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 |
Tier | F (53) |
Ganondorf (ガノンドロフ, Ganondorf) is a playable character in Super Smash Bros. 4. Alongside R.O.B., he was officially revealed as a playable veteran on October 15th, 2014, although he was leaked four times prior to his reveal: via video footage from ESRB, outside the in-game stage boundaries in an official video (later replaced with a nearly-identical video sans Ganondorf), in Twitch livestreams and even a mention in Masahiro Sakurai's Pic of the Day five days before his official reveal. Ganondorf is once again voiced by Hironori Miyata, albeit via recycled voice clips from his appearance in The Legend of Zelda: Twilight Princess.
Ganondorf is currently ranked 53rd out of 58 on the tier list, placing him in the F tier. This is a slight improvement from his ranking in Brawl, where he was game's lowest-ranking character. As in previous games, Ganondorf remains as the game's archetypal super heavyweight, boasting high endurance and powerful moves that can KO very early, along with an incredible edgeguarding game courtesy of hard-hitting aerials. This is further enhanced by the buffs to his mobility, combo game and already high power, in addition to the general changes to game mechanics patching up several key weaknesses he had in Brawl. Altogether, Ganondorf's high power allows him to deal ruthless punishes when the opportunity arises, in addition to being capable of ending stocks with very few hits.
However, Ganondorf still remains disadvantaged by his slow mobility, poor frame data on his grounded moves when compared to the cast, and large hurtbox, making him somewhat susceptible to rushdowns, combos and projectile camping, in addition to giving him a linear approach. His grab game, outside of Flame Choke, is also slightly lacking due to its poor range, though he has damaging combos out of down throw and his forward throw is the most damaging in the game. His recovery can be exploitable due to being slow, linear and predictable.
As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from Brawl are still prominent; however, he is commonly considered to fare much better against difficult matchups. This has resulted in Ganondorf gaining a decent amount of representation in tournaments, in addition to attaining low success in tournament but high success in items-on games. He is very popular in the SSB4 community due to his extremely strong, over-the-top, extravagant and flat out dank punishment options that can easily KO unaware opponents, with a a number of dedicated players such as Gungnir, Vermanubis and Ray Kalm, some of which use him as a solo main in tournaments. A group of players known as "The Cult of Disrespect" even go so far as to worship the character as a god.
How to unlock
- Play 80 VS Matches.
- Clear Classic Mode as Link or Zelda on difficulty 5.0 or higher.
After completing one of the two methods, Ganondorf must then be defeated on Gerudo Valley.
Ganondorf does not have to be unlocked in Super Smash Bros. for Wii U.
Attributes
Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest traction, Ganondorf's archetype is reflected in his other attributes: he is the fifth heaviest character, has the second slowest walking speed, the third slowest dashing and air speeds, moderately high falling speed, high gravity and is tied for the third lowest air acceleration. However, while he has the third lowest jump and double jump heights, he still has the worst total jump height overall due to Kirby and Jigglypuff, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game.
Ganondorf's greatest trait is his raw power. He possesses attacks that even surpass Bowser in terms of damage and knockback, with almost his entire moveset granting him the ability to KO under 150% or even 100% with ease. This becomes especially evident with rage, making his punishes some of the most potent in SSB4, while several other moves have the ability to KO at exceedingly low percentages, such as an aerial reversed Warlock Punch (which one-hit KOs many lighter characters near the ledge) and sweetspotted up tilt (which KOs middleweights at 33% near the ledge). Because of his strength, Ganondorf has one of the strongest KO abilities in the game, as he is capable of racking up damage and KOing opponents in less than a few hits.
In addition, his previously mentioned attributes give him high survivability and allows him to use rage to full effect, further boosting his already powerful moves at high percentages. Ganondorf's strength also makes mistiming or overusing a shield incredibly deadly, with multiple attacks capable of dealing massive shield damage or outright breaking shields with a single hit. Notable examples of this are up tilt's sweetspot, which can break full shields, his forward and up smashes and aerial Wizard's Foot. He can also play mindgames to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield or KO them at low percentages.
Ganondorf is among the best edgeguarders in the game. His aerials are fast, especially relative to their immense power (excluding forward aerial) and they send foes far away from the stage even at medium percents, spelling trouble for any fighter without a long-distance recovery. His down aerial is the most powerful meteor smash in the game with low ending lag, and his up aerial's late hitbox is among the best gimps in the game with its semi-spike angle. Finally, his back aerial is a deceptively fast, safe and powerful KO move, as it starts up as fast as Captain Falcon's with low ending lag and has a generous autocancel window despite its immense power. His grounded moveset is also useful for punishing impromptu recoveries, such as using an up tilt against badly positioned fighters or an up smash against horizontal recovering characters like Ike. Ganondorf also has the lowest and safest ledge grab, allowing him to camp on the ledge effectively and giving him decent protection from opponents when hanging from a ledge.
However, Ganondorf possesses some flaws. His shield can be vulnerable to shield stabbing due to its small size relative to his height. Also, characters with a low crouch, such as Wii Fit Trainer, can duck under some of Ganondorf's moves, such as his jab. Ganondorf's frame data is similar to Captain Falcon in terms of start up (barring neutral attack, up tilt, and Warlock Punch). His attacks are quite easy to land due to their large hitboxes while being hard to punish due to the high shieldstun of many of his moves. Some of Ganondorf's notably safe moves are back aerial, up smash, and down tilt. However, some of his moves such as his forward aerial, jab, and side tilt can be punishable if they aren't spaced well.
Additionally, Ganondorf's overall physics leave him with poor mobility and approaching options, which makes closing the distance or creating space somewhat difficult for him, and he can be zoned out by projectile characters due to him lacking a projectile himself. Also, his high knockback moves as well as his poor air speed give him a merely average combo game, as his poor air speed means he can't combo well horizontally, though he possesses very damaging combos out of down throw, Flame Choke, down air in combination with footstools, and situational options out of a reverse up air. Ganondorf himself is easy to combo; his heavy weight, tall stature, low air speed, and unsafe landing options make him susceptible to combos and juggling, and his below average out of shield options gives him difficulty protecting himself against rushdowns. Overall, this makes Ganondorf rely on proper spacing and mindgames, as he cannot afford to whiff many moves.
Another weakness is his grounded frame data. As mentioned before, his grounded moves have high startup lag, with very few of his grounded options being active before frame 9, only his neutral attack and standing grab, Some of his moves do not come out before frame 30, such as Warlock Punch and his notoriously powerful up tilt. Because of this weakness, he is forced to rely on reads and hard punishes, with some notable few effective setups to end stocks via combos. When considering his overall poor speed, this can also make it difficult for Ganondorf to close the gap between him and an opponent should he be going against a speedy foe, such as Sheik. As a result, he is collectively considered to have among the worst frame data in SSB4, along with Shulk, Palutena, and King Dedede. However, his frame data average is thrown off due to a select few of his moves being exceptionally slow, as well as only his grounded moves being among the slowest.
Other issues include am average grab game. Ganondorf's grab range is very short due to the character holding back his power for balance reasons. His down throw is his best throw, setting up into powerful combos, and his forward throw is also reasonably damaging by itself. Ganondorf doesn't have reliable KO setups from a grab, though down throw to forward aerial can work if the opponent doesn't DI fast enough. Flame Choke can sometimes work against Ganondorf due to it enforcing unreliable hard reads, especially if teched, with incorrect reads likely putting Ganondorf in a vulnerable position, though if the read is capitalized on, Ganondorf ends stocks very early, so this is a fair tradeoff.
His recovery remains somewhat lackluster and is among the worst in the game due to its somewhat low distance and its vulnerability to edgeguarding and gimps. Dark Dive's low speed, mediocre distance and minimal protection allows Ganondorf to be knocked away by some weak moves such as his own reverse up air, while Flame Choke's fearsome sacrificial KO potential is offset by its below average horizontal distance and it sharing the same flaws as Dark Dive. Lastly, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or KO at realistic percentages (with some not even KOing past 200%), such as his neutral attack's sourspot, Dark Dive, and all his throws except for back throw near the edge of the stage.
Ganondorf drastically benefits from some of his custom moves, most notably Wizard's Dropkick and Dark Fists. While Wizard's Dropkick is weaker, cannot meteor smash, and has slightly more ending lag when performed in the air, it is excellent against projectiles and for recovery, acting as a superior version of Flame Choke's recovery that does not leave him helpless while allowing Ganondorf to fly over projectiles while attacking. Dark Fists is a two-hit attack with better horizontal reach, armor, and very potent power, giving him impressive protection against edgeguarders if used as a recovery and a very effective out-of-shield option, something that he lacks. When using both of these moves on his moveset, Ganondorf is granted a very efficient recovery and improved offensive prowess, as he can travel high distances while being exceedingly difficult to edgeguard without being punished. For other notable customs, Warlock Blade offers better utility over Warlock Punch due to its lower start-up, increased range, transcendent priority, and high shield damage, but replaces one of Ganondorf's best punishing options due to its reduced strength. Flame Chain and Flame Wave are semi-viable alternatives to Flame Choke, with the former being a multiple hitting attack with decent horizontal knockback and the latter having high damage and strong KO power. However, both are laggier and sacrifice powerful combos, while the latter covers significantly less distance, to the point where it only reaches opponents directly in front of Ganondorf. The rest of his custom moves are ineffective as they offer very little bonuses over the default or other custom moves; the best example is Warlock Thrust, which has extremely minimal KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and faster start-up. However, while his custom moves address his recovery issues and make him a more dangerous character with better staying power, they are not allowed in the standard metagame.
All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, some poor hitboxes in his faster grounded moves, poor frame data on his grounded moves, a below average recovery, and below average approaching and zoning options, forcing him to rely almost completely on punishes and mindgames. As such, he still must play like in Brawl, reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his recovery. However, his improved power and buffs received over the game's lifespan have made Ganondorf significantly more effective than in Brawl. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled in the arts of reads, mindgames, or items on free for all can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has the highest tournament representation out of the F-tier characters and better results than them, but they (the other low tiers) are still lackluster overall, with most of their success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have brought him up to speed in comparison to most of the other veterans, he still remains in the lowest tier of the current tier list due to top players not wanting him to be overplayed and overcentralize the meta.
Changes from Brawl
Ganondorf has been considerably buffed in the transition from Brawl to SSB4. Aside from a few minor animation changes and different custom moves, Ganondorf is still a semi-clone of Captain Falcon, having even been slightly re-cloned with his down aerial and neutral aerial's first hit functioning almost exactly like Falcon's, albeit the latter having no set knockback and an added hitbox on the foot with increased knockback. Outside of this, some of his moves are faster (notably neutral attack, dash attack, and neutral aerial), have even more power (most notably down smash, back aerial, and Wizard's Foot), or deal even more damage (notably up smash, forward aerial, and Flame Choke) His dash attack's sourspot has vastly improved combo potential, while the sourspots on some of his attack are less of a hindrance now due to either having consistent knockback on all their hitboxes and/or deal more damage. Unlike many other characters who got increases in landing lag, Ganondorf's aerials have less landing lag, most prominently forward and down aerials, while the others are still noticeable as well. His slowest but most rewarding moves, such as his up tilt and Warlock Punch, are much easier to land and are even more powerful. His grab game has been slightly improved, though it remains below average. One of the most notable changes is that the use of Flame Choke for Ganonciding now consistently KOs the opponent before Ganondorf, allowing it to be used as a free win if both players in a one-on-one match are on their last stock.
Ganondorf also significantly benefits from the general changes of SSB4. The removal of chain grabbing, which heavily plagued Ganondorf in previous games, improves his survival, while the changes to hitstun canceling, now only being possible after frame 40, allows a reasonable period for Ganondorf's attacks to connect better (notably from down throw) and makes opponents less capable of attacking him right out of Dark Dive. The removal of damage reduction on shields and increased shieldstun allows many of Ganondorf's attacks to break them more easily, the introduction of edge-stealing which allows Ganondorf to edgeguard more effectively while limiting his opponents' ability to do the same (which is only helped by his ledge grab animation being the lowest and safest in the game). Additionally, the new rage mechanic greatly strengthens his already high overall knockback, which he can benefit from even further due to his heavier weight.
However, Ganondorf also received 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 midair. Despite being infamous for his poor recovery, Ganondorf is sometimes easier to edgeguard due to the removal of grab armor and his low air speed being nearly reduced to what it was in Melee. His down aerial is also significantly weaker, lasts shorter, and no longer autocancels with a short hop, weakening its utility despite having significantly less landing lag and greater reach. The biggest nerf Ganondorf received was to Flame Choke, his staple move in Brawl: it not only lost its grab armor, but when grounded, it can now be teched before Ganondorf can act. This enforces unreliable hard reads, and if Ganondorf reads incorrectly, he is sometimes open to a punish. In addition to his nerfs, some glaring flaws, outside of universal changes, from Brawl were not addressed, such as his low mobility and poor recovery. The issues that were addressed were his unusually low attack power in spite of his character archetype and, to a lesser extent, less landing lag for his aerials and slightly faster start-up in some areas.
Overall, Ganondorf is considered a much better and more rewarding character overall compared to how he was in Brawl. However, this has barely helped his standing on the tier list, due to the vast number of his fellow veterans having been buffed as well, while he also remains arguably superior to how he was in Melee in certain aspects. The changes to Ganondorf and his fellow veterans are also somewhat evident in his match-ups against them; while he can fare poorly against them, his match-ups are much better than they were in Brawl. Lastly, some of Ganondorf's custom moves address a few of his glaring flaws to the point that they noticeably improve him even further, although it is very debatable as to whether their benefits make him as viable as he was in Super Smash Bros..
Aesthetics
- Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from The Legend of Zelda: Twilight Princess. Additionally, his epaulettes have been slightly redesigned. Lastly, the aesthetic used in SSB4 has resulted in Ganondorf's attire being slightly more vibrant. Altogether, these changes make him appear significantly more in line with his appearance in Twilight Princess.
- Ganondorf's eye color is slightly subdued and his cape is now tattered, instead of frayed. These changes are original to SSB4.
- Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk and even look puzzled and contemplative.
- Darkness-based attacks have updated visual effects.
Attributes
- Ganondorf is heavier (109 → 113), improving his endurance, but making him more susceptible to combos.
- Ganondorf dashes faster (1.16 → 1.218).
- Ganondorf's air speed is slower (0.846 → 0.79), hindering his already poor recovery.
- Ganondorf's gravity is higher (0.1027 → 0.107835), hindering his already poor endurance potential, as well as making him slightly more susceptible to combos.
- The 19% damage increase to shields and the significant increase to shieldstun both significantly help Ganondorf, as they allow many of his high shield damage attacks to shatter shields more effectively and more often.
- The removal of meteor canceling significantly helps Ganondorf, as it makes his down aerial the strongest meteor smash in the game and makes it function similarly to spikes from Melee.
- Flight of Ganon has been removed.
Ground attacks
- Neutral attack deals 1% more damage (5%/7%/9% → 6%/8%/10%), has decreased start-up (8 frames → 7) and has decreased ending lag (IASA 34 → 28), improving its out of shield potential. Its sweetspot and sourspot were moved 1 unit forward and backward respectively (x position 18/12 → 19/11), decreasing the blind spots covering his body while slightly increasing its range.
- Neutral attack has reduced knockback (40/30/40 (base)/105 (growth) → 38/30/40 (base)/90/90/105 (growth)), making it slightly weaker despite its damage increase.
- Sweetspotted dash attack deals 1% less damage (15% → 14%) and has decreased base knockback (60 → 50), now KOing around 140% instead of the 100%-125% range in Brawl.
- Sourspotted dash attack has an altered angle (100° → 80°) and has decreased ending lag (IASA 41 → 37), improving its combo potential. It also received 2 frames of invincibility after start-up, improving its defensive potential against powerful projectiles.
- Down tilt deals 1% more damage (12% → 13%), making it stronger.
- Up tilt deals 1% more damage (17%/19%/27%/27% → 18%/20%/28%/28%). Additionally, it deals more shield damage across all hitboxes (0 → 20), on top of shields taking 19% more damage, which allows its sweetspot to instantly shatter even full shields. Lastly, the changes in ledge mechanics also makes it much easier to trap opponents with, improving its edgeguarding potential.
- Sweetspotted forward smash has increased base knockback (30 → 35).
- Ganondorf no longer lunges farther when performing a pivoted forward smash, decreasing its range.
- Up smash deals 2% more damage (19%/22%/22% → 21%/24%/24%) and has very slightly higher growth (70 → 71), making it stronger (now the strongest up smash in Smash 4), and has decreased ending lag (IASA 43 → 42).
- Down smash deals 1% more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2) and second hit has increased knockback growth (75 → 94) and a larger hitbox (5.5u → 6.5u), improving its KO potential and making the move function similarly to how it did in Melee. The second hit now pushes away shielding opponents rather than dragging them toward him, making the move safer.
- Down smash's first hit received a hitbox on Ganondorf's thigh that launches opponents forward and away from the second hit, making it much harder for both hits to connect together and making Ganondorf more susceptible to being punished.
- Down smash's second hit now flips opponents.
Aerial attacks
- All aerials' have decreased landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).
- Neutral aerial has been improved. The first kick has significantly decreased knockback growth (100 → 30), has altered angles (55°/60°/65° → 55°/70°/100°) and transitions into its second hit slightly faster (frame 20 → 17). It also gained a hitbox on his foot with increased knockback (20 (base)/100 (growth) → 50/110), improving its spacing potential when hitting with his foot. The second kick deals more damage (7% (clean)/5% (late) → 12%/9%), has increased knockback growth (100 → 106) and a larger hitbox (4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u), restoring its KO potential from Melee and making it function similarly to Captain Falcon's neutral aerial. It also has decreased ending lag (IASA 45 → 42).
- Neutral aerial's first hit deals less damage (11% (clean)/7% (late) → 7%/5.25%) and its significantly decreased knockback makes it less safe on hit and on landing, removing its KO potential and hindering its spacing potential unless hitting with his foot.
- Forward aerial deals more damage (15% (sourspot)/17% (sweetspot) → 17%/18%) and increased knockback (30/48 (base)/80/83 (growth) → 20/93), making the sourspot much less of a hindrance.
- Sweetspotted back aerial deals 1% more damage (16% → 17%) and has increased knockback (10/28 (base)/85 (growth) → 40/89), making the sourspot much less of a hindrance.
- Sourspotted down aerial now launches at the Sakurai angle, improving its edgeguarding and KO potentials. In addition, the move's hitboxes were moved lower, giving it more range below him as well as making it easier to land the sourspot.
- Down aerial lasts 2 frames shorter (16-20 → 16-18), has decreased base knockback (30 → 20), and deals 3% less damage on the sweetspot (22% → 19%). This makes it meteor smash grounded opponents later (0% → 10%) and KO grounded opponents later (100% → 120%), though it is still the most powerful meteor smash in the game. It can also no longer autocancel with a short hop, hindering its combo potential and making Ganondorf more susceptible to being punished at very low percentages.
Throws/other attacks
- Pummel deals 1% more damage (2% → 3%).
- Up throw deals 3% more damage (7% → 10%).
- The changes to hitstun canceling improves down throw's follow-up potential from 0% to medium percentages.
- Forward, up, and down throws have decreased hitlag.
- Front and back floor attacks deal 1% more damage (6% → 7%).
- Ganondorf has a new back floor attack, a somersault kick.
- Edge attack deals 2% less damage (10% → 8%).
Special moves
- Grounded Warlock Punch deals 2% less damage (32% → 30%) and has altered knockback (30 (base)/100 (growth) → 120/42), slightly hindering its KO potential.
- Aerial Warlock Punch deals 3% more damage (35% → 38%).
- Grounded and aerial reversed Warlock Punch deal 2% more damage (35% (grounded)/38% (aerial) → 37%/40%). Grounded and grounded reversed Warlock Punch now grant armor lasting from frames 11-66 and frames 11-58, respectively.
- Flame Choke deals 3% more damage (9% (grounded)/12% (aerial) → 12/15%) and its grab range increased (5.2 (grounded)/5.5 (aerial) → 7.2/7.5). Grounded Flame Choke no longer has any blind spots and due to the changes in ledge mechanics, using grounded Flame Choke on an opponent using their normal get-up option will cause them to miss their ledge grab. Lastly, Ganoncide always KOs the opponent 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.
- Flame Choke can now be teched, though the grounded version's low ending lag allows tech-chasing. The removal of grab armor makes it easier to intercept, as traded blows will interrupt the grab. This makes Ganonciding slightly more difficult to perform and thus less of a deterrent for opponents edgeguarding Ganondorf.
- Aerial Flame Choke is now a stall-then-fall and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.
- Dark Dive deals 2.8% more damage (11% → 13.8%) and slightly increased knockback growth (82 → 90), improving its out of shield and KO potentials.
- The changes to hitstun canceling results in opponents no longer being able to attack Ganondorf after he releases them from Dark Dive, improving its defensive potential.
- The removal of grab armor removes the minimal protection Dark Dive provided. When combined with the previous point about Flame Choke, this makes Ganondorf more susceptible to edgeguarding.
- Grounded Wizard's Foot deals 2% more damage (12%/10%/10% → 14%/12%/12%), improving its KO potential near the ledge and its safety potential at low percentages while also out-prioritizing most weak projectiles. Its hitboxes were also widened (z position -1/-3/4 → 0/-3/6), increasing its range. Aerial Wizard's Foot deals more shield damage (10 → 15). It can also be interrupted much sooner, giving Ganondorf much greater leniency to successfully recover after using it off-stage when edgeguarding and when using it as a recovery mix-up. This also allows it to be used over ground from not as high up without going into its laggy landing animation.
- Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher, and Ganondorf enters a three-point landing pose when the move ends.
- Beast Ganon deals 7% less damage (47% → 40%) and has decreased knockback, removing its one-hit KO ability.
- Beast Ganon's animation has slightly changed. He now triumphantly poses, as if roaring, upon transforming back into his Gerudo form. The move also has a purple tint added in the background.
Update history
Ganondorf has been significantly buffed via game updates. Update 1.0.4 started with making aerial Flame Choke no longer be techable like the grounded version, while update 1.1.0 greatly strengthened his previously ineffective down smash, and all aerial attacks have been improved overall; possessing either less landing lag, better hitbox placement, or more damage. The changes to the shield mechanics in updates 1.1.0 and 1.1.1 gave Ganondorf the biggest, albeit indirect, buffs yet by enhancing his already excellent shield breaking capabilities and making his hitlag heavy attacks significantly safer on shield. However, this came with the weakening of his own already small shield, necessitating and encouraging a more offensive playstyle with fewer flaws in defending. Update 1.1.3 strengthened Dark Dive, which was previously even more weak and situational, and made reverse Warlock Punch safer to use with the addition of armor, among other moderate buffs.
Update 1.1.5 improved Ganondorf's neutral game by making his slow neutral attack significantly faster and adjusting its hitbox positions, which gives it slightly more reach and reduces the probability of hitting a blind spot. His dash attack had its lag reduced, which vastly improves its sourspot's combo potential. Flame Choke and Flame Wave had their grab box ranges increased, while his Wizard's Foot and its custom variations were improved by having their damage outputs increased and their hitbox placements widened. Aside from KOing earlier, these changes to Wizard's Foot and its custom variations enables them to out-prioritize weak projectiles and makes them safer overall. As a result, he is considered a much better character than he was in the initial release of SSB4.
- All aerials' landing lag decreased: 22 → 18 frames (neutral), 25 → 23 frames (forward), 22 → 20 frames (back), 22 → 20 frames (up), 30 → 28 frames (down).
- Neutral attack deals 1% more damage: 6%/9% → 7%/10%.
- Forward, up and down throws' hitlag decreased.
- All variations of Wizard's Foot deal more shield damage when performed in midair: 10 → 15.
- Down smash knockback growth increased: 75 → 94
- Down smash's second hit's hitbox size increased: 5.5u → 6.5u.
- Forward aerial deals 1% more damage: 16%/17% → 17%/18%.
- Up throw deals 3% more damage: 7% → 10%.
- Neutral aerial has been improved. It deals more damage: 7% (hit 1 late) /9% (hit 2 clean)/5% (hit 2 late) → 8%/10%/7%, its knockback has altered: 20 (base)/100 (growth) → 0/130/90 (hit 1), 100 → 120 (growth, hit 2), its second hit's hitbox sizes increased: 4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u and its angles altered: 55°/60°/65° → 55°/70°/100°. This makes its hits connect together better at low percentages while retaining its KO power.
- Neutral aerial's first hit's decreased base knockback makes it less safe on hit and on landing at low percentages.
- Ganondorf is slightly heavier: 112 → 113.
- Neutral aerial's first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to Captain Falcon's, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.
- The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing and less effective as a spacer unless hitting with the foot, while completely removing its KOing capabilities. It also deals less damage on the clean and late hitbox, and less total damage.
- Neutral, forward, back and up aerials all have 1 frame less landing lag.
- Down aerial has 2 frames less landing lag, and the hitbox is shifted down two units, giving it more range below him as well as making it easier to land the sourspot.
- Down smash's second kick now sends shielding opponents at a different angle, now pushing opponents away rather than towards him.
- Down smash now flips opponents.
- Warlock Punch and Warlock Blade have increased super armor frames and have added armor when ground reversed.
- Grounded Flame Choke grabbox modified so it no longer misses grounded opponents.
- Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Neutral aerial first kick knockback | 0 (base)/130/90 (growth) | 20 (base)/30 (growth) |
Neutral aerial first kick new hitbox | N/A | 30 (base)/110 (growth) |
Neutral aerial first kick damage | 12% (clean)/8% (late) | 7%/5.25% |
Neutral aerial second kick | frame 20 | frame 17 |
Neutral aerial second kick damage | 10% (clean)/7% (late) | 12%/9% |
Neutral aerial total damage | 22% (clean)/15% (late) | 19%/14.25% |
Neutral aerial ending lag | 45 frames | 42 frames |
Neutral aerial landing lag | 18 frames | 17 frames |
Forward aerial landing lag | 23 frames | 22 frames |
Back and up aerials landing lag | 20 frames | 19 frames |
Down aerial landing lag | 28 frames | 26 frames |
Down smash second kick shield angle | 130° | 50° |
Grounded, non-reversed Warlock Punch super armor frames | 11-63 | 11-65 |
Grounded, reverse Warlock Punch super armor frames | N/A | 21-67 |
Grounded, reverse Warlock Blade super armor frames | N/A | 18-55 |
Dark Dive multi-hits | 1% | 1.2% |
Dark Dive throw damage | 7% | 9% |
Dark Dive knockback growth | 82 | 90 |
- Neutral attack has increased damage, modified positioning, and faster startup and endlag.
- Dash attack has less ending lag.
- Flame Choke and Flame Wave grab range increased.
- Grounded Wizard's Foot and variants 2% deal more damage and have altered positioning.
Technical changelist
Change | Old value | New value |
---|---|---|
Neutral attack damage | 4%/7%/10% | 6%/8%/10% |
Neutral attack start-up | 8 frames | 7 frames |
Neutral attack ending lag | 34 frames | 28 frames |
Neutral attack hitbox X position | 12/18 | 11/19 |
Dash attack ending lag | 41 frames | 37 frames |
Flame Choke grab X position | 5.2 (ground)/5.5 (air) | 7.2/7.5 |
Flame Wave grab X position | 5.2 (ground)/6.0 (air) | 7.2/8.0 |
Grounded Wizard's Foot (clean) damage | 12% | 14% |
Grounded Wizard's Foot (late) damage | 10% | 12% |
Grounded Wizard's Foot and Wizard's Assault Z position | -1/-3/4 | 0/-3/6 |
Grounded Wizard's Dropkick (clean) damage | 9% | 11% |
Grounded Wizard's Dropkick (late) damage | 7% | 9% |
Grounded Wizard's Dropkick Z position | 1/-1/6 | 0/-1/8 |
Grounded Wizard's Assault (clean) damage | 10% | 12% |
Grounded Wizard's Assault (late) damage | 9% | 11% |
Moveset
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---|---|---|---|---|
Neutral attack | 10% (hand), 8% (arm), 6% (body) | A palm thrust. All hitboxes except for the sourspot (the body hitbox) discharge electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag. Despite Ganondorf's overall raw power, its non-sweetspotted damage outputs and set-up are among the weaker ones in the game, though its sweetspot has enough power to KO around 155% near the ledge. A decent out of shield option. | ||
Forward tilt | Sparta Kick | 13% (foot), 12% (leg) | A leaning front kick. Good start-up with high semi-spike knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in The Legend of Zelda: Twilight Princess. | |
Up tilt | Volcano Kick | 28% (leg), 20%/18% (explosion) | A delayed axe kick that produces an explosion. Has vacuum properties on frames 6-70 and is incredibly powerful, with the sweetspot being infamous for instantly shattering full shields and KOing at very low percentages when near the edge, making it one of Ganondorf's best edgeguarding options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag at 81 frames and is both Ganondorf's slowest attack and the game's slowest standard move, making it an extreme "high risk, high reward" move. | |
Down tilt | The Kirby matchup | 13% | A low-angle front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO at high percents. However, it has noticeable ending lag. | |
Dash attack | Goes through everything, including your opponents | 14% (clean), 10% (late) | A dashing shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration and very brief invincibility after the move's start-up, though the invincibility lasts too short to be practical. The sweetspot is able to reliably KO around 140%. The sourspot, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages, with the follow-up into up aerial striking the entire cast between 70%-90%. | |
Forward smash | The People's Elbow | 24% | An elbow thrust. It can be angled and emits dark magic upon landing. Relatively slow start-up and high ending lag, but its extreme knockback is capable of KOing under 80%. Hitting closer to Ganondorf deals slightly higher knockback, but the damage output remains the same. When uncharged, it whittles a shield down by more than half of its health, while it can nearly break them if it is fully charged. While it is based on Captain Falcon's forward smash, it is also very similar to a move Ganondorf uses in the final battle of The Legend of Zelda: Twilight Princess as part of a sword combo. | |
Up smash | I've seen it KO at 50 percent and this thing is safe on shield, just why | 24% (foot), 21% (leg/body) | A stretch kick. Has some start-up, but deceptively low ending lag because of its interruptibility, so it can be used to bait opponents. Notably, it is the strongest up smash in the game when sweetspotted, with his foot being able to KO opponents under 100%, and it is thus useful for hard punishing aerial approaches. Also has deceptive horizontal range due to a small hitbox being positioned directly in front of him. Deals more than half shield health uncharged and can nearly break them if fully charged. | |
Down smash | Buy one kick now and get a second one for free | 6% (hit 1), 15%/13% (hit 2) | A mid-level roundhouse kick followed by a back kick. The first hit has low knockback to naturally combo into the second hit, which has the most damage and knockback. However, there is a hitbox on Ganondorf's thigh that causes it to not connect together properly, as it launches opponents out of the combo. Ganondorf's weakest smash attack, but fastest in terms of start-up, hitting on frame 15. Despite this, it is one of the most powerful down smashes in the game and can KO at 115%. Can be used to punish a roll and if used near an edge, the first hit can stage spike opponents if positioned correctly. | |
Neutral aerial | BIG MEATY LEGS | 7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) | A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. The second kick acts as a short-lasting sex kick, and the late hit can cause opponents to trip. While the first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance, the rest of the first hit's hitboxes are ineffective for spacing due to its extremely low damage, which make it unsafe even if landed. Moderate landing lag if not used with a full hop. The second kick KO's Mario at the center of Final Destination at 133%. | |
Forward aerial | THE PUNCH | 18% (fist), 17% (arm) | An overhead, downward arcing punch. Very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. However, it suffers from extreme ending lag and moderate landing lag. Additionally, it cannot autocancel even from a full hop due to a programming error. | |
Back aerial | The Pimp Hand | 17% (fist), 16% (arm) | A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, low ending lag and moderate landing lag, alongside being able to autocancel from a short hop. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 103% from center-stage and at 77% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching. | |
Up aerial | The Swiss Army Knife | 13%/12% (clean), 12%/10% (mid), 8%/6% (late) | A bicycle kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights at 100% near the edge. It also starts on frame 6, making it Ganondorf's fastest aerial and his fastest starting move overall. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a sourspot that semi-spikes with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. Has little ending lag with moderate landing lag, and can autocancel with a short hop. | |
Down aerial | The Stomp of Disrespect | 19% (legs), 17% (body) | A double foot stomp. It discharges electricity upon landing and is the most powerful meteor smash in the game 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 sourspot on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have transcendent priority, meaning that it cannot cancel out projectiles. | |
Grab | He's barely even trying | — | Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag. | |
Pummel | The Knee of Evil | 3% | A knee strike. A moderately slow pummel. | |
Forward throw | It alone does 2 more percent than Diddy's up throw up air | 5% (hit 1), 8% (throw) | Lifts the opponent and hits them with a short straight-punch. One of the highest damaging forward throws in the game. Decent knockback that is good for setting up down aerials meteor smash, though it does not KO until 195% near the edge. | |
Back throw | 5% (hit 1), 5% (throw) | Lifts the opponent behind him and side kicks them away. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 37% earlier than his forward throw, though its moderate ending lag means it has severely less combo potential in comparison. | ||
Up throw | Use this throw at mid percents if you want to seem like you know what you're doing | 7% (hit 1), 3% (throw) | Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 245%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles, though this can be difficult to do so due to Ganondorf's physics. | |
Down throw | Dirt Nap | 7% | A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, Wizard's Foot or Wizard's Dropkick at 0% to medium percentages. However, Ganondorf's slow speed and physics, an opponent's DI and the move's low hitstun and horizontal angle often make these follow-ups difficult. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
The old man is surprisingly agile | 7% | A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. | |
Floor attack (back) Floor getups (back) |
This move is often used in Ganondorf dittos | 7% | A somersault kick. | |
Floor attack (trip) Floor getups (trip) |
Ganondorf tried spinning, that's a good trick! | 5% | Spins around to kick those who are near. | |
Edge attack Edge getups |
Peasant Slap | 8% | Performs a backfist while climbing up. Has a very long reach and can even occasionally stage spike enemies near or at the ledge behind him. | |
Neutral special | Default | Warlock Punch | 30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse) | Winds up his left arm while charging dark magic and then performs a powerful dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to one-hit KO any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has armor until just before the punch, though the aerial version does not. |
Custom 1 | Warlock Blade | 22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse) | Unsheathes the Sword of Sages and performs a reverse gripped thrust. Deals less damage overall than Warlock Punch when sourspotted, but has greater range, faster start-up, and a powerful sweetspot at the blade's tip. Has armor until just before the thrust, unless used in the air. 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 backfist that produces a large explosion of dark magical energy, giving it more vertical reach, transcendent priority, and less ending lag (though it is still notably large due to its faster start-up). The explosion, however, is a large sourspot, with Ganondorf's fist being the only sweetspot in the move. As a result, it deals extremely weak knockback that does not KO until past 300%. | |
Side special | Default | Flame Choke | 12% (ground throw), 15% (air throw), 4% (release) | Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. The opponent can tech the hit to avoid guaranteed follow-ups, though the move can be tech-chased due to having minimal ending lag. In the air, Ganondorf grabs onto and descends in order to chokeslam them to 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. Due to functioning as a grab, it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. When Ganondorf grabs his opponent, he gains armor on frame 17-40. |
Custom 1 | Flame Wave | 10% (hit 1), 8% (ground throw), 10% (air throw), 4% (release) | Upon contact, Ganondorf blasts the opponent into the air after grabbing them. Hits twice, with the second hit dealing vertical knockback while also launching bystanders. Has actual, good KO power, but at the cost of combo potential, range and speed. It also has more starting lag and ending lag. | |
Custom 2 | Flame Chain | 1.2% (loop hits), 5% (last hit) | Hits multiple times instead of grabbing and ends with a blast that deals decent knockback. It also provides very long range, more traction on the ground and passes through shielding enemies. As it cannot grab, it cannot perform a Ganoncide. It also has slightly more start-up and significantly more ending lag. | |
Up special | Default | Dark Dive | 1.2% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release) | Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par recovery. If Ganondorf successfully lands this move against an opponent, he is not rendered helpless and can use it again. Ganondorf will perform a dark magic-infused uppercut that deals weak knockback if the grab misses an opponent. It has the weakest knockback out of all of Ganondorf's moves (not counting Flame Choke's set knockback, which has combo potential to compensate) and does not KO until 170%, though it does KO slightly earlier when near the edge and also functions as a decent out of shield move. |
Custom 1 | Dark Fists | 6% (hit 1), 11% (hit 2) | Leaps upward and, instead of latching onto the opponent, performs two dark magic-infused swiping punches. The punches can chain into each other, dealing very high knockback at moderate percentages and enables it to KO much more reliably than Dark Dive. Due to the increased horizontal reach and the armor frames on the move's start-up, it is considered one of Ganondorf's most effective recovery alternatives. | |
Custom 2 | Dark Vault | 1% (hit 1), 3% (throw), 6% (release) | Leaps upward twice, but can only grab opponents during the start of either leap. The grab animation is significantly sped up, but its KO power is even weaker than Dark Dive, as it only KOs at 400%, while the jump covers less horizontal distance. | |
Down special | Default | Wizard's Foot | 14%/12% (ground), 15%/14% (air), 8% (landing) | A dark magic-infused flying kick. Deals decent damage and knockback, but has considerable ending lag. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high shield damage in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has considerable landing lag and is extremely risky to use off-stage. |
Custom 1 | Wizard's Dropkick | 11%/9% (ground), 11%/8%/9%/7% (air), 6% (landing) | Slightly jumps into the air before performing a blue-colored, dark magic-infused flying kick. The grounded version has very little ending lag, enables Ganondorf to vault over most projectiles and is a true combo out of down throw until medium to high percentages. The aerial version moves at a 45° angle downward, making it great for horizontal recovery and avoiding juggles if he is launched. The aerial version can also be used more freely for edgeguarding. Both versions deal less damage, while the aerial version cannot meteor smash and has significantly reduced vertical KO power, though its overall utility outweighs these downsides. | |
Custom 2 | Wizard's Assault | 12%/11%/7% (ground), 14%/12% (air), 6% (landing) | A violet-colored, dark magic-infused flying kick that travels faster, farther and pierces opponents without slowing down on impact. The aerial version travels straight down, can still meteor smash, and its landing shockwave launches opponents behind Ganondorf. However, it has slower start-up and ending lag, with a more obvious purple "flash" at the beginning which makes it easier to anticipate. | |
Final Smash | Beast Ganon | 10%/5% (appearance), 10% (paralyze), 40%/30% (charge) | Transforms into his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, while those otherwise will be paralyzed if they are in front of him. |
On-screen appearance
- Menacingly emerges from a portal of dark magic, stepping out with his right foot.
Taunts
- Up taunt: Floats in the air, curls into a ball while spinning before opening up from his curled position and striking a pose while laughing.
- Side taunt: Punches his right hand into his open palm in a threatening pose and scoffs, with dark magic emitting from his hands afterward. When the dark magic is emitted, his cape will either remain stationary or flow as if being blown by wind.
- Down taunt: Unsheathes the Sword of Sages, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Brings his hands together, then swings his right arm over his head.
- Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Ganon-dooorf! | Gan-on! |
Pitch | Group chant | Male |
Victory poses
- With his back facing the screen, Ganondorf punches his fist into his open palm, turns to face the screen and pumps his fist.
- Pumps his fist as it emits dark magic and crouches while briefly opening his mouth or briefly clenching his teeth before resuming his typical scowling expression.
- Crosses his arms while laughing, then looks toward the screen. This references a scene in The Legend of Zelda: Twilight Princess.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Ganondorf | 2121 | 2122 | 2321 | 2322 | 2132 |
2332 | 2222 | 3122 | 3121 | 3112 |
Notable players
Active
- Adom - Highest-ranked Smash 4 player in the Middle East. He is considered the best Ganon main in Europe. Has wins over Loota, and CFive.
- E-Serpent - Prominent Michigan Ganon main with sets off of several power-ranked midwestern Smashers.
- GanonTheBeast - 5th on Minnesota Power Rankings. Infamously defeated Dexter in a best-of-five set in less than five minutes.
- Gungnir - Currently considered the best Ganondorf player in the world. He placed 17th at Umebura Japan Major 2017, the highest placement made by a Ganondorf main thus far. He has sets off of high-caliber players such as Taiheita, Shimitake and Earth.
- Koskinator - Notorious for his online play before competing in his home region of Alberta.
- Opana - Was 3rd in New York's Mid-Hudson Power Rankings as solo Ganondorf.
- Orso - Was 5th on the Italian Power Rankings. Has defeated BlueLink (#1 in Italy).
- Pon - Considered to be one of the best Ganondorf mains in Japan alongside Gungnir.
- Ray Kalm - Formerly 9th on Ontario Power Rankings. Considered for a while as the top Ganondorf in the world.
- Rice (NorCal) - 2nd in NorCal Power Rankings. Has won entire tournaments using solo Ganondorf despite not maining the character.
- The Forkies - Has won a couple of tournaments in his home state of Louisiana. Has a win off CaptainZack.
- Vermanubis - More known for playing Ganon in Brawl, he still competes to this day and gets impressive results in the Pacific Northwest.
Inactive
- 8 Inches - One of the midwest's best Ganons, he is the only Ganondorf main in Smash 4 to have taken a game from ZeRo in an offline tournament (albeit in the ditto). Currently pursuing other characters.
- Deotay - Prominent New England Ganon, with wins off of high-caliber players such as Pugwest. Currently attending college and playing there.
- Jile - Best Ganondorf main in New England with high-placing regional results. Currently focusing on Rivals of Aether.
- Matt Hazard
- Vaataji - Prominent online player, with sets off VoiD and Mr. R. Currently on a hiatus.
- Vex Kasrani
Tier placement and history
Public consensus on Ganondorf in Smash 4 has risen throughout the game's history due to his numerous direct buffs. Hopes were high when the game was released due to the very noticeable buffs and the very large benefit of the change of mechanics, with some players often drawing comparisons to his Melee self. Players such as Gungnir and Matt Hazard were already earning impressive results, with the latter even defeating Mew2King in a now-infamous 3DS set. This excitement, however would gradually die off following the Wii U release, as while many characters like Sheik and Diddy Kong benefitted from the discovery of new tech and a better controller setup, Ganondorf proved to have attributes more suited to items on gameplay. Ganondorf recieved numerous buffs between game updates, and as the metagame continued to develop, Ganondorf eventually left the metagame behind and ascended to a tier of his own. Due to the possibility of a ban if Ganondorf's full power was to be realized, this led to his 54th placing in the bottom tier of the first 4BR tier list, to encourage people to pick less powerful characters.
Ganondorf proved to be popular in competitive play, gaining a reputation as a "disrespectful" character thanks to his low tier standing and extravagant punishes(Though as mentioned above, this low tier standing is false). He has garnered much better results than most other characters (and even outplacing most top-tiered ones such as Captain Falcon and Pac Man), especially in Japan and Eastern Canada, both places of where there is a surprisingly large number of Ganondorf players. This resulted in Ganondorf holding the third-worst position on the second tier list, at 56th (due to the inclusion of Corrin and Bayonetta, to encourage newcomers to pick up the DLC to remove the focus away from Ganondorf's top tier status). Thanks to big advancements to his metagame, as well as still having good results, Ganondorf Altogether, Ganondorf has improved notably from his Brawl incarnation, where he was not only considered the worst character, but he was indisputably a bottom-tier character and his worst matchups were far more difficult to win than most bad matchups in the game. While Ganondorf keeps being consistently ranked either among or barely outside of the "bottom five" characters on the Western and European scenes, the Japanese scene is still more optimistic about the character, often placing him above other characters in the top tiers. As such, Ganondorf's true tier placing is still not debatable, as he is ranked low due to top players not wanting him to be good.
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)
In Event Matches
Solo Events
- A Fated Battle: Ganondorf appears as an opponent that Link must defeat in a two stock battle. If the battle lasts through the third portion, two Dark Links will appear.
- All-Star Battle: Melee: Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in Melee.
- Beautification: Two Bowsers and two Ganondorfs must be flowered by Rosalina & Luma.
- The Demon King and the Goddess: Ganondorf must defeat a team of Link and Zelda. After the two are defeated or some time has passed, a giant Palutena appears and the player must defeat her.
- The Destroyer Cometh: Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all the terrain on Skyworld.
- The Final Battle: The player must defeat Ganondorf, Bowser and King Dedede.
Co-op Events
- Final Battle Team-Up: Ganondorf is one of the opponents that must be defeated.
- Mirror Magic: Lucina and Ike must defeat Ganondorf, who is aided by a giant metal shadow Lucina and Ike.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Unlikely Allies: Ganondorf and Palutena must defeat sixteen Mr. Game & Watches.
Alternate costumes
Gallery
Ganondorf's amiibo.
On Battlefield.
Using Flame Choke on Link on Final Destination.
Ganondorf about to use Wizard's Foot on Palutena's Reflect Barrier.
Being attacked by Meta Knight and Pit.
Using Beast Ganon on Link and Lucina.
Using his side taunt while on Smash Ball standby.
Using Warlock Blade on Link on Gerudo Valley.
Trivia
- Super Smash Bros. 4 is the first entry in the series to have Ganondorf utilize his sword as an attack, albeit as a custom special, Warlock Blade.
- Super Smash Bros. for Nintendo 3DS is the first game where Ganondorf is unlocked on a stage other than Final Destination.
- Ganondorf's neutral moveset has the most grab moves in the game, as both Flame Choke and Dark Dive count as grabs and cannot be shielded or countered.
- When Ganondorf uses an aerial Flame Choke on an opponent with one stock left, he will usually still emit his KO voice clip despite not being KO'd.
- Ganondorf's amiibo description on Nintendo's official site is based on his Melee trophy description, thereby describing his The Legend of Zelda: Ocarina of Time self.
- Of all the veterans that retain their voice clips from Brawl, Ganondorf, Link and Captain Falcon are the only ones that do not make use of their unused Brawl knockback sound clips.
- When using Ganondorf's down taunt under the effects of the Timer item, his sword will move in an unusual way due to its motion not slowing down with him.
- Ganondorf's NTSC crowd chant is very similar to the one in Melee, where the crowd eerily drags out the second part of his name.
Fighters in Super Smash Bros. 4 | |
---|---|
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 |