Ganondorf (SSB4)/Up special/Default
Ganondorf performs Dark Dive, in which he leaps upwards and performs an uppercut. If Ganondorf hits an opponent while using Dark Dive, he will latch onto them and discharge electricity before launching them with an explosion and jumping off. If Ganondorf is able to grab an opponent with Dark Dive, he will not go into a helpless state, and allows him to re-use the move again giving him more versatility offstage. As Dark Dive is a command grab, it cannot be shielded if used against a grounded opponent and is a decent out of shield move. Alternatively, if Ganondorf misses the grabbing portion of the move, opponents can still be hit with the uppercut at the peak of Ganondorf's jump, which can be used to catch aerial opponents off-guard.
However, the move covers minimal horizontal or vertical distance and causes helplessness, making it a very poor recovery move. In addition, the move has very weak knockback even to the similar Falcon Dive, and is overall Ganondorf's weakest move, making it a sub-par KOing move. A successful grab also has an extreme ending lag of 60 frames, making it punishable and even gimpable if the opponent techs the move from under the stage.
Looping hitbox that hits 4 times.
There is an extra grabbox only on frame 14 that only affects grounded opponents.