag#Start-up lag|laggy]], is the strongest in the game if fully charged and both hits connect. His neutral special, [[Warlock Punch]], and his notorious up tilt are two of the slowest moves in the game (the latter is the slowest), but can KO as low as 30%. His down aerial is both the strongest aerial attack and [[meteor smash]] in the game; it is notoriously difficult to [[meteor cancel]] regardless of damage percentage and is nearly impossible to recover from, even at low percentages, and can reliably [[star KO]] some grounded characters under 100%. Ganondorf's powerful attacks are counterbalanced by their slowness, but although most of his aerial attacks have long periods of landing lag, Ganondorf is perhaps the character that benefits the most from [[L-canceling]], as it allows him to effectively combo other characters.


Despite Ganondorf's extreme power, he does not suffer from poor combo ability due to the knockback in his attacks like Bowser, as he manages to retain some of the excellent combo ability from his clone. His aerials flow very well into each other, and when L-canceled, he can chase his opponents and land a follow-up despite his poor air speed. Due to his benefit from L-canceling, a low short hop, and decent falling speed, Ganondorf has a good [[SHFFL]]. The core of Ganondorf's combos lie in his grab game; despite a rather poor grab range, his throws have immense versatility, and his up and down throws are excellent launchers, as well as effective chain-grabs. His forward and back throws can also set up edgeguards.
Despite Ganondorf's extreme power, he does not suffer from poor combo ability due to the knockback in his attacks, as he manages to retain some of the excellent combo ability from his clone. His aerials flow very well into each other, and when L-canceled, he can chase his opponents and land a follow-up despite his poor air speed. Due to his benefit from L-canceling, a low short hop, and decent falling speed, Ganondorf has a good [[SHFFL]]. The core of Ganondorf's combos lie in his grab game; despite a rather poor grab range, his throws have immense versatility, and his up and down throws are excellent launchers, as well as effective chain-grabs. His forward and back throws can also set up edgeguards.


Ganondorf's greatest strength, however, is his superb [[edge-guarding]] game. Despite his poor air speed, he is one of the best edge-guarders, with more aerial guarding options than any other character in the game; all of his aerials deal high damage and [[knockback]] and are guaranteed to knock people off the stage, his down air as aforementioned is an extremely powerful meteor smash, and Wizard's Foot is a non-recoverable [[spike]]. In particular, his sourspotted reversed up aerial (performed while facing away from the edge) is one of the best [[gimp]]ing moves in the game because of its long duration, range (330° bicycle kick), semi-spiking knockback (hard to [[tech]] out of) at a 20° (rear hitbox) or 0° (rear bottom hitbox) trajectory with [[gravity]] following suit, extremely high [[hitstun]], and cannot be [[DI]]'d due to its low knockback.
Ganondorf's greatest strength, however, is his superb [[edge-guarding]] game. Despite his poor air speed, he is one of the best edge-guarders, with more aerial guarding options than any other character in the game; all of his aerials deal high damage and [[knockback]] and are guaranteed to knock foes offstage; his down air is an extremely powerful meteor smash, and Wizard's Foot is a non-recoverable [[spike]]. In particular, his sourspotted reversed up aerial (performed while facing away from the edge) is one of the best [[gimp]]ing moves in the game because of its long duration, range, semi-spiking knockback (hard to [[tech]] out of) at a 20° (rear hitbox) or 0° (rear bottom hitbox) trajectory with [[gravity]] following suit, extremely high [[hitstun]], and cannot be [[DI]]'d due to its low knockback.


Ganondorf's major weakness is his poor approach and neutral game. He is highly susceptible to combos and chain-grabs due to being large, heavy, and falling quickly, although these attributes also make him harder to KO. His mobility and approach are ultimately crippled by his short, relatively slow [[wavedash]] and poor dashing and air speeds, and he lacks a projectile and a way of dealing with projectiles against him. He also has a very poor [[dash-dance]], as it is among the shortest in the game and does not improve his dash in any way. He also has no moves that allow him to approach noncommittally. As a result, Ganondorf is dependent on punishing opponents through reads and baits.
Ganondorf's major weakness is his poor approach and neutral game. Although his weight and quick falling speed enables him to live longer, they also make him highly susceptible to combos and chaingrabs. His mobility and approach are ultimately crippled by his short, relatively slow [[wavedash]] and poor dashing and air speeds. A lack of a projectile also makes it difficult for him to break opposing camping. He also has a very poor [[dash-dance]], as it is among the shortest in the game and leaves him vulnerable to being camped or rushed down. Additionally, he lacks safe moves that allow him to approach noncommittally. As a result, Ganondorf is dependent on punishing opponents through reads and baits.


Ganondorf is also regarded as one of the most easily edge-guarded and [[Edge-hogging|edge-hogged]] characters in the game. On paper, he has a long, extendable horizontal recovery, thanks to his down special, Wizard's Foot, which is one of the only two specials that allow the character to regain their midair jump (the other being [[Falcon Kick]], but is considered inferior to Wizard's Foot because of how much farther downward it travels and Captain Falcon's higher falling speed). However, Ganondorf has terrible air speed, which prevents him from efficiently moving off-stage, and his jumps fail to give enough height. His up special, [[Dark Dive]], is also unable to attack opponents hanging from an edge. As a result, simply grabbing the edge if Ganondorf is unable to get back on stage without edge grabbing will send him to his doom.
Ganondorf is also regarded as one of the most easily edge-guarded and [[Edge-hogging|edge-hogged]] characters in the game. On paper, he has a long, extendable horizontal recovery, thanks to his down special, Wizard's Foot, which is one of the only two specials that allow the character to regain their midair jump (the other being [[Falcon Kick]], but is considered inferior to Wizard's Foot because of how much farther downward it travels and Captain Falcon's higher falling speed). Ganondorf's aforementioned abysmal air speed prevents him from efficiently moving off-stage, and his mid-air jumps fail to give enough height to reliably recover offstage. This makes edgehogging very threatening if Ganondorf is positioned poorly offstage.


Overall, Ganondorf is a powerhouse; with some of the strongest moves in the game, he can easily KO the entire Melee cast at significantly lower percentages than most other characters can achieve. All that's holding him back are his low speed, few approaching options and recovery, so players must be patient and wait for their opportunity to land their powerful moves while being careful not to get thrown off-stage.
Overall, Ganondorf is a powerhouse; with some of the strongest moves in the game, he can easily KO the entire Melee cast at very lower percents with his powerful moves. All that's holding him back are his unimpressive mobility and prediction-reliant neutral game, requiring players to play a bait-and punish style to try and land his powerful moves while being careful not to get attacked himself.
 
===PAL Differences===
The [[PAL]] version of ''Melee'' nerfed two of Ganondorf's aerials, with his his forward aerial no longer being a reliable KO move (although it can combo into itself better), and his down aerial dealing less knockback and damage (while still remaining the strongest meteor smash in the game.)
*{{bugfix|Ganondorf can no longer perform the Bunnyhood double jab glitch.}}
*{{nerf|Forward aerial has decreased base knockback (60 → 40).}}
*{{nerf|Down aerial deals 1% less damage (22% → 21%) with decreased base knockback (50 → 40).}}


==Differences from [[Captain Falcon]]==
==Differences from {{SSBM|Captain Falcon}}==
Ganondorf is lower ranked than Captain Falcon due to his slower mobility and a weaker combo game, giving Ganondorf a weaker [[approach]] game and difficulty in competing with faster characters like {{SSBM|Fox}} or {{SSBM|Sheik}}. However, Ganondorf boasts extreme power (exemplified by his outstanding edge-guarding game) and greater reach, has no sourspots on his attacks (sans forward tilt), and still retains a few of Captain Falcon's good combo starters, potentially giving him greater damage output and the ability to KO earlier than his counterpart. Despite being designed as a "slower" Captain Falcon, almost all of Ganondorf's moves have the exact same frame data in terms of start-up and ending lag, although all his aerials do have much higher landing lag. A few of Ganondorf's moves also have different knockback angles, usually toward vertically rather than horizontally. Finally, Ganondorf has more [[electric]] effects in addition to [[darkness]] on his attacks, but only one move (up tilt) using [[flame]].
Ganondorf struggles more often than Captain Falcon due to his slower mobility and a weaker combo game, causing Ganondorf to be more prediction-reliant when [[approach|approaching]] and having more difficulty in competing with faster characters like {{SSBM|Fox}} or {{SSBM|Sheik}}. However, Ganondorf boasts noticeably stronger attacks, a more dangerous edgeguarding game, and greater reach. He also has no sourspots on his attacks barring his forward tilt, and still retains a few of Captain Falcon's good combo starters, enabling him to still have an good combo game. Despite being designed as a "slower" Captain Falcon, almost all of Ganondorf's moves have the exact same frame data in terms of start-up and ending lag, although all his aerials do have much higher landing lag. A few of Ganondorf's moves also have different knockback angles, usually toward vertically rather than horizontally. Finally, Ganondorf has more [[electric]] effects in addition to [[darkness]] on his attacks, with only one move (up tilt) using [[flame]].


===Attributes===
===Attributes===
*{{change|Ganondorf is physically larger and taller than Captain Falcon, giving his attacks more [[reach]]. However, this increased size also increases his hurtbox, thus making him easier to hit.}}
*{{change|Ganondorf is physically larger and taller than Captain Falcon, giving his attacks more [[reach]]. However, this increased size also increases his hurtbox, thus making him easier to hit.}}
*{{change|Ganondorf is [[weight|heavier]] than Captain Falcon (104 → 109), granting him better horizontal endurance but makes him easier to combo.}}
*{{change|Ganondorf is [[weight|heavier]] than Captain Falcon (104 → 109), granting him better endurance, but also making him easier to combo.}}
*{{buff|Ganondorf's ledge jump is higher than Captain Falcon's, being the highest in the game.}}
*{{buff|Ganondorf's ledge jump is higher than Captain Falcon's, being the highest in the game.}}
*{{buff|Ganondorf's [[roll]]s cover more distance than Captain Falcon's.}}
*{{buff|Ganondorf's [[roll]]s cover more distance than Captain Falcon's.}}
*{{buff|Ganondorf's [[wavedash]] is longer than Captain Falcon's.}}
*{{buff|Ganondorf's [[wavedash]] is longer than Captain Falcon's.}}
*{{buff|Ganondorf's [[spot dodge]] has 1 less frame of startup (3-20 → 2-20).}}
**{{change|Spot dodge has a altered animation.}}
*{{nerf|Ganondorf's [[walk|walk speed]] (0.85 → 0.73), [[dash|dash speed]] (2.3 → 1.35), [[air speed]] (1.12 → 0.78), and [[jump]] and [[midair jump]] height are all lower than Captain Falcon's.}}
*{{nerf|Ganondorf's [[walk|walk speed]] (0.85 → 0.73), [[dash|dash speed]] (2.3 → 1.35), [[air speed]] (1.12 → 0.78), and [[jump]] and [[midair jump]] height are all lower than Captain Falcon's.}}
*{{nerf|Ganondorf's [[jumpsquat]] is slower (4 → 6) than Captain Falcon's, slowing his ability to be airborne and perform aerials and [[wavedash]]es.}}
*{{nerf|Ganondorf's [[jumpsquat]] is slower (4 → 6) than Captain Falcon's, slowing his ability to be airborne and perform aerials and [[wavedash]]es.}}
*{{nerf|Ganondorf cannot [[wall jump]].}}
*{{nerf|Ganondorf cannot [[wall jump]].}}
*{{nerf|Ganondorf's [[falling speed]] is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.}}
*{{nerf|Ganondorf's [[falling speed]] is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.}}
*{{change|Ganondorf's moves are generally slower but more powerful than Captain Falcon's.}}
*{{change|Captain Falcon's attacks that deal [[flame]] damage, such as forward smash, [[Falcon Punch]], [[Raptor Boost]], and [[Falcon Kick]], are replaced by [[darkness]] for Ganondorf's counterparts.}}
*{{change|Captain Falcon's attacks that deal [[flame]] damage, such as forward smash, [[Falcon Punch]], [[Raptor Boost]], and [[Falcon Kick]], are replaced by [[darkness]] for Ganondorf's counterparts.}}


===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]] is a single attack instead of a combo, possessing higher base knockback than the [[Gentleman]] (20 → 30), while still being a useful combo starter. It also deals 7%/8% damage, being more damaging than the first two hits and the infinite of Captain Falcon's jab alone. Notably when sweetspotted, it is the strongest jab in the game.}}
*[[Neutral attack]]:
*{{nerf|Neutral attack deals 1% less damage than Captain Falcon's Gentleman, and is thus less damaging than Captain Falcon's jab if all its hits connect.}}
**{{change|Neutral attack is changed to be only a single palm strike.}}
*{{change|Neutral attack is a palm strike instead of a punch, and has an [[electric]] effect.}}
***{{change|The single hit deals only 7% (palm)/8% (body), it makes it deal more than the first two hits (2% (hit 1)/3% (hit 2)) and the roughly the same damage as the [[Gentleman]] (8% (clean)/6% (late) individually, but does less damage than Captain Falcon's if all hits of his jab were to connect.}}
*{{buff|[[Forward tilt]] is significantly more powerful, dealing more damage (11% → 13%) and base knockback (10 → 20), being the third strongest in the game.}}
***{{buff|It has a larger hitbox on the palm than Falcon's Jab 1 (3.5154u → 3.906u).}}
*{{nerf|Forward tilt is less damaging if the opponent is up close to Ganondorf, dealing 1% less on the knee and 2% on the body.}}
***{{buff|It has higher base knockback than the Gentleman (20 → 30).}}
*{{buff|[[Up tilt]] deals 14% more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest up tilt in the game.}}
***{{nerf|It has more ending lag than Falcon's Jab 1 (IASA 16 → 19).}}
*{{nerf|Up tilt has drastically more start-up (17 frames → 81) and ending lag (38 frames → 115), making it impossible to land in almost any circumstance outside of punishment or edge-guarding.}}
***{{nerf|It does not have a rapid jab.}}
*{{change|Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.}}
**{{change|It has an [[electric]] effect.}}
*{{buff|[[Down tilt]] has significantly higher power (25 base/75 growth → 30 base/100 growth), being the fourth most powerful down tilt in ''Melee'', while still being a useful combo starter at lower percentages.}}
*[[Forward tilt]]:
*{{nerf|Down tilt's duration is 2 frames shorter (10-15 → 10-13).}}
**{{buff|It deals more damage overall (11% (unangled)/12%/11% (angled up)/10%/11% (angled down) → 13%/12%/11% (unangled)/14%/13%/12% (angled up)/12%/11%/10% (angled down))}}
*{{buff|[[Dash attack]] deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), while still being a useful combo starter.}}
**{{buff|It has more base knockback (10 → 20), being the third strongest forward tilt in the game.}}
*{{buff|[[Forward smash]] has much higher knockback (24 base/100 growth → 40 base/80, 83, and 85 growth), damage (up: 21% → 24%, forward: 20% → 22%, down: 19% 20%), and range.}}
**{{buff|It has a larger hitbox at the foot (4.2966u → 5.0778u).}}
*{{nerf|Forward smash has 2 frames more start-up (18 frames → 20).}}
**{{buff|Its sweetspot hitboxes are positioned at the foot rather than up close when angled down, making it better for spacing.}}
*{{buff|[[Up smash]]'s both hits deal more damage (hit 1: 8%/14% → 22%, hit 2: 13%/12% → 19%, total: 21%/26% → 41%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.}}
*[[Up tilt]]:
*{{nerf|Up smash is less useful as a combo move and does not link as reliably above very low percentages.}}
**{{buff|Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.}}
*{{buff|[[Down smash]]'s two hits can [[natural combo|naturally combo]] into each other, dealing more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%), and also deals more knockback (30 and 20 base/100 growth → 60 base/110 growth).}}
**{{nerf|Up tilt has drastically more startup (17 frames → 81) and catastrophically higher ending lag (38 frames → 115), making it impossible to land in almost any circumstance outside of rest or shield break punishes, edgeguarding, or deceptive mindgames. It also lacks a hitbox as Ganondorf brings his foot down, giving the move less vertical range.}}
*{{nerf|Down smash's individual kicks deals less damage (hit 1: 18% → 8%, hit 2: 16% → 14%/12%), resulting it being weaker than Captain Falcon's if it only hits once. It also has slightly more ending lag (IASA 45 → 47).}}
**{{change|Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.}}
*[[Down tilt]]:
**{{buff|Down tilt has significantly higher knockback (25 base/75 growth → 30 base/100 growth), being the fourth most powerful down tilt in ''Melee'', while still being a useful combo starter at lower percentages.}}
**{{nerf|Down tilt has a shorter duration (10-15 → 10-12).}}
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), improving its KO potential, while still being a useful combo starter.}}
**{{buff|Dash attack's hitboxes are placed a little further out, increasing the move's range. They are also positioned higher.}}
**{{change|Dash attack has a different launch angle (361° → 115° (clean)/110° (late)).}}
*[[Forward smash]]:
**{{buff|Forward smash has much higher knockback (24 base/100 growth → 40 base/80, 83, and 85 growth), damage (20% (forward)/21% (up)/19% (down) → 22%/24%/20%), and range.}}
**{{nerf|Forward smash has more startup lag (18 frames → 20).}}
**{{nerf|Forward smash launches opponents at a higher angle (361° (all) → 80° (up)/70° (forward)/60° (down)).}}
*[[Up smash]]:
**{{buff|Up smash deals consistent and increased more damage (8%/14% (hit 1)/13%/12% (hit 2) 22%/19%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.}}
**{{buff|Both hits have more active frames (21-22 → 21-23 (hit 1), 27-28 → 26-29 (hit 2)), which also shrinks the frame gap between the 2 hits.}}
**{{change|Both hits have a bigger hitbox on the foot, increasing the move's vertical range. However, the first hit of Ganondorf's version lacks the hitbox on the ground in front of him, reducing the move's horizontal range and worsening its ability to hit grounded opponents.}}
**{{nerf|Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.}}
*[[Down smash]]:
**{{change|Down smash's hits [[natural combo|naturally combo]] into each other as opposed strong hitting once.}}
***{{buff|This allows it to deal more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%).}}
***{{nerf|Due to being a multi-hit, it naturally makes it less reliable due to risk of the opponent falling out and being more vulnerable to [[Smash directional influence|SDI]].}}
**{{change|The seconds launches vertically in front of Ganondorf has opposed to horizontally (361° → 120°)}}
**{{buff|The second kick has higher knockback despite it's lower damage (30 and 20 base/100 growth → 60 base/110 growth).}}
**{{nerf|Both hits deal less damage on their own with the second kick having a sourspot (18% (hit 1)/16% (hit 2) → 8%/14%/12%).}}
**{{nerf|The first hit's hitboxes are slightly smaller (3.906u/3.906u → 3.5154u/3.5154u), though it's Z-offset was compensated (5.0778u → 5.859u).}}
***{{buff|The second hit's hitboxes are bigger with it having an extra hitbox inside of Ganondorf (3.5154u/3.5154u → 4.2966u/4.2966u/4.2966u).}}
**{{nerf|It also has slightly more ending lag (IASA 45 → 47).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)) have more landing lag.}}
*{{nerf|All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).}}
*{{buff|[[Neutral aerial]]'s individual kicks deals more damage (hit 1: 5%/6% → 12%, hit 2: 7% → 12%, total: 12%/13% → 22.92% due to [[stale]]ness). It also has increased base knockback on both hits (hit 1: 0 30, hit 2: 40 50), with the first hit having KO power on its own.}}
*[[Neutral aerial]]:
*{{nerf|Neutral aerial's two hits do not link reliably, thus dealing slightly less damage than Captain Falcon's two hits if it hits once.}}
**{{change|The first hit does not have fixed knockback (0 (base)/100 (growth)/40 (fixed) → 30/100/0).  This allows the first hit to KO on it's own, but significantly hinders it's ability to connect into the second hit.}}
*{{buff|[[Forward aerial]] is an arcing downward punch. It has no sourspot and much longer range than Captain Falcon's [[Knee Smash]]. It also has 1 frame less ending lag (36 frames → 35).}}
**{{change|The first hit has an altered launch angle (82°/78°/74° → 55°/60°/65°).}}
*{{nerf|Forward aerial is weaker than a clean Knee Smash (24 base/100 growth → 60 base/80 growth), does not [[semi-spike]] (32° 361°), and deals 1% less damage (18% → 17%).}}
**{{buff|It deals more damage on both kicks (5%/6% (hit 1)/7% (hit 2) → 12% (both)).}}
*{{change|Forward aerial lacks the electric effect.}}
**{{buff|The second hit has higher base knockback (40 → 50).}}
*{{buff|[[Back aerial]] deals 2% more damage (14% → 16%) with increased base knockback (20/0 → 30/10) and range, and lacks a late hit.}}
**{{buff|It autocancels earlier (frame 34 → 26).}}
*{{buff|[[Up aerial]] has more range and base knockback (10/8/6 → 35/30/20, KO`ing about 25% earlier than Captain Falcon's up aerial), and its late hitboxes that [[semi-spike]] have higher [[hitstun]], making it more effective at [[edge-guarding]] than Captain Falcon's.}}
**{{nerf|Both hits have shorter durations (7-12 → 7-8 (hit 1), 20-29 20-21 (hit 2)).}}
*{{nerf|Up aerial is a less effective move for combos thanks to its increased power and Ganondorf's slower mobility.}}
**{{nerf|Both hits have smaller hitboxes overall (4.2966u/5.4684u/4.2966u 3.5154u/4.6872u/5.0778u (hit 1), 4.2966u/4.2966u/4.2966u → 3.5154u/4.6872u/5.0778u (hit 2)}}
*{{buff|[[Down aerial]] deals 6% more damage (16% → 22%) with higher base knockback (40 → 50), being the strongest [[meteor smash]] in ''Melee'', able to KO grounded opponents under 100%.}}
**{{nerf|Both hits have shorter durations (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)).}}
*{{nerf|Down aerial's top hitbox lacks the ability to [[nipple spike]], meaning it is always meteor cancellable regardless of which hitbox is landed. It also has [[transcendent priority]], meaning that it cannot cancel out projectiles.}}
**{{nerf|Both hits are much harder to combo into due to their increased power and shorter durations.}}
*{{change|Down aerial has an electric effect.}}
*[[Forward aerial]]:
**{{change|Forward aerial has a different animation: an arcing downward punch.}}
**{{change|It does not have a sourspot, this makes it more reliable for KO'ing, but removes the sourspot combos from Captain Falcon's [[Knee Smash]].}}
**{{change|It does not have an electric effect.}}
**{{change|It has altered knockback (24 base/100 growth → 60/80).}}
**{{buff|It has greater range due to it's different animation.}}
**{{buff|It autocancels slightly earlier (frame 34 → 33).}}
**{{buff|It is able to be interrupted earlier (IASA 36 → 35).}}
***{{nerf|However, it has more ending lag overall due to move's fewer active frames.}}
**{{nerf|It has much less active frames (frames 14-30 14-19).}}
**{{nerf|It deals slightly less damage than the sweetspot of Captain Falcon's (18% → 17%).}}
**{{nerf|It does not [[semi-spike]] (32° → 361°).}}
*[[Back aerial]]
**{{buff|It deals more damage (14% → 16%).}}
**{{buff|It has increased base knockback (20/0 → 30/10).}}
**{{buff|It has a larger hitbox on the fist (4.6872u → 5.4684u).}}
**{{buff|It does not have a weaker late hit.}}
**{{buff|It autocancels slightly earlier (frame 20 → 18).}}
**{{nerf|It has fewer total active frames (10-17 → 10-15).}}
*[[Up aerial]]
**{{buff|It has higher base knockback (10 (clean)/8 (late) → 35 (clean)/30 (middle)/20 (late)).}}
**{{change|It has a late hit that is active from frames 14-16 that deals 8% (body)/6% (foot) and sends at an angle of 0°.}}
***{{buff|This makes the move significantly better for [[Edgeguarding]] due to it's low angle.}}
***{{buff|The late hit gives the move a longer duration (6-13 → 6-16) and allows it to hit below Ganondorf.}}
*{{nerf|Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.}}
*[[Down aerial]]:
**{{buff|Down aerial deals 6% more damage (16% → 22%) with higher base knockback (40 → 50), being the strongest [[meteor smash]] in ''Melee'', able to KO grounded opponents under 100% while being notoriously difficult to meteor cancel. It also has larger hitboxes.}}
**{{nerf|Down aerial's top hitbox lacks the ability to [[nipple spike]], meaning it is always meteor cancellable regardless of which hitbox is landed. It also has [[transcendent priority]], preventing it from cancelling out projectiles.}}
**{{change|Down aerial has an electric effect.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Down throw launches opponents at a different angle (65°→ 100°), making it more reliable for combos and chain-grabs.}}
*{{change|Up throw launches opponents at a different angle (85° → 90°).}}
*[[Down throw]]
**{{buff|Down throw launches opponents at a different angle (65° → 100°), making it more reliable for combos and chain-grabs.}}
**{{change|Down throw has marginally more knockback scaling (34 → 36).}}


===Special moves===
===Special moves===
*{{buff|[[Warlock Punch]] is much more powerful than the [[Falcon Punch]], dealing 7% more damage (23%/25%/27% → 30%/32%/34%) and able to KO virtually any character under 30% damage on [[Tournament legal (SSBM)|tournament legal]] stages.}}
*[[Warlock Punch]]:
*{{nerf|Warlock Punch has more start-up lag and less active frames than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed, the diagonal knockback angle of his forward aerial, and Warlock Punch's obscene start-up.}}
**{{buff|Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than [[Falcon Punch]], with its knockback not being fully compensated (scaling 102 → 100).}}
*{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
**{{nerf|It has smaller hitboxes (3.906u/3.5154u/4.8825u (ground)/5.2731u/4.6872u/4.8825u (air)) → 2.3436u/3.906u/3.5154u (both)).}}
*{{buff|[[Gerudo Dragon]] deals 10% damage on the ground (7% → 17%) and 9% more in the air (7% 16%) than [[Raptor Boost]].}}
**{{nerf|Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's [[Falcon Punch#In Super Smash Bros. Melee|Sacred Combo]] due to his lower air speed, slower run speed, slower jumpsquat and Warlock Punch's higher startup.}}
*{{nerf|Gerudo Dragon's increased knockback (ground: 78 base/80 growth → 60 base/69 growth, air: 60 base/70 growth → 50 base/65 growth) makes it harder to combo into other attacks compared to Raptor Boost, while still being unable to KO at realistic percentages (especially the aerial version). It also covers less distance and the aerial version cannot meteor smash (270° → 70°).}}
**{{change|Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.}}
*{{change|When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.}}
*[[Gerudo Dragon]]:
*{{buff|[[Dark Dive]] travels slightly more vertically than [[Falcon Dive]] due to Ganondorf's taller stature. Its grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf. While the total damage is the same, the throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.}}
**{{buff|Gerudo Dragon deals much more damage (7% → 17% (ground)/16% (aerial)) and some extra shield damage (0 10 (grounded)) compared to [[Raptor Boost]].}}
*{{buff|Grounded [[Wizard's Foot]] has higher knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60 base/85 growth). It also lasts 2 frames longer (14-32 → 14-34) and lacks weak late hitboxes.}}
**{{change|Gerudo Dragon has a different angle on the ground (90° → 105°).}}
*{{buff|Aerial Wizard's Foot is a powerful [[spike]] instead of dealing horizontal knockback like Falcon Kick (361° → 290°), making it deadly off-stage, and the landing hitbox deals 3% more damage (9% → 12%). It is also safer to use to restore Ganondorf's midair jump thanks to his lower falling speed compared to Captain Falcon.}}
**{{nerf|Gerudo Dragon has lower knockback values (78 base/80 growth (grounded) → 60/69, 60 base/70 growth (aerial) → 50/65), dealing less knockback at lower percents, though it still deals more knockback at higher percents due to the increased damage.}}
*{{nerf|Both Grounded and Aerial Wizard's Foot have slightly more ending lag ([[IASA]] grounded: ? 67, air: ? 41). Aerial Wizard's Foot also deals 1% less damage (15% → 14%).}}
**{{nerf|Gerudo Dragon covers less distance than Raptor Boost and the aerial version cannot meteor smash (270° → 70°).}}
**{{nerf|Gerudo Dragon's detection hitboxes during the dash are positioned further back, giving the move a large negative disjoint.}}
**{{change|When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.}}
*[[Dark Dive]]:
**{{buff|Dark Dive travels slightly more vertical distance than [[Falcon Dive]] due to Ganondorf's taller stature.}}
**{{buff|Dark Dive's grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf.}}
**{{buff|Dark Dive's throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.}}
**{{nerf|It covers slightly less horizontal momentum (1.1 → 0.85).}}
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot has higher and consistent knockback than [[Falcon Kick]] (50 base/70, 60, and 50 growth → 60/85) that does not get weaker over time.}}
**{{buff|Grounded Wizard's Foot has consistent damage output that does not get weaker over time (15% clean/12% mid/9% late → 15%).}}
**{{change|Grounded Wizard's Foot always launches horizontally (361° clean/80° mid/90° late → 361°), whereas the mid and late hits of grounded Falcon Kick have vertical knockback.}}
**{{buff|Grounded Wizard's Foot has a longer duration (14-32 → 14-34).}}
**{{buff|Aerial Wizard's Foot is also a powerful [[spike]] instead of dealing horizontal knockback like Falcon Kick (361° → 290°).}}
**{{buff|Aerial Wizard's Foot's landing hitbox deals more damage (9% → 12%).}}
**{{buff|Aerial Wizard's Foot is safer to use to restore Ganondorf's midair jump thanks to his lower falling speed compared to Captain Falcon.}}
**{{nerf|Both grounded and aerial Wizard's Foot have slightly more ending lag.}}
**{{nerf|Aerial Wizard's Foot deals 1% less damage (15% → 14%).}}
 
==Version history==
NTSC 1.01 addressed some oversights and bugs with Ganondorf, fixing glitches where he performs a second jab with a Bunnyhood equipped and no longer being considered grounded when using Dark Dive on the ground.  The startup lag on the second hit of his neutral aerial was also increased to match the move's animation which had the side-effects of reducing it's ending lag and making it autocancel later.
 
The [[PAL]] version of ''Melee'' nerfed two of Ganondorf's aerials, with his forward aerial no longer being a reliable KO move (although it can combo into itself better), and his down aerial dealing less knockback and damage (while still remaining the strongest meteor smash in the game.)
 
'''NTSC 1.01'''
*{{bugfix|Ganondorf can no longer perform the Bunnyhood double jab glitch.}}
*{{bugfix|Ganondorf is no longer considered grounded when using grounded Dark Dive.}}
*{{change|The second hit of neutral aerial has more startup lag (frame 16 20), now matching its animation.}}
**{{buff|This decreases its ending lag as its total duration was unchanged.}}
**{{nerf|However, this also makes it [[auto-cancel]] 4 frames later (frame 22 26).}}
 
'''PAL'''
*{{nerf|Forward aerial has decreased base knockback (60 → 40).}}
*{{nerf|Forward aerial has smaller hitboxes (3.125u/3.91u/5.08u → 2.734u/3.52u/4.3u).}}
*{{nerf|Down aerial deals 1% less damage (22% → 21%) with decreased base knockback (50 → 40).}}


==Moveset==
==Moveset==
''For a gallery of Ganondorf's hitboxes, see [[Ganondorf (SSBM)/Hitboxes|here]].''
''For a gallery of Ganondorf's hitboxes, see [[Ganondorf (SSBM)/Hitboxes|here]].''
[[File:GanondorfAerialAttacksSSBM.png|thumb|Ganondorf's aerial attacks]]
[[File:GanondorfAerialAttacksSSBM.png|thumb|Ganondorf's aerial attacks]]
[[File:Ganon-gimp.gif|thumb|Ganondorf performing his forward aerial after a wall tech on Captain Falcon. The move's base knockback is high enough to gimp characters with subpar recovery at any percentage.]]
[[File:Ganon-gimp.gif|thumb|Ganondorf performing his forward aerial after [[Tech Check|tech check]]ing Captain Falcon's Falcon Dive. The move's base knockback is high enough to gimp characters with subpar recovery at any percentage.]]
{{MovesetTable
{{MovesetTable
|game=SSBM
|game=SSBM
|neutralcount=1
|neutralcount=1
|neutralname= 
|neutralname=Thunder Punch ({{ja|雷打|Raida}}, ''Thunder Hit'')
|neutral1dmg=7% (hand), 8% (body)
|neutral1dmg=7% (hand), 8% (body)
|neutraldesc=A quick palm strike that [[Electric|shocks]] enemies on contact. Has actual KO potential at higher damages, but since he jabs directly in front of him, some smaller characters can easily duck under it. It hits on frame 3, making it Ganondorf's fastest attack. It is often used in combos with his other attacks, especially his down aerial.  
|neutraldesc=A quick palm strike that [[Electric|shocks]] enemies on contact. Has KO potential at higher damages, but since he jabs directly in front of him, some smaller characters can easily duck under it. It hits on frame 3, making it Ganondorf's fastest attack. It is often used in combos with his other attacks, especially his down aerial.
|ftiltname= 
|ftiltname=Armor Crusher ({{ja|甲冑割|Katchū-Wari}}, ''Armor Splitter'')
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=12-14%
|ftiltupdmg=12-14%
|ftiltsidedmg=11-13%
|ftiltsidedmg=11-13%
|ftiltdowndmg=10-12%
|ftiltdowndmg=10-12%
|ftiltdesc=Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. This is often considered, if not one of, the best forward tilt in ''Melee''. This move is even more deadly when used in [[edgeguarding]] situations, especially when angled downwards. Also, it`s even better at KO`ing when angled upwards (under 150%, like mostly all of his other moves).
|ftiltdesc=Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. The upward angled-variant is excellent at stuffing out jump-ins and is Ganon's most consistent anti-air option and fastest grounded kill move. The downward variant is helpful for sniping ledges, particularly against [[Fox Illusion]] and [[Falco Phantasm]]. Overall a very versatile and powerful spacing tool and one of the better forward tilts in the game.
|utiltname= 
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltdmg=27%
|utiltdmg=27%
|utiltdesc=Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, being the slowest move in the game with a total of 81 frames. Though it is very powerful; can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the [[Warlock Punch]], but its small hitbox and long start-up makes it very difficult to land outside of [[punishment]].
|utiltdesc=Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, taking over a second to come out and nearly two seconds to finish. Though it is very powerful; it can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the [[Warlock Punch]], but its abhorrent start-up combined with its deceptively poor reach limit it to only a niche ledge-trap or shield-break punish.
|dtiltname= 
|dtiltname=Sweeping Snake ({{ja|掃脚|Sōkyaku}}, ''Sweep Leg'')
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Does a quick low sweep kick. Sets up aerial combos or his up special. Good reach, but is rather slow when compared to other down tilts. Can KO at very high percentages. Fourth most powerful down tilt in the game.
|dtiltdesc=Does a quick low sweep kick. Long reach, and is rewarding on hit; it can combo into most aerials for a KO. Rather slow when compared to other down tilts and extremely vulnerable to [[Crouch cancel|crouch cancelling]]. Can KO at very high percentages. Fourth most powerful down tilt in the game.
|dashname= 
|dashname=Iron Shoulder ({{ja|剛肩|Gōken}}, ''Strong Shoulder'')
|dashdmg=14% (clean), 10% (late)
|dashdmg=14% (clean), 10% (late)
|dashdesc= A quick shoulder tackle. Despite its upward knockback not being extremely high, it is a strong dash attack that combos very well into a back aerial/up aerial at 40-60% damage. This is the second most powerful dash attack in the game, beaten only by {{SSBM|Samus}}.  
|dashdesc= A quick shoulder tackle. Poor combo potential, but a great burst option with decent damage output. Much more rewarding if reversed, setting up for comboes if timed right. This is the second most powerful dash attack in the game, beaten only by {{SSBM|Samus}}.
|fsmashname= 
|fsmashname=Nightmare Lunge ({{ja|紫炎肘|Shienchū}}, ''Violet Flame Elbow'')
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|24}}
|fsmashupdmg={{ChargedSmashDmgSSBM|24}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|22}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|22}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|20}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|20}}
|fsmashdesc=Lunges forward while thrusting out his elbow. Impressive vertical knockback combined with almost no horizontal knockback, making it difficult to [[Directional influence|DI]] out of. It has fairly slow start-up and significant ending lag, but is very powerful, and because Ganondorf moves ahead while performing it, it has great reach. Angled upwards, it is the second most powerful forward smash in the game, only being exceeded by Bowser.
|fsmashdesc=Lunges forward, thrusting out his elbow. Great reach thanks to how far forward Ganon steps during the thrust; it can outrange other pokes and occasionally even {{SSBM|Marth}}'s forward smash, but its poor start-up and cooldown render it catastrophically unsafe on block and very easy to punish. Despite being hard to Dl, forward smash can struggle to kill, especially on fastfallers, and is generally outclassed by his two other smash attacks.
|usmashname= 
|usmashname=Tornado Kick ({{ja|二連脚|Nirenkyaku}}, ''Double Kick'')
|usmashdmg={{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2)
|usmashdesc=Kicks both his legs upward. The first hit can lead into the second, though it is unlikely at high percentages and can be DI'd out of. It is the second most powerful (uncharged) up smash in the game (second to {{SSBM|Pikachu}}'s), and when fully charged, is the most powerful and damaging up smash, as well as the most powerful smash attack overall. However, even though it is extremely powerful and surprisingly fast, its lack of horizontal reach limits its effectiveness as a reliable KO move. Regardless, even when uncharged, it can KO under 100% (even on characters with excellent vertical endurance, such as {{SSBM|Captain Falcon}}, {{SSBM|Donkey Kong}}, and {{SSBM|Falco}}).
|usmashdesc=A 540 kick. It has three unique hitboxes; the first on his pelvis sends sideways with strong knockback, great for calling out high recoveries; the second is located on his thigh and is fairly rare to land, but links into the second hit to deal nearly 40%. The final hit covering his foot sends up with great knockback, consistently killing even fast-fallers below 100%. Up smash has great priority, making it a great anti-air and callout for shorthops and aerials from ledge, and is surprisingly safe on shield (-7). This move isn't without its flaws however; it loses to most ground attacks, has slow, reactable start-up and is extremely susceptible to low profiling. Knockback wise, this is the 5th most powerful up smash in the game, if only the first kick connects (only beaten by {{SSBM|Pikachu}}, {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Peach}}).
|dsmashname= 
|dsmashname=Leg Whip ({{ja|連繋蹴|Renkeishū}}, ''Chain Kick'')
|dsmashdmg={{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2 leg), {{ChargedSmashDmgSSBM|12}} (hit 2 foot)
|dsmashdmg={{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2 leg), {{ChargedSmashDmgSSBM|12}} (hit 2 foot)
|dsmashdesc=Swings his leg in front and back of him. Can chain together, but the second hit can be easily DI'd out of. It's one of, if not the most powerful down smash in the game, capable of star KOing lighter/floatier characters under 100%. It is rather fast, especially for how powerful it is, and, due to Ganondorf's long legs, is one of the farthest-reaching down smashes. If near an edge, even if an opponent avoids the second kick, the base knockback of the first kick can set up an early edgeguard opportunity.
|dsmashdesc=Kicks on either side of him. One of Ganon's best launchers and his fastest smash attack in terms of startup. The first hit chains into the second, and the second hit sends upward, making down smash into an aerial a viable kill confirm on fastfallers. The first hit can rarely fail to link properly and send the opponent at a deep semi-spike angle, setting them up for an edgeguard. The move's biggest flaw is its noticeable blindspot below Ganon's leg, allowing characters that pancake their hurtboxes (e.g {{SSBM|Marth}} to dodge under the move and punish him. If only the second hit connects, this is the second most powerful down smash in the game, only beaten by {{SSBM|Marth}}.
|nairname= 
|nairname=Swooping Keese ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Formation'')
|nairdmg=12% (hits 1-2)
|nairdmg=12% (hits 1-2)
|nairdesc=Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession, but it is extremely difficult to land the two kicks even at very low percentages, and impossible to land at percentages higher than 25% (under standard conditions). It's possible to land the second kick without the first one, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by {{SSBM|Mr. Game & Watch}}'s).
|nairdesc=Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession. The first hit can be used as a niche poke and has limited killpower and combo ability on poor DI, but rarely links into the second kick even at low percents; it's completely impossible to do so past ~25%. It's possible to land the second kick without the first one, which is occasionally useful to deter reckless approaches, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by {{SSBM|Mr. Game & Watch}}'s).
|fairname= 
|fairname=Skull Crusher ({{ja|頭蓋割|Zugai-Wari}}, ''Skull Splitter'')
|fairdmg=17%
|fairdmg=17%
|fairdesc=Ganondorf brings his fist down in an arc rather quickly, with impressive knockback and damage, though slightly weaker than {{SSBM|Captain Falcon}}'s [[Knee Smash]]. Unlike the Knee Smash, however, it always strikes with the same force, and is also just as fast as the Knee with much more reach, though it has more landing lag. This is the fifth most powerful f-aerial in the game ({{SSBM|Zelda}}, {{SSBM|Dr. Mario}}, Captain Falcon, and {{SSBM|Yoshi}} respectively surpass him in this regard).
|fairdesc=Ganondorf brings his fist down in an arc rather quickly, with impressive knockback and damage, though slightly weaker than {{SSBM|Captain Falcon}}'s [[Knee Smash]]. Unlike the Knee Smash, however, it always strikes with the same force, and is also just as fast as the Knee with much more reach, though it has more landing lag. KO's at 109% from the center of Final Destination. This is the fifth most powerful f-aerial in the game ({{SSBM|Zelda}}, {{SSBM|Dr. Mario}}, Captain Falcon, and {{SSBM|Yoshi}} respectively surpass him in this regard).
|bairname= 
|bairname=Hidden Gauntlet ({{ja|裏拳|Uraken}}, ''Backfist'')
|bairdmg=16%
|bairdmg=16%
|bairdesc=Punches behind him with high power. It is fast, very powerful, good for [[edgeguarding]], and has great range. It has less base knockback than his forward aerial, but has more knockback scaling, making its power proportional to his forward aerial, knockback-wise. Has the exact amount of frames as Captain Falcon's back aerial, but unlike his, it hits with the same power throughout the entirety of the attack. This is the second most powerful back aerial in the game (second to Zelda).
|bairdesc=Punches behind him with high power. It is fast, very powerful, good for [[edgeguarding]], and has great range. It has less base knockback than his forward aerial, but has more knockback scaling, making its power proportional to his forward aerial, knockback-wise. Has the exact amount of frames as Captain Falcon's back aerial, but unlike his, it hits with the same power throughout the entirety of the attack. KO's at 105% from the center of Final Destination. This is the second most powerful back aerial in the game (second to Zelda).
|uairname= 
|uairname=Vulture Kick ({{ja|後転脚|Kōtenkyaku}}, ''Back Turn Kick'')
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdesc=Does a bicycle kick, covering a large arc above him. Knockback direction depends on which angle the foe was hit in. If Ganondorf is facing away from the opponent and the attack hits with the sourspot at the tip of his foot, the opponent will be [[semi-spike]]d, with low damage but extremely high hitstun. This is the sixth most powerful up aerial in the game (Bowser, Fox, Kirby, Peach, and Zelda respectively surpasses him in this regard).
|uairdesc=Does a flip kick, covering a large arc above him. Knockback direction depends on which angle the foe was hit in. If Ganondorf is facing away from the opponent and the attack hits with the sourspot at the tip of his foot, the opponent will be [[semi-spike]]d, with low damage but extremely high hitstun. This is the sixth most powerful up aerial in the game (Bowser, Fox, Kirby, Peach, and Zelda respectively surpasses him in this regard).
|dairname= 
|dairname=Thunder Drop ({{ja|落雷蹴|Rakuraishū}}, ''Thunderbolt Kick'')
|dairdmg=22% (NTSC), 21% (PAL)
|dairdmg=22% (NTSC), 21% (PAL)
|dairdesc=[[Stomp (archetype)|Stomp]]s both his feet downwards, with an [[electric]] effect. An extremely powerful [[meteor smash]], and an excellent [[SHFFL]] option, with a massive hitbox that covers Ganondorf's entire body. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|dairdesc=[[Stomp (archetype)|Stomp]]s both his feet downwards, with an [[electric]] effect. An extremely powerful [[meteor smash]], and an excellent [[SHFFL]] option, with a massive hitbox that covers Ganondorf's entire body and is able to hit opponents below platforms. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has [[Priority#Transcendent_priority|transcendent priority]].


In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash.
In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating {{SSBM|Captain Falcon}} but losing to {{SSBM|Peach}}.
|pummelname= 
|pummelname=Armored Knee ({{ja|つかみ膝蹴|Tsukami Hizageri}}, ''Grab Knee Kick'')
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees the opponent.
|pummeldesc=Knees the opponent.
|fthrowname= 
|fthrowname=Gut Punch ({{ja|剛突|Gōtotsu}}, ''Strong Thrust'')
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdesc=Punches foe in front. Its only use is setting up edgeguarding situations at high percentages.
|fthrowdesc=Punches foe in front. Its only use is setting up edgeguarding situations at high percentages.
|bthrowname= 
|bthrowname=Blind Mule Kick ({{ja|衝脚|Shōkyaku}}, ''Piercing Leg'')
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdesc=Brings foe behind him and kicks. Can set up edgeguards at high percentages.
|bthrowdesc=Brings foe behind him and kicks. Can set up edgeguards at high percentages.
|uthrowname= 
|uthrowname=Jaw Breaker ({{ja|顎砕|Gakusai}}, ''Jaw Smash'')
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=Knocks his foe above him. Excellent set up for juggles, and can be an effective chain-grab against fast fallers until high percentages.
|uthrowdesc=Knocks his foe above him. Excellent set up for juggles and platform pressure, and can be an effective chain-grab against fast fallers until high percentages, but its high endlag makes it somewhat clunky to start setups with
|dthrowname= 
|dthrowname=Dirt Nap ({{ja|地割落|Jiwariraku}}, ''Earth Splitting Fall'')
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Takes foe and slams them into the floor. Another throw well-suited for juggling. Can also chain-grab characters with average falling speeds until around 90%, and fast-fallers to about 130%. Can combo into jab then down aerial on [[Space animal]]s around 50%.
|dthrowdesc=Takes foe and slams them into the floor. Another throw well-suited for juggling. Can also chain-grab characters with average falling speeds until around 90%, and fast-fallers to about 130%. Can combo into jab then down aerial on [[Space animal]]s around 50%. Comboes into all aerials at higher percentages and is one of Ganon's most common bread-and-butter kill confirms.
|floorfname= 
|floorfname= 
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Gets up and flips while kicking.
|floorfdesc=Gets up and flips while kicking. Deceptively high horizontal range.
|floorbname= 
|floorbname= 
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Stands on both hands and does a spinning double kick.
|floorbdesc=Stands on both hands and does a spinning double kick. Short horizontal range makes this a poor getup attack, but it can occasionally snipe opponents on [[Fountain of Dreams]]'s platforms at lower elevations, and its multi-hit nature makes it decently safe against crouch cancelling
|edgefname= 
|edgefname= 
|edgefdmg=10%
|edgefdmg=10%
|edgefdesc=Picks himself up and kicks forward. Can knock opponents off the edge if they are close, potentially setting up an edge-guard.
|edgefdesc=Picks himself up and kicks forward. Fantastic range and can even snipe platforms on [[Yoshi's Story]] and [[Fountain of Dreams]], but is unsafe against crouch cancelling. Hitting an opponent standing too close to the edge sends them backward at a great angle, setting up for Ganon's deadly edgeguarding.  
|edgesname= 
|edgesname= 
|edgesdmg=8%
|edgesdmg=8%
|edgesdesc=Slowly gets up and punches in front of him.
|edgesdesc=Slowly gets up and uppercuts. Has occasional use to catch opponents off guard due to its above average intangibility frames, but mostly death on whiff.
|nsname=Warlock Punch
|nsname=Warlock Punch
|nsdmg=34% (close), 32% (mid), 30% (far)
|nsdmg=34% (close), 32% (mid), 30% (far)
Line 194: Line 285:
|ssname=Gerudo Dragon
|ssname=Gerudo Dragon
|ssdmg=17% (Ground), 16% (Air)
|ssdmg=17% (Ground), 16% (Air)
|ssdesc=Lunges forward, uppercuting any opponents who come in his path. Unlike [[Raptor Boost]], this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes [[helpless]]ness if used in the air. In the middle percentages, the attack sets the opponent up for many juggling combos, but due to it being easily punished if used under the wrong circumstances, it is not often the optimal move to use.
|ssdesc=Lunges forward, uppercutting any opponents who come in his path. One of Ganondorf's best launchers, and it can hit slightly behind him, making it particularly useful in tech situations, but is very unsafe on whiff. Unlike [[Raptor Boost]], this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes [[Helpless|helplessness]] if used in the air. The grounded version KO's at 127%
|usname=Dark Dive
|usname=Dark Dive
|usdmg=1% (hits 1-4), 15% (release), 6% (breakout)
|usdmg=1% (hits 1-4), 15% (release), 6% (breakout)
|usdesc=Quickly leaps upward. If he connects with an opponent, they will be trapped in a flurry of electricity. Also, if the move connects, Ganondorf will not go into a helpless state. This move can grab the ledge even if Ganondorf is facing the opposite direction.
|usdesc=Quickly leaps upward. If he connects with an opponent, they will be trapped in a flurry of electricity. Also, if the move connects, Ganondorf will not go into a helpless state. This move can grab the ledge even if Ganondorf is facing the opposite direction. Useful for mixups, especially below platforms and can kill at higher percents, but has so little base knockback that it's negative on hit at low percentages.
|dsname=Wizard's Foot
|dsname=Wizard's Foot
|dsdmg=15% (ground), 14% (air), 12% (landing)
|dsdmg=15% (ground), 14% (air), 12% (landing)
|dsdesc=On the ground, Ganondorf rushes forward with his leg extended, dealing damage and relatively high knockback. In the air, he plummets to the ground at a sharp angle, during which the move can [[spike]] opponents. This move has the odd property of rewarding Ganondorf's second jump back.
|dsdesc=On the ground, Ganondorf rushes forward with his leg extended, dealing great knockback for the whole duration of the move, but leaving him extremely open, especially on shield. In the air, he plummets to the ground at a sharp angle. If Ganondorf comes into contact with the ground whilst this move is active, a shockwave is generated the frame after landing. Both the kick and the shockwave are spikes-giving them utility as devastating-albeit niche-edgeguarding tools, particularly against [[Donkey Kong (SSBM)|Donkey Kong]] and [[Bowser (SSBM)|Bowser]]. This move has the odd property of rewarding Ganondorf's second jump back, making it an essential tool in his recovery.
}}
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 109
|rweight = 4
|dash = 1.3
|rdash = 21-23
|run = 1.35
|rrun = 21
|walk = 0.73
|rwalk = 23
|trac = 0.07
|rtrac = 14
|airfric = 0.02
|rairfric = 4-9
|air = 0.78
|rair = 23-24
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.04
|raddaccel = 5-11
|gravity = 0.13
|rgravity = 3-5
|fall = 2
|rfall = 10
|ff = 2.6
|rff = 10
|jumpsquat = 6
|rjumpsquat = 23-25
|jumpheight = 27.3
|rjumpheight = 24
|shorthop = 16.4
|rshorthop = 6
|djump = 22.23
|rdjump = 17
|ellag = 5
|rellag = 24-25
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 109
|rweight = 5
|dash = 1.3
|rdash = 21-23
|run = 1.35
|rrun = 21
|walk = 0.73
|rwalk = 23
|trac = 0.07
|rtrac = 14
|airfric = 0.02
|rairfric = 4-9
|air = 0.78
|rair = 23-24
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.04
|raddaccel = 5-11
|gravity = 0.13
|rgravity = 3-5
|fall = 2
|rfall = 10
|ff = 2.6
|rff = 10
|jumpsquat = 6
|rjumpsquat = 23-25
|jumpheight = 27.3
|rjumpheight = 24
|shorthop = 16.4
|rshorthop = 6
|djump = 22.23
|rdjump = 17
|ellag = 5
|rellag = 24-25
}}
===[[Announcer]] call===
[[File: Ganondorf Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
{{Taunt/SSBM|char=Ganondorf|desc=Hovers in mid-air and spins before laughing menacingly.}}
{{Taunt/SSBM|char=Ganondorf|desc=Hovers in mid-air and spins before laughing menacingly. Both of these poses are very similar to the ones he did before transforming into Ganon. The laugh he makes is also similar to the laugh he does when he hurts Link.}}


===[[List of idle poses (SSBM)|Idle pose]]===
===[[List of idle poses (SSBM)|Idle pose]]===
{{Idle|desc=Brings his hands together, then swings his right hand over his head.|image=Ganondorf Idle Pose Melee.png}}
{{Idle|desc=Brings his hands together, then swings his right hand over his head.|image=Ganondorf Idle Pose Melee.gif}}


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Ganondorf
|-
|game=Melee
!{{{name|}}}
|desc-us=Gaaa-non-doorff...!
!Cheer (International)
|desc-jp=Gan-non! *claps three times*
!Cheer (Japanese)
|pitch-us=Deep male
|-
|pitch-jp=Male}}
! scope="row"|Cheer
|[[File:Ganondorf Cheer International SSBM.ogg|center]]||[[File:Ganondorf Cheer Japanese SSBM.ogg|center]]
|-
! scope="row"|Description
|Gaaa-non-doorff...! || Ganondorf! *claps 3 times*
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 222: Line 400:
|victory-theme=ZeldaThemeMelee.ogg
|victory-theme=ZeldaThemeMelee.ogg
|victory-desc=An orchestrated portion of the main theme from ''The Legend of Zelda'' series.
|victory-desc=An orchestrated portion of the main theme from ''The Legend of Zelda'' series.
|desc-1=Pumps a victorious fist and crouches.
|desc-1=Pumps a victorious fist, then crouches and yells.
|desc-2=With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of the fist facing the viewer
|desc-2=With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of the it facing the viewer. The pose is similar to when he shows off the Triforce of Power in ''Ocarina of Time.''
|desc-3=Spins his sword upward while laughing evilly before thrusting it into the ground.
|desc-3=Spins his sword upward while laughing before thrusting it into the ground. The sword he uses is the same one from the Spaceworld 2000 tech demo.
|char=Ganondorf}}
|char=Ganondorf}}


==In [[Competitive play|competitive play]]==
==In [[competitive play]]==
===[[Character matchups (SSBM)|Matchups]]===
===Most historically significant players===
{{SSBMMatchupTable|ganondorf=yes}}
<!--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 (SSBM)]]''
According to the matchup chart, Ganondorf's matchup spread holds the 8th highest weightest rank. Ganondorf has mostly positive matchups. He is countered by two characters, soft countered by three and has three even matchups. He soft counters eight characters, counters seven, and hard counters two. Notably, he counters the [[SSBM|Ice Climbers]], despite them being in a higher tier placement than him. Ganondorf is one of the most easily edgeguarded characters in the game, making him struggle against characters with strong air and edgeguarding games such as Jigglypuff. His large size and high weight also make him susceptible to characters who can chaingrab him easily, such as Sheik. Overall though, Ganondorf has a rather strong matchup spread for a character of his tier and can beat many of the characters.
*{{Sm|Bizzarro Flame|USA}} - Ganondorf main from [[NorCal]] well-known for his eccentric playstyle which focuses heavily on [[technical skill]] such as [[moonwalking]], as well as unusual move choices like the [[Volcano Kick]] and [[Warlock Punch]]. His best supermajor placements include 25th at {{Trn|GENESIS 2}} and 33rd at {{Trn|Pound 2016}} and has set wins over {{Sm|Fiction}} and {{Sm|Duck}}. Additionally, he infamously beat fellow Ganondorf main Eikelmann 3-0 in a best-of-5 [[Salty Suite]] exhibition during {{Trn|Apex 2015}}.
 
*{{Sm|Eddie|USA}} - Chicago-based Ganondorf who showed impressive results with his placings at multiple Major League Gaming events from 2004 to 2006 and other tournaments such as 5th at {{Trn|EVO World 2007}}. Considered the best Ganondorf player in the world during this era, ranked 9th on the [[RetroSSBMRank#2001-2003|2001-2003 RetroSSBMRank]] and 25th on the [[Smash Panel Power Rankings]].
===Notable players===
*{{Sm|Eikelmann|USA}} - Considered one of the best Ganondorf players in the world around the mid-2010s alongside Bizzarro Flame, placing 25th at {{Trn|Paragon Orlando 2015}} and {{Trn|CEO 2015}} and beating top players such as {{Sm|Fly Amanita}}. Entered an indefinite hiatus following allegations of abuse by former partners and his ban from competition in Colorado.
:''See also: [[:Category:Ganondorf professionals (SSBM)]]
*{{Sm|Kage|Canada}} - Widely regarded the best Ganondorf player of all-time. A long-time Ganondorf player who boasted the best results of the character throughout most of the competitive history of ''Melee'', placing 3rd at {{Trn|Revival of Melee 2}} where he double-eliminated {{Sm|Mang0}} and 5th at {{Trn|Revival of Melee}} and into the late 2010s, continued to show the character's strengths at supermajors such as 17th at both {{Trn|The Big House 7}} and {{Trn|The Big House 9}}. He has been one of the only Ganondorf players to be consistently present on global rankings, peaking at 34th on the [[2013 SSBMRank]] and last seen 95th on the [[2019 MPGR]].
====Active====
*{{Sm|Mekk|USA}} - The best Ganondorf player in the post-Slippi era. A {{SSBM|Captain Falcon}} player who decided to play Ganondorf in order to help with his representation in the metagame, placing 9th at {{Trn|Super Smash Con 2023}} and 13th at {{Trn|Tipped Off 14: Resurgence}}. His 44th on the [[SSBMRank 2023]], the best Ganondorf ranking since Kage's peak in 2013. He was banned from competition after controversies relating to hate speech he posted on social media.
*{{Sm|Bizzarro Flame|USA}} (#98) - Ganondorf main from NorCal famous for his use of [[moonwalking]] as well as utilizing the less common up-tilt and [[Warlock Punch]].
*{{Sm|RockCrock|USA}} - Along with Kage, he was one of the strongest solo Ganondorf players during the late 2000s. Placed high at early CEO events and 33rd at {{Trn|GENESIS}}. The technique known as [[Tech Check]] was formerly named after him. Became semi-active before being banned from competitive play due to sexual misconduct allegations.
*{{Sm|Eddie|USA}} - Chicago-based Ganondorf who showed impressive results with his placings at all four Major League Gaming events in 2006.
*{{Sm|Tipman|USA}} - Florida Ganondorf main mostly active in the mid 2000's with high placings at {{Trn|MLG Orlando 2006}}. Known for popularizing the utility of {{Mvsub|Ganondorf|SSBM|up aerial|poss=y}} as a semi-spike, which led to the technique sometimes being referred to as the "Tipman spike."
*{{Sm|Eikelmann|USA}} - Former Orlando competitor now ranked 2nd in Denver; known for being the only active Ganondorf to defeat [[Smasher:Armada|Armada's]] {{SSBM|Peach}}.
*{{Sm|Kage|Canada}} (#44) - Ganondorf main from Montreal widely regarded as the best Ganondorf player in ''Melee''.
*{{Sm|Linguini|USA}} - Ganondorf main from Florida who is known for his knowledge and skill in the {{SSBM|Fox}} and {{SSBM|Falco}} match-ups.  
*{{Sm|Loki|Japan}}
*{{Sm|Mr. Brandandorf|USA}}
*{{Sm|n0ne|Canada}}
*{{Sm|RockCrock|USA}}
*{{Sm|Spider Sense|USA}}
 
====Inactive====
*{{Sm|Renth|USA}} - Florida Ganondorf main who was regarded as being one of the top in the world for his movement and punish game.


===Tier placement and history===
===Tier placement and history===
Ganondorf is currently ranked 14th on the tier list. Historically, Ganondorf has been considered a high or mid-high tiered character, having fluctuated between 8th and 12th for the first eleven tier lists. Although Ganondorf's slow speed and poor recovery was acknowledged, his great power helped him maintain his ground with the rest of the cast. However as the metagame progressed along with the rise of Pikachu, Luigi and Yoshi, Ganondorf's tier placement started to falter. This is reflected in the most recent tier list where he is ranked 14th, the lowest he has ever placed.
Historically, Ganondorf has been considered a high or mid-high tiered character, having fluctuated between 8th and 12th for the first eleven tier lists. Although Ganondorf's great power and strong punish game enabled him to maintain a more powerful presence in the early metagame, this was due to players being less experienced with the character and defensive counter play was less developed. With a better understanding on how to check Ganondorf, his ground with the rest of the cast began to falter, and his flaws became more exacerbated due to Ganondorf players being unable to fend off fast-paced and careful approaches from characters like {{SSBM|Falco}} and {{SSBM|Sheik}}. {{SSBM|Yoshi}} and {{SSBM|Pikachu}} have developed vastly improved counterplay on his chaingrabs, with the former now considered to win against Ganon. As a result of the metagame shifts favoring against him, Ganondorf's tier placement faltered. This is reflected in the most recent tier list where he is ranked 14th, the lowest he has ever placed.
 
==In single-player==


==In Single-Player==
===In {{SSBM|Classic Mode}}===
===In {{SSBM|Classic Mode}}===
[[File:GanondorfIntro.png|thumb|right|Ganondorf's unused intro image.]]
[[File:GanondorfIntro.png|thumb|Ganondorf's unused intro image.]]
Like {{SSBM|Roy}}, Ganondorf does not appear as an opponent in the game's Classic Mode, though he can appear as an ally in Team and Giant battles.
Like {{SSBM|Roy}} and {{SSBM|Sheik}}, Ganondorf does not appear as an opponent in the game's Classic Mode, though he can appear as an ally in Team and Giant battles. Despite this, Ganondorf does have an introduction image for the "Now Loading..." screen between matches in the game's files.


===In [[Adventure Mode]]===
===In [[Adventure Mode]]===
Line 266: Line 432:


===In [[Event Match]]es===
===In [[Event Match]]es===
Ganondorf is featured in the following [[Event matches|event matches]]:
Ganondorf is featured in the following [[Event matches|event matches]]:


Line 273: Line 438:
*'''[[Event 51: The Showdown]]''': The final event match pits the player against a team of [[Giga Bowser#In Super Smash Bros. Melee|Giga Bowser]], {{SSBM|Mewtwo}}, and Ganondorf on the Final Destination stage, without friendly fire, and all four characters having three stocks apiece and unlimited time.
*'''[[Event 51: The Showdown]]''': The final event match pits the player against a team of [[Giga Bowser#In Super Smash Bros. Melee|Giga Bowser]], {{SSBM|Mewtwo}}, and Ganondorf on the Final Destination stage, without friendly fire, and all four characters having three stocks apiece and unlimited time.


===Ending images===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
 
<center><gallery>
<center><gallery>
File:GanondorfClassicMode.jpg|Classic Mode.
GanondorfClassicMode.jpg|Classic Mode
File:GanondorfAdventureMode.jpg|Adventure Mode.
GanondorfAdventureMode.jpg|Adventure Mode
File:GanondorfAllStarMode.jpg|All-Star Mode.
GanondorfAllStarMode.jpg|All-Star Mode
</gallery></center>
</gallery></center>


==Trophy descriptions==
==[[Trophies]]==
In addition to the normal trophy about Ganondorf as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and [[All Star Mode#In Super Smash Bros. Melee|All-Star Modes]] as Ganondorf, respectively, on any difficulty:
In addition to the normal trophy about Ganondorf as a character unlocked by completing {{SSBM|Classic Mode}} as Ganondorf on any difficulty, there are two trophies about him as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Ganondorf on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Ganondorf:
:'''Ganondorf''' (Trophy #64)
:''Said to be the sole man born to the Gerudo tribe in a hundred years, Ganondorf aspired to conquer the world. He plundered a piece of the sacred Triforce from the Temple of Time when [[Link]] pulled the Master Sword from its pedestal. With the Triforce of Power in Ganondorf's possession, Hyrule was plunged into darkness until Link and [[Zelda]] defeated the fiend.''
:*Game: The Legend of Zelda: Ocarina of Time


:'''Ganondorf''' ''(Smash Red)'' (Trophy #65)
{{Trophy/Fighter
:''Since he's slow and can't jump very high, Ganondorf relies mainly on his immense physical strength to overwhelm his enemies. His great weight also makes him a difficult foe to send offscreen. Ganondorf's Warlock Punch is slow but absurdly powerful, and when he strikes with his Gerudo Dragon, enemies rise skyward enveloped in dark flames.''
|name=Ganondorf
:*B: Warlock Punch
|image=Ganondorf Trophy Melee.png
:*Smash B: [[Gerudo Dragon]]
|mode=Classic
|desc=Said to be the sole man born to the Gerudo tribe in a hundred years, Ganondorf aspired to conquer the world. He plundered a piece of the sacred Triforce from the Temple of Time when Link pulled the Master Sword from its pedestal. With the Triforce of Power in Ganondorf's possession, Hyrule was plunged into darkness until Link and Zelda defeated the fiend.
|gamelist={{Trophy games|game1=The Legend of Zelda: Ocarina of Time|release1=11/98}}
|game=Melee
}}
{{clrl}}


:'''Ganondorf''' ''(Smash Blue)'' (Trophy #66)
{{Trophy/Fighter
:''Ganondorf's slow speed works against him in single combat, but in melees, his crazy power lets him earn his keep with innumerable KOs. Ganondorf can't strike quickly, but each blow he lands adds up. Ganondorf is at his quickest when he uses the Wizard's Foot, and his Dark Dive blasts foes in a burst of dark energy.''
|name=Ganondorf
:*Up & B: Dark Dive
|image=Ganondorf Trophy (Smash).png
:*Down & B: Wizard's Foot
|mode=Adventure
<centeR>
|desc=Since he's slow and can't jump very high, Ganondorf relies mainly on his immense physical strength to overwhelm his enemies. His great weight also makes him a difficult foe to send offscreen. Ganondorf's Warlock Punch is slow but absurdly powerful, and when he strikes with his Gerudo Dragon, enemies rise skyward enveloped in dark flames.
<gallery>
|gamelist=:B: Warlock Punch
File:Ganondorf Trophy Melee.png|<nowiki>#</nowiki>64
:Smash B: Gerudo Dragon
File:Ganondorf Trophy (Smash).png|<nowiki>#</nowiki>65
|game=Melee
File:Ganondorf Trophy 2 (Smash).png|<nowiki>#</nowiki>66
}}
</gallery>
{{clrl}}
</center>
 
{{Trophy/Fighter
|name=Ganondorf
|image=Ganondorf Trophy 2 (Smash).png
|mode=All Star
|desc=Ganondorf's slow speed works against him in single combat, but in melees, his crazy power lets him earn his keep with innumerable KOs. Ganondorf can't strike quickly, but each blow he lands adds up. Ganondorf is at his quickest when he uses the Wizard's Foot, and his Dark Dive blasts foes in a burst of dark energy.
|gamelist=:Up & B: Dark Dive
:Down & B: Wizard's Foot
|game=Melee
}}
{{clrl}}


==[[Alternate costume (SSBM)#Ganondorf|Alternate costumes]]==
==[[Alternate costume (SSBM)#Ganondorf|Alternate costumes]]==
Line 315: Line 491:
|{{Head|Ganondorf|g=SSBM|s=25px|cl=Purple}}
|{{Head|Ganondorf|g=SSBM|s=25px|cl=Purple}}
|}
|}
==Gallery==
<center>
<gallery>
SSBMWebsiteGanondorf1.jpg|Fighting {{SSBM|Link}} and {{SSBM|Zelda}} on [[Temple]].
Ganondorfbmove.jpg|Using [[Warlock Punch]] on {{SSBM|Captain Falcon}} on [[Princess Peach's Castle]].
SSBMWebsiteGanondorf3.jpg|Using his [[neutral attack]] on {{SSBM|Yoshi}} on [[Pokémon Stadium]].
Ganondorfbdownmove.jpg|Using aerial [[Wizard's Foot]] on {{SSBM|Donkey Kong}} on Temple.
Ganondorfbupmove.jpg|Using [[Dark Dive]] on {{SSBM|Luigi}} on [[Jungle Japes]].
Ganondorfbforwardmove.jpg|Using [[Gerudo Dragon]] on {{SSBM|Mario}}.
</gallery>
</center>


==Trivia==
==Trivia==
[[File:Jab 2.png|150px|thumb|right|Ganondorf's scrapped second Jab from version 1.0 of ''Melee'', which is visible and usable by mods.]]
[[File:Jab 2.png|150px|thumb|Ganondorf's scrapped second Jab from version 1.0 of ''Melee'', which is visible and usable by mods.]]
*In the 1.0 version of ''Melee'', if Ganondorf had a Bunny Hood equipped, he would {{YouTube|FKucAxeQyms|perform a second jab}} during his neutral attack, an apparent leftover from Captain Falcon's moveset. This second jab had no hitboxes however, and was removed in the subsequent versions of ''Melee''.
*Despite being a rather poor jumper, Ganondorf has the highest ledge jump in the game, jumping higher than his more agile counterpart, Captain Falcon, and even {{SSBM|Falco}} (who has the highest normal jumps, and the second highest ledge jump).
*Despite being a rather poor jumper, Ganondorf has the highest ledge jump in the game, jumping higher than his more agile counterpart, Captain Falcon, and even {{SSBM|Falco}} (who has the highest normal jumps, and the second highest ledge jump).
*Ganondorf's [[AI]] is infamous for its extreme level of dominance when fighting other CPUs, where it been observed that a level 9 CPU Ganondorf will win the majority of the time against every other level 9 CPU, even against level 9 Luigi (who is normally considered the best CPU character against human players). As such, when AI tournaments are held, where players choose a CPU character to represent them, there are usually limitations on choosing Ganondorf, such as charging a higher fee to pick him.<ref>https://www.reddit.com/r/smashbros/comments/3jap9v/the_largest_level_9_cpu_tourney_ever_has_just/</ref>
*Ganondorf's [[AI]] is infamous for its extreme level of dominance when fighting other CPUs, where it’s been observed that a level 9 CPU Ganondorf will win the majority of the time against every other level 9 CPU, even against level 9 Luigi (who is normally considered the best CPU character against human players). As such, when AI tournaments are held, where players choose a CPU character to represent them, there are usually limitations on choosing Ganondorf, such as charging a higher fee to pick him.<ref>https://www.reddit.com/r/smashbros/comments/3jap9v/the_largest_level_9_cpu_tourney_ever_has_just/</ref>
*Ganondorf is tied with the {{SSBM|Ice Climbers}} for the world record in the [[Home-Run Contest]]. Ganondorf is also the only character that can break the max distance in the Home-Run Contest without the use of a [[glitch]] or [[Action Replay]] (the Ice Climbers have to utilize the [[freeze glitch]] to break the max distance).
*Ganondorf is tied with the {{SSBM|Ice Climbers}} for the world record in the [[Home-Run Contest]]. Ganondorf is also the only character that can break the max distance in the Home-Run Contest without the use of a [[glitch]] or [[Action Replay]] (the Ice Climbers have to utilize the [[freeze glitch]] to break the max distance).
*When Ganondorf's trophies are viewed under the "night"/"dark" background in the Trophy Gallery, his eyes glow. He is the only character whose trophy holds this trait.
*When Ganondorf's trophies are viewed under the "night"/"dark" background in the Trophy Gallery, his eyes glow. He is the only character whose trophy holds this trait.
*Ganondorf's hand is briefly seen during Link's montage in the introduction to ''Melee'', making him one of the five hidden characters, along with {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}, to have some kind of involvement with the intro.
*Ganondorf's hand is briefly seen during Link's montage in the introduction to ''Melee'', making him one of the five hidden characters, along with {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}, to have some kind of involvement with the intro.
*Most of Ganondorf's voice clips were imported from ''The Legend of Zelda: Ocarina of Time''; for example, his [[victory pose]] and [[taunt]] both use a sped up version of his laugh from that game. One voice clip involving Ganon saying "Ooya!" was imported, but nowhere is it used in the game.
*A voice clip with Ganondorf saying "Ooya!" only appears in ''Melee''{{'}}s [[Sound Test]]. This clip was reused in ''[[Brawl]]'' as his [[Wii Remote selection sound]], despite Ganondorf's design and voice actor changing to that of ''Twilight Princess''.
**This "Ooya!" clip would later find itself used in ''[[Super Smash Bros. Brawl|Brawl]]'', as it is the sound that plays when {{SSBB|Ganondorf}} is selected with the [[Wii Remote]], despite him having a new voice actor.
*Ganondorf's ''Ocarina of Time'' voice clips that were used in ''Melee'' do not have the filters that made them deeper and gruffer. In ''Ultimate'', where he has all new voice clips by Takashi Nagasako, the tone of Ganondorf's voice is closer to the one ''Ocarina of Time'' had.
*Ganondorf is the only clone whose original character ({{SSBM|Captain Falcon}}) is from a different series.
*Ganondorf is the only clone whose original character ({{SSBM|Captain Falcon}}) is from [[F-Zero (universe)|a different series]].
**Sakurai did not plan to include Ganondorf as a playable character in Melee, only including him later in development because his body had a very similar build to Captain Falcon's, allowing him to be easily added on as a last minute clone of Captain Falcon.
**Sakurai did not plan to include Ganondorf as a playable character in ''Melee'', only including him later in development because a model was already provided and his body had a very similar build to Captain Falcon's, allowing him to be easily added on as a last minute clone of Captain Falcon.
*In the 1.0 version of ''Melee'', if Ganondorf had a Bunny Hood equipped, he would {{YouTube|FKucAxeQyms|perform a second jab}} during his neutral attack, an apparent leftover from Captain Falcon's moveset. This second jab had no hitboxes however, and was removed in the subsequent versions of ''Melee''.
*Alongside fellow {{uv|The Legend of Zelda}} fighter {{SSBM|Sheik}}, ''Melee'' marks Ganondorf's first playable appearance. Both would eventually become playable characters outside of ''Smash'' in ''{{iw|zeldawiki|Hyrule Warriors}}''.
*Not counting Donkey Kong and Mario, as they have been both a protagonist and antagonist, Ganondorf, along with Bowser, are the first two playable antagonists in the ''Smash'' franchise. <!--Mewtwo does not count, due to its antagonistic role being exclusive to the main anime series and possibly other non-game adaptations, but being non-existence in at least the main series games. Do not use its appearance in Event 51: The Showdown as a counterargument, as some antagonistic fighters who aren't necessarily villains are still considered villains in certain scenarios in the Smash series.-->
*Strangely, in his challenger approaching screen, Ganondorf appears to have no cape, more closely matching his design in the promo art of ''The Legend of Zelda: Ocarina of Time''.
*This is the only time in the series where Ganondorf is ranked higher than a low/bottom tier.


==References==
==References==
{{reflist}}
{{reflist}}
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1218/index.html Ganondorf's page at Smabura-Ken] ([[smashwiki:26TP/Ganondorf|Translation]])


{{SSBMCharacters}}
{{SSBMCharacters}}
{{Zelda universe}}
{{Zelda universe}}
[[Category:The Legend of Zelda universe]]
[[Category:Ganondorf (SSBM)| ]]
[[Category:Ganondorf (SSBM)]]
[[Category:Trophies (SSBM)]]
[[es:Ganondorf (SSBM)]]

Latest revision as of 21:37, December 17, 2024

This article is about Ganondorf's appearance in Super Smash Bros. Melee. For the character in other contexts, see Ganondorf.
Ganondorf
in Super Smash Bros. Melee
Ganondorf SSBM.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Brawl
in SSB4
in Ultimate
Availability Unlockable
Tier C+ (14) (North America)
E (14) (Europe)
Ganondorf (SSBM)

Ganondorf (ガノンドロフ, Ganondorf) appears as an unlockable playable character in Super Smash Bros. Melee. His model is directly taken from his appearance in the SpaceWorld 2000 GameCube Tech Demo, which is itself based on his appearance in his original Gerudo form from The Legend of Zelda: Ocarina of Time (being the only playable character in Melee to have his model taken from elsewhere). Ganondorf is a clone of Captain Falcon, and as such, he fights in a brawler style similar to Captain Falcon, but in a slower, more powerful manner.

Ganondorf is voiced by Takashi Nagasako, with most voice clips being reused from The Legend of Zelda: Ocarina of Time.

Ganondorf currently ranks 14th in the C+ tier on the Melee tier list, which is his best placement in the series. Ganondorf boasts extreme power, good reach, decent chaingrabbing ability, and very useful aerials, including the strongest meteor smash in the game in his down aerial. He also has several effective edgeguarding options including the aforementioned down aerial, both the strong and weak hitboxes of his up aerial, and his back aerial. Nonetheless, Ganondorf has extreme flaws to counteract these great strengths as well. He has a bad neutral game due to his poor dash dance and lack of non-committal approaching moves, forcing Ganondorf players to rely more on reads and baits, and the punishes that come with them. However, Ganondorf is also very susceptible to punishes himself, as he is easily comboed and chaingrabbed due to his size and weight, and is very easily edgeguarded due to his very predictable (albeit long) recovery; however, the latter would be among the worst should the aerial Wizard's Foot be absent during the process. He is also vulnerable to projectiles and has few ways to deal with characters that outrange him or have very fast attacks. Because of this, while Ganondorf has good matchups against characters ranked lower than him, and a few high tiers reliant on wavedashing for movement, he struggles to maintain ground against top-tier characters, such as Fox and Sheik.

How to unlock[edit]

Ganondorf must be defeated in battle before he can be unlocked. There are two ways the player can encounter Ganondorf:

  • One way is to complete Event 29: Triforce Gathering. If the player fails to defeat Ganondorf, they can re-fight him by completing the event again.
  • Another way is to play 600 VS. matches. If the player fails to defeat Ganondorf, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Ganondorf can be fought.

Upon meeting either requirement, Ganondorf is fought on Final Destination, with the track "Great Bay" playing.

Attributes[edit]

As a slower, larger clone of Captain Falcon, Ganondorf sacrifices speed for power and range. He is often considered to be the most powerful character in the game, boasting as many as sixteen KO options. This is counteracted by his poor mobility, as he has the 6th slowest dashing speed, the 3rd slowest air speed, and a rather short and slow wavedash. However, he possesses techniques that can partially circumvent his low speed, such as the Moonwalk, a great platform-dashing game, and one of the fastest and longest rolls.

One of Ganondorf's most notable strengths is his extreme power and damage output. His up smash, though laggy, is the strongest in the game if fully charged and both hits connect. His neutral special, Warlock Punch, and his notorious up tilt are two of the slowest moves in the game (the latter is the slowest), but can KO as low as 30%. His down aerial is both the strongest aerial attack and meteor smash in the game; it is notoriously difficult to meteor cancel regardless of damage percentage and is nearly impossible to recover from, even at low percentages, and can reliably star KO some grounded characters under 100%. Ganondorf's powerful attacks are counterbalanced by their slowness, but although most of his aerial attacks have long periods of landing lag, Ganondorf is perhaps the character that benefits the most from L-canceling, as it allows him to effectively combo other characters.

Despite Ganondorf's extreme power, he does not suffer from poor combo ability due to the knockback in his attacks, as he manages to retain some of the excellent combo ability from his clone. His aerials flow very well into each other, and when L-canceled, he can chase his opponents and land a follow-up despite his poor air speed. Due to his benefit from L-canceling, a low short hop, and decent falling speed, Ganondorf has a good SHFFL. The core of Ganondorf's combos lie in his grab game; despite a rather poor grab range, his throws have immense versatility, and his up and down throws are excellent launchers, as well as effective chain-grabs. His forward and back throws can also set up edgeguards.

Ganondorf's greatest strength, however, is his superb edge-guarding game. Despite his poor air speed, he is one of the best edge-guarders, with more aerial guarding options than any other character in the game; all of his aerials deal high damage and knockback and are guaranteed to knock foes offstage; his down air is an extremely powerful meteor smash, and Wizard's Foot is a non-recoverable spike. In particular, his sourspotted reversed up aerial (performed while facing away from the edge) is one of the best gimping moves in the game because of its long duration, range, semi-spiking knockback (hard to tech out of) at a 20° (rear hitbox) or 0° (rear bottom hitbox) trajectory with gravity following suit, extremely high hitstun, and cannot be DI'd due to its low knockback.

Ganondorf's major weakness is his poor approach and neutral game. Although his weight and quick falling speed enables him to live longer, they also make him highly susceptible to combos and chaingrabs. His mobility and approach are ultimately crippled by his short, relatively slow wavedash and poor dashing and air speeds. A lack of a projectile also makes it difficult for him to break opposing camping. He also has a very poor dash-dance, as it is among the shortest in the game and leaves him vulnerable to being camped or rushed down. Additionally, he lacks safe moves that allow him to approach noncommittally. As a result, Ganondorf is dependent on punishing opponents through reads and baits.

Ganondorf is also regarded as one of the most easily edge-guarded and edge-hogged characters in the game. On paper, he has a long, extendable horizontal recovery, thanks to his down special, Wizard's Foot, which is one of the only two specials that allow the character to regain their midair jump (the other being Falcon Kick, but is considered inferior to Wizard's Foot because of how much farther downward it travels and Captain Falcon's higher falling speed). Ganondorf's aforementioned abysmal air speed prevents him from efficiently moving off-stage, and his mid-air jumps fail to give enough height to reliably recover offstage. This makes edgehogging very threatening if Ganondorf is positioned poorly offstage.

Overall, Ganondorf is a powerhouse; with some of the strongest moves in the game, he can easily KO the entire Melee cast at very lower percents with his powerful moves. All that's holding him back are his unimpressive mobility and prediction-reliant neutral game, requiring players to play a bait-and punish style to try and land his powerful moves while being careful not to get attacked himself.

Differences from Captain Falcon[edit]

Ganondorf struggles more often than Captain Falcon due to his slower mobility and a weaker combo game, causing Ganondorf to be more prediction-reliant when approaching and having more difficulty in competing with faster characters like Fox or Sheik. However, Ganondorf boasts noticeably stronger attacks, a more dangerous edgeguarding game, and greater reach. He also has no sourspots on his attacks barring his forward tilt, and still retains a few of Captain Falcon's good combo starters, enabling him to still have an good combo game. Despite being designed as a "slower" Captain Falcon, almost all of Ganondorf's moves have the exact same frame data in terms of start-up and ending lag, although all his aerials do have much higher landing lag. A few of Ganondorf's moves also have different knockback angles, usually toward vertically rather than horizontally. Finally, Ganondorf has more electric effects in addition to darkness on his attacks, with only one move (up tilt) using flame.

Attributes[edit]

  • Change Ganondorf is physically larger and taller than Captain Falcon, giving his attacks more reach. However, this increased size also increases his hurtbox, thus making him easier to hit.
  • Change Ganondorf is heavier than Captain Falcon (104 → 109), granting him better endurance, but also making him easier to combo.
  • Buff Ganondorf's ledge jump is higher than Captain Falcon's, being the highest in the game.
  • Buff Ganondorf's rolls cover more distance than Captain Falcon's.
  • Buff Ganondorf's wavedash is longer than Captain Falcon's.
  • Buff Ganondorf's spot dodge has 1 less frame of startup (3-20 → 2-20).
    • Change Spot dodge has a altered animation.
  • Nerf Ganondorf's walk speed (0.85 → 0.73), dash speed (2.3 → 1.35), air speed (1.12 → 0.78), and jump and midair jump height are all lower than Captain Falcon's.
  • Nerf Ganondorf's jumpsquat is slower (4 → 6) than Captain Falcon's, slowing his ability to be airborne and perform aerials and wavedashes.
  • Nerf Ganondorf cannot wall jump.
  • Nerf Ganondorf's falling speed is much slower than Falcon's (2.9 → 2), making his vertical endurance worse despite being heavier. Given the fact that Ganondorf would still be as easy to combo as Falcon due to other factors in spite of this, including his weight and stature, as well as his recovery still being worse due to a lower double jump and significantly lower air speed, it does not provide any benefit whatsoever.
  • Change Captain Falcon's attacks that deal flame damage, such as forward smash, Falcon Punch, Raptor Boost, and Falcon Kick, are replaced by darkness for Ganondorf's counterparts.

Ground attacks[edit]

  • Neutral attack:
    • Change Neutral attack is changed to be only a single palm strike.
      • Change The single hit deals only 7% (palm)/8% (body), it makes it deal more than the first two hits (2% (hit 1)/3% (hit 2)) and the roughly the same damage as the Gentleman (8% (clean)/6% (late) individually, but does less damage than Captain Falcon's if all hits of his jab were to connect.
      • Buff It has a larger hitbox on the palm than Falcon's Jab 1 (3.5154u → 3.906u).
      • Buff It has higher base knockback than the Gentleman (20 → 30).
      • Nerf It has more ending lag than Falcon's Jab 1 (IASA 16 → 19).
      • Nerf It does not have a rapid jab.
    • Change It has an electric effect.
  • Forward tilt:
    • Buff It deals more damage overall (11% (unangled)/12%/11% (angled up)/10%/11% (angled down) → 13%/12%/11% (unangled)/14%/13%/12% (angled up)/12%/11%/10% (angled down))
    • Buff It has more base knockback (10 → 20), being the third strongest forward tilt in the game.
    • Buff It has a larger hitbox at the foot (4.2966u → 5.0778u).
    • Buff Its sweetspot hitboxes are positioned at the foot rather than up close when angled down, making it better for spacing.
  • Up tilt:
    • Buff Up tilt deals significantly more damage (13% → 27%) with drastically higher base knockback (50 → 110), able to KO from center under 25% and at 0% near ledges and is thus the strongest tilt in the game.
    • Nerf Up tilt has drastically more startup (17 frames → 81) and catastrophically higher ending lag (38 frames → 115), making it impossible to land in almost any circumstance outside of rest or shield break punishes, edgeguarding, or deceptive mindgames. It also lacks a hitbox as Ganondorf brings his foot down, giving the move less vertical range.
    • Change Up tilt has a wind effect while the leg is lifted up and an explosive effect that deals flame damage when the leg strikes the ground.
  • Down tilt:
    • Buff Down tilt has significantly higher knockback (25 base/75 growth → 30 base/100 growth), being the fourth most powerful down tilt in Melee, while still being a useful combo starter at lower percentages.
    • Nerf Down tilt has a shorter duration (10-15 → 10-12).
  • Dash attack:
    • Buff Dash attack deals more damage (10%/7% → 14%/10%) and knockback (22 base/90 growth → 40 base/80 growth), improving its KO potential, while still being a useful combo starter.
    • Buff Dash attack's hitboxes are placed a little further out, increasing the move's range. They are also positioned higher.
    • Change Dash attack has a different launch angle (361° → 115° (clean)/110° (late)).
  • Forward smash:
    • Buff Forward smash has much higher knockback (24 base/100 growth → 40 base/80, 83, and 85 growth), damage (20% (forward)/21% (up)/19% (down) → 22%/24%/20%), and range.
    • Nerf Forward smash has more startup lag (18 frames → 20).
    • Nerf Forward smash launches opponents at a higher angle (361° (all) → 80° (up)/70° (forward)/60° (down)).
  • Up smash:
    • Buff Up smash deals consistent and increased more damage (8%/14% (hit 1)/13%/12% (hit 2) → 22%/19%) and knockback (base 30/growth 128 → 50 base/40 (hit 1), 80 (hit 2) growth), being the most damaging up smash in the game if both hits connect.
    • Buff Both hits have more active frames (21-22 → 21-23 (hit 1), 27-28 → 26-29 (hit 2)), which also shrinks the frame gap between the 2 hits.
    • Change Both hits have a bigger hitbox on the foot, increasing the move's vertical range. However, the first hit of Ganondorf's version lacks the hitbox on the ground in front of him, reducing the move's horizontal range and worsening its ability to hit grounded opponents.
    • Nerf Up smash is less useful as a combo move and the hits do not link as reliably above very low percentages.
  • Down smash:
    • Change Down smash's hits naturally combo into each other as opposed strong hitting once.
      • Buff This allows it to deal more damage than Captain Falcon's if both hits connect (18%/16% → 22%/20%).
      • Nerf Due to being a multi-hit, it naturally makes it less reliable due to risk of the opponent falling out and being more vulnerable to SDI.
    • Change The seconds launches vertically in front of Ganondorf has opposed to horizontally (361° → 120°)
    • Buff The second kick has higher knockback despite it's lower damage (30 and 20 base/100 growth → 60 base/110 growth).
    • Nerf Both hits deal less damage on their own with the second kick having a sourspot (18% (hit 1)/16% (hit 2) → 8%/14%/12%).
    • Nerf The first hit's hitboxes are slightly smaller (3.906u/3.906u → 3.5154u/3.5154u), though it's Z-offset was compensated (5.0778u → 5.859u).
      • Buff The second hit's hitboxes are bigger with it having an extra hitbox inside of Ganondorf (3.5154u/3.5154u → 4.2966u/4.2966u/4.2966u).
    • Nerf It also has slightly more ending lag (IASA 45 → 47).

Aerial attacks[edit]

  • Nerf All aerials have more landing lag (15 frames → 25 (neutral), 19 frames → 25 (forward), 18 frames → 25 (back), 15 frames → 25 (up), 24 frames → 35 (down)).
  • Neutral aerial:
    • Change The first hit does not have fixed knockback (0 (base)/100 (growth)/40 (fixed) → 30/100/0). This allows the first hit to KO on it's own, but significantly hinders it's ability to connect into the second hit.
    • Change The first hit has an altered launch angle (82°/78°/74° → 55°/60°/65°).
    • Buff It deals more damage on both kicks (5%/6% (hit 1)/7% (hit 2) → 12% (both)).
    • Buff The second hit has higher base knockback (40 → 50).
    • Buff It autocancels earlier (frame 34 → 26).
    • Nerf Both hits have shorter durations (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)).
    • Nerf Both hits have smaller hitboxes overall (4.2966u/5.4684u/4.2966u → 3.5154u/4.6872u/5.0778u (hit 1), 4.2966u/4.2966u/4.2966u → 3.5154u/4.6872u/5.0778u (hit 2)
    • Nerf Both hits have shorter durations (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)).
    • Nerf Both hits are much harder to combo into due to their increased power and shorter durations.
  • Forward aerial:
    • Change Forward aerial has a different animation: an arcing downward punch.
    • Change It does not have a sourspot, this makes it more reliable for KO'ing, but removes the sourspot combos from Captain Falcon's Knee Smash.
    • Change It does not have an electric effect.
    • Change It has altered knockback (24 base/100 growth → 60/80).
    • Buff It has greater range due to it's different animation.
    • Buff It autocancels slightly earlier (frame 34 → 33).
    • Buff It is able to be interrupted earlier (IASA 36 → 35).
      • Nerf However, it has more ending lag overall due to move's fewer active frames.
    • Nerf It has much less active frames (frames 14-30 → 14-19).
    • Nerf It deals slightly less damage than the sweetspot of Captain Falcon's (18% → 17%).
    • Nerf It does not semi-spike (32° → 361°).
  • Back aerial
    • Buff It deals more damage (14% → 16%).
    • Buff It has increased base knockback (20/0 → 30/10).
    • Buff It has a larger hitbox on the fist (4.6872u → 5.4684u).
    • Buff It does not have a weaker late hit.
    • Buff It autocancels slightly earlier (frame 20 → 18).
    • Nerf It has fewer total active frames (10-17 → 10-15).
  • Up aerial
    • Buff It has higher base knockback (10 (clean)/8 (late) → 35 (clean)/30 (middle)/20 (late)).
    • Change It has a late hit that is active from frames 14-16 that deals 8% (body)/6% (foot) and sends at an angle of 0°.
      • Buff This makes the move significantly better for Edgeguarding due to it's low angle.
      • Buff The late hit gives the move a longer duration (6-13 → 6-16) and allows it to hit below Ganondorf.
  • Nerf Back and up aerials are less effective combo tools thanks to their increased power and Ganondorf's slower mobility.
  • Down aerial:
    • Buff Down aerial deals 6% more damage (16% → 22%) with higher base knockback (40 → 50), being the strongest meteor smash in Melee, able to KO grounded opponents under 100% while being notoriously difficult to meteor cancel. It also has larger hitboxes.
    • Nerf Down aerial's top hitbox lacks the ability to nipple spike, meaning it is always meteor cancellable regardless of which hitbox is landed. It also has transcendent priority, preventing it from cancelling out projectiles.
    • Change Down aerial has an electric effect.

Throws/other attacks[edit]

  • Change Up throw launches opponents at a different angle (85° → 90°).
  • Down throw
    • Buff Down throw launches opponents at a different angle (65° → 100°), making it more reliable for combos and chain-grabs.
    • Change Down throw has marginally more knockback scaling (34 → 36).

Special moves[edit]

  • Warlock Punch:
    • Buff Warlock Punch deals much more damage (23%/25%/27% → 30%/32%/34%) than Falcon Punch, with its knockback not being fully compensated (scaling 102 → 100).
    • Nerf It has smaller hitboxes (3.906u/3.5154u/4.8825u (ground)/5.2731u/4.6872u/4.8825u (air)) → 2.3436u/3.906u/3.5154u (both)).
    • Nerf Warlock Punch has much more startup lag and a shorter duration than the Falcon Punch (52-56 frames → 70-72), and Ganondorf is unable to perform an equivalent to Captain Falcon's Sacred Combo due to his lower air speed, slower run speed, slower jumpsquat and Warlock Punch's higher startup.
    • Change Warlock Punch has significantly different aesthetics from the Falcon Punch; even discounting the darkness effect, it lacks the falcon-shaped fiery aura and falcon screech during the punch.
  • Gerudo Dragon:
    • Buff Gerudo Dragon deals much more damage (7% → 17% (ground)/16% (aerial)) and some extra shield damage (0 → 10 (grounded)) compared to Raptor Boost.
    • Change Gerudo Dragon has a different angle on the ground (90° → 105°).
    • Nerf Gerudo Dragon has lower knockback values (78 base/80 growth (grounded) → 60/69, 60 base/70 growth (aerial) → 50/65), dealing less knockback at lower percents, though it still deals more knockback at higher percents due to the increased damage.
    • Nerf Gerudo Dragon covers less distance than Raptor Boost and the aerial version cannot meteor smash (270° → 70°).
    • Nerf Gerudo Dragon's detection hitboxes during the dash are positioned further back, giving the move a large negative disjoint.
    • Change When Ganondorf falls after whiffing Gerudo Dragon, the screen shakes more than when Captain Falcon whiffs Raptor Boost.
  • Dark Dive:
    • Buff Dark Dive travels slightly more vertical distance than Falcon Dive due to Ganondorf's taller stature.
    • Buff Dark Dive's grab deals four weak electric hits, which can hit opponents who attempt to intercept Ganondorf.
    • Buff Dark Dive's throw deals 3% more damage than Falcon Dive (12% → 15%), giving it more knockback which can KO reliably under 150%.
    • Nerf It covers slightly less horizontal momentum (1.1 → 0.85).
  • Wizard's Foot:
    • Buff Grounded Wizard's Foot has higher and consistent knockback than Falcon Kick (50 base/70, 60, and 50 growth → 60/85) that does not get weaker over time.
    • Buff Grounded Wizard's Foot has consistent damage output that does not get weaker over time (15% clean/12% mid/9% late → 15%).
    • Change Grounded Wizard's Foot always launches horizontally (361° clean/80° mid/90° late → 361°), whereas the mid and late hits of grounded Falcon Kick have vertical knockback.
    • Buff Grounded Wizard's Foot has a longer duration (14-32 → 14-34).
    • Buff Aerial Wizard's Foot is also a powerful spike instead of dealing horizontal knockback like Falcon Kick (361° → 290°).
    • Buff Aerial Wizard's Foot's landing hitbox deals more damage (9% → 12%).
    • Buff Aerial Wizard's Foot is safer to use to restore Ganondorf's midair jump thanks to his lower falling speed compared to Captain Falcon.
    • Nerf Both grounded and aerial Wizard's Foot have slightly more ending lag.
    • Nerf Aerial Wizard's Foot deals 1% less damage (15% → 14%).

Version history[edit]

NTSC 1.01 addressed some oversights and bugs with Ganondorf, fixing glitches where he performs a second jab with a Bunnyhood equipped and no longer being considered grounded when using Dark Dive on the ground. The startup lag on the second hit of his neutral aerial was also increased to match the move's animation which had the side-effects of reducing it's ending lag and making it autocancel later.

The PAL version of Melee nerfed two of Ganondorf's aerials, with his forward aerial no longer being a reliable KO move (although it can combo into itself better), and his down aerial dealing less knockback and damage (while still remaining the strongest meteor smash in the game.)

NTSC 1.01

  • Bug fix Ganondorf can no longer perform the Bunnyhood double jab glitch.
  • Bug fix Ganondorf is no longer considered grounded when using grounded Dark Dive.
  • Change The second hit of neutral aerial has more startup lag (frame 16 → 20), now matching its animation.
    • Buff This decreases its ending lag as its total duration was unchanged.
    • Nerf However, this also makes it auto-cancel 4 frames later (frame 22 → 26).

PAL

  • Nerf Forward aerial has decreased base knockback (60 → 40).
  • Nerf Forward aerial has smaller hitboxes (3.125u/3.91u/5.08u → 2.734u/3.52u/4.3u).
  • Nerf Down aerial deals 1% less damage (22% → 21%) with decreased base knockback (50 → 40).

Moveset[edit]

For a gallery of Ganondorf's hitboxes, see here.

Ganondorf's aerial attacks
Ganondorf performing his forward aerial after tech checking Captain Falcon's Falcon Dive. The move's base knockback is high enough to gimp characters with subpar recovery at any percentage.
  Name Damage Description
Neutral attack Thunder Punch (雷打, Thunder Hit) 7% (hand), 8% (body) A quick palm strike that shocks enemies on contact. Has KO potential at higher damages, but since he jabs directly in front of him, some smaller characters can easily duck under it. It hits on frame 3, making it Ganondorf's fastest attack. It is often used in combos with his other attacks, especially his down aerial.
Forward tilt Armor Crusher (甲冑割, Armor Splitter) 12-14% Kicks his foot out forward. Has great speed and range for a powerful tilt (3rd most powerful forward tilt in the game), but is short in duration (3 frames). This attack is often used to space away opponents due to its speed, range, and power. The upward angled-variant is excellent at stuffing out jump-ins and is Ganon's most consistent anti-air option and fastest grounded kill move. The downward variant is helpful for sniping ledges, particularly against Fox Illusion and Falco Phantasm. Overall a very versatile and powerful spacing tool and one of the better forward tilts in the game.
11-13%
10-12%
Up tilt Volcano Kick (爆裂蹴, Exploding Kick) 27% Lifts up and charges his leg, then brings it down in a violent explosion. It has extremely long start-up, taking over a second to come out and nearly two seconds to finish. Though it is very powerful; it can OHKO from its extremely high base knockback if landed by an edge. It is by far the most powerful tilt in the game, and can KO even earlier than the Warlock Punch, but its abhorrent start-up combined with its deceptively poor reach limit it to only a niche ledge-trap or shield-break punish.
Down tilt Sweeping Snake (掃脚, Sweep Leg) 12% Does a quick low sweep kick. Long reach, and is rewarding on hit; it can combo into most aerials for a KO. Rather slow when compared to other down tilts and extremely vulnerable to crouch cancelling. Can KO at very high percentages. Fourth most powerful down tilt in the game.
Dash attack Iron Shoulder (剛肩, Strong Shoulder) 14% (clean), 10% (late) A quick shoulder tackle. Poor combo potential, but a great burst option with decent damage output. Much more rewarding if reversed, setting up for comboes if timed right. This is the second most powerful dash attack in the game, beaten only by Samus.
Forward smash Nightmare Lunge (紫炎肘, Violet Flame Elbow) 24% Lunges forward, thrusting out his elbow. Great reach thanks to how far forward Ganon steps during the thrust; it can outrange other pokes and occasionally even Marth's forward smash, but its poor start-up and cooldown render it catastrophically unsafe on block and very easy to punish. Despite being hard to Dl, forward smash can struggle to kill, especially on fastfallers, and is generally outclassed by his two other smash attacks.
22%
20%
Up smash Tornado Kick (二連脚, Double Kick) 22% (hit 1), 19% (hit 2) A 540 kick. It has three unique hitboxes; the first on his pelvis sends sideways with strong knockback, great for calling out high recoveries; the second is located on his thigh and is fairly rare to land, but links into the second hit to deal nearly 40%. The final hit covering his foot sends up with great knockback, consistently killing even fast-fallers below 100%. Up smash has great priority, making it a great anti-air and callout for shorthops and aerials from ledge, and is surprisingly safe on shield (-7). This move isn't without its flaws however; it loses to most ground attacks, has slow, reactable start-up and is extremely susceptible to low profiling. Knockback wise, this is the 5th most powerful up smash in the game, if only the first kick connects (only beaten by Pikachu, Fox, Sheik, and Peach).
Down smash Leg Whip (連繋蹴, Chain Kick) 8% (hit 1), 14% (hit 2 leg), 12% (hit 2 foot) Kicks on either side of him. One of Ganon's best launchers and his fastest smash attack in terms of startup. The first hit chains into the second, and the second hit sends upward, making down smash into an aerial a viable kill confirm on fastfallers. The first hit can rarely fail to link properly and send the opponent at a deep semi-spike angle, setting them up for an edgeguard. The move's biggest flaw is its noticeable blindspot below Ganon's leg, allowing characters that pancake their hurtboxes (e.g Marth to dodge under the move and punish him. If only the second hit connects, this is the second most powerful down smash in the game, only beaten by Marth.
Neutral aerial Swooping Keese (旋風陣, Whirlwind Formation) 12% (hits 1-2) Two quick mid-air kicks. Both kicks have high knockback (especially the second kick, capable of KOing under 130%), and can deal very high damage when landed in succession. The first hit can be used as a niche poke and has limited killpower and combo ability on poor DI, but rarely links into the second kick even at low percents; it's completely impossible to do so past ~25%. It's possible to land the second kick without the first one, which is occasionally useful to deter reckless approaches, but requires correct timing. With both kicks, it is the second strongest neutral aerial in the game (exceeded by Mr. Game & Watch's).
Forward aerial Skull Crusher (頭蓋割, Skull Splitter) 17% Ganondorf brings his fist down in an arc rather quickly, with impressive knockback and damage, though slightly weaker than Captain Falcon's Knee Smash. Unlike the Knee Smash, however, it always strikes with the same force, and is also just as fast as the Knee with much more reach, though it has more landing lag. KO's at 109% from the center of Final Destination. This is the fifth most powerful f-aerial in the game (Zelda, Dr. Mario, Captain Falcon, and Yoshi respectively surpass him in this regard).
Back aerial Hidden Gauntlet (裏拳, Backfist) 16% Punches behind him with high power. It is fast, very powerful, good for edgeguarding, and has great range. It has less base knockback than his forward aerial, but has more knockback scaling, making its power proportional to his forward aerial, knockback-wise. Has the exact amount of frames as Captain Falcon's back aerial, but unlike his, it hits with the same power throughout the entirety of the attack. KO's at 105% from the center of Final Destination. This is the second most powerful back aerial in the game (second to Zelda).
Up aerial Vulture Kick (後転脚, Back Turn Kick) 13%/12% (clean), 12%/10% (mid), 8%/6% (late) Does a flip kick, covering a large arc above him. Knockback direction depends on which angle the foe was hit in. If Ganondorf is facing away from the opponent and the attack hits with the sourspot at the tip of his foot, the opponent will be semi-spiked, with low damage but extremely high hitstun. This is the sixth most powerful up aerial in the game (Bowser, Fox, Kirby, Peach, and Zelda respectively surpasses him in this regard).
Down aerial Thunder Drop (落雷蹴, Thunderbolt Kick) 22% (NTSC), 21% (PAL) Stomps both his feet downwards, with an electric effect. An extremely powerful meteor smash, and an excellent SHFFL option, with a massive hitbox that covers Ganondorf's entire body and is able to hit opponents below platforms. It is the most powerful meteor smash in the game and is overall the most powerful aerial in the game. It is capable of setting up combos at low percentages when used against grounded opponents, and serves as a great finisher on grounded opponents at high percentages. This attack has transcendent priority.

In the PAL version of the game, this move deals slightly less damage with a small decrease to knockback, but still remains a very powerful meteor smash.

Grab Grab (つかみ) Grabs with his left hand. Frame 7 startup, but one of the shorter ranged grabs in the game, beating Captain Falcon but losing to Peach.
Pummel Armored Knee (つかみ膝蹴, Grab Knee Kick) 3% Knees the opponent.
Forward throw Gut Punch (剛突, Strong Thrust) 5% (hit 1), 4% (throw) Punches foe in front. Its only use is setting up edgeguarding situations at high percentages.
Back throw Blind Mule Kick (衝脚, Piercing Leg) 5% (hit 1), 4% (throw) Brings foe behind him and kicks. Can set up edgeguards at high percentages.
Up throw Jaw Breaker (顎砕, Jaw Smash) 4% (hit 1), 3% (throw) Knocks his foe above him. Excellent set up for juggles and platform pressure, and can be an effective chain-grab against fast fallers until high percentages, but its high endlag makes it somewhat clunky to start setups with
Down throw Dirt Nap (地割落, Earth Splitting Fall) 7% Takes foe and slams them into the floor. Another throw well-suited for juggling. Can also chain-grab characters with average falling speeds until around 90%, and fast-fallers to about 130%. Can combo into jab then down aerial on Space animals around 50%. Comboes into all aerials at higher percentages and is one of Ganon's most common bread-and-butter kill confirms.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and flips while kicking. Deceptively high horizontal range.
Floor attack (back)
Floor getups (back)
  6% Stands on both hands and does a spinning double kick. Short horizontal range makes this a poor getup attack, but it can occasionally snipe opponents on Fountain of Dreams's platforms at lower elevations, and its multi-hit nature makes it decently safe against crouch cancelling
Edge attack (fast)
Edge getups (fast)
  10% Picks himself up and kicks forward. Fantastic range and can even snipe platforms on Yoshi's Story and Fountain of Dreams, but is unsafe against crouch cancelling. Hitting an opponent standing too close to the edge sends them backward at a great angle, setting up for Ganon's deadly edgeguarding.
Edge attack (slow)
Edge getups (slow)
  8% Slowly gets up and uppercuts. Has occasional use to catch opponents off guard due to its above average intangibility frames, but mostly death on whiff.
Neutral special Warlock Punch 34% (close), 32% (mid), 30% (far) Winds up darkness in his fist then releases it all in one powerful punch. Like the Falcon Punch, Ganondorf announces the move with a loud yell, lacking any surprise advantage. It has very high knockback, able to KO at low percentages and can even KO light characters under 10%. Except on utterly defenseless or paralyzed opponents, this attack is very hard to use in combat because it is very slow and predictable, making it extremely difficult to land in competitive play.
Side special Gerudo Dragon 17% (Ground), 16% (Air) Lunges forward, uppercutting any opponents who come in his path. One of Ganondorf's best launchers, and it can hit slightly behind him, making it particularly useful in tech situations, but is very unsafe on whiff. Unlike Raptor Boost, this move does not meteor smash opponents when used in the air. Instead, it will launch them diagonally upwards. The move causes helplessness if used in the air. The grounded version KO's at 127%
Up special Dark Dive 1% (hits 1-4), 15% (release), 6% (breakout) Quickly leaps upward. If he connects with an opponent, they will be trapped in a flurry of electricity. Also, if the move connects, Ganondorf will not go into a helpless state. This move can grab the ledge even if Ganondorf is facing the opposite direction. Useful for mixups, especially below platforms and can kill at higher percents, but has so little base knockback that it's negative on hit at low percentages.
Down special Wizard's Foot 15% (ground), 14% (air), 12% (landing) On the ground, Ganondorf rushes forward with his leg extended, dealing great knockback for the whole duration of the move, but leaving him extremely open, especially on shield. In the air, he plummets to the ground at a sharp angle. If Ganondorf comes into contact with the ground whilst this move is active, a shockwave is generated the frame after landing. Both the kick and the shockwave are spikes-giving them utility as devastating-albeit niche-edgeguarding tools, particularly against Donkey Kong and Bowser. This move has the odd property of rewarding Ganondorf's second jump back, making it an essential tool in his recovery.

Stats[edit]

NTSC

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 109 1.3 – Initial dash
1.35 – Run
0.73 0.07 0.02 0.78 0.02 – Base
0.04 – Additional
0.13 2 – Base
2.6Fast-fall
6 27.3 - Base
16.4 - Short hop
22.23 5

PAL

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 109 1.3 – Initial dash
1.35 – Run
0.73 0.07 0.02 0.78 0.02 – Base
0.04 – Additional
0.13 2 – Base
2.6Fast-fall
6 27.3 - Base
16.4 - Short hop
22.23 5

Announcer call[edit]

Taunt[edit]

  • Hovers in mid-air and spins before laughing menacingly. Both of these poses are very similar to the ones he did before transforming into Ganon. The laugh he makes is also similar to the laugh he does when he hurts Link.
Ganondorf-Taunt-SSBM.gif

Idle pose[edit]

  • Brings his hands together, then swings his right hand over his head.
Ganondorf Idle Pose Melee.gif

Crowd cheer[edit]

Cheer (International) Cheer (Japanese)
Cheer
Description Gaaa-non-doorff...! Ganondorf! *claps 3 times*

Victory poses[edit]

An orchestrated portion of the main theme from The Legend of Zelda series.
  • Pumps a victorious fist, then crouches and yells.
  • With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of the it facing the viewer. The pose is similar to when he shows off the Triforce of Power in Ocarina of Time.
  • Spins his sword upward while laughing before thrusting it into the ground. The sword he uses is the same one from the Spaceworld 2000 tech demo.
Ganondorf-Victory1-SSBM.gif Ganondorf-Victory2-SSBM.gif Ganondorf-Victory3-SSBM.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Ganondorf players (SSBM)
  • USA Bizzarro Flame - Ganondorf main from NorCal well-known for his eccentric playstyle which focuses heavily on technical skill such as moonwalking, as well as unusual move choices like the Volcano Kick and Warlock Punch. His best supermajor placements include 25th at GENESIS 2 and 33rd at Pound 2016 and has set wins over Fiction and Duck. Additionally, he infamously beat fellow Ganondorf main Eikelmann 3-0 in a best-of-5 Salty Suite exhibition during Apex 2015.
  • USA Eddie - Chicago-based Ganondorf who showed impressive results with his placings at multiple Major League Gaming events from 2004 to 2006 and other tournaments such as 5th at EVO World 2007. Considered the best Ganondorf player in the world during this era, ranked 9th on the 2001-2003 RetroSSBMRank and 25th on the Smash Panel Power Rankings.
  • USA Eikelmann - Considered one of the best Ganondorf players in the world around the mid-2010s alongside Bizzarro Flame, placing 25th at Paragon Orlando 2015 and CEO 2015 and beating top players such as Fly Amanita. Entered an indefinite hiatus following allegations of abuse by former partners and his ban from competition in Colorado.
  • Canada Kage - Widely regarded the best Ganondorf player of all-time. A long-time Ganondorf player who boasted the best results of the character throughout most of the competitive history of Melee, placing 3rd at Revival of Melee 2 where he double-eliminated Mang0 and 5th at Revival of Melee and into the late 2010s, continued to show the character's strengths at supermajors such as 17th at both The Big House 7 and The Big House 9. He has been one of the only Ganondorf players to be consistently present on global rankings, peaking at 34th on the 2013 SSBMRank and last seen 95th on the 2019 MPGR.
  • USA Mekk - The best Ganondorf player in the post-Slippi era. A Captain Falcon player who decided to play Ganondorf in order to help with his representation in the metagame, placing 9th at Super Smash Con 2023 and 13th at Tipped Off 14: Resurgence. His 44th on the SSBMRank 2023, the best Ganondorf ranking since Kage's peak in 2013. He was banned from competition after controversies relating to hate speech he posted on social media.
  • USA RockCrock - Along with Kage, he was one of the strongest solo Ganondorf players during the late 2000s. Placed high at early CEO events and 33rd at GENESIS. The technique known as Tech Check was formerly named after him. Became semi-active before being banned from competitive play due to sexual misconduct allegations.
  • USA Tipman - Florida Ganondorf main mostly active in the mid 2000's with high placings at MLG Orlando 2006. Known for popularizing the utility of Ganondorf's up aerial as a semi-spike, which led to the technique sometimes being referred to as the "Tipman spike."

Tier placement and history[edit]

Historically, Ganondorf has been considered a high or mid-high tiered character, having fluctuated between 8th and 12th for the first eleven tier lists. Although Ganondorf's great power and strong punish game enabled him to maintain a more powerful presence in the early metagame, this was due to players being less experienced with the character and defensive counter play was less developed. With a better understanding on how to check Ganondorf, his ground with the rest of the cast began to falter, and his flaws became more exacerbated due to Ganondorf players being unable to fend off fast-paced and careful approaches from characters like Falco and Sheik. Yoshi and Pikachu have developed vastly improved counterplay on his chaingrabs, with the former now considered to win against Ganon. As a result of the metagame shifts favoring against him, Ganondorf's tier placement faltered. This is reflected in the most recent tier list where he is ranked 14th, the lowest he has ever placed.

In Single-Player[edit]

In Classic Mode[edit]

Ganondorf's unused intro image.

Like Roy and Sheik, Ganondorf does not appear as an opponent in the game's Classic Mode, though he can appear as an ally in Team and Giant battles. Despite this, Ganondorf does have an introduction image for the "Now Loading..." screen between matches in the game's files.

In Adventure Mode[edit]

Upon being unlocked, Adventure Mode makes no concessions to Ganondorf whatsoever.

In All-Star Mode[edit]

In All-Star Mode, Ganondorf and his allies are fought on Brinstar Depths. Unusually, the music remains unchanged.

In Event Matches[edit]

Ganondorf is featured in the following event matches:

  • Event 29: Triforce Gathering: As Link and teamed with Zelda, the player faces Ganondorf on the Temple stage. If the player has not yet unlocked Ganondorf upon completing this event, they will have the opportunity to do so after defeating him one-on-one.
  • Event 49: All-Star Match Deluxe: Ganondorf is the final opponent the player must fight in this series of staged battles. The player battles him on Final Destination, and their character has two stocks, while Ganondorf has one. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and life the player is given: Dr. Mario, Falco, Pichu, Young Link, and Roy.
  • Event 51: The Showdown: The final event match pits the player against a team of Giga Bowser, Mewtwo, and Ganondorf on the Final Destination stage, without friendly fire, and all four characters having three stocks apiece and unlimited time.

Congratulations Screens[edit]

Trophies[edit]

In addition to the normal trophy about Ganondorf as a character unlocked by completing Classic Mode as Ganondorf on any difficulty, there are two trophies about him as a fighter, unlocked by completing Adventure Mode and All-Star Mode respectively as Ganondorf on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Ganondorf:

Classic Mode trophy
Ganondorf
Said to be the sole man born to the Gerudo tribe in a hundred years, Ganondorf aspired to conquer the world. He plundered a piece of the sacred Triforce from the Temple of Time when Link pulled the Master Sword from its pedestal. With the Triforce of Power in Ganondorf's possession, Hyrule was plunged into darkness until Link and Zelda defeated the fiend.
The Legend of Zelda: Ocarina of Time (11/98)
Adventure Mode SMASH trophy
Ganondorf SMASH
Since he's slow and can't jump very high, Ganondorf relies mainly on his immense physical strength to overwhelm his enemies. His great weight also makes him a difficult foe to send offscreen. Ganondorf's Warlock Punch is slow but absurdly powerful, and when he strikes with his Gerudo Dragon, enemies rise skyward enveloped in dark flames.
B: Warlock Punch
Smash B: Gerudo Dragon
All-Star Mode SMASH trophy
Ganondorf SMASH
Ganondorf's slow speed works against him in single combat, but in melees, his crazy power lets him earn his keep with innumerable KOs. Ganondorf can't strike quickly, but each blow he lands adds up. Ganondorf is at his quickest when he uses the Wizard's Foot, and his Dark Dive blasts foes in a burst of dark energy.
Up & B: Dark Dive
Down & B: Wizard's Foot

Alternate costumes[edit]

Ganondorf Palette (SSBM).png
Ganondorf (SSBM) Ganondorf (SSBM) Ganondorf (SSBM) Ganondorf (SSBM) Ganondorf (SSBM)

Gallery[edit]

Trivia[edit]

Ganondorf's scrapped second Jab from version 1.0 of Melee, which is visible and usable by mods.
  • In the 1.0 version of Melee, if Ganondorf had a Bunny Hood equipped, he would perform a second jab during his neutral attack, an apparent leftover from Captain Falcon's moveset. This second jab had no hitboxes however, and was removed in the subsequent versions of Melee.
  • Despite being a rather poor jumper, Ganondorf has the highest ledge jump in the game, jumping higher than his more agile counterpart, Captain Falcon, and even Falco (who has the highest normal jumps, and the second highest ledge jump).
  • Ganondorf's AI is infamous for its extreme level of dominance when fighting other CPUs, where it’s been observed that a level 9 CPU Ganondorf will win the majority of the time against every other level 9 CPU, even against level 9 Luigi (who is normally considered the best CPU character against human players). As such, when AI tournaments are held, where players choose a CPU character to represent them, there are usually limitations on choosing Ganondorf, such as charging a higher fee to pick him.[1]
  • Ganondorf is tied with the Ice Climbers for the world record in the Home-Run Contest. Ganondorf is also the only character that can break the max distance in the Home-Run Contest without the use of a glitch or Action Replay (the Ice Climbers have to utilize the freeze glitch to break the max distance).
  • When Ganondorf's trophies are viewed under the "night"/"dark" background in the Trophy Gallery, his eyes glow. He is the only character whose trophy holds this trait.
  • Ganondorf's hand is briefly seen during Link's montage in the introduction to Melee, making him one of the five hidden characters, along with Jigglypuff, Mewtwo, Young Link, and Pichu, to have some kind of involvement with the intro.
  • A voice clip with Ganondorf saying "Ooya!" only appears in Melee's Sound Test. This clip was reused in Brawl as his Wii Remote selection sound, despite Ganondorf's design and voice actor changing to that of Twilight Princess.
  • Ganondorf's Ocarina of Time voice clips that were used in Melee do not have the filters that made them deeper and gruffer. In Ultimate, where he has all new voice clips by Takashi Nagasako, the tone of Ganondorf's voice is closer to the one Ocarina of Time had.
  • Ganondorf is the only clone whose original character (Captain Falcon) is from a different series.
    • Sakurai did not plan to include Ganondorf as a playable character in Melee, only including him later in development because a model was already provided and his body had a very similar build to Captain Falcon's, allowing him to be easily added on as a last minute clone of Captain Falcon.
  • Alongside fellow The Legend of Zelda fighter Sheik, Melee marks Ganondorf's first playable appearance. Both would eventually become playable characters outside of Smash in Hyrule Warriors.
  • Not counting Donkey Kong and Mario, as they have been both a protagonist and antagonist, Ganondorf, along with Bowser, are the first two playable antagonists in the Smash franchise.
  • Strangely, in his challenger approaching screen, Ganondorf appears to have no cape, more closely matching his design in the promo art of The Legend of Zelda: Ocarina of Time.
  • This is the only time in the series where Ganondorf is ranked higher than a low/bottom tier.

References[edit]

External links[edit]