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Ganondorf (SSBB)

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Revision as of 05:26, January 15, 2016 by Shadow (talk | contribs) (Not really seeing much in keeping things separate. New up smash is a nerf regardless.)
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This article is about Ganondorf's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Ganondorf.
Ganondorf
in Super Smash Bros. Brawl
Ganondorf
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Beast Ganon
Tier F (38)
Ganondorf (SSBB)

Ganondorf (ガノンドロフ, Ganondorf) returns from Super Smash Bros. Melee in Super Smash Bros. Brawl as a playable character. His design is based upon his appearance in The Legend of Zelda: Twilight Princess (although slightly shorter compared to Link). He retains his Melee incarnation's hand-to-hand combat style (not using his sword outside of taunts), remaining the only character to be based on a character from another series, but is no longer a straight clone of Captain Falcon.

Ganondorf holds the distinction of being the last character on the tier list in 38th place (a significant drop from his position on the Melee tier list, where he was 14th out of 26). Ganondorf has a few strengths, including good power throughout his moveset, high endurance, very strong edge guarding ability, access to the most powerful meteor smash in the game and a great semi-spike in his up aerial. However, these strengths are overridden by a slew of significant flaws. Ganondorf is the slowest character in Brawl, as he possesses the slowest attacks, by far the second worst overall mobility (behind King Dedede), and arguably the least effective recovery in the game. His main recovery move, Dark Dive, is very easy to edgeguard and gains low horizontal and vertical distance and has no KO power, while his other recovery move, Flame Choke, covers minimal horizontal distance and can be exploited as a Sacrificial KO. Ganondorf's KO and comboing ability were also exceedingly nerfed from Melee; besides losing his useful chain-throwing options as well being adversely affected by the overall changes to hitstun, many of his moves were either majorly weakened to the point where they can no longer KO at realistic percentages (most notably Dark Dive) or have received significantly larger sourspots that can't KO reliably (such as his forward aerial). Also, the loss of the L-cancelling has harmed him far more than any other character in the game, as he is no longer able to safely use his laggy aerials for general usage. Most of Ganondorf's attacks either have poor reach for a character of his size or possess poorly placed hitboxes, putting him at a serious disadvantage against characters with disjointed hitboxes (like Marth). In addition, he possesses a slow grab that has the least grabbing reach in Brawl, which combines with slow attacks to leave him with poor out of shield options. His heavy weight, while giving him strong endurance potential, also makes him vulnerable to chain grabs and combos (with a few of them capable of zero-deathing him outright). He also suffers from an extreme vulnerability to shield stabbing, as like Donkey Kong, his shield is unusually small for someone his size. Finally, his lack of a projectile further hampers his approach, with the end result being that he can be outcamped at essentially any range. As a result, Ganondorf has the 2nd highest tier drop (Jigglypuff has the highest), terrible tournament results, and the dubious distinctions of not only being the only character in the entire Smash series to have absolutely no advantageous or even matchups (including being hard countered by 22 characters, the most out of any character in any Smash game), but of being the only character to have ever been in his own tier at the bottom of the tier list. He also has the highest amount of near unwinnable matchups of any character in the game, with a total of five. Despite being last on the American tier list, Ganondorf is ranked 31st on the Japanese tier list, where Jigglypuff places last.

How to unlock

Complete one of the following:

With the exception of the third method, Ganondorf must then be defeated on Final Destination.

Attributes

Ganondorf is a heavy, fast falling, very slow character (the slowest to be exact) with sub-par range and strong attacks. His attacks, though only in the sweetspot, deal above average knockback, although this can also serve as a problem since it prevents him from comboing at medium damage percentages or higher. His side special grants him launch resistance (only helpful in team battles or Free-for-alls) while he is holding the opponent, and it leaves opponents vulnerable for a bit of time if used on the ground, leaving them open for another quick attack being a true set up like down tilt (on most characters), his jab, or several characters getting hit by dash attack and side tilt for KOs, and even his up aerial on platforms. In the air, Ganondorf's side special can cause a Ganoncide, although it is situational because even when it is impossible to escape from it or control the trajectory, landing it is very hard work, and the results in a last-stock situation are unpredictable. Ganondorf's moves are arguably the least affected by Smash DI because he has the lowest number of multi-hitting moves (his down smash and his neutral aerial are his only moves considered to be a multi-hitting move; however, his neutral aerial's second hit will almost never connect at higher percentages), effectively rendering escape and punishment of his attacks ineffective, although his attacks are a lot easier to shield or dodge. Ganondorf's dash attack provides him with a quick speed boost, and the move is a hard hitter as well and can also KO, but it is easily punished if shielded. Ganondorf's aerials are also very strong; all have high knockback and some edgeguarding potential; his up aerial is a very useful semi-spike that can gimp opponents and his down aerial is an extremely strong, reliable meteor smash that is the strongest in the game (sometimes can KO even at 0%, depending from how far the opponent is from the lower blast line). Ganondorf`s advanced superjump glitch, the Flight of Ganon, is very situational, but, if done right, he travels far higher in the air than any of his aerial options.

However, Ganondorf's decent power and heavy weight are counter-balanced with many factors. Ganondorf is a tall target, with him being the tallest in the game (though most heavyweights have this problem). His horizontal standing grab range is the shortest in the game (though his pivot grab has good range, but slower start-up). Because of his poor grab range and slow moves, his out of shield options are some of the least effective in the game (though his grab is the shortest in the game, it can sometimes still shield grab depending on the range of the opponent's attack and the shieldstun of it), forcing him to rely on powershielding, and because of how much he relies on his shield that hasn't the size of characters like Snake without being able to punish the opponent, it makes him easy to shield-stab with multi-hit moves. Ganondorf cannot even jump out of shield due to the significant jump lag (7 frames). Ganondorf has very bad air speed, and a very small second jump (though it auto-sweetspots ledges, allowing him to plank). He lacks a projectile and he is easy to outcamp for those who have a projectile. Ganondorf's overall ground attack speed is among the slowest in the game along with Ike (but 3 of Ganondorf's aerial attacks are only laggy if he lands while attacking; Ganondorf's fastest ground attack is his short-ranged grab which has 7 frames start-up).

Although his weight and good momentum canceling allows him to live very long, his slow, predictable and easily gimped recovery does not travel far horizontally. In addition to that, his main recovery move, Dark Dive, can be hit out of from above by certain characters where he lacks hitboxes (e.g. Falco, at around 90% damage, can spike Ganondorf out of his up special with his down aerial). It can poorly stage spike edgehoggers, but Dark Dive is easily teched. Because of these reasons, Ganondorf's up special is one of the worst in the game and is practical only when used offensively if the opponent is at a low percent or is one of the few who cannot punish it. Although his damage input and KO power allows to compensate his poor recovery somewhat, it still lacks sufficient utility, as opponents can act as soon as they are let go, while Ganondorf must wait for a while before attacking, giving enemies the chance to attack Ganon as soon as he lets go. He, like Captain Falcon and Wolf, has a very fast falling speed and a heavy weight that can backfire by making him vulnerable to chain grabs. Ganondorf's mobility is also very poor with his poor air speed and ground speed; because of this, characters with a good projectile can easily break his approach and force him to jump and still get very little distance. To counteract this, Ganondorf mains often have to learn to perfect shield every projectile aimed at him. Also, certain characters can avoid much of his moveset by crouching (jab, f-tilt, non-down angled forward smash, down smash, auto-canceled short hop down aerial, Warlock Punch, grounded Wizard's Foot and even standing grab and dash grab).

Ganondorf's high knockback attacks also gives him one of the worst comboing ability, due to the change of the hitstun mechanics and many of his combos last only for 2 or 3 hits. His only combos are the thunder hopping technique and his Flame Choke and those 2 moves are also deemed ineffective at comboing, with the former being easily avoidable by crouching and stops working at 60% and the latter being very laggy.

Changes from Melee to Brawl

Ganondorf has been overwhelmingly nerfed from Melee, being unarguably the most nerfed character in the transition and one of the most severely nerfed characters in all of the series. His slow mobility has been weakened, and some of his moves have less reach (despite his tall stature), leaving him very easily out-maneuvered and vulnerable from all sides. His comboing and KOing ability also have been severely crippled: his grabs can no longer chain throw nor set-up effectively as before; and his great power has been toned down to being only slightly above-average, his moves either being drastically weakened to the point where they cannot K.O. even at 200% or have received extremely large sourspots that cannot KO reliably. Finally, his poor recovery was significantly weakened to be among the worst. While he did receive some notable buffs (as well as nerfs) to some of his tilts and special attacks, they fail to compensate for the downsides in his overall game.

He received many animation and function changes to separate him from Captain Falcon, making Ganondorf a semi-clone.

Aesthetics

  • Change Ganondorf's design is based on his appearance in The Legend of Zelda: Twilight Princess.
  • Change Ganondorf has a new dashing animation where he jogs instead of sprints, and his rolls are now sidesteps rather than backflips.
  • Change Ganondorf's up taunt now has him leaning more backward after uncurling. He also now laughs after he spins rather than at the beginning of the taunt.
  • Change Ganondorf's sword waving victory pose has been replaced by a laugh with crossed arms.

Attributes

  • Buff Ganondorf now has access to the Flight of Ganon technique.
  • Buff Air speed is significantly faster (0.78 → 0.846), going from being tied for 3rd lowest to tied for 9th lowest, improving his recovery and ability to chase opponents.
  • Nerf Dashing speed is significantly slower (1.35 → 1.16), going from 6th lowest to 2nd lowest.
  • Nerf Jumpsquat is 1 frame longer (6 frames → 7), slightly slowing Ganondorf's ability to be airborne and perform aerials.
  • Nerf Ganondorf now crouches upright instead of hunching over, increasing his crouching hurtbox.
  • Nerf Ganondorf's falls slower (2 → 1.65), but since the entire cast received falling speed reductions, he falls faster relative to them, going from the 10th highest in Melee to tied for 7th highest in Brawl. Compared to the cast, while this slightly improves Ganondorf's vertical endurance, it worsens his already poor recovery, and makes him especially vulnerable to chain throws and combos. Considering his lack of movement speed and mobility, and his very laggy aerials, this falling speed change does him more harm than good.
  • Nerf In a similar vein to Captain Falcon and Jigglypuff, the changes to hitstun prevent Ganondorf from relying on his higher-knockback moves to combo his opponents, and it also makes his finishing moves harder to land (exacerbated by his terrible mobility).
  • Nerf Ganondorf's rolls are slower and cover less distance.
  • Nerf The loss of L-cancelling hurt Ganondorf far more than any other character, as he can no longer safely use his powerful but laggy aerials for general usage, which was a major part of Ganondorf's success in Melee.
  • Nerf Ganondorf is significantly larger and taller, making him even more vulnerable to combos, projectiles, and hits in general. While very few of his attacks have more reach, this size increase fails to properly compensate his moves that had their range reduced.

Ground attacks

  • Buff Ganondorf has a new neutral attack: a palm strike using the full length of his right arm. It consists of a sweetspot on the hand that deals 2% more damage (7% → 9%), and has slightly more knockback (30 base/100 growth → 40 base/105 growth) and reach.
  • Nerf New neutral attack has significantly more start-up (frames 3 → 8) and ending lag (IASA 19 → 34), making Ganondorf's fastest ground attack outside his grab much slower, significantly weakening his close-range game. It also lasts one frame shorter, and the hitbox on his body has changed from a sweetspot to a sourspot that deals 3% less damage (8% → 5%).
  • Buff Dash attack is drastically more powerful, now being a reliable KO move that can KO in the 100-125% range. Despite the significant power increase, it is still the second most powerful dash attack.
  • Nerf Dash attack has slightly more start-up (frame 7 → 10).
  • Buff Ganondorf has a new forward tilt: a front kick. It is stronger and now launches enemies at a semi-spike angle.
  • Nerf Forward tilt has slightly more start-up (frame 9 → 10) and more ending lag (IASA 30 → 39), less horizontal reach, and can no longer be angled, making it more difficult to land, and a less safe and less useful spacer.
  • Buff Up tilt's start-up now produces a weak vacuum effect, and the explosion produced is significantly larger, giving the move drastically better reach and making it overall easier to land.
  • Nerf Up tilt has drastically reduced base knockback (110 → 60), now KOing in the 50% range. It also now has large, drastically weaker sourspots covering the explosion that deal 8%/10% less damage (27% → 19%/17%) and KO around the 75-100% range, but is still the most powerful tilt by far. The addition of ledge auto-sweetspotting also makes the move less effective as an edge-guard.
  • Change Up tilt has a slightly altered animation, where Ganondorf holds up his leg while its charging.
  • Buff Ganondorf has a new down tilt: a low front kick. It is stronger and has slightly more reach.
  • Buff Forward smash now produces normal horizontal knockback, and all angles are now as strong as the upward angle from Melee.
  • Nerf Ganondorf lunges about half the distance during an unpivoted forward smash, significantly decreasing its reach. It also has slightly more start-up (frames 20 → 21).
  • Nerf Ganondorf has a new up smash: a single upwards kick. It is weaker than the first kick in his Melee up smash (50 base/80 growth → 40 base/75 growth), and has much less damage potential due to the removal of the second kick (39% → 22%). The move additionally has 1 frame more ending lag (IASA 40 → 41) and a sourspot on the leg that deals 3% less damage (22% → 19%) and slightly less knockback scaling (75 → 70).
  • Buff Down smash has slightly faster start-up (frames 18 → 15).
  • Nerf Down smash transitions from the first kick to the second much slower (frames 28 → 35), making it more difficult to link. Along with this, the move has much more ending lag (IASA 46 → 63), making it much less safe to use. The second kick additionally hits at a more diagonal angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).

Aerial attacks

  • Buff Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32).
  • Nerf The second kick of neutral aerial is drastically weaker, dealing 5% less damage (12% → 7%) and less base knockback (50 → 25), completely removing its KOing capabilities. The first kick also deals 1% less damage (12% → 11%). The move additionally autocancels significantly later (frames 22 → 41) due to the longer hitbox durations, and these hitboxes produce less damage (hit 1: 11% → 7%, hit 2: 7% → 5%) and knockback.
  • Buff Forward aerial produces slightly more knockback (60 base/80 growth → 48 base/83 growth).
  • Nerf Forward aerial has more landing (frames 25 → 32) and ending lag (IASA 35 → 45), now has a large sourspot on Ganondorf's arm that deals 2% less damage (17% → 15%) and significantly weaker knockback (30 base/80 growth), and has less reach (the third hitbox it had in Melee was removed). In addition, the move's late autocancel window has been removed, which when coupled with the move's long duration results it going into the landing animation even from the maximum height of both his jumps. This results the move's usability being significantly hindered, completely removing its capability as an effective aerial spacer, while making it a dangerously unsafe and difficult to land KO move.
  • Buff Up aerial has slightly less landing lag (frames 25 → 22).
  • Nerf Up aerial has slightly more ending lag (IASA 30 → 32).
  • Buff Down aerial can now autocancel in a short hop (autocancel frames 36 → 32), allowing it to be used as a combo starter.
  • Nerf Down aerial now has a sourspot that deals 5% less damage on Ganondorf's upper body (22% → 17%), and has smaller hitboxes overall. It also deals less base knockback (50 (NTSC)/40 (PAL) → 30).
  • Change Down aerial has Ganondorf's arms to his side instead of up next to his head, and no longer has him leaning backward.
  • Buff Back aerial has slightly less landing lag (25 → 22).
  • Nerf Back aerial has more ending lag (IASA 29 → 36), deals weaker knockback (30 base/100 growth → 28 base/85 growth, KOing about 15-25% later), and also has a sourspot on the arm that has even less base knockback (28 → 10). Its hitbox duration was additionally reduced to half of its previous duration (10-15 → 10-12), and has less reach, making it more difficult to land.

Throws/other attacks

  • Nerf Grabbing reach was significantly reduced to being the shortest-reaching grab in the game, significantly hurting Ganondorf's out of shield capabilities and inclose game.
  • Buff Forward and back throws are stronger; forward throw dealing 4% more damage (9% → 13%) while back throw deals 1% more (9% → 10%), getting opponents offstage more effectively, but not enough to KO at realistic percentages.
  • Change Forward throw has Ganondorf punching his opponent forward, rather than slapping them.
  • Nerf Ganondorf has an altered up throw, where he holds his opponent higher into the air, giving it a much higher hitbox placement and sending opponents beyond his reach. It also has more ending lag and weaker knockback scaling (120 → 105). This completely removes its chain throwing capabilities and making it completely unreliable for setting up followups, while it still can't KO at realistic damages under standard conditions.
  • Nerf Down throw now sends opponents a fair distance forward (angle 80° → 65°), completely removing its chain throwing capabilities and making it much less reliable at setting up followups, especially with his slower mobility and the hitstun changes.

Special moves

  • Buff Warlock Punch is significantly more powerful, now being capable of reliably KOing under 25%, and all its hitboxes deal a consistent 32% damage. It can additionally be reversed for more power but comes out 10 frames slower. The airborne version is also more powerful.
  • Change Warlock Punch is now a back handed punch with his left hand instead of a straight punch with his right.
  • Buff Ganondorf has a new side special: Flame Choke. Instead of uppercutting the opponent like Gerudo Dragon, Ganondorf grabs the opponent that is inescapable and attacks the opponent with a dark pulse that weakly meteor smashes enemies into the ground, causing them to weakly bounce upward and thus setting potential follow-ups. The aerial version causes both Ganondorf and his opponent to plummet downwards until they hit the ground, allowing it to be used a suicide KO, but does not meteor smash on landing. Ganondorf and his opponent additionally have launch resistance as he holds them up in the air, but he lacks such in the aerial version. This new move is significantly better, the grounded version setting up followups much better while being a more versatile move in general. It is also capable of edge sweetspotting unlike Gerudo Dragon and Captain Falcon's Raptor Boost in Melee, allowing it to be used for recovery. Ganondorf can also now grab the edge by rearing back if he accidentally falls off-stage with it, preventing a self-destruct.
  • Nerf Flame Choke deals 8% less damage on the ground (17% → 9%) and 4% less in the air (16% → 12%) than Gerudo Dragon, and it cannot cut through projectiles.
  • Buff Dark Dive can now grab opponents hanging on the ledge. It additionally gains slightly better vertical distance, and now produces a non-grabbing hitbox in the move's ending uppercut animation to prevent edgehoggers, which deals less damage but has higher and more vertical knockback than the throw.
  • Nerf Dark Dive's throw has significantly weaker knockback and deals 6% less damage (17% → 11%), no longer capable of KOing at realistic percentages outside of stage spiking (KOs at 300%); this extremely weak knockback combined with the hitstun changes now allows opponents to hit Ganondorf as soon as they're released from Dark Dive, weakening Ganondorf's already poor recovery farther, and making the move completely unsafe to use in general. It also has more difficulty turning around (1 frame window), slightly slower start-up (frame 13 → 14), and its furthest grabbox has slightly less reach (14.4 → 13.65).
  • Change Dark Dive now has Ganondorf spinning sideways with a sweeping uppercut with his hand at the climax of the move, and no longer spins forward while falling.
  • Buff The ending animation of grounded Wizard's Foot can now be canceled if Ganondorf lands and slides off a ledge just as the move ends.
  • Buff Aerial Wizard's Foot has significantly more knockback scaling (67 → 100), and the non-initial hitboxes of the move no longer spikes, allowing it to be an effective vertical KO move, as well as a better anti-juggle attack. In addition, the move's hitboxes now fully covers Ganondorf's leg and foot rather than stopping at his thigh.
  • Nerf Grounded Wizard's Foot is significantly weaker, dealing 3% less damage (15% → 12%) with slightly less knockback scaling (76 → 70), going from a reliable KO move under 120% near center to unreliably KOing under 150% when near the ledge.
  • Nerf Aerial Wizard's Foot no longer restores Ganondorf's midair jump, drastically hindering Ganondorf's recovery. The initial hitbox can now be meteor cancelled, making it a meteor smash instead of a spike, but still retains its diagonal angle. Additionally, since it no longer meteor smashes outside the initial hitbox, the move is less useful for offstage edge-guarding, and the loss of the midair jump restoration making it invariable suicide.
  • Nerf Both versions of Wizard's Foot have slightly more start-up (frame 14 → 16) and have weak hitboxes through the later portions of the move.
  • Change Grounded Wizard's Foot has Ganondorf sticking his leg out before thrusting forward, rather than immediately thrusting forward, and his foot is now pointed outwards instead of upward. He also he now grunts while using it.

Moveset

  Name Damage Description
Neutral attack   9% (hand), 7% (arm), 5% (body) A quick palm strike. Ganondorf's fastest attack, with decent range and knockback.
Forward tilt   13% (foot), 12% (leg) Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory.
Up tilt rowspan="1" 27% (leg), 19%/17% (explosion) Ganondorf lifts his leg for a very long time before smashing it down in an explosion. Has vacuum properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start up tilt in the game. Can KO at low percentage if used very close to the edge and the opponent doesn't utilise DI and momentum cancelling.
Down tilt rowspan="1" 12% Ganondorf kneels on one leg and sweeps the other leg forward. Great range and sets up for aerials, including a slight disjoint in the end but is not safe when shielded. Deals the lowest knockback out of all of Ganondorf's tilts.
Dash attack 15% (clean), 10% (late) Charges at the opponent and rams into them. Ganondorf gains a quick speed boost during the move. Considered the second strongest dash attack in the game.
Forward smash   24% Thrusts his elbow forward, dealing darkness damage on contact. Relatively slow start-up and high cool down, but its extreme knockback is capable of KO'ing past 70%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled.
Up smash   22% (leg), 19% (body) Forcefully swings his leg up. Has great vertical range but also has poor horizontal range.
Down smash 5% (hit 1), 14%/12% (hit 2) Kicks his leg in front and then behind him. The knockback from the first kick usually makes the second kick connect as well.
Neutral aerial rowspan="1" 11% (hit 1 clean), 7% (hit 1 late), 7% (hit 2 clean), 5% (hit 2 late) Two quick mid-air kicks. The first hit deals the most damage and knockback, making it unlikely to combo into the second hit above extremely low percent.
Forward aerial rowspan="1" 17% (fist), 15% (arm) An overhead punch in a downwards arc. Very powerful with decent start-up. Due to a programming error, this move cannot be auto cancelled.
Back aerial 16% A back-handed punch. One of Ganondorf's fastest aerials dealing good knockback. Also one of his few moves that are fairly safe on shield even when it's not auto cancelled, but unfortunately its high vertical hitbox reduces its usefulness as it can't hit grounded opponents with a buffered short hop back aerial. Can be ground canceled.
Up aerial 13%/12% (clean), 12%/10% (mid), 8%/6% (late) An overhead flip kick, covering a large arc above him. Fast start-up, good coverage with great power. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a sour spot that semi-spikes with extremely low horizontal knockback, which can be a deadly edge guard move, especially at the end. Considered Ganondorf's fastest attack.
Down aerial 22% (legs), 17% (body) Stomps his legs downward, dealing electric damage. The strongest meteor smash in the game, with all hitboxes sending opponents downward, and is capable of KOing grounded opponents under 100%. Has little cool down, but high landing lag unless used with a full hop. Can autocancel in a short hop, allowing it to combo into other moves such as another down air. All hitboxes have transcendent priority, meaning that it cannot cancel out projectiles.
Grab A short ranged grab. Has high vertical range but one of the shortest horizontal grab ranges (the shortest in the game) except the pivot grab which has good range.
Pummel 2% Knees the opponent. A moderately slow pummel.
Forward throw 5% (hit 1), 8% (throw) Punches his opponent forward. High damage for a throw and good power.
Back throw 5% (hit 1), 5% (throw) Throws opponent backward and kicks them. Strong knockback for a throw, it easily sets up edgeguard opportunities, and can even KO at high percentages when near the edge.
Up throw 4% (hit 1), 3% (throw) Throws opponent upward and jabs his/her back. A poor throw that isn't strong enough to KO under 200%, but has too high of base knockback to be effective at setting up more attacks at low percentages.
Down throw 7% Throws his opponent violently on the ground. A weak throw that works very well for setting up at low percentages, even a shutter-step Forward Smash for high damage. Can often be led into a Flame Choke, up aerial, back aerial, or even down aerial depending on the opponent's DI.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
6% Flips up and lands on his feet.
Floor attack (back)
Floor getups (back)
6% A spin kick that can hit twice.
Floor attack (trip)
Floor getups (trip)
5% Spins around to kick those who are near.
Edge attack (fast)
Edge getups (fast)
10% Gets up with a horizontal left back hand to the opponent.
Edge attack (slow)
Edge getups (slow)
10% Slowly gets up and performs a low kick.
Neutral special Warlock Punch 32% (ground), 35% (ground reverse), 36% (air), 38% (air reverse) Winds up a large amount of darkness and releases it all in a powerful forward backhand punch. The move can be reversed which deals more damage.
Side special Flame Choke 9% (ground throw), 12% (air throw) Boosts forward with his hand extended out. Upon contact he grabs the opponent's neck and attacks them with a pulse of darkness before dropping them onto the ground (though an opponent can tech the hit to avoid guaranteed follow-ups, though the move can be tech-chased due to having no end lag). In the air, Ganondorf grabs onto and descends holding the opponent before slamming them into the ground, or to the lower blast line in a suicide KO if used off-stage.
Up special Dark Dive 1% (hits 1-4), 7% (throw), 7% (uppercut) Ganondorf latches onto an opponent and unleashes electricity onto them before launching them with an explosion. If the move connects, Ganondorf's free to use the same move again and avoid helplessness.
Down special Wizard's Foot 12%/10% (ground), 15%/14% (air), 8% (landing) 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 small shockwave is formed around Ganondorf when he lands on the ground, which has small amount of knockback. Slows down significantly on impact with anything, has a lot of landing lag, and is extremely risky to use off stage.
Final Smash Beast Ganon 10% (grounding), 10% (stomp), 45% (charge) Ganondorf becomes his beast form and rams into the opponent. Opponents too close upon initiation are buried, while those otherwise in front will be paralyzed.

On-screen appearance

  • Emerges from a portal of dark magic. It also appears to be similar to the purple color of Subspace.
File:Ganondorf On-Screen Appearance Brawl.gif

Taunts

  • Up taunt: Floats in the air, curls into a ball, spins, opens up from his curled position and poses, all while laughing maniacally. (Same as in Melee)
  • Side taunt: Punches his hands together, and dark energy appears.
  • Down taunt: Takes his sword out, dark energy pulses from the tip, looks at it, then puts it away.
Up taunt Side taunt Down taunt
GanondorfUpTauntBrawl.gif GanondorfSideTauntBrawl.gif GanondorfDownTauntBrawl.gif

Idle poses

  • Crosses his arms and looks in the other direction
  • Brings his hands together, then swings his right hand over his head
Ganondorf Idle Pose 2 Brawl.png Ganondorf Idle Pose 1 Brawl.png

Crowd cheer

English Japanese
Cheer
Description Gan-on-dorf! Gan-on-dorf!
Pitch Deep male Deep male

Wii Remote selection sound

  • Ganondorf says "Oooh-yah!". The sound clip is taken directly from Melee. Interestingly, the sound was unused in Melee and can only be heard in the Sound Test.
Ganondorf's selection sound

Victory poses

This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in The Legend of Zelda.
  • Pumps a victorious fist and crouches.
  • With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of it facing the viewer.
  • While crossing his arms, he laughs, then looks down at the camera.
File:Ganondorf VPs.png

In competitive play

Matchups

Ganondorf has, unarguably, the worst matchup spread in Brawl. He has a losing matchup against every character in the game, the only character in the entire Smash series to have this distinction (Donkey Kong is considered to have a losing matchup against everyone in Smash 64, although this is only in the Japanese version of the game). He is soft countered by 3 characters, countered by 11 characters, hard countered by 17 characters and has 5 close to unwinnable matchups. Characters such as Meta Knight and Sheik can overwhelm him with fast attack speed, outcamp him at any range (such as Olimar and Falco), or chain grab him to death (Ice Climbers and King Dedede). Ultimately, Ganondorf is completely outmatched by every character in the game, and is the only positive matchup for some characters (Captain Falcon, Jigglypuff, and Zelda).

Notable players

See also: Category:Ganondorf professionals (SSBB)

Tier placement and history

Ganondorf initially was not seen as the worst character, being ranked above Link and Captain Falcon on the first tier list, and was still ranked above Captain Falcon on the second tier list. From the third tier list on however, Ganondorf has been consistently ranked the worst character, and, on the fifth tier list, was considered to be so much worse than everyone else he was ranked in his own tier at the absolute bottom. Despite his reputation as the worst character, he has a dedicated playerbase that has achieved better tournament success than most other bottom/low tier characters (however minor it is). A player named Fonz even once won a legitimate tournament using Ganondorf (except for one match), an accomplishment players of most other low/bottom tier characters have not been able to achieve. As such, with Ganondorf's better tournament success compared to most other low/bottom characters, there has been some dispute on if Ganondorf is actually the worst character in Brawl, with Zelda and Jigglypuff frequently being cited as even worse. Interestingly, the Japanese do not consider Ganondorf the worst character, and actually have him listed above five other characters on their tier list. Despite this, the BBR still considered Ganondorf the worst character in their most recent tier list.

Role in The Subspace Emissary

Ganondorf's introduction in the Subspace Emissary

Ganondorf plays the role of the second main antagonist (under Tabuu) alongside Bowser in the Subspace Emissary. Ganondorf first appears in a control room on the Isle of the Ancients, where Zero Suit Samus was in to find her Power Suit, giving Bowser the coordinates to find King Dedede, who had stolen Wario's trophies.

Later, in the same control room, he receives orders from Master Hand to destroy the Isle of the Ancients. Appearing in their island base as a hologram, he consequently orders the R.O.B. Squad to activate all of the Subspace Bombs on the Isle. When the Ancient Minister objects, Ganondorf presses an override button that forces the R.O.B.s to ignore the Minister and continue. When he continues to intervene, Ganondorf goes further and forces the R.O.B.s to attack the Ancient Minister, setting him aflame; while sending a flock of Auroros to distract an approaching group of heroes. Suddenly, the burning Ancient Minister fires beams from his eyes, destroying the Auroros and shedding the remnants of his robes to show that he himself is a R.O.B., and proceeds to help the others fight the advancing Subspace troops.

After the Isle of the Ancients is engulfed in Subspace, Ganondorf appears on the Subspace Gunship as its co-commander, with Bowser, but they are forced to retreat into Subspace when the Gunship is destroyed by Kirby and his Dragoon. Ganondorf then decides it is time to betray Master Hand, so he takes out the last remaining Dark Cannon and fires it at Bowser, his own co-captain and the most loyal of Master Hand's henchmen. Kicking the Bowser trophy out of the way, Ganondorf proceeds to present himself to Master Hand. However, as he prepares to betray Master Hand for complete control of the Subspace Army, he sees that Master Hand was literally a puppet of Tabuu, the supreme ruler of Subspace. Ganondorf tries to attack him, but is defeated and turned into a trophy. As he falls, however, he bumps into the chains of light which puppeteer Master Hand, freeing him from Tabuu's control. Master Hand then attempts to attack Tabuu, but is defeated with ease.

Later, after the main group of heroes had been defeated by Tabuu and rescued by Luigi, Ness and King Dedede, Kirby finds Ganondorf's trophy - leading the resurrected Bowser to appear and brutally attack the trophy as an act of revenge for shooting him with a dark cannon before tossing it aside. If both Link and Zelda were rescued, a cutscene will show Ganondorf being revived by them (with a headache from his trophification and Bowser's retaliation) and after the Hyrulian heroes walk away he clenches his fist in anger and helps the heroes travel through The Great Maze in order to defeat Tabuu.

Cameo Appearances

Ganondorf appears frequently during Subspace Emissary.

Playable Appearances

Exclusive Stickers

These stickers can only be used by Ganondorf or by a select few including him:

  • Boomerang: [Weapon] Attack +4
  • Bowser (Mario Power Tennis): [Darkness] Attack +21
  • Colin: [Specials: Direct] Attack +4
  • Daphnes Nohansen Hyrule: [Electric] Attack +31
  • Darknut: [Slash] Attack +13
  • Epona & Link: [Arm, Leg] Attack +9
  • Fierce Deity Link: [Slash] Attack +21
  • Ganondorf (Ocarina of Time): [Darkness] Attack +29
  • Ganondorf (Wind Waker): [Darkness] Attack +33
  • Happy Mask Salesman: [Leg] Attack +9
  • Hylian Shield (Twilight Princess): Slash Resistance +10
  • Lantern: [Flame] Resistance +7
  • Legend of Outset: [Arm] Attack +26
  • Linebeck: [Throwing] Attack +20
  • Link (Link to the Past): [Electric] Resistance +31
  • Link (Twilight Princess): [Slash] Resistance +27
  • Link (Wind Waker): [Flame] Attack +31
  • Link with Goron Mask: [Slash] Attack +17
  • Link's Grandma: [Arm, Leg] Attack +2
  • Lon Lon Milk: Launch Power +18
  • Midna & Wolf Link: [Leg] Attack +26
  • Moblin: [Slash] Attack +15
  • Octorok: [Leg] Attack +4
  • Petey Piranha (Mario Golf: Toadstool Tour!): [Darkness] Attack +47
  • Phantom Ganon: [Darkness] Attack +40
  • Piece of Heart: Heart Container Effect +50
  • Revolver Ocelot: [Darkness] Attack +17
  • Ridley (Metroid): [Darkness] Attack +30
  • Salvatore: [Electric] Attack +9
  • Shadow Beast: [Darkness] Attack +28
  • Sheik: [Body, Spin] Attack +17
  • Skull Kid (Ocarina of Time): [Darkness] Attack +7
  • Space Pirate: [Darkness] Attack +13
  • Tingle (Wind Waker): [Flame] Resistance +24
  • Young Zelda (Minish Cap): [Battering] Resistance +16
  • Zelda (Ocarina of Time): [Flame] Resistance +18

In Event Matches

Solo Events

Co-op Events

Trophies

Ganondorf's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Ganondorf.

Trophy descriptions

Ganondorf
A man who wants to use the power of the Triforce to conquer the world. In Twilight Princess, he gives strength to the Twilight King, Zant, and tries to change the land into a world of darkness. He possesses Zelda, transforms into a magical beast, and attacks Link. In the end, however, Link deals him a finishing blow and defeats him.
N64: The Legend of Zelda: Ocarina of Time
Wii: The Legend of Zelda: Twilight Princess
Beast Ganon
Ganondorf's Final Smash. When he grabs a Smash Ball, he transforms into a repulsive, evil beast. He'll vanish momentarily from the screen, then rampage from one side to the other in a straight, headlong rush. When he begins the move, any character before his eyes will flinch, so try to start the move near other characters.
Wii: Super Smash Bros. Brawl

Alternate costumes

Ganondorf's alternate costumes in Brawl

Trivia

  • Ganondorf is the only playable villain who is never fought in the Subspace Emissary, excluding his dark clone in The Great Maze.
  • Though Ganondorf can be the first character unlocked by playing Classic Mode as Link/Zelda on hard, he is one of the last characters to be unlocked by playing the Subspace Emissary, due to being one of the main antagonists of the story (all antagonists of the SSE are always a few of the last characters to join the player's party)
  • Ganondorf is the only character to have three moves with grab hitboxes (Dark Dive, Flame Choke, and his standard grab).
  • The sound clip that plays on the Wii Remote speaker when Ganondorf is selected is a sound clip from Melee; unusually, it's never used in the latter game, save for the Sound Test.
  • While Ike has the most meteor smashes in Brawl, two of them are impossible to land on aerial opponents. Because of this, Ganondorf is tied with Diddy Kong for having the most meteor smashes landable on aerial opponents, with four.
  • Ganondorf and R.O.B. are the only characters in Super Smash Bros. Brawl to be unlocked on a stage that is not from their respective universe. In Ganondorf's case, he is unlocked on Final Destination. In fact, he is the only unlockable character who is unlocked on a stage from the Super Smash Bros. universe in Super Smash Bros. Brawl (Final Destination). R.O.B on the other hand is unlocked on the stage Mario Bros.. And even though it is not from the R.O.B universe, that stage is considered his home stage just because no characters from the Mario universe are seen there on Classic Mode and All Star Mode.
  • Ganondorf, Mario, and Bowser are the only veterans in Brawl to receive one completely different special move. In Ganondorf's case, his side special was changed.
  • Ganondorf is one of the few known characters to have an obvious error in his moveset coding - his forward aerial cannot be autocanceled, but the coding of the move shows that it was intended to do so; this was caused by using the wrong type of timing function. It was also meant to have a third, disjointed hitbox like in Melee.

External links