Ganondorf (SSB4): Difference between revisions

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|nsdefdesc=Winds up a large amount of darkness and releases it all in a a powerful forward backfist. A player can pull off a 180° punch by turning in the opposite direction during the charging period, however this increases the moves wind up duration. A reverse aerial Warlock Punch is powerful enough to [[OHKO]] characters near the ledge.
|nsdefdesc=Winds up a large amount of darkness and releases it all in a a powerful forward backfist. A player can pull off a 180° punch by turning in the opposite direction during the charging period, however this increases the moves wind up duration. A reverse aerial Warlock Punch is powerful enough to [[OHKO]] characters near the ledge.
|nsc1name=Warlock Blade
|nsc1name=Warlock Blade
|nsc1dmg=22% (tip), 18% (blade)
|nsc1dmg=22% (tip, grounded, normal), 18% (blade, grounded, normal), 24% (tip, grounded, reversal), 20% (blade, grounded, reversal), 21% (tip, aerial, normal), 20% (blade, aerial, normal), 26% (tip, aerial, reversal), 22% (blade, aerial, reversal)
|nsc1desc=Ganondorf pulls out his sword and thrusts it forwards. Deals less damage overall than Warlock Punch, but has greater range and a powerful sweetspot at the tip of the sword.
|nsc1desc=Ganondorf pulls out his sword and thrusts it forwards. Deals less damage overall than Warlock Punch, but has greater range and a powerful sweetspot at the tip of the sword.
|nsc2name=Warlock Thrust
|nsc2name=Warlock Thrust
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|ssdefdesc=Boosts forward with his hand extended out. Upon contact he grabs onto the opponent and attacks them with darkness before slamming them into the ground (though an opponent can [[tech]] the hit to avoid guaranteed follow-ups). In the air, Ganondorf grabs onto and descents alongside the opponent before slamming them into the ground, or to the lower [[blast line]] in a [[suicide KO]] if used off-stage. This works as a [[grab]] move, and as such works through shields and counters. Also can be used for short horizontal recovery, as it grabs onto the ledge.
|ssdefdesc=Boosts forward with his hand extended out. Upon contact he grabs onto the opponent and attacks them with darkness before slamming them into the ground (though an opponent can [[tech]] the hit to avoid guaranteed follow-ups). In the air, Ganondorf grabs onto and descents alongside the opponent before slamming them into the ground, or to the lower [[blast line]] in a [[suicide KO]] if used off-stage. This works as a [[grab]] move, and as such works through shields and counters. Also can be used for short horizontal recovery, as it grabs onto the ledge.
|ssc1name=Flame Wave
|ssc1name=Flame Wave
|ssc1dmg=18% (ground), 20% (air)
|ssc1dmg=10,8 (ground hits), 18% (ground total), 10,10 (aerial impacts), 20% (air total)
|ssc1desc=Boosts forward with his hand extended out. Upon contact, he launches them into the air with an uppercut. Looks similar to his previous side special, [[Gerudo Dragon]], from ''[[Super Smash Bros. Melee]]''.  
|ssc1desc=Boosts forward with his hand extended out. Upon contact, he launches them into the air after grabbing them, dealing two hits, with the second having vertical knockback.
|ssc2name=Flame Chain
|ssc2name=Flame Chain
|ssc2dmg=?
|ssc2dmg=1,1,1,1,1,1,1,1,1,5 (all 10 hits, grounded), 1,1,1,1,1,1,5, 15% (total, grounded), 12% (total, aerial)
|ssc2desc=Boosts forward with his hand extended out. Upon contact, he strikes them with a series of attacks.
|ssc2desc=Boosts forward with his hand extended out. Upon contact, he strikes them with a series of attacks, leading up to a decent knockback finish. It also provides very long range, and even a bit of traction on the ground, but cannot grab.
|usdefname=Dark Dive
|usdefname=Dark Dive
|usdefdmg=11% (grab), 7% (uppercut)
|usdefdmg=11% (grab), 7% (uppercut)
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|usc1name=Dark Fists
|usc1name=Dark Fists
|usc1dmg=6% (First Hit), 11% (Second Hit)
|usc1dmg=6% (First Hit), 11% (Second Hit)
|usc1desc=Ganondorf launches himself into the air with a rising fist, followed by another uppercut at the height of his jump. He cannot grab opponents with this move, but he can chain the two uppercuts into each other.
|usc1desc=Ganondorf launches himself into the air with a rising fist, followed by another uppercut at the height of his jump. He cannot grab opponents with this move, but he can chain the two uppercuts into each other, dealing very high knockback at moderate damages. It is considered the best recovery move due to its somewhat slow start-up allowing for better horizontal reach, and higher vertical distance.
|usc2name=Dark Vault
|usc2name=Dark Vault
|usc2dmg=4%
|usc2dmg=4%
|usc2desc=Ganondorf travels much higher, but can only grab opponents at the very beginning or end of the move.
|usc2desc=Ganondorf travels much higher, but can only grab opponents at the very beginning or end of the move. It deals very poor knockback, and cannot move far once activated. However, he jumps much, much higher than before.
|dsdefname=Wizard's Foot
|dsdefname=Wizard's Foot
|dsdefdmg=12%/10%/15%/14%/8%
|dsdefdmg=12%/10%/15%/14%/8%
|dsdefdesc=Surrounded by darkness, Ganondorf launches himself while extending his leg out, dealing decent damage and knockback (but lots of [[cool down]]). In the air, Ganondorf launches diagonally downwards while extending his leg out below him. A powerful [[meteor smash]] during start-up, with a late hit sending opponents vertically instead (though it is still very powerful). A small shockwave is formed around Ganondorf when he lands on the ground, which has small amount of knockback. Has a lot of [[landing lag]], and is extremely risky to use off stage.
|dsdefdesc=Surrounded by darkness, Ganondorf launches himself while extending his leg out, dealing decent damage and knockback (but lots of [[cool down]]). In the air, Ganondorf launches diagonally downwards while extending his leg out below him. A powerful [[meteor smash]] during start-up, with a late hit sending opponents vertically instead (though it is still very powerful). A small shockwave is formed around Ganondorf when he lands on the ground, which has small amount of knockback. Has a lot of [[landing lag]], and is extremely risky to use off stage.
|dsc1name=Wizard's Dropkick
|dsc1name=Wizard's Dropkick
|dsc1dmg=?
|dsc1dmg=9% (initial, grounded), 7% (late, grounded), 11% (initial, aerial), 8% (initial, aerial, chest), 9% (late, aerial), 6% (landing)
|dsc1desc=Ganondorf jumps into the air before performing the kick.
|dsc1desc=Ganondorf jumps into the air before performing the kick. It has quite the knockback and is especially great to use as a recovery tactic in the air, due to its great horizontal distance. However, a downside is that it doesn't meteor.
|dsc2name=Wizard's Assault
|dsc2name=Wizard's Assault
|dsc2dmg=?
|dsc2dmg=10% (early, grounded), 9% (late, grounded), 7% (very late, grounded), 14% (early, aerial), 12% (late, aerial), 6% (landing)
|dsc2desc=Ganondorf shoots forwards with a faster kick that goes through opponents and travels straight down when used in the air.
|dsc2desc=Ganondorf shoots forwards with a faster kick that goes through opponents and travels straight down when used in the air, with the grounded attack sending opponents behind Ganondorf. It has a slower start-up and is very dangerous if used in the air. It can meteor.
|fsname=Beast Ganon
|fsname=Beast Ganon
|fsdmg=?
|fsdmg=10% (burry/paralyze), 10% (second hit, only when burried), 40% (final hit), 50%-60% total.
|fsdesc=Ganondorf becomes his beast form and rams into the opponent. Opponents can become [[buried|stuck in the ground]], or [[paralyze]]d in midair. Usually a [[one-hit KO]].
|fsdesc=Ganondorf becomes his beast form and rams into the opponent. Opponents can become [[buried|stuck in the ground]], or [[paralyze]]d in midair. Usually a [[one-hit KO]].
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