Ganondorf (SSB4)
Ganondorf in Super Smash Bros. 4 | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable (3DS) Starter (Wii U) |
Final Smash | Beast Ganon |
Ganondorf (ガノンドロフ, Ganondorf) was officialy revealed as a playable character in Super Smash Bros. 4 on October 15th, 2014, alongside R.O.B.. Prior to this, Ganondorf was leaked via leaked videos from footage used by ESRB to rate the game, accidentally shown in an official video, where he appeared outside the boundaries of the screen while Pikachu taunted, before the trailer was replaced with a nearly-identical video which does not include Ganondorf, and he was also shown in Twitch.tv streams before being unveiled, and on October 10th 2014, Sakurai mentioned Ganondorf in the Pic of the day, which means he was leaked four times (twice by official material) prior to his official announcement.
Ganondorf is once again voiced by Hironori Miyata, using recycled voice clips from Brawl.
How to unlock
- Play 80 VS Matches.
- Clear Classic Mode as Link or Zelda on difficulty 5.0 or higher.
Ganondorf must then be defeated in Gerudo Valley.
Ganondorf does not have to be unlocked on the Wii U version.
Attributes
Ganondorf is a tall, heavy character that sacrifices speed for power. His overall game has significantly improved from Brawl as many of his attacks have much stronger power and knockback, notably with all of his aerials. This is evident with back aerial, and Ganondorf's down aerial is more lethal than ever if it connects, as it has a sourspot on his upper body that will allow him to send opponents flying horizontally, with heavy knockback.
Ganondorf is among the best edge-guarders in the game, with his aerials not only sending opponents away, but also guaranteeing most of them to be KO'd with a hit to send them back. Ganondorf may also use his up tilt attack against impromptu recoveries from getting up, or on horizontal recovering characters like Ike or Fox, a perfectly timed up smash will do the trick.
He has multiple attacks capable of breaking shields on impact: his up tilt's sweetspot, fully charged forward smash, and all versions of Warlock Blade's sweetspot tip, which will instantly destroy them regardless of shield size; while reverse Warlock Punch, reverse Warlock Blade's sourspot, and up tilt's sourspot can either instantly shatter shields or reduce them to a silver of health followed by sheer shieldstun to break them on only smaller characters such as Kirby. As well, he is the best character to use against breaking shields, as most of his attacks, notably non-reversed of Warlock Punch, uncharged forward smash, and aerial Wizard's Foot, will do significant shield damage upon impact, making it unsafe to overuse shields against him, especially with hand-to-hand combatants.
Despite alleviation of Ganondorf's significant issues that he had in Brawl (barring recovery, which is still one of the worst), he still possesses most of the major flaws he had from that game, such as his subpar range (especially his grab) and a small shield for a character of his size, as well as poor physics and mobility that is drastically slower than even most of the other heavyweights (having the third lowest dashing speed and third lowest air speed, has one of the fastest fast falling speeds, and jumps and double jumps that give negligible height). He also retains some of his susceptibility to combos and juggling due to his tall size and heavy weight, is still easy to punish and edge-guard and still has terrible out of shield options due to his slow and laggy moves that provide a poor inclose game. In addition to being outmatched by faster characters, he struggles against small characters like Pikachu or Kirby who can simply crouch to avoid most of his moveset, as well as projectile users as he has no counter to them outside of powershielding. Finally, Ganondorf possesses moves that are generally ineffective and are arguably some of the worst in both Brawl and Smash 4, such as Warlock Thrust, Dark Dive, Dark Vault, and all his grabs and throws; these specials possess nonexistent KO power while being punishable even if they land, whereas his grab as aforementioned as very poor reach due to being one of the shortest reaching grabs in the game, and his throws meant for comboing can't be followed-up reliably and those meant for knockback can't KO at realistic percentages.
With customs on, Ganondorf gets a good number of his faults addressed. Most notably, with the Wizard's Dropkick and Dark Fists customs, Ganondorf's recovery goes from one of the worst to one of the best recoveries in the game. Although Wizard's Dropkick is weaker than Wizard's Foot and cannot meteor smash, its aerial version moves Ganondorf a significant horizontal distance that is faster and further than Flame Choke and does not cause helplessness, and both aerial and grounded versions can also allow Ganondorf to go above projectiles while simultaneously attacking, giving Ganondorf an effective anti-projectile option. Dark Fists also allows Ganondorf to move more horizontally as well, giving him a better reach toward the edge, and thanks to its super armor start-up frames, he is protected from edge-guarders. Additionally Dark Fists is a very powerful physical attack instead of a grab which addresses many of Dark Dive's faults, and its armor will also allow him to tank hits while comboing into opponents and KO them at early damages, if given the opportunity, also making its end very risky to intercept while at high percentages.
Changes from Brawl
Given that Ganondorf was infamously the worst character in Brawl, due to tremendous flaws that placed him last in the tier list, he has received many buffs with comparably few nerfs. Many of his moves have higher damage and knockback, his aerials have less landing lag, and his grab-combo game was slightly improved. Ganondorf also significantly benefits from the general changes of Smash 4, in particular the general nerf of campable projectiles and the removal of chain grabs which heavily plagued Ganondorf in previous games, the removal of damage reduction on shields which allows many of Ganondorf's attacks to shatter them more easily, the introduction of edge-stealing which allows Ganondorf to edge-hog more effectively while limiting his opponents' ability to do the same, and the new rage mechanic which greatly strengthens his already high knockback while his heavy weight lets him survive longer and thus maintain rage. However, Ganondorf was toned down a bit in some areas, notably his already poor recovery being weakened even more, and many other issues that plagued him in Brawl (such as the aforementioned recovery) were not addressed. Overall, Ganondorf performs a significantly better than he did in Brawl, but is still ways off from his Melee status.
He is still a semi-clone of Captain Falcon with no new decloning in his default moveset, although Dark Dive was given a new animation. However, all of Ganondorf's custom moves are completely different, granting him more unique special attacks.
Aesthetics
- Ganondorf, like Link and Zelda, once again appears as his The Legend of Zelda: Twilight Princess incarnation, but now sports his glowing chest wound from that game, as well as a more tattered cape. However, instead of retaining the subdued color scheme that was used in Twilight Princess and carried over to Brawl, his overall color scheme is slightly brighter to appear in line with the more vibrant aesthetics used within SSB4.
- Ganondorf's darkness attacks produce more saturated visual effects.
- Ganondorf's mouth does not open all the way, leaving small marks at the sides of his mouth that remain still.
Attributes
- Ganondorf is slightly heavier than he was in Brawl, having been increased from 109 to 112.
- Ganondorf dashes slightly faster, having been increased from 1.16 to 1.218.
- Ganondorf's air speed was reduced from 0.846 to 0.79.
- Ganondorf can no longer perform the Flight of Ganon.
Ground attacks
- Neutral attack's sweetspot deals 1% more damage.
- Neutral attack's sourspot deals 1% less damage.
- Dash attack deals 1% less damage with slightly reduced knockback, making it a bit less effective at KOing (though it can still reliably KO under 150%).
- Combined with the previous point, the removal of hitstun cancelling gives the dash attack's sourspot newfound ability as a combo starter.
- Down tilt deals 1% more damage with slightly increased knockback.
- Up tilt deals 1% more damage with increased knockback and highly increased range. Additionally, shields no longer take reduced damage from attacks in SSB4 which drastically benefits this move, allowing the sweetspot to instantly shatter even full shields. The changes in ledge mechanics also makes this move much easier to trap opponents with, and it is a better move for edgeguarding overall.
- Forward smash has slightly increased base knockback and deals 1% more damage.
- Ganondorf no longer lunges farther when forward smash is pivoted, decreasing its reach.
- Up smash is much stronger, with both the sour and sweetspots dealing 2% to 3% more damage (depending on charge).
- Both kicks of down smash deals 1% extra damage with slightly increased knockback.
Aerial attacks
- Neutral aerial's first hit deals 1% extra damage and 2% more for the second. In addition, it has less landing lag.
- Forward aerial has decreased landing lag. The sweetspot additionally has a larger hitbox which makes it slightly disjointed.
- Forward aerial's base knockback and knockback scaling are now moderately low and high, respectively. This makes it a bit less effective at KOing on ledges, but makes the move KO more reliably from center and on heavier characters.
- Back aerial has increased base knockback and knockback scaling and the sweetspot deals 1% more damage. It also has less landing lag.
- Up aerial has less landing lag.
- Down aerial was significantly weakened, its sweetspot dealing 4% less damage with decreased base knockback (though it's still by far the most powerful meteor smash and aerial attack, and can still KO grounded opponents around 100% due to its very high knockback scaling). It can no longer autocancel in a short hop, removing its easy combo starting abilities.
- Down aerial has slightly less landing lag. The sourspot on his upper body now has superb horizontal knockback, making it useful to edge-guard opponents and securing decisive KOs. Additionally, the move significantly benefits from the new frame cancel, which can allow it to start combos even more effectively than it did in previous games if the player is frame-precise with the move.
Grabs and throws
- Ganondorf's pummel deals 1% more damage.
- Both Ganondorf's up and down throws have decreased knockback scaling, increasing Ganondorf's capability to follow them up at from zero to mid percentage.
- Forward, up, and down throws have less hitlag.
Special moves
- Warlock Punch is even more powerful when reversed, dealing 4% more damage and being able to KO lighter characters at around 10% near the ledge, but at 0% with Rage added, and can go further with both Rage and an airborne attack, stretching almost an entire stage. It also now has super armor during its start-up, though only if initiated on the ground, and it loses its armor when Ganondorf punches or if Ganondorf reverses it.
- A non-reversed Warlock Punch is weaker, dealing 2% less damage, and being survivable to around 50%.
- Warlock Punch has a slightly altered punch animation, where Ganondorf crouches while posing almost in the same way as his idle animation.
- Both grounded and aerial versions of Flame Choke deal 3% more damage. When Ganoncided with, the opponent is now always KO'd before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.
- The grounded version of Flame Choke can now be teched, though the move's low ending lag allows tech-chasing. The removal of grab armor makes it easier to intercept (as trade blows will interrupt the grab) and thus Ganonciding slightly more difficult to pull off (and thus less of a deterrent against edge-guarding Ganondorf).
- Aerial Flame Choke now functions like a stall-then-fall, which may prove useful if Ganondorf does not wish to Ganoncide, allowing him to steer back onto the ledge.
- Due to the removal of fast acting out of hitstun when sent short distances, opponents can no longer attack Ganondorf as he releases them from Dark Dive.
- The removal of grab armor removes the minimal protection Dark Dive provided, which when combined with the previous point about Flame Choke, makes Ganondorf overall even easier to edge-guard offstage than he was in Brawl.
- Dark Dive now has a altered animation with one hand as opposed to two, and it produces more spectacular visual effects, with a noticeably larger finishing explosion.
- Aerial Wizard's Foot is interruptible much sooner, giving Ganondorf much greater leniency to successfully recover after using it offstage when edge-guarding, and when using it to mix-up recovery. This also allows it to be used over ground from not as high up without going into its laggy landing animation.
- Beast Ganon's knockback has been reduced, no longer being a one-hit KO.
- Beast Ganon has a different animation when Ganondorf transforms back into a Gerudo: he triumphantly poses as if roaring.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 10% (hand), 7% (arm), 4% (body) | Leans in with a 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. Fairly quick start-up, with great knockback at a semi-spike trajectory. A powerful edgeguarding move against characters with little horizontal recovery. | ||
Up tilt | rowspan="1" | 28% (leg), 20%/18% (explosion) | Ganondorf lifts his leg up then holds it in place until smashing it down in an explosion. Has vacuum properties. Incredibly powerful, with the sweetspot being able to instantly shatter full shields and KO at low percentages when near the ledge, but has laughable startup lag making it a high risk high reward move. It is one of Ganondorf's best edgeguard attacks if used correctly. | |
Down tilt | rowspan="1" | 13%/15% | Kneels on one leg and thrusts the other leg forward. Good start-up, range and power with vertical knockback. | |
Dash attack | 14% (clean), 10% (late) | Charges at the opponent and rams into them. Ganondorf gains a quick speed boost during the move. Is able to reliably KO at around 150%. | ||
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 under 100%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled. | ||
Up smash | 24% (leg), 21% (body) | Forcefully swings his leg up. Has some start-up but little cool down because of its interruptibility. Extremely powerful when used against aerial opponents, capable of KO'ing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit. | ||
Down smash | 6% (hit 1), 15%/13% (hit 2) | Kicks his leg in front and then behind him. The first kick has low knockback to naturally combo into the second kick, which has the most damage and knockback. However, the hits often do not link properly, and the first kick can sometimes knock opponents away from Ganondorf. Ganondorf's weakest smash attack and has drastically less KO potential than all of Ganondorf's tilts and smashes, but can be used to punish a roll. The first kick can stage spike opponents if positioned correctly. | ||
Neutral aerial | rowspan="1" | 12% (hit 1 clean), 7% (hit 1 late), 9% (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. Some landing lag if not used in a full hop. | |
Forward aerial | rowspan="1" | 17% (fist), 16% (arm) | An overhead punch in a downwards arc. Very powerful with decent start-up. Suffers from high landing lag even when used with a full hop. | |
Back aerial | 17% (fist), 16% (arm) | A back-handed punch. Relatively fast start-up with power that slightly surpasses his forward aerial. Has little cool down with decent landing lag. While it auto cancels in a short hop, its high vertical hitbox makes it unable to hit most grounded opponents. | ||
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. Has little cool down with decent landing lag, and can auto cancel into a short hop. | ||
Down aerial | 19% (legs), 17% (body) | Stomps his legs downward, dealing electric damage. The move is an extremely powerful meteor smash if hit with the lower half of his body. There is a sour spot on his shoulder that hits horizontally with less damage, but is still extremely powerful (stronger than his forward and back aerial at higher percentages). Has little cool down, but high landing lag unless used with a full hop. All hitboxes have transcendent priority. | ||
Grab | — | A short ranged grab. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, almost requiring him to be physically touching his opponent. Pivot grab has better range but suffers from cool down. | ||
Pummel | 3% | Knees the opponent. A moderately slow pummel. | ||
Forward throw | 5% (hit 1), 8% (throw) | Lifts his opponent up, then punches them in the midsection. High damage for a throw with good knockback. Good for setting up a meteor smash down aerial. | ||
Back throw | 5% (hit 1), 5% (throw) | Lifts his opponent behind him and kicks them. Decent knockback, sets up an edgeguard well. Moderate ending lag severely decreases ground combo potential. | ||
Up throw | 4% (hit 1), 3% (throw) | Holds opponent above him, then punches them upwards. High base knockback, but low scaling. Not good at followups, but it can be used as a DI mixups, mindgames, and start juggles against characters who has hard time dealing with juggles. | ||
Down throw | 7% | Throws his opponent violently on the ground. A weak throw with very low knockback scaling, making it useful for setting up into dash attack, neutral air, up air, Wizard's Foot, or Wizard's Dropkick at zero to mid percentages. However, Ganondorf's slow speed and an opponent's DI often makes these follow-ups difficult. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Spins his left foot around him on both sides in a breakdance like fashion. | ||
Floor attack (back) Floor getups (back) |
7% | Swings his right foot over his head as he gets up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spins around to kick those who are near. | ||
Edge attack Edge getups |
8% | Gets up with a horizontal left back hand to the opponent. | ||
Neutral special | Default | Warlock Punch | 30% (ground), 37% (ground reverse), 38% (air), 40% (air reverse), 42% (air reverse, near fist) | Winds up a large amount of darkness and releases it all in a powerful forward backhand punch. A player can pull off a 180° punch by turning in the opposite direction during the charging period for more knock back and damage, however this is slower than the regular Warlock Punch. It also receives a significant damage bonus if used in the air or turned 180°, and these bonuses stack, so a reverse aerial Warlock Punch is powerful enough to OHKO any fighter at the edge with enough rage, while the grounded version can OHKO certain lightweight fighters near the ledge. Has super armor until just before the punch, unless used in the air or reversed. |
Custom 1 | Warlock Blade | 22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse) | Ganondorf pulls out his sword and thrusts it forwards. Deals less damage overall than Warlock Punch when sourspotted, but has greater range, faster startup, and a powerful sweetspot at the tip of the sword. Has super armor until just before the stab, unless used in the air or reversed. Deals greatly increased shield damage, with the sweetspot being able to instantly shatter a full shield. All hitboxes have transcendent priority. | |
Custom 2 | Warlock Thrust | 16%/9% (normal), 19%/12% (reverse) | A faster punch that has more vertical reach. Suffers from sour spots all around the explosion and the arm, with the fist being the only sweet spot, extremely weak knockback that KOs past 300%, and extreme ending lag. | |
Side special | Default | Flame Choke | 12% (ground throw), 15% (air throw), 4% (release) | 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. Much less unwieldy than in Brawl, as Ganondorf will always win if he and the opponent are on their last stocks. 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. |
Custom 1 | Flame Wave | 8% (ground hit 1), 10% (air hit 1), 10% (throw), 4% (release) | Boosts forward with his hand extended out. Upon contact, he blasts them into the air after grabbing them, dealing two hits, with the second having vertical knockback. Has actual KO power, but sacrifices combo ability, and has significantly less range and more ending lag. | |
Custom 2 | Flame Chain | 1.2% (loop hits), 5% (last hit) | 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, passes through shielding enemies, and even a bit of traction on the ground, but cannot grab. | |
Up special | Default | Dark Dive | 1% (hits 1-4), 8% (throw), 7% (uppercut), 6% (release) | Ganondorf latches onto an opponent and unleashes electricity onto them before launching them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a subpar recovery. If he successfully lands this move against an opponent, he doesn't fall helpless and can use it again. Ganondorf will perform an uppercut with weak knockback and darkness properties if this move misses an opponent. The throw has the worst knockback than any of Ganondorf's moves and does not KO until 300%, while the uppercut has slightly better knockback and KOs at 200% instead, making it unviable for offense. |
Custom 1 | Dark Fists | 6% (hit 1), 11% (hit 2) | 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 and KOs much more reliably than Dark Dive. It is considered the best recovery move due to its somewhat slow start-up allowing for better horizontal reach. Has super armor on startup. | |
Custom 2 | Dark Vault | 4% (throw), 6% (release) | Ganondorf vaults upward twice, but can only grab opponents during the start of either vaults. Its KO power is much weaker, at the 400%, and travels less horizontally. | |
Down special | Default | 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 powerful meteor smash during start-up, with a late hit sending opponents vertically instead. 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. |
Custom 1 | Wizard's Dropkick | 9%/7% (ground), 11%/8%/9%/7% (air), 6% (landing) | Ganondorf jumps into the air before performing the kick. Aerial version moves at a 45 degree angle downward, great for horizontal recovery. Can be used both to come back to the stage, and to avoid juggles if launched. Is a true combo out of Down Throw until mid-high percent. A downside is that it doesn't meteor, and has significantly reduced vertical kill power, though it can more safely be used for edge guarding. Very little cool down if used on the ground. | |
Custom 2 | Wizard's Assault | 10%/9% (ground), 14%/12% (air), 6% (landing) | 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, but does not slow down on impact. It can meteor smash. | |
Final Smash | Beast Ganon | 10%/5% (appearance), 10% (paralyze), 40%/30% (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. |
Taunts
- Up: Floats in the air, curls into a ball, and spins. He then opens up from his curled position and poses while laughing maniacally. (Same as in Brawl)
- Side: Punches his hands together in a threatening pose and scoffs.
- Down: Unsheathes the Sword of Sages, looks at it while the tip pulses with dark energy, then sheathes it.
On-Screen Appearance
Emerges from a portal of dark magic.
Victory Fanfare
A flourished remix directly from Brawl. It is a remix of the tune that plays when Link obtains a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System. It is shared with Link, Zelda, Sheik, and Toon Link.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Ganondorf | 2121 | 2122 | 2321 | 2322 | 2132 |
2332 | 2222 | 3122 | 3121 | 3112 |
Trophies
- Ganondorf
- The King of Evil is Link's arch-nemesis in most games in the Legend of Zelda series. With the Triforce of Power at his disposal, he's a fearsome opponent. In this game, his mighty attacks have so much impact, they easily make up for his slow speed, and his launching ability is extra impressive! Rush in when the enemy's open and strike hard.
- Ganondorf (Alt.)
- Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face someone as they cowardly try to hit you from behind.
- Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch focuses dark energy into his left hand to deliver a thunderous back-hander. Unfortunately, focusing all that energy takes time. If someone sneaks behind you just as you start the move, quickly try to turn around.
- Beast Ganon
- For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries nearby fighters in the ground and then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes buried by the first strike are doomed to be hit by the rest.
- For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries fighters nearby in the ground, then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes who are buried by the first strike are guaranteed to be hit by the rest.
- GanondorfTrophy3DS1.png
Classic (3DS)
- GanondorfTrophy3DS2.png
Alt. (3DS)
Update history
- Landing lag on all aerial attacks has been reduced, with neutral aerial having a moderate decrease while the rest of his aerials had a slight decrease.
- Aerial Flame Choke can no longer be teched, restoring the move's offensive useability.
- Jab damage: 4%/6%/9% → 4%/7%/10%
- Up, forward and down throws have less hitlag.
Alternate costumes
Gallery
On Battlefield.
Using Flame Choke on Link on Final Destination.
Being attacked by Meta Knight and Pit.
Using Wizard's Foot on Robin and Marth.
Using his Final Smash on Link and Lucina.
Fighting with Link in Gerudo Valley.
Trivia
- In previous Super Smash Bros. appearances, Ganondorf has a sword in some aesthetic capacity, whether that be in his artwork or one of his victory poses in Super Smash Bros. Melee, or in one of his taunts in Super Smash Bros. Brawl. Super Smash Bros. 4 is the first entry in the series to have Ganondorf actually utilize his sword, albeit in a custom neutral special move.
- Ganondorf is the character with the most grab moves in the game, as both his side special and up special count as grabs and cannot be countered or shielded.
- Super Smash Bros. for Nintendo 3DS is the first game where Ganondorf is unlocked on a stage other than Final Destination.
- Ganondorf's cape has rips and tears in it, much like in Ocarina of Time and Twilight Princess after receiving damage from battle. However, despite Little Mac showing battle damage, Ganondorf's cape is torn from the start.
- In All-Star Mode, Ganondorf appears right next to Sheik since his human-like form (referred to as "Ganondorf") first appeared in Ocarina of Time alongside Sheik.
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |