Super Smash Bros. Ultimate

Ganondorf (SSBU)/Neutral special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Warlock Punch.
Ganondorf neutral special hitbox visualizations.
Grounded Aerial
GanondorfNSpecialGroundedSSBU.gif GanondorfNSpecialAerialSSBU.gif
Grounded reversed Aerial reversed
GanondorfNSpecialGroundedReversedSSBU.gif GanondorfNSpecialAerialReversedSSBU.gif

OverviewEdit

Ganondorf charges darkness into his left hand before delivering a devastating back-handed punch. This move may be appealing to use due to it being among the strongest attacks in the game, though its potential is dashed due to its considerable startup and endlag. Despite dealing heavy shield damage and Ganon being able to reverse the attack, nearby opponents who are conservative with their shield play will likely be able to punish him and follow up. This will cause him to be put in a disadvantage state, causing him to waste momentum. As a result, most players consider this attack to be his worst special move, and by extension, his worst move overall.

HitboxesEdit

Landing any hitbox produces a Special Zoom.

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Normal
0 0 0 30.0% 0   Forward 120 46 0   5.0 shoulderl 2.4 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 30.0% 0   Forward 120 46 0   4.7 bust 0.0 1.0 1.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 30.0% 0   Forward 120 46 0   4.8 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Reversed
0 0 0 37.0% 0   Forward 30 100 0   5.0 shoulderl 2.4 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 37.0% 0   Forward 30 100 0   4.7 bust 0.0 1.0 1.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 37.0% 0   Forward 30 100 0   4.8 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Normal
0 0 0 38.0% 0   Forward 30 100 0   5.0 shoulderl 2.4 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 38.0% 0   Forward 30 100 0   4.7 bust 0.0 1.0 1.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 38.0% 0   Forward 30 100 0   4.8 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Reversed
0 0 0 40.0% 0   Forward 40 100 0   5.0 shoulderl 2.4 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 40.0% 0   Forward 40 100 0   4.7 bust 0.0 1.0 1.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 40.0% 0   Forward 40 100 0   4.8 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

Differences for Kirby's Copy AbilityEdit

  •   The hitboxes have different offsets (2.4u → 1.5u (ID 0 X offset), 0u/1u/1u → 1.1u/-0.3u/-0.4u (ID 1 X/Y/Z), 5u/0u/0u → 1u/-4u/1u (ID 2 X/Y/Z)), better matching Kirby's proportions.
    •   The reverse versions' ID 0 and 2 hitboxes are also assigned to the opposite bones ("shoulderl"/"arml" → "shoulderr"/"armr"), due to Kirby having stance mirroring unlike Ganondorf.

TimingEdit

NormalEdit

The move can be reversed on frame 11. For the aerial version, the control stick is checked on frame 66 to apply vertical momentum in the chosen direction.

Super armor (grounded only) 11-67
Hitbox 70-73
Interruptible 118
Animation length 130
Hitboxes                                                                                                                                                                                                                                                                     
Grounded only                                                                                                                                                                                                                                                                     

ReversedEdit

For the aerial version, the control stick is checked on frame 76 to apply vertical momentum in the chosen direction.

Transition start 11
Turnaround 21
Super armor (grounded only) 21-74
Hitbox 80-83
Interruptible 128
Animation length 140
Hitboxes                                                                                                                                                                                                                                                                                         
Grounded only                                                                                                                                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
  
State change
 
Armour
 
Interruptible

ParametersEdit

MoveEdit

Momentum forward 0.8
Vertical boost in midair by stick input 0.5
Travel angle with vertical boost 45°

Special ZoomEdit

Duration 40 frames (Ganondorf)
35 frames (Kirby)
Slowdown magnitude 2
Zoom rate 4 (Ganondorf)
3.5 (Kirby)
Time before zoom 3 frames
Background duration (non-1v1) 30 frames