Super Smash Bros. 4

Ganondorf (SSB4)

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Revision as of 12:23, September 4, 2015 by FlynnCL (talk | contribs) (→‎Changes from Brawl: Ganondorf's smash attacks are the same in end lag. Someone is comparing only his Brawl POST-charge animation (which have IASA of 50, 32 and 59) to the entire animation of Smash 4.)
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This article is about Ganondorf's appearance in Super Smash Bros. 4. For the character in other contexts, see Ganondorf.
Ganondorf
in Super Smash Bros. 4
Ganondorf SSB4.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl

Availability Unlockable (3DS)
Starter (Wii U)
Final Smash Beast Ganon
Ganondorf (SSB4)

Ganondorf (ガノンドロフ, Ganondorf) was officially 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.

As in Brawl, Ganondorf is voiced by Hironori Miyata, using recycled voice clips from The Legend of Zelda: Twilight Princess.

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. While Ganondorf is on par for the slowest character in the game along with King Dedede, he possesses very powerful moves in his arsenal that can KO significantly earlier than most other characters, especially with Rage. 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 at the Sakurai Angle, with heavy knockback. A prime example of Ganondorf's power is his Warlock Punch, which can One-hit KO many lighter characters near the ledge when reversed, in the air, and with the rage effect.

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. His down aerial's sweetspot still remains the most powerful meteor smash in the game, and his up aerial's late hitboxes can semi-spike weakly but high hitstun that can cause gimps. 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 instantly breaking shields on impact: his up tilt's sweetspot, fully charged forward smash, aerial reverse Warlock Punch, and all versions of Warlock Blade's sweetspot tip. As well, he is the best character to use against breaking shields, as most of his attacks, notably uncharged forward smash, fully charged up smash, up tilt's sourspot, all other versions of Warlock Punch, all versions of Warlock Blade's sourspot, 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.

Unfortunately, despite alleviation of Ganondorf's significant issues that he had in Brawl (notably the weakening in other character's projectile camping abilities, the removal of chain grabbing and the new edge-stealing mechanic, but still has one of the worst recoveries), he still possesses most of the major flaws he had from that game, such as his subpar range and a small shield for a character of his size, and 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, moderately high fast falling speed, and jumps and double jumps that give negligible height). He also retains a susceptibility to combos and juggling due to his tall size and heavy weight and is still easy to punish and edge-guard along with mediocre out of shield and approach options due to his slow and laggy moves which often forces Ganondorf to rely on proper spacing and mindgames. 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, despite his status as a powerhouse Ganondorf is still plagued by sourspots or late weak hitboxes on some of his attacks and he possesses moves that are generally ineffective and considered to be nearly or completely useless, being unable to combo reliably or KO at realistic percentages, such as neutral aerial (while the first kick is decently powerful, the second kick is overall weaker and less reliable, and both kicks have late weak hitboxes), grounded Wizard's Foot (which cannot KO until 150% when near the ledge, DI and rage not considered, and has late weak hitboxes), Wizard's Assault (being weaker than Wizard's Foot, slower start-up making it more predictable, and undesirably sends opponents behind Ganondorf), Warlock Thrust (which cannot KO until 300% and has huge ending lag), Dark Dive (which is the weakest move in Ganondorf's default moveset, the grab and throw not KOing anywhere on the stage until 300% and the uppercut not KOing until 200%, while being very slow and very easily edgeguarded), Dark Vault (dealing minuscule damage and not KOing until 400%, along with less horizontal movement and grabboxes and thus less edgeguarding protection), and all his grabs (which comes out slowly and has wretchedly short reach despite his tall size) and throws (forward and back throws cannot KO until 195% when near the ledge; up throw cannot KO until 245%, while having too much base knockback for direct follow-ups and is thus overall inferior than his forward/back throws; and down throw can combo into other moves, but are very easily DI'ed out of and are not true combos allowing opponents to jump away, and generally stops working past 50%).

Overall, Ganondorf remains held back by a slew of flaws, but still holds a great punishing game. He still must play very cautiously like in Brawl, patiently waiting and reading the opponent's movements before striking, but unlike in Brawl Ganondorf's improved power is far more rewarding and definitely not one to be trifled with, and is a more viable character as a result.

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 due to slower start-up, 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 two-hit physical attack instead of a grab, addressing many of Dark Dive's faults while sacrificing re-usability if it lands, 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 it very risky to edge-guard while at high percentages. Warlock Blade also provides a viable alternative to Warlock Punch; while it is weaker and has more end lag, it also has less start-up, much more range (due to Ganondorf using his sword), transcendent priority, and causes more shield damage, giving it more uses overall but replacing one of Ganondorf's best punishing options. The rest of Ganondorf's customs, however, are considered to be vastly inferior: Warlock Thrust, Dark Vault, and Wizard's Assault (as mentioned above) offer very negligible bonuses, if they are even enough to be considered better in their respective regards, while giving drastic flaws over the default (even though Dark Dive and grounded Wizard's Foot were not very useful in the first place), and Flame Wave and Flame Chain sacrifice killer combos for less efficient attacks and the former also provides serious flaws.

Changes from Brawl

As Ganondorf was infamously the worst character in Brawl due to tremendous flaws that placed him last in the tier list, he has received a mix of buffs and nerfs, but is considered overall to be buffed from Brawl -- albeit not enough to compensate for his fundamental issues. Some moves have higher damage and knockback (most notably down smash), his forward and back aerials are less hindered by sourspots due to consistent knockback on all their hitboxes (now only affected by a 1% damage difference), his very laggy aerials have less landing lag (most prominently forward and down airs, while the others are still noticeable as well), and some of his throws have been slightly improved, though are still among the worst. One of the most notable changes is that the use of Flame Choke for Ganonciding now consistently KO's the opponent before Ganondorf, allowing it to be used as a guaranteed win if both fighters in a 1v1 match are on their last stock.

However, as mentioned, Ganondorf also received noteworthy nerfs. His forward smash no longer has extra reach when pivoted, and while Warlock Punch was improved overall, it is much weaker unless reversed or performed in the air. Despite being infamous for his poor recovery, Ganondorf is even easier to edgeguard due to the removal of grab armor and slower air speed. His down air is also significantly weaker and no longer auto cancels in a short hop, weakening its utility dramatically despite having significantly less landing lag (although its sourspot launches at an effective edgeguarding angle, this is negligible, as its still small and is still considered somewhat inferior to the sweetspot). The biggest nerf Ganondorf received was to his staple in Brawl: Flame Choke. Flame Choke not only lost its grab armor, but when grounded, it can now be teched before Ganondorf can act, enforcing unreliable hard reads, and if Ganondorf reads incorrectly, his slow attack speed will ensure he can get punished.

Ganondorf 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 hitstun cancelling which allows some of Ganondorf's attacks to link better (notably down throw) and also makes opponents incapable of attacking him right out of Dark Dive, 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.

Overall, Ganondorf is generally agreed to have improved from Brawl, but his buffs and nerfs as well as his position relative to the generally buffed cast leave debate for exactly how much he has been improved. Additionally, he is still hopelessly outmatched by fast or combo-heavy characters such as Sheik and especially smaller ones such as Pikachu, and is greatly inferior to his Melee incarnation. The competitive community considers Ganondorf to be a generally poor character with customs off, with his newfound extreme power saving him from being among the absolute worst characters; indeed, some Smashers such as ESAM do not believe Ganondorf to be among the bottom 10 characters as he was during the entirety of Brawl's lifetime. He is aided greatly by customs, but not enough to bring him to the level of viability he had in Melee. Nonetheless, as in Brawl, Ganondorf has a dedicated playerbase that gives him more significant tournament representation and slightly better results than other perceived low-tier characters.

Ganondorf has received numerous buffs in balance patches; however, these buffs have so far failed to address his most glaring flaws, but have mitigated some of his more minor issues. For example, aerial Flame Choke cannot be teched like the grounded version, and his previously situational and ineffective down smash has been improved in terms of range and knockback.

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

  • Change Ganondorf, like Link and Zelda, once again appears as his 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. This is less apparent than for the other Zelda characters due to Ganondorf's darker, more muted color scheme in general.
  • Change Ganondorf's darkness attacks produce more saturated visual effects.
  • Change Ganondorf's mouth does not open all the way, leaving small marks at the sides of his mouth that remain still.
  • Change Ganondorf has more exaggerated facial expressions, often shouting, snarling, grimacing, or showing puzzlement/contemplation during his attacks and idle poses.

Attributes

  • Buff Ganondorf is slightly heavier (109 → 112).
  • Buff Ganondorf dashes slightly faster (1.16 → 1.218).
  • Nerf Ganondorf's gravity is higher, worsening his already poor recovery and making him easier to combo (0.1027 → 0.10784).
  • Nerf Ganondorf's air speed was reduced from tied to 9th lowest in Brawl to 3rd lowest in SSB4, behind Luigi and King Dedede, harming his already poor recovery further (0.846 → 0.79).
  • Nerf Ganondorf can no longer perform the Flight of Ganon.

Ground attacks

  • Buff Neutral attack's sweetspot deals 1% more damage (9% → 10%).
  • Nerf Neutral attack's sourspot deals 1% less damage (5% → 4%).
  • Buff Dash attack's sourspot sends at 80 degrees instead of 100, giving it more combo potential. The move additionally has 2 frames of invincibility after the start-up, aiding his defensive ability against powerful projectiles.
  • Nerf Dash attack's sweetspot deals less damage (15% → 14%) with slightly reduced base knockback (60 → 50).
  • Buff Down tilt deals 1% more damage (12% → 13%).
  • Buff Up tilt deals 1% more damage (17%/19%/27%/27% → 18%/20%/28%/28%). Additionally, shields no longer take 30% less damage 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.
  • Buff Forward smash's sour spot has slightly increased base knockback (30 → 35).
  • Nerf Ganondorf no longer lunges farther when forward smash is pivoted, decreasing its reach.
  • Buff Up smash deals 2% more damage (19%/22%/22% → 21%/24%/24%).
  • Buff Both kicks of down smash deals 1% more damage (1st hit: 5% → 6%, 2nd hit: 12%/14%/14% → 13%/15%/15%), making them stronger. The second kick additionally has significantly higher base knockback (60 → 94) and a bigger hitbox, now capable of KOing at 115% and restoring its usefulness akin to its Melee counterpart.
  • Nerf Down smash's first kick has a hitbox in Ganondorf's thigh that sends opponents forward away from the second kick, making it much harder to link and when combined with the previous point makes the move punishable for landing it.

Aerial attacks

  • Buff Neutral aerial's clean hitboxes produce more damage, dealing 1% more for the first (11% → 12%) and 2% more for the second (7% → 9%). It also has less landing lag (22 → 18 frames).
  • Buff Forward aerial has significantly less landing lag (32 → 23 frames), being less than when not L-canceled in Melee, and deals more damage, with the sourspot dealing 2% more (15% → 17%) and the sweetspot dealing 1% more (17% → 18%). Its knockback is also stronger overall (30/48 base and 80/83 growth → consistent 20 base/93 growth), making the sourspot much less of a hindrance.
  • Buff Back aerial has increased knockback overall (10/28 base and 85 growth → consistent 40 base/89 growth) and the sweetspot deals 1% more damage (16% → 17%), making the sourspot much less of a hindrance. It also has slightly less landing lag (22 → 20 frames).
  • Buff Up aerial has slightly less landing lag (22 → 20 frames).
  • Buff Down aerial has significantly less landing lag (35 → 28 frames). The sourspot on his upper body now sends at the Sakurai Angle, making it useful for edge-guarding and securing decisive KOs. In addition, the changes to meteor cancelling essentially changes the sweetspot to a spike at mid percents.
  • Nerf Down aerial is weaker, with its sweetspot dealing 3% less damage (22% → 19%) and decreased base knockback overall (30 → 20), now meteor smashing grounded opponents starting at 10% (up from 0%) and now survivable up until 120% on the ground (up from 100%). It also can no longer autocancel in a short hop, removing its easy combo starting abilities and when combined with the previous point makes the move punishable for landing it at very low percentages.

Grabs and throws

  • Buff Pummel deals 1% more damage (2% → 3%).
  • Buff Up throw deals 3% more damage (7% → 10%), making it bring opponents to KO percentages slightly earlier.
  • Nerf Up throw has lowered base knockback. Prior to update 1.1.0, this allowed it to combo until mid percents. However, as a result of its higher knockback due to the increased damage in update 1.1.0, the lower base knockback is a detriment as it makes up throw KO later.
  • Buff The removal of hitstun cancelling increases down throw's follow-up capabilities from zero to mid percentages.
  • Change Forward, up, and down throws have less hitlag.

Special moves

  • Buff Reverse and reverse aerial Warlock Punch deals 2% more damage (35%/38% → 37%/40%) and aerial Warlock Punch deals 3% more damage (35% → 38%). Grounded, non-reversed Warlock Punch also now has super armor during its start-up, starting on frame 11, but is lost on frame 62 when Ganondorf punches.
  • Nerf Non-reversed Warlock Punch is weaker, dealing 2% less damage (32% → 30%) and having knockback changes (30 base/100 growth → 120 base/42 growth).
  • Change Warlock Punch has a slightly altered punch animation, where Ganondorf crouches while posing almost in the same way as his idle animation.
  • Buff Both grounded and aerial versions of Flame Choke deal 3% more damage (9%/12% → 12/15%). 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. Aerial Flame Choke also now functions like a stall-then-fall, allowing Ganondorf to steer the choked enemy closer towards or farther away from the stage; this makes it easier to Ganoncide on characters farther away from the ledge, and gives Ganondorf the choice to steer back onto the stage when initiating a choke from off-stage.
  • Nerf Grounded 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). Additionally, a landed Aerial Flame Choke travels less forward distance, making it difficult to steer away/towards the stage from a forward input.
  • Buff Due to the removal of hitstun cancelling, opponents can no longer attack Ganondorf as he releases them from Dark Dive.
  • Nerf 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.
  • Change Dark Dive now has an altered animation with holding onto the opponent one hand as opposed to two, and it produces more spectacular visual effects, with a noticeably larger finishing explosion.
  • Buff 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. It also deals higher shield damage (10 → 15). Additionally, the changes to meteor cancelling makes the aerial version's initial hitbox a pseudo-spike (acting like it did in Melee), making it more practical for edgeguarding.
  • Nerf Beast Ganon's knockback has been reduced, no longer being a one-hit KO. The dash also deals 7% less damage (47% → 40%).
  • Change Beast Ganon has a different animation when Ganondorf transforms back into a Gerudo: he triumphantly poses as if roaring.

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff 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.
  • Buff Aerial Flame Choke can no longer be teched, restoring the move's offensive usability.

Super Smash Bros. 4 1.0.6

  • Buff Jab damage: 4%/6%/9% → 4%/7%/10%
  • Change Up, forward and down throws have less hitlag.

Super Smash Bros. 4 1.1.0

  • Buff Aerial Wizard's Foot shield damage: 10 → 15
  • Buff Down Smash knockback and hitbox increased on second hit, providing easier and significantly harder hits on opponents, KOing with higher knockback than a majority of forward smashes.
  • Buff Forward aerial damage: 16%/17% → 17%/18%
  • Buff Up throw damage: 7% → 10%
  • Nerf Up throw has more knockback due to the increased damage. This is a detriment due to the move having lower base knockback than in Brawl, lessening its ability to combo while still unable to KO reliably, decreasing the move's already low utility further.

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, but still extremely slow as it comes out on frame 8. Has a chance to trip opponents.
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. Based on a kick attack used by himself and other large sword-wielding enemies in Twilight Princess.
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% 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. While based on Captain Falcon's forward smash, this is very similar to a move Ganondorf uses in the final battle of Twilight Princess as part of a sword combo.
Up smash 24% (leg), 21% (body) Forcefully swings his leg up. Has some start-up but deceptively low endlag because of its interruptibility, so it can be used to bait opponents. 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 has a hitbox on the thigh that knocks opponents away from Ganondorf. Ganondorf's weakest smash attack, but significantly higher knockback as of the 1.1.0 update. Can be used to punish a roll and is one of the most powerful down smashes in the game, KOing at 115% from the center of Final Destination. If used near a ledge, 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" 18% (fist), 17% (arm) An overhead punch in a downwards arc. Very powerful with decent start-up. Suffers from moderate 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, with grounded opponents being KO'd under 120% while being unable to tech the move. 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 surprisingly little cool down, but high landing lag unless used with a full hop. All hitboxes have transcendent priority, meaning that it cannot cancel out projectiles.
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 decent knockback. Good for setting up a meteor smash down aerial, but bad for KOs as it doesn't kill until 195% when near the ledge.
Back throw 5% (hit 1), 5% (throw) Lifts his opponent behind him and kicks them. Decent knockback, and sets up an edgeguard well, but also KOs at 195% near the ledge like forward throw. Moderate ending lag severely decreases ground combo potential.
Up throw 7% (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, though this can be difficult to do so due to Ganondorf's physics. Its poor knockback scaling prevents it from KOing until 245%.
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 physics, an opponent's DI, and the move's low hitstun 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 the Sword of Sages and stabs it forward in reverse grip. 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, removing Ganonciding.
Up special Default Dark Dive 1% (hits 1-4), 7% (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 of any of Ganondorf's moves (not counting Flame Choke's set knockback, which has combo potential to compensate) 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 for Ganondorf due to its somewhat slow start-up allowing for better horizontal reach. Has super armor on startup.
Custom 2 Dark Vault 1% (hit 1), 3% (throw), 6% (release) Ganondorf vaults upward twice, but can only grab opponents during the start of either vaults. Its KO power is even weaker, at 400%, and travels less horizontal distance. No uppercut.
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. It's the fastest character in the game if final smashes are taken into consideration.

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.

Idle Poses

  • Crosses his arms and looks in the opposite direction.
  • Brings his hands together, then swings his right arm over his head.

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.

Victory Poses

  • With his back facing the camera, Ganondorf turns to face the camera, and holds up his fist, the back of it facing the viewer.
  • Pumps a victorious fist covered in dark lighting and crouches.
  • While crossing his arms, he laughs, then looks down at the camera.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Ganondorf (SSB4) Ganondorf 2121 2122 2321 2322 2132
2332 2222 3122 3121 3112

Notable players

Trophies

Ganondorf
Ntsc The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!
Pal 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.
N64: The Legend of Zelda: Ocarina of Time (11/1998)
Wii: The Legend of Zelda: Twilight Princess (11/2006)
Ganondorf (Alt.)
Ntsc 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.
Pal 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.
N64: The Legend of Zelda: Ocarina of Time (11/1998)
Wii: The Legend of Zelda: Twilight Princess (11/2006)
Beast Ganon
North America 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.
Pal 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.

Alternate costumes

Ganondorf Palette (SSB4).png
Ganondorf (SSB4) Ganondorf (SSB4) Ganondorf (SSB4) Ganondorf (SSB4) Ganondorf (SSB4) Ganondorf (SSB4) Ganondorf (SSB4) Ganondorf (SSB4)

Gallery

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.
  • When Ganondorf uses an aerial Flame Choke on an opponent with one stock left, he will sometimes shout his KO voice clip, despite not being KO'ed.