Ganondorf (SSBU): Difference between revisions
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Ganondorf was granted multiple buffs during the transition from ''Smash 4'' to ''Ultimate'' and has benefited greatly from universal gameplay changes. His ability to approach has been significantly improved due to his faster [[running]] speed, faster [[jumpsquat]], reduced landing lag on aerial attacks, and ability to [[dash cancel]] into his [[forward tilt]] and [[down tilt]]. In addition, his smash attacks are now sword swings that possess increased range and power, and all of his [[special moves]] provide more utility due to reduced lag and/or increased damage/knockback. | Ganondorf was granted multiple buffs during the transition from ''Smash 4'' to ''Ultimate'' and has benefited greatly from universal gameplay changes. His ability to approach has been significantly improved due to his faster [[running]] speed, faster [[jumpsquat]], reduced landing lag on aerial attacks, and ability to [[dash cancel]] into his [[forward tilt]] and [[down tilt]]. In addition, his smash attacks are now sword swings that possess increased range and power, and all of his [[special moves]] provide more utility due to reduced lag and/or increased damage/knockback. | ||
However, he still possesses glaring flaws that were not addressed, such as his infamously poor recovery (which saw a mix of buffs and nerfs), slow mobility and sluggish frame data, and an ineffective defensive game. Some of his most notable nerfs include his up aerial's sourspot losing most of its gimping effectiveness due to it starting later and no longer hitting underneath him, and the [[Ganoncide]] technique being much riskier and more situational. | However, he still possesses glaring flaws that were not addressed, such as his infamously poor recovery (which saw a mix of buffs and nerfs), slow mobility and sluggish frame data, and an ineffective defensive game. Some of his most notable nerfs include his up aerial's sourspot losing most of its gimping effectiveness due to it starting later and no longer hitting underneath him, and the [[Ganoncide]] technique being much riskier and more situational. |
Revision as of 22:07, December 29, 2018
Ganondorf in Super Smash Bros. Ultimate | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Ganon, The Demon King |
“ | His new design matches his appearance in The Legend of Zelda: Ocarina of Time! Now he uses his sword for all his smash attacks. He's a bit slimmer then [sic] he was before, but his Warlock Punch is devastating! For his final smash he transforms into Ganon, The Demon King and quickly charges forward. | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Ganondorf (ガノンドロフ, Ganondorf) is a playable character in Super Smash Bros. Ultimate. Ganondorf is classified as fighter #23.
Takashi Nagasako reprises his role as Ganondorf after having previously voiced the character in The Legend of Zelda: Ocarina of Time and Super Smash Bros. Melee.
How to unlock
Complete one of the following:
- Play VS. matches, with Ganondorf being the 40th character to be unlocked.
- Clear Classic Mode with Yoshi or any character in his unlock tree, being the fourth character unlocked after Ryu.
- Have Ganondorf join the player's party in World of Light.
With the exception of the third method, Ganondorf must then be defeated on the Bridge of Eldin.
Changes from Super Smash Bros. 4
Ganondorf was granted multiple buffs during the transition from Smash 4 to Ultimate and has benefited greatly from universal gameplay changes. His ability to approach has been significantly improved due to his faster running speed, faster jumpsquat, reduced landing lag on aerial attacks, and ability to dash cancel into his forward tilt and down tilt. In addition, his smash attacks are now sword swings that possess increased range and power, and all of his special moves provide more utility due to reduced lag and/or increased damage/knockback.
However, he still possesses glaring flaws that were not addressed, such as his infamously poor recovery (which saw a mix of buffs and nerfs), slow mobility and sluggish frame data, and an ineffective defensive game. Some of his most notable nerfs include his up aerial's sourspot losing most of its gimping effectiveness due to it starting later and no longer hitting underneath him, and the Ganoncide technique being much riskier and more situational.
Overall, Ganondorf is considered to fare significantly better than in Smash 4, and is arguably better than he was in Melee.
Aesthetics
- Ganondorf's appearance is based off of his original design from Ocarina of Time. He bears a close resemblance to his official art from Ocarina of Time 3D.
- Ganondorf now utilizes his sword from the Space World 2000 tech demo for his smash attacks, which further declones him from Captain Falcon. He also shows the sword as his down taunt, which replaces the Sword of the Six Sages from The Legend of Zelda: Twilight Princess.
- Ganondorf's initial dash and running animations have been altered, with his arms positioned further out to the side.
- Ganondorf's on-screen appearance now shows him stepping out of a liquid-like vortex of darkness.
- All attacks that utilize darkness have more intense particle effects.
- Ganondorf has new victory animations:
- The first has him flip his cape before pumping his fist.
- The second has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen.
- The third has him flip his cape before laughing wickedly. [1]
Attributes
- Like all characters, Ganondorf's jumpsquat animation now takes 3 frames to complete (down from 7).
- The universal ability to dash cancel into any ground attack greatly benefits Ganondorf, allowing him to use his relatively quick forward tilt and down tilt while approaching.
- The inability to move past opponents on the ground now prevents dash attack, Flame Choke, and Wizard's Foot from whiffing up close.
- Ganondorf dashes slightly faster (1.218 → 1.34), now being nearly as fast as he was in Melee. His initial dash animation is both faster (1.3 → 1.87) and goes a longer distance, resulting in his foxtrot outpacing his dash.
- Ganondorf walks slightly faster (0.73 → 0.767), now being slightly faster than he was in Melee.
- Ganondorf's air speed is slightly higher (0.79 → 0.83), now being nearly as fast as he was in Brawl.
- Ganondorf jumps higher.
- Ganondorf is considerably heavier (113 → 118), now weighing more than Charizard. This improves his already excellent endurance, but makes him even more susceptible to combos.
- Spot dodge has slightly faster startup (frame 4-19 → 3-18).
- Rolls:
- Forward roll has slightly less endlag (FAF 34 → 33).
- Forward roll has a shorter duration (frame 4-19 → 4-16).
- Backward roll has more endlag (FAF 34 → 38).
- Backward roll has more startup and has a shorter duration (frame 4-19 → 5-17).
- Air dodge:
- Air dodge has more duration (frame 4-29 → 4-32).
- Air dodge has more endlag (FAF 35 → 47).
- The reduced size of edge sweet spots worsens Ganondorf's already poor recovery.
Ground attacks
- Neutral attack:
- Neutral attack deals slightly more damage and no longer has sourspots (8%/10%/6% → 11%), with its knockback compensated (38/30/40 (base)/90/90/105 (growth) → 41/74).
- Neutral attack has slightly less endlag (FAF 29 → 27).
- Forward tilt does slightly more damage (12%/13% → 13%/14%), with its knockback compensated (growth 88 → 82).
- Down tilt does slightly more damage (13% → 14%), with its knockback compensated (growth 100 → 94).
- Up tilt:
- Up tilt has significantly less startup (windbox: frame 6-70 → 6-53, hitbox: frame 81 → 60) and endlag (frame 115 → 95).
- Up tilt's vacuum is significantly stronger (weight base knockback 1 → 22/22/10/10).
- Up tilt does lower but consistent damage (28%/20%/18% → 24%).
- Up tilt's explosion has weaker knockback growth (80 → 68) and launches at a lower angle (80° → 70°), hindering its KO potential.
- Up tilt has new late hitboxes on frames 62-63 that deals 13% damage with drastically weaker knockback (0 base, 80 growth) and semi-spikes (angle 0°).
- Up tilt now produces a flame effect on Ganondorf's foot during startup, and Ganondorf no longer holds up his leg with his hand.
- Up tilt's clean hit now triggers Special Zoom.
- Ganondorf now vocalises during the move's startup in a manner similar to Warlock Punch.
- Dash attack:
- Dash attack does slightly more damage (14%/10% → 15%/11%).
- Dash attack's sweetspot has higher knockack growth (80 → 85), now KOing around 120%.
- All of Ganondorf's new smash attacks utilize his sword from the Space World 2000 tech demo. They also all have the slash effect, with forward smash losing the darkness effect.
- Forward smash:
- Forward smash is now a downward sword slash in front of Ganondorf, similar to Ike's.
- Forward smash has greatly improved range and disjointed hitboxes. It now covers overhead.
- Forward smash now hits below the edge of the stage, allowing it to be used for onstage edgeguarding.
- Forward smash has higher knockback (35/30 (base)/83/75 (growth) → 61/75), now KOing around 65% from the center of the stage.
- Forward smash has more startup with fewer active frames (frame 21-26 → 29-31) and more endlag (FAF 60 → 70).
- Up smash:
- Up smash is now an overhead sword swing from front to back, similar to Ike's.
- Up smash has greatly improved range and disjointed hitboxes. It now covers around Ganondorf's body, and is more effective at covering platforms and catching landings, rolls, and directional air dodges.
- Up smash now hits below the edge of the stage, allowing it to be used for onstage edgeguarding.
- Up smash has less startup with more active frames (frame 21-23 → 20-25).
- Up smash has more endlag and interrupts significantly later (FAF 42 → 62), removing its ability to bait opponents into approaching.
- Down smash:
- Down smash is now a forward hilt thrust that leads into a backwards stab, similar to Cloud's.
- Down smash hitboxes are disjointed and placed lower, now reliably hitting crouching opponents. It also lowers Ganondorf's hurtbox.
- Down smash's second hit now deals consistent damage (15%/13% → 15%).
- Down smash's second hit sends opponents at a semi-spike angle (130° → 35°), now KOing around 67% near the edge despite its lower knockback (60 (base)/94 (growth) → 61/81).
- Down smash's second hit has slightly faster startup (frame 35 → 33) and less endlag (FAF 64 → 60).
- The hitbox on the first hit that previously sent opponents away from the second hit has been removed, allowing both hits to connect more reliably.
- Down smash's first hit deals slightly less damage (6% → 5%).
Aerial attacks
- All aerials have much less landing lag (Neutral: frame 17 → 10, Forward: 21 → 13, Up/Back: 19 → 11, Down: 26 → 16). This also makes neutral aerial and down aerial less punishable on landing.
- Neutral aerial:
- Neutral aerial has slightly less ending lag (frame 42 → 41).
- Neutral aerial's second hit has fewer active frames (19-29 → 19-27).
- Forward aerial:
- Forward aerial has increased range due to Ganondorf leaning farther forward as he punches, similar to its animation in Melee.
- Forward aerial now autocancels from a full hop.
- Back aerial:
- Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback compensated (growth 89 → 86).
- Ganondorf no longer crosses his legs during back aerial.
- Up aerial:
- Down aerial:
- Down aerial has less endlag (FAF 47 → 45).
- Down aerial no longer has transcendent priority, allowing it to cancel out projectiles.
- Down aerial has Ganondorf lean back slightly as he stomps, similar to its animation in Melee.
Throws/other attacks
- All grabs have more range.
- Ganondorf now grabs with his left hand.
- Standing grab has slightly more startup (frame 7 → 8) and endlag (FAF 36 → 39).
- Dash grab has less endlag (FAF 45 → 42).
- Pivot grab has slightly more startup (frame 10 → 11) and endlag (FAF 42 → 47).
- Pummel is significantly faster, and is overall better at damage racking despite doing less damage (3% → 1.6%).
- Forward throw:
- Forward throw deals more knockback (60 (base)/65 (growth) → 68/70), now KOing around 150% near the edge.
- Forward throw's animation is now an uppercut.
- The first hit of up throw deals more damage (7% → 10%, total: 10% → 13%).
- Down throw is no longer weight dependent (hitbox: frame 23, FAF: 40), allowing more consistent followups on heavyweights.
- Edge attack does more damage (8% → 10%).
Special Moves
- Warlock Punch:
- All variants have longer hitbox durations (normal: frame 70-71 → 70-73, reversed: frame 80-81 → 80-83).
- Warlock Punch now triggers Special Zoom upon hitting the opponent.
- Flame Choke:
- Grounded Flame Choke's grab has less endlag (FAF 62 → 58), significantly improving its combo potential and allowing for more possible follow-ups on missed techs; in particular, a combo into down tilt or dash attack is now guaranteed against all characters.
- Grounded Flame Choke no longer dashes over an edge, and ends earlier if used toward an edge, making it safer to use.
- Aerial Flame Choke has faster startup with a longer duration (frame 19-31 → 16-31), resulting it no longer whiffing up close.
- Aerial Flame Choke's grab has less endlag (FAF 41 → 38).
- Aerial Flame Choke can now be escaped by button mashing and is scaled with the opponent's damage percentage, significantly hindering Ganoncide's utility at low percentages.
- The opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock.
- Dark Dive:
- Dark Dive's multi-hits deals more damage (multi-hits: 1.2% → 1.9%, total: 13.8% → 16.6%).
- Dark Dive's throw deals drastically more knockback (40 (base)/90 (growth) → 50/108), now KOing around 89% near the edge.
- Dark Dive's throw has less endlag (FAF 60 → 50).
- Opponents who are grab released by trading attacks with Dark Dive now receive damage.
- Dark Dive's grabbox was moved vertically upward. This gives it better vertical reach, but now has a blindspot that misses small opponents on the ground.
- Dark Dive's throw now causes a vibrant burst of purple magic rather than a fiery explosion. The throw also now has the electric effect.
- Flame Choke and Dark Dive no longer experience RCO lag.
- Wizard's Foot:
- Grounded Wizard's Foot deals more damage (14%/12% → 16%/14%), with altered knockback (60 (base)/70 (growth) → 65/65), now KOing around 93% near the edge. In addition, the move's hitbox placements were swapped, with the sweetspot now being the foot and the sourspot being the leg, making it much easier to land the sweetspot.
- Grounded Wizard's Foot travels faster and has significantly less endlag (FAF 77 → 61), giving the move combo potential and making it safer to use at low percentages.
- Aerial Wizard's Foot can no longer be teched by grounded opponents during the initial hit.
- Wizard's Foot's animation is closer to its appearance in Melee.
- Final Smash:
- Ganondorf's Final Smash is now called Ganon, the Demon King, and is based on his bipedal form from Ocarina of Time. It is functionally identical to Beast Ganon; however, instead of slamming the ground with his body, Ganon slashes with his swords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.
Moveset
The following damage values were calculated without the 1.2× damage multiplier that is active during one-on-one fights.
For aerial attacks, full hop damage values are shown. Hovering over them shows the short hop damage values (aerial attacks performed during a short hop have a 0.85× damage multiplier).
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 11% | A palm thrust that discharges electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from center. A decent out of shield option. However it is among the slower jabs in the game, coming out at frame 7. | ||
Forward tilt | 14% (foot), 13% (leg) | A front kick. Good start-up with high semi-spike knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in The Legend of Zelda: Twilight Princess. | ||
Up tilt | Volcano Kick | 24% (clean), 13% (late) | A delayed axe kick that produces an explosion. Has vacuum properties, a disjointed hitbox that can reach past ledges, and is incredibly powerful, with the sweetspot being infamous for instantly shattering full shields and KOing as low as 45% when near the edge, making it one of Ganondorf's best edgeguarding options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag, making it an extreme "high risk, high reward" move. The move has late hiboxes that are extremely weak, not KOing until 195% from the center of Final Destination. | |
Down tilt | Leg Sweep | 15% | A crouching front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO around 133%. It can also be used as a follow-up to a grounded Flame Choke, however most characters can tech or DI out of it with precise timing. It also has noticeable endlag. | |
Dash attack | 15% (clean), 11% (late) | A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration and very brief invincibility after the move's start-up, though the invincibility lasts too short to be practical. The sweetspot is able to reliably KO around 120%. The sourspot, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages. | ||
Forward smash | 24% | A lunging, two-handed downward sword slash. The third strongest forward smash in the game, behind King Dedede's and Max Aura Lucario's, KOing at 65% from the center. However, it is Ganondorf's slowest smash, coming out at frame 28. Deals more than half shield health uncharged and can nearly break them if fully charged. | ||
Up smash | 24% (sword), 21% (arm) | An overhead 180° arcing sword slash from front to back. Has some start-up, but has great vertical reach, reliably punishing airborne or rolling opponents. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. | ||
Down smash | 5% (hit 1), 15% (hit 2) | Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself. The first hit launches opponents into the second, though it is possible to tech or DI after the first hit, causing the second to miss. The first hit can stage spike with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack. The second hit by itself KOs around 67% near the edge. | ||
Neutral aerial | rowspan="1" | 7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) | A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as short-lasting sex kicks, and the late hits can cause opponents to trip. The first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance. Starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. | |
Forward aerial | rowspan="1" | 18% (fist), 17% (arm) | An overhand. Good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. | |
Back aerial | 18.5% (fist), 17% (arm) | A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, and low ending lag, alongside being able to autocancel from a short hop. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 102% from center-stage and at 75% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching. | ||
Up aerial | 13%/12% (clean), 12%/10% (mid), 8%/6% (late) | A bicycle kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second fastest aerial attack. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a sourspot that semi-spikes with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and is unable to hit opponents that are standing on the ground. | ||
Down aerial | 19% (legs), 17% (body) | A double foot stomp. It discharges electricity upon landing and is the most powerful meteor smash in the game if hit with the lower half of his body, with grounded opponents being KO'd under 115% while being unable to tech the move. There is a sourspot on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. It does not meteor smash until 10%, although Ganondorf can follow this with a jab. | ||
Grab | — | Reaches out with his right hand. | ||
Pummel | 1.6% | A knee strike. | ||
Forward throw | 5% (hit 1), 8% (throw) | Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game. KOs around 150% near the edge. | ||
Back throw | 5% (hit 1), 5% (throw) | Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the edge, though its moderate ending lag means it has severely less combo potential in comparison. | ||
Up throw | 10% (hit 1), 3% (throw) | Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 240%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles. | ||
Down throw | 7% | A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, or Wizard's Foot at 0% to medium percentages. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. | ||
Floor attack (back) Floor getups (back) |
7% | A somersault kick. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spins around to kick those who are near. | ||
Edge attack Edge getups |
10% | Performs a backfist while climbing up. Has a very long range and can even occasionally stage spike enemies near or at the edge behind him. | ||
Neutral special | Warlock Punch | 30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse) | Winds up his left arm while charging dark magic and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to one-hit KO any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has armor until just before the punch, though the aerial version does not. | |
Side special | Flame Choke | 12% (ground throw), 15% (air throw), 4% (release) | Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. On the ground, the move has low ending lag allowing follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can tech and enforce tech-chases. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground, or to the lower blast line in a suicide KO if used off-stage, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. When Ganondorf grabs his opponent on the ground, he gains armor on frame 17-40. | |
Up special | Dark Dive | 1.6% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release) | Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par recovery. If Ganondorf successfully lands this move against an opponent, he is not rendered helpless and can use it again. Ganondorf will perform a dark magic-infused uppercut that deals weak knockback if the grab misses an opponent. The throw is very powerful, KOing around 89% near the edge, and has semi-spike properties that make it effective at gimping. | |
Down special | Wizard's Foot | 16%/14% (ground foot/leg), 15%/14% (air), 8% (landing) | A dark magic-infused flying kick. Good damage and high knockback that KOs around 93% near the edge, and fairly low ending lag. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high shield damage in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has considerable landing lag and is extremely risky to use off-stage. | |
Final Smash | Ganon, The Demon King |
Classic Mode: Encroaching Darkness
Ganondorf fights against the heroes of various series.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Mario and Luigi | New Donk City Hall | Underground Moon Caverns | |
2 | Fox and Falco | Lylat Cruise | Return to Corneria - Star Fox Zero | |
3 | Shulk | Gaur Plain | Time to Fight! - Xenoblade Chronicles | |
4 | Marth, Ike, and Roy | Coliseum | Lords-Showdown | |
5 | Palutena and Pit | Skyworld | Destroyed Skyworld | |
6 | Zelda and Link | Great Plateau Tower | Calamity Ganon Battle - Second Form | |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (7.0 or higher intensity) |
Crazy Hand teams up with Master Hand on Intensity 7.0 or higher. |
Role in World of Light
Although Ganondorf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Ganondorf was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is unlocked in the Sacred Realm in the World of Dark on the top of the land which makes up the Triforce of Power. This land can only be accessed after interacting with the Master Sword (just after the Cloud unlock). Unlocking Ganondorf will briefly reveal the Triforce of Power in the center of the map before disappearing to reveal Ganon's castle and his boss battle.
Alternate costumes
Gallery
Striking Marth on Arena Ferox.
Idling on Bridge of Eldin.
Running from Ness and a Bomber on Gaur Plain.
Idling with Zelda on Hyrule Castle.
Performing Demon King Ganon on Arena Ferox.
Struck by Bayonetta on Mario Galaxy.
Taunting with Captain Falcon on Temple.
Being put to sleep by Jigglypuff on Town and City.
Trapped by Toon Link's Triforce Slash.
Taunting with all Zelda veterans on Great Plateau Tower.
Idling towards the Moon on Bridge of Eldin.
- Ganondorf(SSBU)WarlockPunch.png
Striking Sheik (the latter barely visible except for her lower legs) with his Warlock Punch.
Character Showcase video
<youtube>Q7pzoLQlrsM</youtube>
Trivia
- Ultimate marks the first time in the Smash series that Ganondorf utilizes a sword in his base moveset.
- Ganondorf's entry on the official Super Smash Blog has a grammatical error, using the word "then" instead of the correct "than." Also, the words "Final Smash" are lowercase instead of uppercase like in other fighter entries.
- Despite now being based on his Ocarina of Time appearance, Ganondorf's unlock battle takes place on Bridge of Eldin, which is from Twilight Princess.
- The opposite occurs in Super Smash Bros. for Nintendo 3DS, as it featured Ganondorf in his Twilight Princess appearance, and Ganondorf was unlocked on Gerudo Valley, a stage from Ocarina of Time.