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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name        = Ganondorf
|name        = Ganondorf
|image        = [[IMage:Ganondorf SSBB.jpg|250px]]
|image        = {{tabber|title1=Twilight Princess (PM)|content1=[[File:Ganondorf SSBB.jpg|250px]]|title2=Twilight Princess (P+)|content2=[[File:PPlus Ganon.png|250px]]|title3=Ocarina of Time (PM)|content3=[[File:OoT Ganondorf PM.png|250px]]|title4=Ocarina of Time (P+)|content4=[[File:PPlus Oot Ganon.png|250px]]|title5=Pig Ganon (P+)|content5=[[File:PPlus Pig Ganon.png|250px]]}}
|mod          = Project M
|mod          = Project M
|base        = ssbb
|base        = ssbb
|moveset1    = Ganondorf (SSBM)
|moveset1    = Ganondorf (SSBM)
|moveset2    = Ganondorf (SSBB)
|moveset2    = Ganondorf (SSBB)
|altcostume  = Ocarina of Time Ganondorf  
|altcostume  = Ocarina of Time Ganondorf, Pig Ganon (''[[Project+]]'')
|tier        = Lower-Mid
|ranking      = 36
}}
}}
'''Ganondorf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Ganondorf is a villain from the [[Legend of Zelda (universe)|Legend of Zelda]] games. He was buffed significantly in ''Project M'' after being mostly reverted to his ''Melee'' version. However, some ''Brawl'' attributes were maintained. <!--tier position paragraph-->
 
'''Ganondorf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was buffed significantly in ''Project M'' after being mostly reverted to his ''Melee'' version. However, some ''Brawl'' attributes were maintained, and part of his moveset was changed to make him more well-rounded.
 
Ganondorf is currently ranked 37th out of 41 on the [[Project M#Tier list|official]] [[tier list]], placing him in the lower half of the D tier. This is a significant drop from his placement in ''Melee'' as 14th out of 26, but a moderate improvement over his place on the ''Brawl'' tier list, where he is ranked last at the bottom of the tier list.


==Attributes==
==Attributes==
<!--attributes paragraph-->
Despite Ganondorf mostly being based on his ''Melee'' iteration, he remains a semi-clone of {{PM|Captain Falcon}}, as he was in ''Brawl''; most of Ganondorf's moves continue to use their respective animations from ''Brawl''. Ganondorf is a slower, stronger, and heavier version of Falcon with more reach as a result of his larger build. Many of Ganondorf's positive attributes from the past two games were retained, making him more formidable than he was in ''Melee'' and ''Brawl''.
===Changes from ''Melee'' and ''Brawl'' to PM===
 
*{{buff|Dashing animation and speed changed to match their ''Melee'' incarnations.}}
Ganondorf is a powerful character like he was in ''Melee''. Being one of the strongest characters, his attacks inflict dangerously high knockback, with some being able to KO at relatively low percentages. His combos, while often short, are capable of quickly racking up extremely high damage, and many of his aerials are excellent for both killing and edgeguarding. Ganondorf also has the most powerful [[meteor smash]] in his [[down aerial]] and one of the strongest [[spike]]s in his aerial [[Wizard's Foot]].
*{{buff|Midair jumping height increased; Ganondorf can now edge hop properly onto the stage without needing to utilise the advanced flipman tech.}}
 
*{{buff|[[Neutral attack]]'s reach was reduced, but its start-up was significantly decreased back to its ''Melee'' speed, and its knockback values were reverted back to its more combo friendly ''Melee'' levels as well.}}
Ganondorf is unique in that he is one of the only two characters who is capable of lengthening his recovery (the other being Captain Falcon with his [[Falcon Kick]]), by executing his aerial Wizard's Foot. For every attempt of the move, Ganondorf will restore his midair jump, thus bringing him closer to the stage and greatly increasing his horizontal recovery. It is worth noting, the Wizard's Foot must complete to restore his jump. His up special, [[Dark Dive]], still possesses the arm swipe attack at its peak and the ability to grab an opponent on the ledge from ''Brawl'', both of which may save him on occasion. However, Ganondorf normally has trouble with recovery, because of his low jump height, high gravity, and low air speed. Additionally, Dark Dive does not offer much vertical or horizontal distance while being very predictable and easy to [[edgeguard]] and [[edgehog]].
*{{buff|[[Forward tilt]] can be [[angling|angled]] like it could in ''Melee'', has improved horizontal reach, and has less ending lag.}}
 
*{{buff|New [[up tilt]]: Ganondorf lifts his foot, then brings it down an electric stomp of high hitbox duration. Lasts for about 60 frames, and hits twice, much like {{SSB|Captain Falcon}}'s up tilt in ''Smash 64'', with the second hit having strong power and knockback, enough to reliably KO under 100%. It deals up to 30% damage (3% more than the ''Brawl'' up tilt).}}
Back in ''Melee'' and ''Brawl'', Ganondorf struggled against projectile users due to his tall size and no projectile of his own, as well as off-stage survivability due to a poor recovery, but these issues are somewhat addressed in ''Project M'' due to the advent of Dead Man's Volley & Drift. This new move gives Ganondorf a [[reflector]] that sends projectiles back at double their original speed, arming him with a moderately effective anti-projectile option. In addition to buffs such as slightly higher mid-air jumps and aerial Wizard's Foot restoring mid-air jumps, the new move also provides brief [[floating]] when used in the air, allowing Ganondorf to recover better to the stage while giving him more options for recovery mix-ups. Dead Man's Volley & Drift serves as a useful tool for Ganondorf, diminishing several of his major issues and allowing him to compete better. Despite this, he often still has trouble against characters who possess a strong projectile game.  
*{{buff|[[Down tilt]] has less ending lag.}}
 
*{{buff|[[Dash attack]] has its faster speed from ''Melee'' and now be canceled in to a long [[DACUS]].}}
Ganondorf's flaws include his large and tall stature, which combined with his heavier weight and high gravity, makes him a bigger and more easily comboed target. He also possesses one of the slowest dashing speeds despite it being significantly faster than it was in ''Brawl'', hindering his ability to catch up to his opponents on foot. Lastly, even with all of his specials being usable for recovering, his recovery is still somewhat predictable due to it being mostly linear.
*{{buff|[[Up smash]] reverted back to the stronger and faster "tornado kick" from ''Melee''. It also has slightly wider hitboxes and the second kick deals slightly more damage.}}
 
*{{buff|[[Down smash]] reverted back to its ''Melee'' form, being much faster, stronger, and hitting more vertically. The hits in down smash also link into each other more effectively.}}
Ganondorf's buffs from ''Brawl'' to ''Project M'', such as his combo starter Flame Choke (although it was slightly nerfed), DACUS, improved tilts, improvements to Dark Dive, and being equipped with an extra recovery tool that doubles as a reflector, grant him better tournament success than in ''Melee'' or ''Brawl''. However, he still struggles to keep up with the faster and more combo-heavy characters such as {{PM|Diddy Kong}} and {{PM|Fox}}.
*{{buff|Neutral aerial's hits are easier to link into each other, and the move [[autocancel]]s sooner, allowing it to be autocanceled in a short hop. The second kick has also been reverted back to its ''Melee'' power, though it retains its ''Brawl'' sourspot.}}
 
*{{buff|Forward aerial's frame data has been reverted to back to its faster and much less laggy ''Melee'' version. It additionally retains its sourspot from ''Brawl'', but it was decreased in size and now has the strength of his ''Melee'' fair, with the sweetspot retaining its ''Brawl'' power. The move also has slightly more reach.}}
==Changes from ''Melee'' to PM==
*{{buff|Back aerial given its stronger ''Melee'' knockback and longer hitbox duration. Its sourspot has also been removed.}}
Given the nerfs Ganondorf received in ''Brawl'' that made him plummet to the very bottom of the tier list, he is significantly buffed in ''Project M''. Most of his favorable traits from ''Melee'' return, along with ''Brawl''{{'}}s tilt attacks and [[Flame Choke]], restoring his recovery, speed, combo and K.O.ing ability. Some of his more powerful moves have been given less ending lag or greater reach and many late weak hitboxes and sourspots were removed. His situational moves have been replaced with weaker but much more practical moves: his new up tilt comes out much faster, and his new neutral special Dead Man's Volley & Drift is a reflector that doubles as a floating maneuver. To compensate for the loss of [[Warlock Punch]], Ganondorf's down taunt now serves as an attack that functions similarly to it. Finally, several of Ganondorf's animations have been overhauled, which combined with the addition of Dead Man's Volley makes him a slightly more accurate representation of his appearance in ''The Legend of Zelda: Ocarina of Time''.
*{{buff|Down aerial's sourspot was removed, and its hitboxes are slightly larger. It also has slightly less ending lag, which allows it to still autocancel in a short hop as it can in ''Brawl''. It additionally no longer has [[transcendent priority]], which now allows it to cancel out projectiles.}}
 
*{{buff|Grabbing reach from ''Brawl'' was slightly improved.}}
[[File:Ganon Neutral B PM 3.5.jpg|thumb|Ganondorf's new neutral special.]]
*{{buff|Up throw has less base knockback, so it can now be effectively followed up on, as well as chain throw fast fallers.}}
[[File:PM 3.5 Ganon Sword (GIF).gif|thumb|Ganondorf using his sword.]]
*{{buff|Down throw's knockback scaling was weakened, and has its ''Melee'' trajectory of throwing the opponent right next to Ganondorf, allowing it to chain throw and setup very effectively.}}
===Aesthetics===
*{{buff|Grounded [[Flame Choke]] deals more damage, plus it travels faster and farther. Additionally, if Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming [[helpless]], allowing him to still grab the ledge within the game's new physics.}}
*{{buff|Aerial Flame Choke deals slightly more damage and now inflicts caught opponents with a weak set knockback [[meteor smash]], causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups (especially if the opponent doesn't [[tech]]), and is overall much easier to followup. In addition, if Ganondorf performs a [[Sacrificial KO]] with it when him and his opponent are on their last stock, he'll always win now (unlike in vBrawl where it results in either a [[Sudden Death]] or loss for Ganondorf).}}
*{{buff|[[Dark Dive]] has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the ''Melee'' version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.}}
*{{buff|[[Wizard's Foot]] has its sourspots removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its ''Melee'' version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and [[spike]]s opponents as it did in ''Melee'', significantly improving Ganondorf's recovery and equipping him with a deadly [[edge guard]].}}
*{{nerf|New up tilt is significantly weaker in terms of knockback, while producing a much smaller hitbox, and can no longer drag opponents towards Ganondorf.}}
*{{nerf|Dash attack's knockback values were not adjusted for the much faster falling speeds, making it a bit less effective and reliable at KOing (with it now KOing around the 115-145% range, about 25% later than in ''Brawl'').}}
*{{nerf|Forward smash is slightly weaker unless it is angled upward, and it additionally produces more vertical knockback, slightly weakening its KOing ability, especially against fast fallers.}}
*{{nerf|Forward and back throws are significantly worse; both inflict less damage than in ''Brawl'', and both are less effective for getting opponents offstage, with the latter no longer being capable of KOing at very high damages.}}
*{{nerf|Grounded Flame Choke can now be [[tech]]ed, removing its guaranteed followups from ''Brawl''.}}
*{{nerf|Ganondorf can no longer perform the [[Flight of Ganon]].}}
*{{nerf|Later hitboxes of aerial Wizard's Foot spike instead of hitting opponents upward, making it significantly less useful on grounded opponents and as an anti-juggle move, as well as making it no longer a reliable KO move on onstage opponents.}}
*{{change|[[Warlock Punch]] can now be turned around a maximum of four times, though this has no real practical use.}}
*{{change|Forward tilt has a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker.}}
*{{change|Some attack aesthetics were altered. Sweetspot of forward aerial produces a [[darkness]] effect while back aerial produces an [[electric]] effect. Dark Dive now makes Ganondorf briefly flash purple during the uppercut portion. Both back aerial and neutral attack now also use a different "punch" SFX similar to that of his side taunt.}}
*{{change|Ganondorf now uses his laughing SFX during his [[on-screen appearance]].}}
*{{change|Ganondorf now uses his laughing SFX during his [[on-screen appearance]].}}
*{{change|Ganondorf now laughs at the start of his up taunt, rather than after he spins, similar to ''Melee''.}}
*{{change|Most of Ganondorf's aesthetics were altered to be more inline with his magical warlock theme:}}
**{{change|The fist hitbox of [[forward aerial]] and [[forward throw]] produces a [[darkness]] effect, while [[back aerial]] produces an [[electric]] effect.}}
**{{change|[[Dark Dive]] makes Ganondorf briefly flash purple during the uppercut portion.}}
**{{change|Back aerial and neutral attack now use the same "punch" SFX used for his side taunt.}}
**{{change|His [[sidestep]] and [[rolling]] dodges are now traditional sidesteps, and Ganondorf flickers and glows purple during his intangible frames.}}
**{{change|Ganondorf retains animations from ''Brawl'' for most of his attacks like down tilt, Dark Dive and forward throw, which, along with the new moves he has been given, further declones him from {{PM|Captain Falcon}} (instead of being a full clone of him like in ''Melee'').}}
===Attributes===
*{{buff|[[Jumpsquat]] is one frame shorter (6 → 5), allowing Ganondorf to be airborne and perform aerials and wavedashes slightly faster.}}
*{{buff|Midair jumping height slightly increased; Ganondorf can now [[edge hop]] more easily onto the stage.}}
===Ground attacks===
*{{buff|[[Forward tilt]] launches at a [[semi-spike]] angle on the leg, albeit slightly higher than in ''Brawl'' ([[Sakurai Angle]] → 32°).}}
*{{change|Forward tilt uses an altered animation from ''Brawl'', with Ganondorf now leaning back slightly before kicking to extend the move's reach instead of simply lifting his leg, and quickly retreating his leg after kicking instead of dropping it.}}
*{{buff|Ganondorf has a new [[up tilt]]: he lifts his foot, then quickly brings it down into an electric stomp. It has gained a hitbox on its initial frames that deals 8% damage, hitting twice much like {{SSB|Captain Falcon}}'s up tilt in ''Smash 64'', and doing 3% more damage (27% → 30%) in total. It also has significantly faster startup (81 → hit 1: 5, hit 2: 25) and ending lag (113 → 62) as well as a longer hitbox duration (2 frames → hit 1: 6, hit 2: 3), along with intangibility on frames 23-28 that covers his left arm and left leg (rear hurtbox). This new up tilt is much faster and slightly more damaging than the original Volcano Kick.}}
*{{nerf|New up tilt has significantly weaker knockback (110 base/80 growth → hit 1: 40 base/60 growth, hit 2: 50 base/78 growth), KOing around 100% as opposed to 25% from center or [[OHKO]]ing near the ledge in ''Melee'', although it is still one of the strongest tilts in the game. The initial hit also does not combo well into the second above low percentages, and the second hit deals 5% less damage (27% → 22%) and now has a sourspot on the body dealing 2% less damage (20%) and knockback (75 base/60 growth), resulting it dealing less damage than the original up tilt if it only hits once. Despite ending much earlier than the former up tilt, the move has 4 more frames of ending lag (30 frames → 34 frames).}}
*{{buff|[[Down tilt]] from ''Brawl'' is retained, having slightly more reach. It additionally has less ending lag (IASA 36 → 34).}}
*{{buff|[[Dash attack]] is stronger, the initial hit deals 1% more damage (14% → 15%) with increased base knockback (40 (early)/25 (middle) → 60/45). It has a new hitbox at the end which extends the attack's duration by 2 frames. It can also be cancelled into a long [[DACUS]].}}
*{{change|Dash attack launches opponents at slightly different angles (115°/110° → 105°/100°).}}
*{{change|Forward smash's animation now resembles a faster Warlock Punch, making up for the loss of said special move.}}
*{{buff|[[Up smash]] has slightly wider hitboxes.}}
*{{nerf|Up smash has more ending lag than in both ''Melee'' and ''Brawl'' (IASA 40 → 45).}}
===Aerial attacks===
*{{buff|Both hits of neutral aerial come out 2 frames faster (hit 1: 7 → 5, hit 2: 20 → 18), allowing it to be used as an [[out of shield]] option, and are easier to link into each other. It also [[autocancel]]s slightly earlier (22 frames → 20), allowing it to be autocanceled in a short hop fast fall.}}
*{{nerf|The first hit of neutral aerial deals 2% less damage (12% → 10%).}}
*{{buff|Up aerial has less landing lag, being even less than in ''Brawl'' (25 frames → 20).}}
*{{change|Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.}}
*{{buff|Down aerial retains its earlier autocancel window from ''Brawl'' (frame 36 → 32), retaining its ability to autocancel in a short hop and start combos. It also has less landing lag (35 frames → 31) and no longer has [[transcendent priority]], which now allows it to cancel out projectiles.}}
===Grabs, throws, and other===
*{{buff|Forward throw from ''Brawl'' is retained, inflicting 4% more damage (9% → 13%). It also has stronger knockback (60 base/65 growth → 45/105).}}
*{{nerf|Down throw has more knockback growth (36 → 45), slightly reducing its ability to chain throw and setup.}}
*{{buff|However, the increased knockback growth on down throw also makes it easier to chaingrab at low percents.}}
*{{buff|Down taunt can be held to make Ganondorf attack with a downward swing of his sword. While it comes out much later than his [[Warlock Punch]] or Volcano Kick (frames 95-97), interrupts later (IASA 125), and cannot be reversed or used in the air unlike Warlock Punch, it has higher damage (32% → 31%/33%/35%/37%) and base knockback (30 → 40) than ''Brawl''{{'}}s Warlock Punch while covering a large distance identical to ''Brawl''{{'}}s Volcano Kick, and additionally has light armor before and during the attack (frames 85-97). The move has two hitboxes: a one frame large, weak but still quite powerful sourspot during the swing of the sword (damage: 24%, knockback growth: 100 → 75), though its hitbox prevents it from hitting opponents standing directly in front of Ganondorf; and a sword slam that deals flame damage and has a sweetspot at the tip where it deals the most damage and makes a small explosion on the ground.}}
===Special moves===
*{{buff|New neutral special: Dead Man's Volley & Drift. Using this move in the air causes him to [[float]] for one second, however unlike {{PM|Peach}} and {{PM|Mewtwo}} he is unable to control his movement after starting, and also gradually loses height. Using it while floating or on the ground will have him flip his cape, reflecting projectiles back at twice their speed and weakly damages nearby opponents with minimal, set knockback. An aerial or jump can be acted out of a float, or it can be simply ended by pressing down. This improves Ganondorf's recovery and his options against projectile users while also giving him aerial mix-ups.}}
*{{buff|Ganondorf conserves [[Flame Choke]] from ''Brawl'' as his side special, which is much more useful for tech-chases and followups than [[Gerudo Dragon]]. Grounded Flame Choke deals 3% more damage (9% → 12%) and travels faster and farther. If Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming [[helpless]], allowing him to still grab the ledge within the game's new physics.}}
*{{buff|Aerial Flame Choke deals 1% more damage (12% → 13%) and now inflicts caught opponents with a weak set knockback [[meteor smash]], causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups. In addition, if Ganondorf performs a [[Sacrificial KO]] with it when he and his opponent are on their last stock, he'll always win now, as opposed to a [[Sudden Death]] or loss for Ganondorf in ''Brawl''.}}
*{{nerf|Grounded Flame Choke as well as the bounce effect of Aerial Flame Choke can now be [[tech]]ed, and the grounded version can now be [[DI]]'d to allow the opponent to land behind Ganondorf, making its followups from ''Brawl'' more read-oriented.}}
*{{change|Aerial Flame Choke now deals multiple hits instead of one single hit.}}
*{{buff|[[Dark Dive]] has slightly faster start-up and conserves its ending uppercut and ability to grab ledge hangers from ''Brawl''. The grab also deals 1% more damage in total (17% → 18%), and both the throw and uppercut are more powerful (throw: 84 → 115 growth, uppercut: 70 base/90 growth → 40 base/120 growth), being able to reliably KO under 150%. The throw completes much faster, giving caught opponents much less time to react and DI.}}
*{{buff|[[Wizard's Foot]] deals 2% more damage (15% → 17%) on the ground and 3% more in the air (14% → 17%). It can also now be reversed, and its aerial version can now be [[ledge-cancel]]ed. All variations have reduced endlag, most notably; Ground to ground (IASA 78 → 67), air to ground (IASA 58 → 31) and kicked a wall (IASA 61 → 41). Ground to air and air to air kicks were also both reduced by 1 frame.}}
*{{nerf|Wizard's Foot has less knockback growth (85 (grounded/80 (aerial) → 76/67) to compensate for the increased damage.}}
==Changes from PM to P+==
===Aesthetics===
*{{change|Ganondorf receives a new set of renders.}}
*{{change|Ganondorf gains a new costume based on [[Ganon]].}}


==Revisions==
==Revisions==
===2.1===
===v2.1===
*{{buff|Fixed one of Ganondorf's up tilt hitboxes so that when the explosion occurs it is likelier to hit.}}
*{{buff|Fixed one of Ganondorf's up tilt hitboxes so that when the explosion occurs it is likelier to hit.}}
*{{buff|Forward tilt has its animations adjusted, and the angled up version can now properly hit enemies standing on upper platforms.}}
*{{buff|Forward tilt has its animations adjusted, and the angled up version can now properly hit enemies standing on upper platforms.}}
Line 57: Line 94:
*{{change|Ledge attacks now match those of ''Melee''.}}
*{{change|Ledge attacks now match those of ''Melee''.}}
*{{change|Adjusted Ganondorf's Dark Dive physics and grab hitboxes to be closer to ''Melee''{{'}}s.}}
*{{change|Adjusted Ganondorf's Dark Dive physics and grab hitboxes to be closer to ''Melee''{{'}}s.}}
*{{change|Dash attack can slip off edges like in ''Melee''.}}
*{{nerf|Dash attack can slip off edges like in ''Melee''.}}
*{{change|Back and up aerial's ranges now match those of ''Melee''.}}
*{{change|Back and up aerial's ranges now match those of ''Melee''.}}
*{{change|Down throw's animation was adjusted.}}
*{{change|Down throw's animation was adjusted.}}


===2.5b===
===v2.5b===
*{{buff|Flame Choke's top grab box fixed to affect grounded opponents, so he doesn't miss opponents on platforms.}}
*{{buff|Flame Choke's top grab box fixed to affect grounded opponents, so he doesn't miss opponents on platforms.}}
*{{nerf|Down throw increased slightly in knockback growth.}}
*{{nerf|Down throw increased slightly in knockback growth.}}
*{{change|Jab and down aerial have new electric graphical effects.}}
*{{change|Jab and down aerial have new electric graphical effects.}}
*{{change|Warlock Punch is now reversible. Its turn occurs slightly later than in ''Brawl'', but can be performed up to four times.}}
*{{buff|Warlock Punch is now reversible. Its turn occurs slightly later than in ''Brawl'', but can be performed up to four times.}}
*{{change|Flame Choke has its darkness hit effects restored.}}
*{{change|Flame Choke has its darkness hit effects restored.}}
*{{change|Dark Dive's launch fire hit effects were restored.}}
*{{change|Dark Dive's launch fire hit effects were restored.}}


===2.6b===
===v2.6b===
*{{buff|Initial dash animation length increased by 1 frame to match ''Melee'', also improving [[moonwalk]] distance slightly.}}
*{{buff|Initial dash animation length increased by 1 frame to match ''Melee'', also improving [[moonwalk]] distance slightly.}}
*{{buff|Dash attack adjusted to use ''Brawl''{{'}}s damage and knockback values.}}
*{{buff|Dash attack adjusted to use ''Brawl''{{'}}s damage and knockback values.}}
Line 75: Line 112:
*{{buff|Neutral aerial's first kick has less base knockback and higher angle to be slightly better as a combo starter and combo into second hit more often.}}
*{{buff|Neutral aerial's first kick has less base knockback and higher angle to be slightly better as a combo starter and combo into second hit more often.}}
*{{nerf|Forward smash's angles adjusted in damage, power, and trajectory so there is more reason to use them over up angled, while previously the move was superior in all 3 angles.}}
*{{nerf|Forward smash's angles adjusted in damage, power, and trajectory so there is more reason to use them over up angled, while previously the move was superior in all 3 angles.}}
*{{change|[[T-pose]] bug with his Final Smash is fixed.}}
*{{bugfix|[[T-pose]] bug with his Final Smash is fixed.}}
*{{change|Ganondorf's magical effects now illuminate his body.}}
*{{change|Ganondorf's magical effects now illuminate his body.}}
*{{change|Warlock Punch's additional turns can be prevented by holding the special button.}}
*{{change|Warlock Punch's additional turns can be prevented by holding the special button.}}


===3.0===
===v3.0===
*{{buff|Dark Dive's startup is slightly faster.}}
*{{buff|Dark Dive's startup is slightly faster.}}
*{{buff|Wizard Foot's damage increased on both ground and air kicks; knockback compensated to be the same. The move is now also reversible.}}
*{{buff|Wizard Foot's damage increased on both ground and air kicks; knockback compensated to be the same. The move is now also reversible.}}
Line 86: Line 123:
*{{change|Down air's animation was polished.}}
*{{change|Down air's animation was polished.}}


===3.02===
===v3.02===
*{{buff|Ganondorf is now always KO'd last when suiciding with Flame Choke.}}  
*{{buff|Ganondorf is now KO'd last when suiciding with Flame Choke only when he has a lower port than his opponent.}}  
*{{buff|Aerial Wizard's Foot can be [[ledge-cancel]]ed.}}
*{{buff|Aerial Wizard's Foot can be [[ledge-cancel]]ed.}}
*{{change|Up and down aerial item throw animations' heights have been adjusted.}}
*{{change|Up and down aerial item throw animations' heights have been adjusted.}}
===v3.5===
*{{buff|Ganondorf received a new Neutral special, "Dead Man's Volley/Drift". When used in the air it allows him to float. When used on the ground or while already floating, it allows him to reflect projectiles while damaging nearby opponents with a flip of his cape. Despite this new change, Kirby still copies the [[Warlock Punch]].}}
*{{buff|Jump squat reduced (from 6 to 5 frames).}}
*{{buff|Ganondorf is now always KO'd last when suiciding with Flame Choke.}}
*{{buff|Down taunt can be used as an attack when held. It has the same damage and knockback as his Warlock Punch except it has greater range and has super armor right before it hits. The damage is at its highest at the tip of the sword where it makes a small explosion on the ground.}}
**{{nerf|The sword swing has much longer start-up, and it cannot be reversed nor can it be used in the air like Warlock Punch could.}}
*{{buff|Neutral aerial has slightly less endlag and start-up (first active frame from frames 7 to 5, second active frame from 20 to 18).}}
*{{buff|Forward throw deals more damage (from 9% to 13%), and has increased knockback.}}
*{{buff|Back throw has less endlag.}}
*{{buff|Aerial Flame Choke is no longer techable before final hit.}}
*{{buff|Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.}}
*{{buff|Dash grab reaches slightly further and lower.}}
*{{nerf|Standing grab reach reduced slightly to match ''Melee''.}}
*{{nerf|Down throw's chain grabbing and set-up capabilities have been toned down due to its slightly higher knockback scaling (from 40 to 45).}}
*{{nerf|Up smash interruptibility was pushed 5 frames later.}}
*{{nerf|Forward tilt outer hitbox trajectory changed to the [[Sakurai angle]], and the interruptibility was pushed 2 frames later.}}
*{{nerf|Up tilt's initial hitbox has slightly more start-up, and ends one frame sooner (from frames 3-12 to 5-11).}}
*{{change|Forward smash animation now resembles his Warlock Punch.}}
*{{change|Forward throw now gives off darkness effects.}}
*{{change|Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.}}
*{{change|All of Ganondorf's dodging animations have new magical animations, with purple overlays and a brief stutter.}}
===v3.6===
*{{nerf|Neutral aerial's late weak hits from ''Brawl'' were removed, as well as an active frame being removed from the strong hit, resulting in a significantly reduced hitbox duration for each kick (from 6 frames to 2 frames).}}
*{{bugfix|Back aerial no longer snaps downwards when transitioning into a fall.}}
*{{buff|Dead Man's Volley reflect window increased by 2 frames. It also now has a trail that accurately depicts its reflect location and duration.}}
*{{nerf|Ganondorf's down taunt attack now receives light armor instead of [[super armor]]. It also hits 1 frame later, matching the move's animation.}}
**{{buff|Now has a one frame large, weaker hitbox that covers the swing of the sword in return. This hitbox has the lowest priority, so opponents in front of Ganondorf are still hit with the main hitbox.}}
*{{change|As an aesthetic when wearing the ''Ocarina of Time'' costume, Ganondorf will wield [https://pbs.twimg.com/media/CH5MOn4VEAIty72.jpg a different sword], similar to one seen in [[Media:Ganondorf_SSBM.jpg|his render for ''Melee'']] upon using his down taunt and down taunt attack.}}


==Moveset==
==Moveset==
Up to date as of version 3.0.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2| !!Name!!Damage!!Description
|-
|-
!Neutral attack
! colspan=2| Neutral attack
| Thunder Punch || 7%|| Ganon does a quick one hit punch with lightning properties.
| || 7% (hand), 8% (body) || Ganondorf performs a quick palm strike that [[Electric|electrifies]] enemies on contact.
|-
|-
!Forward tilt
! rowspan="3" | Forward tilt || ↗
| Armor Crusher || 13%|| Ganon quickly kicks the opponent with a large force.
| rowspan="3" | || 12-14% || rowspan="3" | Ganondorf quickly kicks the opponent with a large force. This move can be angled. Semi-spikes at the leg, sends at the Sakurai Angle at the foot.
|-
|-
!Up tilt
!
| Shock Stomp || 8% then 22% (30% total)|| Ganon does a very quick stomp on the opponent. Weaker than the original up tilt, but much quicker.
|11-13%
|-
|-
!Down tilt
!
| Sweeping Snake || 12%|| Ganon does a kick to the opponent.
|10-12%
|-
|-
!Dash attack
! colspan=2| Up tilt
| Iron Shoulder || 15%|| Ganon charges at the opponent, and forcefully rams into them.
| || 8% (hit 1), 22% (hit 2 foot), 20% (hit 2 body) || Ganondorf does a very quick stomp on the opponent. Has two hits that combo into each other at low percentages. Weaker than the original up tilt, but much quicker. Ganondorf's left arm and leg are [[intangible]] the moment he plants his foot on the ground.
|-
|-
!Forward smash
! colspan=2| Down tilt
| Nightmare Lunge || {{ChargedSmashDmgSSBM|22}} || Ganon elbows the opponent with a dark force. A strong vertical finisher. Can be angled: when uncharged, deals 2% more damage if angled up and 3% less damage if angled down.
| || 12% || Ganondorf kneels on one leg and thrusts the other leg forward.
|-
|-
!Up smash
! colspan=2| Dash attack
| Tornado Kick || {{ChargedSmashDmgSSBM|22}} then {{ChargedSmashDmgSSBM|19}} ({{ChargedSmashDmgSSBM|41}} total)|| Ganon does a double kick upwards. Deadly knockback, and also the most damaging up smash.
| || 15% (clean), 10% (mid), 8% (late) || Ganondorf charges at the opponent, and forcefully rams into them.
|-
|-
!Down smash
! rowspan="3" | Forward smash || ↗
| Leg Whip || {{ChargedSmashDmgSSBM|8}} then {{ChargedSmashDmgSSBM|14}} ({{ChargedSmashDmgSSBM|22}} total)|| Ganon kicks around him. The first kick combos into the second kick.
| rowspan="3" | || {{ChargedSmashDmgSSBM|24}} || rowspan="3" | Ganondorf winds up a large amount of darkness and releases it all in one deadly back-handed punch. Resembles the [[Warlock Punch]].
|-
|-
!Neutral aerial
!
| Swooping Keese || 12%, then 12% (clean) or 7% (late)|| Ganon does two mid-air kicks.
|{{ChargedSmashDmgSSBM|22}}
|-
|-
!Forward aerial
!
| Skull Crusher || 17%|| Ganon punches the opponent with deadly force and knockback. Great finisher.
|{{ChargedSmashDmgSSBM|20}}
|-
|-
!Back aerial
! colspan=2| Up smash
| Hidden Gauntlet || 16%|| Ganon does a back-handed punch. Faster than his forward air, but with weaker knockback.
| || {{ChargedSmashDmgSSBM|22}} (hit 1), {{ChargedSmashDmgSSBM|19}} (hit 2) || Ganondorf does a double kick upwards. Deadly knockback, and also the most damaging up smash in the game.
|-
|-
!Up aerial
! colspan=2| Down smash
| Vulture Kick || 13%-7%|| Ganon does a bicycle kick into the air.
| || {{ChargedSmashDmgSSBM|8}} (hit 1), {{ChargedSmashDmgSSBM|12}} (hit 2 foot), {{ChargedSmashDmgSSBM|14}} (hit 2 leg) || Ganondorf kicks his leg in front and then behind him. The first kick combos into the second kick.
|-
|-
!Down aerial
! colspan=2| Neutral aerial
| Thunder Drop || 22%|| Brings down an electric stomp. The most powerful meteor smash in the game, though unlike Captain Falcon's down aerial, it cannot spike opponents.
| || 10% (hit 1), 12% (hit 2) || Ganondorf performs two quick mid-air kicks.
|-
! colspan=2| Forward aerial
| || 17% || Ganondorf performs an overhead punch in a downwards arc with deadly force and knockback. Great finisher.
|-
! colspan=2| Back aerial
| || 16% || Ganondorf does a back-handed punch. Faster than his forward air, but with weaker knockback.
|-
! colspan=2| Up aerial
| || 12%/13% (clean), 10%/12% (mid), 6%/8% (late) || Ganondorf does an overhead flip kick, covering a large arc above him. Deals more damage on Ganondorf's foot.
|-
! colspan=2| Down aerial
| || 22% || Brings both his feet down in an electric stomp. The most powerful [[meteor smash]] in the game, though unlike Captain Falcon's down aerial, it lacks the [[nipple spike]] hitbox. Unlike its previous appearances, this attack no longer has [[transcendent priority]], and can now cancel projectiles.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan=2| Grab
| || Grab|| Grabs the opponent.
| || &mdash; ||
|-
|-
!Pummel
! colspan=2| Pummel
| Armored Knee || 3%|| Ganon knees the opponent with a quick speed.
| || 3% || Knees the opponent. A moderately fast pummel.
|-
|-
!Forward throw
! colspan=2| Forward throw
| Gut Punch || 9%|| Ganon punches the opponent forwards.
| || 5% (hit 1), 8% (throw) || Ganondorf punches the opponent forwards.
|-
|-
!Back throw
! colspan=2| Back throw
| Blind Mule Kick || 9%|| Ganon does a forceful kick backwards.
| || 5% (hit 1), 4% (throw) || Ganondorf throws the opponent backward and kicks them.
|-
|-
!Up throw
! colspan=2| Up throw
| Jaw Breaker || 7%|| Ganon punches the foe upwards into the air.
| || 4% (hit 1), 3% (throw) || Ganondorf throws the opponent upward, then punches them upwards into the air.
|-
|-
!Down throw
! colspan=2| Down throw
| Dirt Nap || 7%|| Ganon throws the opponent forcibly on the ground.
| || 7% || Ganondorf forcibly throws the opponent on the ground.
|-
|-
!Floor attack (front)
! colspan=2| Floor attack (front)
| Dark Flip|| 2 hits of 6%|| Ganon flips himself to kick in the front and back.
| || 6% || Ganondorf gets up and flips while kicking.
|-
|-
!Floor attack (back)
! colspan=2| Floor attack (back)
| Dark Spin|| 6%|| Ganon does a spinning double kick.
| || 6% || Ganondorf stands on both hands and does a spinning double kick.
|-
|-
!Floor attack (trip)
! colspan=2| Floor attack (trip)
| Beast Spin|| 5%|| Ganon spins around to kick those who are near.
| || 5% || Ganondorf spins around to kick those who are near.
|-
|-
!Edge attack (fast)
! colspan=2| Edge attack (fast)
| Front Kick|| 10%|| Ganon gets up and does a fast kick.
| || 10% || Ganondorf quickly gets up and performs a low kick.
|-
|-
!Edge attack (slow)
! colspan=2| Edge attack (slow)
| Sleepy Slap|| 10%|| Ganon does a slow slap to the opponent.
| || 10% || Ganondorf slowly gets up and performs a horizontal backhanded punch.
|-
|-
!Neutral special
! colspan=2| Down taunt (attack)
| [[Warlock Punch]] || 34%-30%|| Ganon winds up a large amount of darkness and releases it all in one deadly punch. Can be turned around up to 4 times; when done in midair Ganondorf slightly shifts into that direction. Deals more damage the closer the opponent is to Ganondorf.
| || 24% (sword swing), 31%/33%/35%/37% (sword slam)|| If the player holds down the down taunt button, Ganondorf will swing the sword downward after looking at it briefly as it glows purple. Extremely strong knockback equivalent to the old Warlock Punch if opponent is directly in front of him, but it also possesses a very large, weaker sourspot during the swing, though it has low priority meaning that opponents in front of him are hit with the sword slam. Deals more damage towards the tip of the sword at the end of the move. Has light armor right before and during the sword swing.
|-
|-
!Side special
! colspan=2| Neutral special
| [[Flame Choke]] || 13% (both versions)|| On the ground, Ganon slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganon grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot [[ledge]]s. If there is no ground, there will be a [[self-destruct]] for both players. Can be used for [[edgehogging]]. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable.
| Dead Man's Volley & Drift / Dark Descent || 5% (cape flip) || On the ground, Ganondorf will swing his cape, reflecting projectiles at twice their original speed while weakly damaging nearby opponents with minimal, set knockback. Using it once in midair will make him float, and using it again will make him perform the volley. An aerial or jump can be acted out of the float. Can only be used in the air once; grabbing a ledge without landing on a platform will not restore its usability. This is based on a move Ganondorf used in his boss battle in ''The Legend of Zelda: Ocarina of Time''.
|-
|-
!Up special
! colspan=2| Side special
| [[Dark Dive]] || 18% total (grab), 7% (uppercut)|| Ganon grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall [[helpless]] and can use it again. The grab attack inflicts 4 electric hits of 1% damage that can damage nearby foes, then the explosion deals 14% with a [[flame]] effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish [[edge-hog]]gers, while possesing a large [[edge sweet spot]].
| [[Flame Choke]] || Ground: 12% (hit), 1% (release)<br/>Air: 1% (hits 1-6), 7% (release) || On the ground, Ganondorf slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganondorf grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot [[ledge]]s. If Ganondorf does the aerial version and lands on and facing the ledge, the grabbed opponent will be meteored just under the stage, but is not powerful enough to KO. If there is no ground, there will be a [[self-destruct]] for both players. Can be used for [[edgehogging]]. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable.
|-
|-
!Down special
! colspan=2| Up special
| [[Wizard's Foot]] || 17% (both versions), 8% (landing)|| Ganon launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag.
| [[Dark Dive]] || 2% (hits 1-4), 10% (release), 7% (uppercut) || Ganondorf grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall [[helpless]] and can use it again. The grab attack inflicts 4 electric hits of 2% damage that can damage nearby foes, then the explosion deals 10% with a [[flame]] effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish [[edge-hog]]gers, while possessing a large [[edge sweet spot]].
|-
|-
!Final Smash
! colspan=2| Down special
| [[Beast Ganon]] || 10% (grounding), 10% (stomp) then 40% (run over)|| Ganondorf becomes his beast form and rams into the opponent. Opponents can become [[Buried|stuck in the ground]], or [[Paralyze|paralyzed]] in midair. Usually a [[one-hit KO]].
| [[Wizard's Foot]] || 17% (both versions), 8% (landing) || Ganondorf launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag.
|-
! colspan=2| Final Smash
| [[Beast Ganon]] || 10% (grounding), 10% (stomp), 45% (charge) || Ganondorf becomes his beast form and rams into the opponent. Opponents can become [[Buried|stuck in the ground]], or [[Paralyze|paralyzed]] in midair. Usually a [[one-hit KO]].
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{Sm|Arty|USA}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Junebug|USA}}
 
*{{Sm|LeeLue|USA}}
*{{Sm|Chaloopy|USA}} - Falcon/Ganon dual main ranked #16 on [[PMRank 2023]].
*{{Sm|Kage|Canada}}
*{{Sm|Che|USA}} - Best active solo Ganondorf in the world. Ranked #44 on [[PMRank 2023]].
==Palette swaps==
*{{Sm|DNL|Spain}} - The current best player in [[Spain]], who ranked 2nd on the most recent [[European Project M Power Rankings]].
Ganondorf's palette swaps remain unchanged from ''Brawl''. He [http://projectmgame.com/en/news/new-alternate-costumes is set] to have a costume based on his appearance in ''The Legend of Zelda: Ocarina of Time''.
*{{Sm|Junebug|USA}} - While {{PM|Diddy Kong}} is his main, he had a strong Ganondorf secondary that he frequently used on route to being one of the best PM players in the mid-2010s. Some of his most notable results using Ganondorf as a secondary include winning {{Trn|Low Tier City 3}}, {{Trn|FinalBOSS}}, and {{Trn|The Big Balc}}. He was ranked 5th on [[PMRank 2016]] with his secondary Ganondorf.
[[Image:Ganondorf Palette (SSBB).png|frame|center|Ganondorf's palette swaps in PM]]
*{{Sm|Potatoes|USA}} - Best active Ganondorf in the West Coast. Ranked #47 on [[PMRank 2023]].
*{{Sm|Red Ranger|USA}} - Placed 9th at {{Trn|SuperNova}}, 25th at both {{Trn|The Big Balc}} and {{Trn|SuperNova 2}}, and 49th at {{Trn|The Bigger Balc}}. Ranked 6th on the [[SoCal_Power_Rankings#Project_M_rankings|SoCal Power Rankings]] with wins over {{Sm|Hyperflame}} and {{Sm|Frozen}}.
 
==Alternate costumes==
===Project M===
Beginning in version 3.5, Ganondorf received an alternate costume based on his appearance in ''Melee'', itself from ''The Legend of Zelda: Ocarina of Time'' and the Nintendo Gamecube tech demo. This costume also includes an aesthetic change; when playing as Melee Ganondorf, he brandishes the sword he is depicted with (but never uses) in ''Melee'' as well as the Gamecube tech demo, rather than the Sword of Sages (from ''The Legend of Zelda: Twilight Princess'').
 
The Melee costumes come with recolors for team battles, as well as an original purple recolor; it consequently replaces his ''Ocarina of Time'' color scheme to make room.
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Ganondorf Palette (PM).png|frame|center|Ganondorf's alternate costumes in PM]]
|-
|[[File:GanondorfHeadSSBB.png]]
|[[File:GanondorfHeadBlackSSBB.png]]
|[[File:GanondorfHeadBlueSSBB.png]]
|[[File:GanondorfHeadGreenSSBB.png]]
|[[File:GanondorfHeadRedSSBB.png]]
|-
|[[File:GanondorfHeadOoTPM.png]]
|[[File:GanondorfHeadOoTPurplePM.png]]
|[[File:GanondorfHeadOoTBluePM.png]]
|[[File:GanondorfHeadOoTGreenPM.png]]
|[[File:GanondorfHeadOoTRedPM.png]]
|}
 
===Project+===
In ''[[Project+]]'', Ganondorf received even more alternate costumes that further represent ''Zelda'' lore. Ganondorf's brown costume from ''Brawl'' has been replaced with a new royal gold color to be more distinct from his ''Ocarina of Time'' alternate costume. Said costume is more detailed with higher quality improvements, better matching the source material; additionally, it receives a variant with a tan cape to match his appearance both ''Melee'' and the Spaceworld 2000 demo. Finally, Ganondorf has a costume based on Pig [[Ganon]] from the Fallen Hero timeline, a potential storyline in the franchise where Link fails to defeat Ganon in ''Ocarina of Time'' and the latter reigns indefinitely in his monstrous form. Pig Ganon's taunts use a trident instead of a sword, as seen in ''A Link to the Past.'' This costume includes recolors which are loosely inspired by other incarnations of Ganon, such as the ones seen in ''Twilight Princess'', ''Ocarina of Time'' and ''Four Swords Adventures'', and Yuga-Ganon in ''A Link Between Worlds''.
 
[[File:Ganondorf Palette (P+).png|800px|thumb|center|Ganondorf's alternate costumes in P+]]
 
'''Z-Secret Costume:''' Phantom Ganon: Based on {{iw|zeldawiki|Phantom Ganon}}, a ghostly doppelgänger of Ganondorf fought by Link in the {{iw|zeldawiki|Forest Temple}} in ''The Legend of Zelda: Ocarina of Time''.
'''R-Secret Costume:''' Warrior Ganondorf: Based on Ganondorf's appearance in ''Hyrule Warriors''.
 
==Trivia==
*Oddly, prior to Version 3.6, whenever the player selected Ganondorf with the red or blue Ocarina of Time costumes, the stock icons would be reversed. (The blue costume would use the red stock icon and vice versa.) A similar issue also happened with {{PM|Meta Knight}}'s Dark and Concept Art costumes.
*The purple Ocarina of Time costume will occasionally show a blue underside of its cape during certain animations.


==External links==
==External links==
*[http://projectmgame.com/en/characters/ganondorf Project M character page]
*[https://pmunofficial.com/en/characters/ganondorf/ Ganondorf's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/essk7m/labbing_discord_results_ganondorf/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}

Revision as of 18:58, April 12, 2024

Ganondorf
in Project M and Project+
Ganondorf SSBB.jpg
PPlus Ganon.png
OoT Ganondorf PM.png
PPlus Oot Ganon.png
PPlus Pig Ganon.png

ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Moveset inspiration Ganondorf (SSBM), Ganondorf (SSBB)
Alternate costume Ocarina of Time Ganondorf, Pig Ganon (Project+)
GanondorfHeadSSBB.png

Ganondorf is a playable character in the Brawl mod Project M. He was buffed significantly in Project M after being mostly reverted to his Melee version. However, some Brawl attributes were maintained, and part of his moveset was changed to make him more well-rounded.

Ganondorf is currently ranked 37th out of 41 on the official tier list, placing him in the lower half of the D tier. This is a significant drop from his placement in Melee as 14th out of 26, but a moderate improvement over his place on the Brawl tier list, where he is ranked last at the bottom of the tier list.

Attributes

Despite Ganondorf mostly being based on his Melee iteration, he remains a semi-clone of Captain Falcon, as he was in Brawl; most of Ganondorf's moves continue to use their respective animations from Brawl. Ganondorf is a slower, stronger, and heavier version of Falcon with more reach as a result of his larger build. Many of Ganondorf's positive attributes from the past two games were retained, making him more formidable than he was in Melee and Brawl.

Ganondorf is a powerful character like he was in Melee. Being one of the strongest characters, his attacks inflict dangerously high knockback, with some being able to KO at relatively low percentages. His combos, while often short, are capable of quickly racking up extremely high damage, and many of his aerials are excellent for both killing and edgeguarding. Ganondorf also has the most powerful meteor smash in his down aerial and one of the strongest spikes in his aerial Wizard's Foot.

Ganondorf is unique in that he is one of the only two characters who is capable of lengthening his recovery (the other being Captain Falcon with his Falcon Kick), by executing his aerial Wizard's Foot. For every attempt of the move, Ganondorf will restore his midair jump, thus bringing him closer to the stage and greatly increasing his horizontal recovery. It is worth noting, the Wizard's Foot must complete to restore his jump. His up special, Dark Dive, still possesses the arm swipe attack at its peak and the ability to grab an opponent on the ledge from Brawl, both of which may save him on occasion. However, Ganondorf normally has trouble with recovery, because of his low jump height, high gravity, and low air speed. Additionally, Dark Dive does not offer much vertical or horizontal distance while being very predictable and easy to edgeguard and edgehog.

Back in Melee and Brawl, Ganondorf struggled against projectile users due to his tall size and no projectile of his own, as well as off-stage survivability due to a poor recovery, but these issues are somewhat addressed in Project M due to the advent of Dead Man's Volley & Drift. This new move gives Ganondorf a reflector that sends projectiles back at double their original speed, arming him with a moderately effective anti-projectile option. In addition to buffs such as slightly higher mid-air jumps and aerial Wizard's Foot restoring mid-air jumps, the new move also provides brief floating when used in the air, allowing Ganondorf to recover better to the stage while giving him more options for recovery mix-ups. Dead Man's Volley & Drift serves as a useful tool for Ganondorf, diminishing several of his major issues and allowing him to compete better. Despite this, he often still has trouble against characters who possess a strong projectile game.

Ganondorf's flaws include his large and tall stature, which combined with his heavier weight and high gravity, makes him a bigger and more easily comboed target. He also possesses one of the slowest dashing speeds despite it being significantly faster than it was in Brawl, hindering his ability to catch up to his opponents on foot. Lastly, even with all of his specials being usable for recovering, his recovery is still somewhat predictable due to it being mostly linear.

Ganondorf's buffs from Brawl to Project M, such as his combo starter Flame Choke (although it was slightly nerfed), DACUS, improved tilts, improvements to Dark Dive, and being equipped with an extra recovery tool that doubles as a reflector, grant him better tournament success than in Melee or Brawl. However, he still struggles to keep up with the faster and more combo-heavy characters such as Diddy Kong and Fox.

Changes from Melee to PM

Given the nerfs Ganondorf received in Brawl that made him plummet to the very bottom of the tier list, he is significantly buffed in Project M. Most of his favorable traits from Melee return, along with Brawl's tilt attacks and Flame Choke, restoring his recovery, speed, combo and K.O.ing ability. Some of his more powerful moves have been given less ending lag or greater reach and many late weak hitboxes and sourspots were removed. His situational moves have been replaced with weaker but much more practical moves: his new up tilt comes out much faster, and his new neutral special Dead Man's Volley & Drift is a reflector that doubles as a floating maneuver. To compensate for the loss of Warlock Punch, Ganondorf's down taunt now serves as an attack that functions similarly to it. Finally, several of Ganondorf's animations have been overhauled, which combined with the addition of Dead Man's Volley makes him a slightly more accurate representation of his appearance in The Legend of Zelda: Ocarina of Time.

Ganondorf's new neutral special.
Ganondorf using his sword.

Aesthetics

  • Change Ganondorf now uses his laughing SFX during his on-screen appearance.
  • Change Ganondorf now laughs at the start of his up taunt, rather than after he spins, similar to Melee.
  • Change Most of Ganondorf's aesthetics were altered to be more inline with his magical warlock theme:
    • Change The fist hitbox of forward aerial and forward throw produces a darkness effect, while back aerial produces an electric effect.
    • Change Dark Dive makes Ganondorf briefly flash purple during the uppercut portion.
    • Change Back aerial and neutral attack now use the same "punch" SFX used for his side taunt.
    • Change His sidestep and rolling dodges are now traditional sidesteps, and Ganondorf flickers and glows purple during his intangible frames.
    • Change Ganondorf retains animations from Brawl for most of his attacks like down tilt, Dark Dive and forward throw, which, along with the new moves he has been given, further declones him from Captain Falcon (instead of being a full clone of him like in Melee).

Attributes

  • Buff Jumpsquat is one frame shorter (6 → 5), allowing Ganondorf to be airborne and perform aerials and wavedashes slightly faster.
  • Buff Midair jumping height slightly increased; Ganondorf can now edge hop more easily onto the stage.

Ground attacks

  • Buff Forward tilt launches at a semi-spike angle on the leg, albeit slightly higher than in Brawl (Sakurai Angle → 32°).
  • Change Forward tilt uses an altered animation from Brawl, with Ganondorf now leaning back slightly before kicking to extend the move's reach instead of simply lifting his leg, and quickly retreating his leg after kicking instead of dropping it.
  • Buff Ganondorf has a new up tilt: he lifts his foot, then quickly brings it down into an electric stomp. It has gained a hitbox on its initial frames that deals 8% damage, hitting twice much like Captain Falcon's up tilt in Smash 64, and doing 3% more damage (27% → 30%) in total. It also has significantly faster startup (81 → hit 1: 5, hit 2: 25) and ending lag (113 → 62) as well as a longer hitbox duration (2 frames → hit 1: 6, hit 2: 3), along with intangibility on frames 23-28 that covers his left arm and left leg (rear hurtbox). This new up tilt is much faster and slightly more damaging than the original Volcano Kick.
  • Nerf New up tilt has significantly weaker knockback (110 base/80 growth → hit 1: 40 base/60 growth, hit 2: 50 base/78 growth), KOing around 100% as opposed to 25% from center or OHKOing near the ledge in Melee, although it is still one of the strongest tilts in the game. The initial hit also does not combo well into the second above low percentages, and the second hit deals 5% less damage (27% → 22%) and now has a sourspot on the body dealing 2% less damage (20%) and knockback (75 base/60 growth), resulting it dealing less damage than the original up tilt if it only hits once. Despite ending much earlier than the former up tilt, the move has 4 more frames of ending lag (30 frames → 34 frames).
  • Buff Down tilt from Brawl is retained, having slightly more reach. It additionally has less ending lag (IASA 36 → 34).
  • Buff Dash attack is stronger, the initial hit deals 1% more damage (14% → 15%) with increased base knockback (40 (early)/25 (middle) → 60/45). It has a new hitbox at the end which extends the attack's duration by 2 frames. It can also be cancelled into a long DACUS.
  • Change Dash attack launches opponents at slightly different angles (115°/110° → 105°/100°).
  • Change Forward smash's animation now resembles a faster Warlock Punch, making up for the loss of said special move.
  • Buff Up smash has slightly wider hitboxes.
  • Nerf Up smash has more ending lag than in both Melee and Brawl (IASA 40 → 45).

Aerial attacks

  • Buff Both hits of neutral aerial come out 2 frames faster (hit 1: 7 → 5, hit 2: 20 → 18), allowing it to be used as an out of shield option, and are easier to link into each other. It also autocancels slightly earlier (22 frames → 20), allowing it to be autocanceled in a short hop fast fall.
  • Nerf The first hit of neutral aerial deals 2% less damage (12% → 10%).
  • Buff Up aerial has less landing lag, being even less than in Brawl (25 frames → 20).
  • Change Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.
  • Buff Down aerial retains its earlier autocancel window from Brawl (frame 36 → 32), retaining its ability to autocancel in a short hop and start combos. It also has less landing lag (35 frames → 31) and no longer has transcendent priority, which now allows it to cancel out projectiles.

Grabs, throws, and other

  • Buff Forward throw from Brawl is retained, inflicting 4% more damage (9% → 13%). It also has stronger knockback (60 base/65 growth → 45/105).
  • Nerf Down throw has more knockback growth (36 → 45), slightly reducing its ability to chain throw and setup.
  • Buff However, the increased knockback growth on down throw also makes it easier to chaingrab at low percents.
  • Buff Down taunt can be held to make Ganondorf attack with a downward swing of his sword. While it comes out much later than his Warlock Punch or Volcano Kick (frames 95-97), interrupts later (IASA 125), and cannot be reversed or used in the air unlike Warlock Punch, it has higher damage (32% → 31%/33%/35%/37%) and base knockback (30 → 40) than Brawl's Warlock Punch while covering a large distance identical to Brawl's Volcano Kick, and additionally has light armor before and during the attack (frames 85-97). The move has two hitboxes: a one frame large, weak but still quite powerful sourspot during the swing of the sword (damage: 24%, knockback growth: 100 → 75), though its hitbox prevents it from hitting opponents standing directly in front of Ganondorf; and a sword slam that deals flame damage and has a sweetspot at the tip where it deals the most damage and makes a small explosion on the ground.

Special moves

  • Buff New neutral special: Dead Man's Volley & Drift. Using this move in the air causes him to float for one second, however unlike Peach and Mewtwo he is unable to control his movement after starting, and also gradually loses height. Using it while floating or on the ground will have him flip his cape, reflecting projectiles back at twice their speed and weakly damages nearby opponents with minimal, set knockback. An aerial or jump can be acted out of a float, or it can be simply ended by pressing down. This improves Ganondorf's recovery and his options against projectile users while also giving him aerial mix-ups.
  • Buff Ganondorf conserves Flame Choke from Brawl as his side special, which is much more useful for tech-chases and followups than Gerudo Dragon. Grounded Flame Choke deals 3% more damage (9% → 12%) and travels faster and farther. If Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming helpless, allowing him to still grab the ledge within the game's new physics.
  • Buff Aerial Flame Choke deals 1% more damage (12% → 13%) and now inflicts caught opponents with a weak set knockback meteor smash, causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups. In addition, if Ganondorf performs a Sacrificial KO with it when he and his opponent are on their last stock, he'll always win now, as opposed to a Sudden Death or loss for Ganondorf in Brawl.
  • Nerf Grounded Flame Choke as well as the bounce effect of Aerial Flame Choke can now be teched, and the grounded version can now be DI'd to allow the opponent to land behind Ganondorf, making its followups from Brawl more read-oriented.
  • Change Aerial Flame Choke now deals multiple hits instead of one single hit.
  • Buff Dark Dive has slightly faster start-up and conserves its ending uppercut and ability to grab ledge hangers from Brawl. The grab also deals 1% more damage in total (17% → 18%), and both the throw and uppercut are more powerful (throw: 84 → 115 growth, uppercut: 70 base/90 growth → 40 base/120 growth), being able to reliably KO under 150%. The throw completes much faster, giving caught opponents much less time to react and DI.
  • Buff Wizard's Foot deals 2% more damage (15% → 17%) on the ground and 3% more in the air (14% → 17%). It can also now be reversed, and its aerial version can now be ledge-canceled. All variations have reduced endlag, most notably; Ground to ground (IASA 78 → 67), air to ground (IASA 58 → 31) and kicked a wall (IASA 61 → 41). Ground to air and air to air kicks were also both reduced by 1 frame.
  • Nerf Wizard's Foot has less knockback growth (85 (grounded/80 (aerial) → 76/67) to compensate for the increased damage.

Changes from PM to P+

Aesthetics

  • Change Ganondorf receives a new set of renders.
  • Change Ganondorf gains a new costume based on Ganon.

Revisions

v2.1

  • Buff Fixed one of Ganondorf's up tilt hitboxes so that when the explosion occurs it is likelier to hit.
  • Buff Forward tilt has its animations adjusted, and the angled up version can now properly hit enemies standing on upper platforms.
  • Buff Flame Choke causes Ganondorf to go into the aerial ending animation when slipping off an edge with it, allowing to grab the edge and come back to the stage.
  • Buff Down smash kicks hit at the proper frames apart now, so the second kick doesn't whiff as easily.
  • Change Ledge attacks now match those of Melee.
  • Change Adjusted Ganondorf's Dark Dive physics and grab hitboxes to be closer to Melee's.
  • Nerf Dash attack can slip off edges like in Melee.
  • Change Back and up aerial's ranges now match those of Melee.
  • Change Down throw's animation was adjusted.

v2.5b

  • Buff Flame Choke's top grab box fixed to affect grounded opponents, so he doesn't miss opponents on platforms.
  • Nerf Down throw increased slightly in knockback growth.
  • Change Jab and down aerial have new electric graphical effects.
  • Buff Warlock Punch is now reversible. Its turn occurs slightly later than in Brawl, but can be performed up to four times.
  • Change Flame Choke has its darkness hit effects restored.
  • Change Dark Dive's launch fire hit effects were restored.

v2.6b

  • Buff Initial dash animation length increased by 1 frame to match Melee, also improving moonwalk distance slightly.
  • Buff Dash attack adjusted to use Brawl's damage and knockback values.
  • Buff Up tilt (Volcano Kick) replaced with new, electric stomp attack, which is weaker in knockback, but much faster and of practical use.
  • Buff Neutral aerial's first kick has less base knockback and higher angle to be slightly better as a combo starter and combo into second hit more often.
  • Nerf Forward smash's angles adjusted in damage, power, and trajectory so there is more reason to use them over up angled, while previously the move was superior in all 3 angles.
  • Bug fix T-pose bug with his Final Smash is fixed.
  • Change Ganondorf's magical effects now illuminate his body.
  • Change Warlock Punch's additional turns can be prevented by holding the special button.

v3.0

  • Buff Dark Dive's startup is slightly faster.
  • Buff Wizard Foot's damage increased on both ground and air kicks; knockback compensated to be the same. The move is now also reversible.
  • Nerf Ganondorf is now always KO'd first when performing a Sacrificial KO with Flame Choke.
  • Change Forward air's animation was polished. Active frames begin and terminate one frame earlier to better match the animation.
  • Change Down air's animation was polished.

v3.02

  • Buff Ganondorf is now KO'd last when suiciding with Flame Choke only when he has a lower port than his opponent.
  • Buff Aerial Wizard's Foot can be ledge-canceled.
  • Change Up and down aerial item throw animations' heights have been adjusted.

v3.5

  • Buff Ganondorf received a new Neutral special, "Dead Man's Volley/Drift". When used in the air it allows him to float. When used on the ground or while already floating, it allows him to reflect projectiles while damaging nearby opponents with a flip of his cape. Despite this new change, Kirby still copies the Warlock Punch.
  • Buff Jump squat reduced (from 6 to 5 frames).
  • Buff Ganondorf is now always KO'd last when suiciding with Flame Choke.
  • Buff Down taunt can be used as an attack when held. It has the same damage and knockback as his Warlock Punch except it has greater range and has super armor right before it hits. The damage is at its highest at the tip of the sword where it makes a small explosion on the ground.
    • Nerf The sword swing has much longer start-up, and it cannot be reversed nor can it be used in the air like Warlock Punch could.
  • Buff Neutral aerial has slightly less endlag and start-up (first active frame from frames 7 to 5, second active frame from 20 to 18).
  • Buff Forward throw deals more damage (from 9% to 13%), and has increased knockback.
  • Buff Back throw has less endlag.
  • Buff Aerial Flame Choke is no longer techable before final hit.
  • Buff Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.
  • Buff Dash grab reaches slightly further and lower.
  • Nerf Standing grab reach reduced slightly to match Melee.
  • Nerf Down throw's chain grabbing and set-up capabilities have been toned down due to its slightly higher knockback scaling (from 40 to 45).
  • Nerf Up smash interruptibility was pushed 5 frames later.
  • Nerf Forward tilt outer hitbox trajectory changed to the Sakurai angle, and the interruptibility was pushed 2 frames later.
  • Nerf Up tilt's initial hitbox has slightly more start-up, and ends one frame sooner (from frames 3-12 to 5-11).
  • Change Forward smash animation now resembles his Warlock Punch.
  • Change Forward throw now gives off darkness effects.
  • Change Back aerial has an altered animation, where Ganondorf no longer crosses his legs behind him.
  • Change All of Ganondorf's dodging animations have new magical animations, with purple overlays and a brief stutter.

v3.6

  • Nerf Neutral aerial's late weak hits from Brawl were removed, as well as an active frame being removed from the strong hit, resulting in a significantly reduced hitbox duration for each kick (from 6 frames to 2 frames).
  • Bug fix Back aerial no longer snaps downwards when transitioning into a fall.
  • Buff Dead Man's Volley reflect window increased by 2 frames. It also now has a trail that accurately depicts its reflect location and duration.
  • Nerf Ganondorf's down taunt attack now receives light armor instead of super armor. It also hits 1 frame later, matching the move's animation.
    • Buff Now has a one frame large, weaker hitbox that covers the swing of the sword in return. This hitbox has the lowest priority, so opponents in front of Ganondorf are still hit with the main hitbox.
  • Change As an aesthetic when wearing the Ocarina of Time costume, Ganondorf will wield a different sword, similar to one seen in his render for Melee upon using his down taunt and down taunt attack.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 7% (hand), 8% (body) Ganondorf performs a quick palm strike that electrifies enemies on contact.
Forward tilt 12-14% Ganondorf quickly kicks the opponent with a large force. This move can be angled. Semi-spikes at the leg, sends at the Sakurai Angle at the foot.
11-13%
10-12%
Up tilt 8% (hit 1), 22% (hit 2 foot), 20% (hit 2 body) Ganondorf does a very quick stomp on the opponent. Has two hits that combo into each other at low percentages. Weaker than the original up tilt, but much quicker. Ganondorf's left arm and leg are intangible the moment he plants his foot on the ground.
Down tilt 12% Ganondorf kneels on one leg and thrusts the other leg forward.
Dash attack 15% (clean), 10% (mid), 8% (late) Ganondorf charges at the opponent, and forcefully rams into them.
Forward smash 24% Ganondorf winds up a large amount of darkness and releases it all in one deadly back-handed punch. Resembles the Warlock Punch.
22%
20%
Up smash 22% (hit 1), 19% (hit 2) Ganondorf does a double kick upwards. Deadly knockback, and also the most damaging up smash in the game.
Down smash 8% (hit 1), 12% (hit 2 foot), 14% (hit 2 leg) Ganondorf kicks his leg in front and then behind him. The first kick combos into the second kick.
Neutral aerial 10% (hit 1), 12% (hit 2) Ganondorf performs two quick mid-air kicks.
Forward aerial 17% Ganondorf performs an overhead punch in a downwards arc with deadly force and knockback. Great finisher.
Back aerial 16% Ganondorf does a back-handed punch. Faster than his forward air, but with weaker knockback.
Up aerial 12%/13% (clean), 10%/12% (mid), 6%/8% (late) Ganondorf does an overhead flip kick, covering a large arc above him. Deals more damage on Ganondorf's foot.
Down aerial 22% Brings both his feet down in an electric stomp. The most powerful meteor smash in the game, though unlike Captain Falcon's down aerial, it lacks the nipple spike hitbox. Unlike its previous appearances, this attack no longer has transcendent priority, and can now cancel projectiles.
Grab
Pummel 3% Knees the opponent. A moderately fast pummel.
Forward throw 5% (hit 1), 8% (throw) Ganondorf punches the opponent forwards.
Back throw 5% (hit 1), 4% (throw) Ganondorf throws the opponent backward and kicks them.
Up throw 4% (hit 1), 3% (throw) Ganondorf throws the opponent upward, then punches them upwards into the air.
Down throw 7% Ganondorf forcibly throws the opponent on the ground.
Floor attack (front) 6% Ganondorf gets up and flips while kicking.
Floor attack (back) 6% Ganondorf stands on both hands and does a spinning double kick.
Floor attack (trip) 5% Ganondorf spins around to kick those who are near.
Edge attack (fast) 10% Ganondorf quickly gets up and performs a low kick.
Edge attack (slow) 10% Ganondorf slowly gets up and performs a horizontal backhanded punch.
Down taunt (attack) 24% (sword swing), 31%/33%/35%/37% (sword slam) If the player holds down the down taunt button, Ganondorf will swing the sword downward after looking at it briefly as it glows purple. Extremely strong knockback equivalent to the old Warlock Punch if opponent is directly in front of him, but it also possesses a very large, weaker sourspot during the swing, though it has low priority meaning that opponents in front of him are hit with the sword slam. Deals more damage towards the tip of the sword at the end of the move. Has light armor right before and during the sword swing.
Neutral special Dead Man's Volley & Drift / Dark Descent 5% (cape flip) On the ground, Ganondorf will swing his cape, reflecting projectiles at twice their original speed while weakly damaging nearby opponents with minimal, set knockback. Using it once in midair will make him float, and using it again will make him perform the volley. An aerial or jump can be acted out of the float. Can only be used in the air once; grabbing a ledge without landing on a platform will not restore its usability. This is based on a move Ganondorf used in his boss battle in The Legend of Zelda: Ocarina of Time.
Side special Flame Choke Ground: 12% (hit), 1% (release)
Air: 1% (hits 1-6), 7% (release)
On the ground, Ganondorf slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganondorf grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot ledges. If Ganondorf does the aerial version and lands on and facing the ledge, the grabbed opponent will be meteored just under the stage, but is not powerful enough to KO. If there is no ground, there will be a self-destruct for both players. Can be used for edgehogging. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable.
Up special Dark Dive 2% (hits 1-4), 10% (release), 7% (uppercut) Ganondorf grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall helpless and can use it again. The grab attack inflicts 4 electric hits of 2% damage that can damage nearby foes, then the explosion deals 10% with a flame effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish edge-hoggers, while possessing a large edge sweet spot.
Down special Wizard's Foot 17% (both versions), 8% (landing) Ganondorf launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag.
Final Smash Beast Ganon 10% (grounding), 10% (stomp), 45% (charge) Ganondorf becomes his beast form and rams into the opponent. Opponents can become stuck in the ground, or paralyzed in midair. Usually a one-hit KO.

In competitive play

Most historically significant players

Alternate costumes

Project M

Beginning in version 3.5, Ganondorf received an alternate costume based on his appearance in Melee, itself from The Legend of Zelda: Ocarina of Time and the Nintendo Gamecube tech demo. This costume also includes an aesthetic change; when playing as Melee Ganondorf, he brandishes the sword he is depicted with (but never uses) in Melee as well as the Gamecube tech demo, rather than the Sword of Sages (from The Legend of Zelda: Twilight Princess).

The Melee costumes come with recolors for team battles, as well as an original purple recolor; it consequently replaces his Ocarina of Time color scheme to make room.

Ganondorf's alternate costumes in PM
GanondorfHeadSSBB.png GanondorfHeadBlackSSBB.png GanondorfHeadBlueSSBB.png GanondorfHeadGreenSSBB.png GanondorfHeadRedSSBB.png
GanondorfHeadOoTPM.png GanondorfHeadOoTPurplePM.png GanondorfHeadOoTBluePM.png GanondorfHeadOoTGreenPM.png GanondorfHeadOoTRedPM.png

Project+

In Project+, Ganondorf received even more alternate costumes that further represent Zelda lore. Ganondorf's brown costume from Brawl has been replaced with a new royal gold color to be more distinct from his Ocarina of Time alternate costume. Said costume is more detailed with higher quality improvements, better matching the source material; additionally, it receives a variant with a tan cape to match his appearance both Melee and the Spaceworld 2000 demo. Finally, Ganondorf has a costume based on Pig Ganon from the Fallen Hero timeline, a potential storyline in the franchise where Link fails to defeat Ganon in Ocarina of Time and the latter reigns indefinitely in his monstrous form. Pig Ganon's taunts use a trident instead of a sword, as seen in A Link to the Past. This costume includes recolors which are loosely inspired by other incarnations of Ganon, such as the ones seen in Twilight Princess, Ocarina of Time and Four Swords Adventures, and Yuga-Ganon in A Link Between Worlds.

Ganondorf's alternate costumes in P+

Z-Secret Costume: Phantom Ganon: Based on Phantom Ganon, a ghostly doppelgänger of Ganondorf fought by Link in the Forest Temple in The Legend of Zelda: Ocarina of Time.

R-Secret Costume: Warrior Ganondorf: Based on Ganondorf's appearance in Hyrule Warriors.

Trivia

  • Oddly, prior to Version 3.6, whenever the player selected Ganondorf with the red or blue Ocarina of Time costumes, the stock icons would be reversed. (The blue costume would use the red stock icon and vice versa.) A similar issue also happened with Meta Knight's Dark and Concept Art costumes.
  • The purple Ocarina of Time costume will occasionally show a blue underside of its cape during certain animations.

External links