When used, Ganondorf charges at his opponent, similarly to Gerudo Dragon, but instead of uppercutting them, he grabs them by the head and attacks them with a dark pulsing explosion, before the opponent is quickly slammed into the ground upon the explosion occurring. As a grab move, Flame Choke bypass shields and counters. Grounded Flame Choke also functions as a weak meteor smash, causing the opponent to weakly bounce upward and allow follow-ups such as Ganondorf's neutral attack (only on very large characters such as Bowser, Donkey Kong, and King Dedede), forward tilt, down tilt, and down smash (only on Olimar).
The grabbox is active from frames 16-30. Mid-grab, Ganondorf has super armor on frames 17-40, allowing him to, for example, snag a passing Wario off his Wario Bike while also preventing it from being interrupted. This also gives the opponent super armor, allowing for the grabbed opponent to be hit before being thrown. Oddly, in the aerial version, only the opponent has super armor, meaning Ganondorf can be hit during the descent (for example, on Norfair's lava) while the opponent continues plummeting.
When the move is used in mid-air, both Ganondorf and the grabbed foe will plummet directly towards to the ground, which can cause a Suicide KO known as "Ganoncide". If Ganondorf performs this move in the air while going through a soft platform (half body above platform and half below), then he will grab the opponent and plummet below the platform (however, he has no knockback resistance in the air). Unlike the grounded version, the opponent is immediately floored instead of bouncing and the move has some ending lag, making it difficult to follow up, though the aerial version deals more damage.
Also, when Ganondorf does the move in the air, he can slightly alter its path, slamming the foe more to the left, or more to the right. This makes it difficult to chase him off the edge, because as a last resort, he takes the opponent down with him. However, in Brawl Ganoncide causes a Sudden Death or a loss, which can be negated if Ganondorf is a stock/point up.
Using this move on the ground with the opponent near the edge of the stage can meteor smash the opponent straight down off of the edge. However, this is not very useful, as it has set knockback and is too weak to prevent most characters from recovering with their up special move, and they will also grab the ledge if possible.
If Ganondorf correctly predicts his opponent's get-up option after a grab, or uses mindgames to predict where his opponent will end up, he can re-grab his opponent, allowing the possibility of an infinite chain grab: this makes Flame Choke one of Ganondorf's most reliable ways of comboing his opponent, as it will setup for the same strings at any percentage. In particular, at low percentages. Ganondorf can follow with a down tilt and knock the opponent in the air, and then jump and catch them in another Flame Choke, and at high percentages, it will KO outright.
Unlike Captain Falcon's Raptor Boost, this move does not cause Ganondorf to trip and fall if he misses on the ground. It does, however, still put him into a helpless state if he uses it in the air. Similarly, if Ganondorf is too close to an edge when he uses the move on the ground, he will instantly go into a helpless state and fall. However, unlike Captain Falcon, Ganondorf's slower falling speed gives him a chance to move towards the ledge and grab it (if it can be grabbed) before he falls to his death.
The move was given an increase to damage and a larger grabbox, improving its damage racking capabilities and making the move easier to land while reducing the possibility of blindspots. However, the grounded version of the move is now techable, which can potentially negate follow-ups, though Ganondorf can still act very quickly and perform tech-chases. The super armor when grabbing an opponent was also removed, although still present when Ganondorf holds his opponent in the air.
The aerial version was changed into a stall-then-fall, making it easier to steer backward, but covering less distance forward. This makes Ganonciding easier off-stage, but harder on-stage and adds more difficulty to return to the stage.
Ganoncide also now KOs the opponent first, making Ganondorf always win when Ganonciding while he and his opponents are on their last stocks. Note that Ganonciding an opponent does not count as KOing them; credit for the KO goes to the last person to hit the victim.
Enemies in Smash Run are not blasted downwards by the move, but instead away at a typical horizontal angle.
The grounded version of the move's ending lag was reduced by 3 frames. This makes Flame Choke's combos more consistent while also allowing more possible follow-ups against missed techs, with down tilt or dash attack being a true combo against all characters. It also no longer dashes over an edge.
However, Ganoncide's viability was significantly reduced. The aerial version of the move can now be escaped by button mashing, with opponents who have lower damage than Ganondorf being able to break out more quickly. In addition, Ganondorf is now KO'd first instead of his opponent, resulting him losing if he and his opponent are on their last stocks. This removes its ability to deter edgeguards and worsens his already poor recovery, as it allows opponents to edgeguard Ganondorf by intentionally jumping into the grab which causes him to lose outright, or mash out of it just before reaching the bottom blast line leaving him in a position where he cannot recover.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Ganondorf performs a similar rushing move in The Legend of Zelda: Twilight Princess that kills one of the sages who impaled him, though lacking the dark flames. In the GameCube version of Twilight Princess, Ganondorf uses his right hand, which is inscribed with the Triforce of Power, whereas in the mirrored Wii version, he uses his left hand, the latter of which is reflected in Brawl. Ganondorf holding the opponent in the air is reminiscent of him holding Tetra up by her throat in The Legend of Zelda: The Wind Waker. When using the Flame Choke mid-air, the consequential slam is very reminiscent of his ground-pound move from The Legend of Zelda: Ocarina of Time, making the reference twofold.