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|ranking = 38
|ranking = 38
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'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Brawl]]''. ''{{iw|zeldawiki|The Legend of Zelda|Series}}'' series director Eiji Aonuma first hinted that Ganondorf would return from ''[[Super Smash Bros. Melee]]'' when he stated that he sent (Ganondorf), [[Link]], and [[Sheik]]'s ''[[zeldawiki:The Legend of Zelda: Twilight Princess|Twilight Princess]]'' designs to [[Masahiro Sakurai]].<ref>[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml]</ref> He was ultimately confirmed on March 18, 2008. Ganondorf is now voiced by Hironori Miyata, his voice actor from ''Twilight Princess'', albeit via reused voice clips from the game, replacing Takashi Nagasako, from ''The Legend of Zelda: Ocarina of Time'' and ''Melee''.
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Brawl]]''. ''{{iw|zeldawiki|The Legend of Zelda|Series}}'' series director Eiji Aonuma first hinted that Ganondorf would return from ''[[Super Smash Bros. Melee]]'' when he stated that he sent (Ganondorf), [[Link]], and [[Sheik]]'s ''[[zeldawiki:The Legend of Zelda: Twilight Princess|Twilight Princess]]'' designs to [[Masahiro Sakurai]].<ref>[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml]</ref> He was ultimately confirmed on March 18, 2008. Most of Ganondorf's voice clips are from ''Twilight Princess'' and were performed by Hironori Miyata, while his [[Wii Remote selection sound]] is from ''The Legend of Zelda: Ocarina of Time'' and was performed by Takashi Nagasako; it last appeared in ''Melee''{{'}}s Sound Test.


Ganondorf is ranked dead last on the ''Brawl'' [[tier list]], in 38th place out of the 38 characters in the game. This is a significant drop from his position on the ''Melee'' tier list, where he ranked 14th out of 26, and is tied with [[Ganondorf (SSBU)|his later iteration from ''Ultimate'']] as his worst placement in the ''Smash'' series to date. Ganondorf's few strengths include high power throughout his moveset, respectable endurance, strong [[momentum cancelling]] capabilities, fearsome [[edgeguard]]ing abilities, access to the most powerful [[meteor smash]] in the game in his [[down aerial]], and a great [[semi-spike]] in his [[up aerial]]. Ganondorf has also gained a new combo starter in [[Flame Choke]] and a superjump glitch in the [[Flight of Ganon]].
Ganondorf is ranked dead last on the ''Brawl'' [[tier list]], in 38th place out of the 38 characters in the game. This is a significant drop from his position on the ''Melee'' tier list, where he ranked 14th out of 26, and is tied with [[Ganondorf (SSBU)|his later iteration from ''Ultimate'']] as his worst placement in the ''Smash'' series to date. Ganondorf's few strengths include high power throughout his moveset, respectable endurance, strong [[momentum cancelling]] capabilities, fearsome [[edgeguard]]ing abilities, access to the most powerful [[meteor smash]] in the game in his [[down aerial]], and a great [[semi-spike]] in his [[up aerial]]. Ganondorf has also gained a new combo starter in [[Flame Choke]] and a superjump glitch in the [[Flight of Ganon]].
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However, these strengths are eclipsed by a slew of significant flaws. Ganondorf's overall mobility and frame data are among the slowest, if not the slowest in the game, with {{SSBB|King Dedede}} just barely beating him. His [[recovery]] is possibly his biggest flaw, being one of the worst recoveries in ''Brawl''; he has the third-lowest double [[jump]] in the game, [[Flame Choke]] covers minimal horizontal distance and is easily edge-guarded due to its slow speed and lack of protection, and aerial [[Wizard's Foot]] no longer restores his double jump. In particular, [[Dark Dive]] is likewise slow, and its newly added hitbox at the move's climax is not sufficient enough to defend from edge-guarding, while it has also lost all of its KO power and now KOs past the [[Sudden Death]] range (300%), allowing opponents to hit Ganondorf out of it as soon as the move completes. His useful chain-grab options, the changes to [[hitstun]], and his overall moveset were all heavily nerfed from ''Melee'', severely weakening his KO and combo ability. Additionally, many of his moves either have large sourspots (his [[forward aerial]], for example) or cannot KO at realistic percentages (like his aforementioned [[Dark Dive]]). Also, the loss of [[L-cancelling]] has harmed him far more than any other character in ''Brawl'', as he is no longer able to safely use his powerful, yet laggy aerials for general usage. Most of Ganondorf's attacks either have poor [[reach]] for a character of his size or possess inconveniently placed [[hitbox]]es, putting him at a serious disadvantage against characters with long reach or disjointed hitboxes (like {{SSBB|Marth}}, {{SSBB|Snake}}, or {{SSBB|Ike}}). In addition, his [[grab]] is not only slow, but also the shortest-reaching grab in the series, which combines with his slow attacks to give him poor [[out of shield]] options. While his great weight gives him strong endurance potential, it also makes him susceptible to [[chain grabs]] and combos (with a few being capable of [[zero-death]]ing him outright). Plus, his shield is unusually small, making it vulnerable to [[shield stab]]bing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of any projectile makes him easily [[camping|camped]] and leaves him with little approach options or the ability to force approaches.
However, these strengths are eclipsed by a slew of significant flaws. Ganondorf's overall mobility and frame data are among the slowest, if not the slowest in the game, with {{SSBB|King Dedede}} just barely beating him. His [[recovery]] is possibly his biggest flaw, being one of the worst recoveries in ''Brawl''; he has the third-lowest double [[jump]] in the game, [[Flame Choke]] covers minimal horizontal distance and is easily edge-guarded due to its slow speed and lack of protection, and aerial [[Wizard's Foot]] no longer restores his double jump. In particular, [[Dark Dive]] is likewise slow, and its newly added hitbox at the move's climax is not sufficient enough to defend from edge-guarding, while it has also lost all of its KO power and now KOs past the [[Sudden Death]] range (300%), allowing opponents to hit Ganondorf out of it as soon as the move completes. His useful chain-grab options, the changes to [[hitstun]], and his overall moveset were all heavily nerfed from ''Melee'', severely weakening his KO and combo ability. Additionally, many of his moves either have large sourspots (his [[forward aerial]], for example) or cannot KO at realistic percentages (like his aforementioned [[Dark Dive]]). Also, the loss of [[L-cancelling]] has harmed him far more than any other character in ''Brawl'', as he is no longer able to safely use his powerful, yet laggy aerials for general usage. Most of Ganondorf's attacks either have poor [[reach]] for a character of his size or possess inconveniently placed [[hitbox]]es, putting him at a serious disadvantage against characters with long reach or disjointed hitboxes (like {{SSBB|Marth}}, {{SSBB|Snake}}, or {{SSBB|Ike}}). In addition, his [[grab]] is not only slow, but also the shortest-reaching grab in the series, which combines with his slow attacks to give him poor [[out of shield]] options. While his great weight gives him strong endurance potential, it also makes him susceptible to [[chain grabs]] and combos (with a few being capable of [[zero-death]]ing him outright). Plus, his shield is unusually small, making it vulnerable to [[shield stab]]bing, similar to {{SSBB|Donkey Kong}}. Finally, his lack of any projectile makes him easily [[camping|camped]] and leaves him with little approach options or the ability to force approaches.


As a result, Ganondorf has had the third-highest tier drop from ''Melee'' to ''Brawl'' (behind {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}} for the second-highest and highest, respectively), with terrible tournament results and no advantageous or even match-ups. He has the highest number of hard counters out of any character in the series at 17, in addition to 5 nearly unwinnable match-ups. He is also the only character in the whole series to have ever been placed in his own tier at the bottom of the tier list. This incarnation of Ganondorf is often considered the worst character in the history of ''Smash''. However, he is ranked 31st, rather than dead last, on the Japanese tier list.
As a result, Ganondorf has had the third-highest tier drop from ''Melee'' to ''Brawl'' (behind {{SSBB|Captain Falcon}} and {{SSBB|Jigglypuff}} for the second-highest and highest, respectively), with terrible tournament results and no advantageous or even match-ups. He has the highest number of hard counters out of any character in the series at 17, in addition to 5 nearly unwinnable match-ups. He is also the only character in the whole series to have ever been placed in his own tier at the bottom of the tier list of two different games the other being ''Ultimate''. This incarnation of Ganondorf is often considered the worst character in the history of ''Smash''. However, he is ranked 31st, rather than dead last, on the Japanese tier list.


==How to unlock==
==How to unlock==
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Ganondorf's overall moveset has received an overhaul from ''Melee''. While he still shares some moves from {{SSBB|Captain Falcon}}, he has received different animations and moves that now make him a semi-clone rather than a full clone.
Ganondorf's overall moveset has received an overhaul from ''Melee''. While he still shares some moves from {{SSBB|Captain Falcon}}, he has received different animations and moves that now make him a semi-clone rather than a full clone.


Despite being a low-mid tier in Melee while also receiving some good buffs, Ganondorf was immensely [[nerf]]ed from ''Melee'', being one of the most nerfed characters in the transition alongside {{SSBB|Jigglypuff}} and one of the most severely nerfed characters in the entire series. His already slow mobility has been weakened, and some of his moves have less [[reach]] (despite his tall stature), leaving him very easily out-maneuvered and vulnerable from all sides. His comboing and KOing ability also have been severely crippled: his grabs can no longer [[chain throw]] nor set up effectively as before; and his great power has been toned down to being only slightly above-average, due to his moves either being drastically weakened to the point where they cannot K.O. even at 200% or have received extremely large [[sourspot]]s that cannot KO reliably, most notably his forward aerial, the crux of his metagame in ''Melee''. Finally, his already poor recovery was significantly weakened to be among the worst, with his main recovery move ([[Dark Dive]]) being completely unsafe on hit.
Despite being a low-mid tier in Melee while also receiving some good buffs, Ganondorf was catastrophically [[nerf]]ed from ''Melee'', being one of the most nerfed characters in the transition alongside {{SSBB|Jigglypuff}}. His already slow mobility has been weakened, and some of his moves have less [[reach]] (despite his tall stature), leaving him very easily out-maneuvered and vulnerable from all sides. His comboing and KOing ability also have been severely crippled: his grabs can no longer [[chain throw]] nor set up effectively as before; and his great power has been toned down to being only slightly above-average, due to his moves either being drastically weakened to the point where they cannot K.O. even at 200% or have received extremely large [[sourspot]]s that cannot KO reliably, most notably his forward aerial, the crux of his metagame in ''Melee''. Finally, his already poor recovery was significantly weakened to be among the worst, with his main recovery move ([[Dark Dive]]) being completely unsafe on hit.


On the other hand, he did receive a few notable buffs. His [[air speed]] is much faster (although still among the slowest), his forward tilt now [[semi-spike]]s and is effective against enemies with weak recoveries, his up and down tilts have significantly improved range, and he now has the highest damaging forward throw in the game. [[Warlock Punch]] and aerial [[Wizard's Foot]] are much stronger, and [[Dark Dive]] now has a hitbox at the move's climax that provides decent protection against edgeguarders, along with being able to grab ledge-hangers. Arguably the biggest buff he received is a new side special, [[Flame Choke]], which gives Ganondorf a combo starter and tech-chasing move. However, none of these are significant enough to counterbalance the nerfs he had received, while most of these moves were also nerfed as well.
On the other hand, he did receive a few notable buffs. His [[air speed]] is much faster (although still among the slowest), his forward tilt now [[semi-spike]]s and is effective against enemies with weak recoveries, his up and down tilts have significantly improved range, and he now has the highest damaging forward throw in the game. [[Warlock Punch]] and aerial [[Wizard's Foot]] are much stronger, and [[Dark Dive]] now has a hitbox at the move's climax that provides decent protection against edgeguarders, along with being able to grab ledge-hangers. Arguably the biggest buff he received is a new side special, [[Flame Choke]], which gives Ganondorf a combo starter and tech-chasing move. However, none of these are significant enough to counterbalance the nerfs he had received, while most of these moves were also nerfed as well.
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**{{change|Neutral attack now has a hitbox on the arm that deals 7%.}}
**{{change|Neutral attack now has a hitbox on the arm that deals 7%.}}
**{{buff|Neutral attack has more reach and significantly more knockback (30 (base), 100 (scaling) → (40/30)/105), allowing the sweetspot to KO under 125%-150% near the ledge.}}
**{{buff|Neutral attack has more reach and significantly more knockback (30 (base), 100 (scaling) → (40/30)/105), allowing the sweetspot to KO under 125%-150% near the ledge.}}
**{{nerf|Neutral attack has more startup (frames 3-6 → 8-9) and ending lag (FAF 19 → 34), making it much slower, significantly weakening his close-range game and [[out of shield]] capabilities while completely removing its combo potential. It also has a shorter duration.}}
**{{nerf|Neutral attack has more startup with a shorter duration (frames 3-6 → 8-9) and ending lag (FAF 19 → 34), making it much slower, significantly weakening his close-range game and [[out of shield]] capabilities while completely removing its combo potential.}}
**{{change|Neutral attack now uses Ganondorf's right arm instead of his left.}}
**{{change|Neutral attack now uses Ganondorf's right arm instead of his left.}}
*[[Dash attack]]:
*[[Dash attack]]:
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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle|361°]] → 22°), making it good against characters with poor recoveries.}}
**{{buff|Ganondorf has a new forward tilt: a front kick. It launches enemies at a [[semi-spike]] angle ([[Sakurai Angle|361°]] → 22°), making it good against characters with poor recoveries.}}
**{{nerf|Forward tilt deals slightly less knockback (20 (base), 100 (scaling) → 30/88), hindering its KO potential. It also has more startup (frame 9 → 10) and ending lag (FAF 29 → 39), can no longer be angled, and has less reach, making it more difficult to land and a less safe and less useful [[space]]r, as well as reducing its maximum damage output.}}
**{{nerf|Forward tilt deals slightly less knockback (20 (base), 100 (scaling) → 30/88), hindering its KO potential (though it's compensated due to the aforementioned lowered knockback angle). It also has more startup (frame 9 → 10) and ending lag (FAF 29 → 39), can no longer be angled, and has less reach, making it more difficult to land and a less safe and less useful [[space]]r, as well as reducing its maximum damage output.}}
**{{change|Ganondorf has a new forward tilt with battering [[item]]s like the [[Beam Sword]], which is similar to one of his attacks in ''Twilight Princess''.}}
**{{change|Ganondorf has a new forward tilt with battering [[item]]s like the [[Beam Sword]], which is similar to one of his attacks in ''Twilight Princess''.}}
*[[Up tilt]]:
*[[Up tilt]]:
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**{{buff|Ganondorf has a new down tilt: a low front kick. It has slightly more reach, now being slightly disjointed.}}
**{{buff|Ganondorf has a new down tilt: a low front kick. It has slightly more reach, now being slightly disjointed.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash launches at a lower angle (80°/70°/60° → 45°/40°/35°) and all angles are now as strong as the non-angled version from ''Melee''. It also has a much larger hitboxes (3.6u → 5u).}}
**{{buff|Forward smash launches at a lower angle (80°/70°/60° → 45°/40°/35°) and all angles now inflict the same amount of damage as the upwards-angled version from ''Melee'' (24%/22%/20% → 24%). It also has a much larger hitboxes (3.6u → 5u), which somewhat compensates for Ganondorf not lunging as far as he did in ''Melee''.}}
**{{nerf|Forward smash has reduced base knockback (40 → 30). In addition, the elbow hitbox has reduced knockback scaling (85 (angled up)/83 (non-angled)/80 (angled down) → 75 (all angles)), requiring Ganondorf to be up close to the opponent to connect with the sweetspot.}}
**{{change|Forward smash has 1 frame more start-up but with 1 frame more duration (frame 20-24 → 21-26), making it no longer hit opponents before he completely thrusts his elbow outward but makes the attack's hitbox linger more, which may surprise Ganondorf's opponents.}}
**{{change|Forward smash has 1 frame more start-up but with 1 frame more duration (frame 20-24 → 21-26), making it no longer hit opponents before he completely thrusts his elbow outward but makes the attack's hitbox linger more, which may surprise Ganondorf's opponents.}}
*[[Up smash]]:
*[[Up smash]]:
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*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has slightly faster startup (frames 19 → 16).}}
**{{buff|Down smash has slightly faster startup (frames 19 → 16).}}
**{{nerf|Down smash transitions from the first kick to the second much slower (frame 29 → 36), making it more difficult to link. Along with this, the move has much more ending lag (FAF 46 → 63), making it much less safe to use. The second kick additionally hits at a lower angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%).}}
**{{nerf|Down smash transitions from the first kick to the second much slower (frame 29 → 36), making it more difficult to link. Along with this, the move has much more ending lag (FAF 46 → 63), making it much less safe to use. The second kick additionally hits at a lower angle (120° → 130°) with much less knockback scaling (110 → 75), now survivable past 150% under standard conditions and overall a much less reliable KO move. The first kick also deals 3% less damage (8% → 5%) and sends opponents at a higher angle (160° → 140°/141°), making it easier to DI and harder to lead into the second kick. Additionally, the first kick has a new hitbox closest to Ganondorf that can send opponents away from him (50°), hampering the move when Ganondorf is too close to his opponent.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Due to the landing detection now being reworked so characters land when their feet touch the ground (as opposed to their knees in ''Melee''), Ganondorf's aerials are significantly harder to land on grounded opponents (especially his back aerial and the second kick of his neutral aerial may not even hit a low crouching foe, such as {{SSBB|Snake}} or {{SSBB|Mr. Game & Watch}}), hindering his approach further.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32) with [[sex kick]] properties.}}
**{{buff|Both hits of neutral aerial have longer hitbox durations (hit 1: 7-8 → 7-13, hit 2: 20-21 → 20-32) with [[sex kick]] properties.}}
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**{{nerf|Forward aerial auto-cancels much later (frames 34 → 55), no longer doing so in a full hop.}}
**{{nerf|Forward aerial auto-cancels much later (frames 34 → 55), no longer doing so in a full hop.}}
**{{nerf|Forward aerial has a new, longer animation (44 frames → 59) where Ganondorf doesn't lean as forward as he did previously, reducing its range and increasing the amount of time Ganondorf cannot grab ledges after performing the move.}}
**{{nerf|Forward aerial has a new, longer animation (44 frames → 59) where Ganondorf doesn't lean as forward as he did previously, reducing its range and increasing the amount of time Ganondorf cannot grab ledges after performing the move.}}
**{{nerf|The arm hitbox deals less knockback (60 (base), 80 (scaling) → 48/83), hindering its KO potential.}}
**{{nerf|The hand hitbox deals less knockback (60 (base), 80 (scaling) → 48/83), hindering its KO potential.}}
**{{nerf|The hand hitbox deals less damage (17% → 15%) and has lower base knockback (60 → 30), greatly hindering its KO potential.}}
**{{nerf|The arm hitbox deals less damage (17% → 15%) and has lower base knockback (60 → 30), greatly hindering its KO potential.}}
**{{nerf|Forward aerial has smaller hitboxes (3.1248u/3.906u/5.0778u → 3.4u/5u) and the hitbox on Ganondorf's upper arm has been removed.}}
**{{nerf|Forward aerial has smaller hitboxes (3.1248u/3.906u/5.0778u → 3.4u/5u) and the hitbox on Ganondorf's hand has been removed, resulting in the middle hitbox being moved further out slightly (1.953 → 2) and being increased in size (3.906 → 5), which still doesn't properly compensate for its nerfed reach, which is no longer slightly disjointed.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less landing lag (25 frames → 22).}}
**{{buff|Back aerial has less landing lag (25 frames → 22).}}
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*[[Grab]]s:
*[[Grab]]s:
**{{buff|Grabs have slightly less ending lag (FAF 31 (standing)/41 (dash) → 30/40).}}
**{{buff|Grabs have slightly less ending lag (FAF 31 (standing)/41 (dash) → 30/40).}}
**{{buff|With the exception of standing grabs near grabbox, grabs have larger grabboxes (3.906u (standing)/3.906u/3.906u/3.906u (dash) → 4.8u (standing)/4.8u/4.8u/4u (dash)), giving them more range despite dash grab's furthest grabbox being positioned closer to Ganondorf (z offset: {{rollover|9.2807|8.5932 x 1.08)|y}} → 9).}}
**{{buff|With the exception of standing grab's near grabbox, grabs have larger grabboxes (3.906u (standing)/3.906u/3.906u/3.906u (dash) → 4.8u (standing)/4.8u/4.8u/4u (dash)), giving them more range despite dash grab's furthest grabbox being positioned closer to Ganondorf (z offset: {{rollover|9.2807|8.5932 x 1.08)|y}} → 9).}}
**{{buff|Standing grab's furthest grabbox is positioned further away from Ganondorf (z offset: {{rollover|7.5933|7.0308 x 1.08)|y}} → 8). When combined with its larger size, this gives it more range.}}
**{{buff|Standing grab's furthest grabbox is positioned further away from Ganondorf (z offset: {{rollover|7.5933|7.0308 x 1.08)|y}} → 8). When combined with its larger size, this gives it more range.}}
**{{nerf|Ganondorf's grabs have a new animation where Ganondorf reaches his arm out further. This means that while his grabs have more lateral range, they have less range relative to Ganondorf, with his grabs no longer covering his entire hand. This hinders the safety of his grabs.}}
**{{nerf|Ganondorf's grabs have a new animation where Ganondorf reaches his arm out further. This means that while his grabs have more lateral range, they have less range relative to Ganondorf, with his grabs no longer covering his entire hand. This hinders the safety of his grabs.}}
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|ftiltdmg=13% (foot), 12% (leg)
|ftiltdmg=13% (foot), 12% (leg)
|ftiltdesc=Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory. Despite its semi-spike ability, it deals the lowest knockback out of all of Ganondorf's tilts. It is similar to a kick used by Ganondorf himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|ftiltdesc=Leans back while forcefully thrusting one leg forward. Good low angle horizontal knockback with a semi-spike trajectory. Despite its semi-spike ability, it deals the lowest knockback out of all of Ganondorf's tilts. It is similar to a kick used by Ganondorf himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|utiltname=Volcano Kick
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltdmg=27% (leg), 19%/17% (explosion)
|utiltdmg=27% (leg), 19%/17% (explosion)
|utiltdesc=Ganondorf lifts his leg before smashing it down in an explosion. Has [[vacuum]] properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start-up tilt and the slowest move overall with a total of 81 frames of startup, but also the strongest if hit with the sweetspot. Can KO at low percentage if used very close to the edge and the opponent doesn't utilize DI and [[momentum canceling]].
|utiltdesc=Ganondorf lifts his leg before smashing it down in an explosion. Has [[vacuum]] properties dealing huge damage and knockback if it connects, and it does very high damage on shields. Considered the slowest start-up tilt and the slowest move overall with a total of 81 frames of startup, but also the strongest if hit with the sweetspot. Can KO at low percentage if used very close to the edge and the opponent doesn't utilize DI and [[momentum canceling]].
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|fsdmg=10% (grounding), 10% (stomp), 45% (charge)
|fsdmg=10% (grounding), 10% (stomp), 45% (charge)
|fsdesc=Ganondorf becomes his beast form and rams into the opponent. Opponents too close upon initiation are buried, while those otherwise in front will be paralyzed.
|fsdesc=Ganondorf becomes his beast form and rams into the opponent. Opponents too close upon initiation are buried, while those otherwise in front will be paralyzed.
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 109
|rweight    = 6
|dash      = 1.3
|rdash      = 29-35
|run        = 1.16
|rrun      = 38
|walk      = 0.73
|rwalk      = 37
|trac      = 0.068
|rtrac      = 7-8
|airfric    = 0.015
|rairfric  = 6-12
|air        = 0.846
|rair      = 30-31
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.03
|raddaccel  = 36-37
|gravity    = 0.1027
|rgravity  = 6-8
|fall      = 1.65
|rfall      = 7-8
|ff        = 2.31
|rff        = 8-9
|jumpsquat  = 7
|rjumpsquat = 36-37
|jumpheight = 25.50106535
|rjumpheight= 36
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|ganondorf=yes}}
Ganondorf has, inarguably, the worst matchup spread not only in ''Brawl'', but in the entire ''Smash'' series. Being one of two characters in any game to hold this distinction (the other being {{SSB|Donkey Kong}} in the Japanese version of ''Smash 64''), he has a losing matchup against every other character. He is soft countered by 3 characters, countered by 11 characters, hard countered by 17 characters, and has 5 nearly unwinnable matchups. Characters can overwhelm him with blinding attack speed ({{SSBB|Meta Knight}} and {{SSBB|Sheik}}), outcamp him at any range ({{SSBB|Olimar}} and {{SSBB|Falco}}), or [[chain grab]] him to death ({{SSBB|Ice Climbers}} and {{SSBB|King Dedede}}), all of which almost completely nullify his strong punish game. Ultimately, Ganondorf is completely outmatched by every character in the game, and is the only positive matchup for some characters ({{SSBB|Captain Falcon}}, {{SSBB|Jigglypuff}}, and {{SSBB|Zelda}}).
===Most historically significant players===
===Most historically significant players===
:''See also: [[:Category:Ganondorf players (SSBB)]]
:''See also: [[:Category:Ganondorf players (SSBB)]]
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*Zelda (Ocarina of Time): [Flame] Resistance +18
*Zelda (Ocarina of Time): [Flame] Resistance +18


==In [[Event Matches]]==
==In Solo Modes==
===Solo Events===
==={{SSBB|Classic Mode}}===
In Classic Mode, Ganondorf can appear as an opponent or ally in Stage 1 if he has been unlocked along with {{SSBB|Link}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]] (with the latter available if it has been unlocked). Ganondorf can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 1.
 
===[[All-Star Mode]]===
In All-Star Mode, Ganondorf is fought in Stage 6 alongside {{SSBB|Link}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 31: The Ultimate Bodyguard]]''': As {{SSBB|Marth}}, the player must defend {{SSBB|Zelda}} and defeat two Ganondorfs on [[Castle Siege]]. During the third background change, Zelda will transform into {{SSBB|Sheik}} and assist Marth.
*'''[[Event 31: The Ultimate Bodyguard]]''': As {{SSBB|Marth}}, the player must defend {{SSBB|Zelda}} and defeat two Ganondorfs on [[Castle Siege]]. During the third background change, Zelda will transform into {{SSBB|Sheik}} and assist Marth.
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, {{SSBB|Zelda}} and {{SSBB|Pit}} on [[Temple]].
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, {{SSBB|Zelda}} and {{SSBB|Pit}} on [[Temple]].
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*'''[[Event 40: The Final Battle]]''': The player selects any character and must defeat {{SSBB|Bowser}}, {{SSBB|King Dedede}}, and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Event 40: The Final Battle]]''': The player selects any character and must defeat {{SSBB|Bowser}}, {{SSBB|King Dedede}}, and Ganondorf on {{SSBB|Final Destination}}.


===Co-op Events===
===Co-Op Events===
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and Ganondorf on [[Temple]].
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and Ganondorf on [[Temple]].
*'''[[Co-Op Event 14: The Dark Guardians]]''': Ganondorf and {{SSBB|Wolf}}, who are tiny, must defeat a giant {{SSBB|Donkey Kong}} and a giant {{SSBB|Charizard}} on [[New Pork City]].
*'''[[Co-Op Event 14: The Dark Guardians]]''': Ganondorf and {{SSBB|Wolf}}, who are tiny, must defeat a giant {{SSBB|Donkey Kong}} and a giant {{SSBB|Charizard}} on [[New Pork City]].
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, {{SSBB|Meta Knight}} and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, {{SSBB|Wario}}, {{SSBB|King Dedede}}, {{SSBB|Wolf}}, {{SSBB|Meta Knight}} and Ganondorf on {{SSBB|Final Destination}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Ganondorf Classic Mode Congratulations Screen Brawl.png|Classic Mode
Ganondorf Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
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*Though Ganondorf can be the first character unlocked by completing Classic Mode as Link or Zelda on Hard difficulty, he is one of the last characters to be unlocked by playing the Subspace Emissary, as the mode's antagonists are among the last characters to join the player's party.
*Though Ganondorf can be the first character unlocked by completing Classic Mode as Link or Zelda on Hard difficulty, he is one of the last characters to be unlocked by playing the Subspace Emissary, as the mode's antagonists are among the last characters to join the player's party.
**He and Wario are the only characters in ''Brawl'' when going through the Subspace Emissary that is neither unlocked by simply clearing a level, nor defeated in a secret room.
**He and Wario are the only characters in ''Brawl'' when going through the Subspace Emissary that is neither unlocked by simply clearing a level, nor defeated in a secret room.
*The sound clip that plays on the [[Wii Remote]] speaker when Ganondorf is selected is a sound clip from ''Melee'' that was only present in the Sound Test.
*While {{SSBB|Ike}} has the most meteor smashes in ''Brawl'', two of them are impossible to land on aerial opponents. Because of this, Ganondorf is tied with {{SSBB|Diddy Kong}} for having the most meteor smashes landable on aerial opponents, with four.
*While {{SSBB|Ike}} has the most meteor smashes in ''Brawl'', two of them are impossible to land on aerial opponents. Because of this, Ganondorf is tied with {{SSBB|Diddy Kong}} for having the most meteor smashes landable on aerial opponents, with four.
*Ganondorf and {{SSBB|R.O.B.}} are the only unlockable characters in ''Super Smash Bros. Brawl'' to be unlocked on a [[stage]] that is not from their respective universes. Ganondorf is unlocked on Final Destination, and R.O.B is unlocked on [[Mario Bros.]] Ganondorf is also the only unlockable character in ''Brawl'' to be fought on a {{uv|Super Smash Bros.}} universe stage ({{SSBB|Final Destination}}) when unlocking. In ''Super Smash Bros. Melee'', {{SSBM|Ganondorf}} along with {{SSBM|Falco}} and {{SSBM|Mewtwo}}, were all fought on a ''Super Smash Bros.'' universe stage (making it three unlockable characters to be unlocked on a stage from the ''Super Smash Bros.'' universe instead of their respective universe), though Falco was fought on {{SSBM|Battlefield}} when unlocking. Ganondorf and Mewtwo were both fought on {{SSBM|Final Destination}} before getting unlocked.
*Ganondorf and {{SSBB|R.O.B.}} are the only unlockable characters in ''Super Smash Bros. Brawl'' to be unlocked on a [[stage]] that is not from their respective universes. Ganondorf is unlocked on Final Destination, and R.O.B is unlocked on [[Mario Bros.]] Ganondorf is also the only unlockable character in ''Brawl'' to be fought on a {{uv|Super Smash Bros.}} universe stage ({{SSBB|Final Destination}}) when unlocking. In ''Super Smash Bros. Melee'', {{SSBM|Ganondorf}} along with {{SSBM|Falco}} and {{SSBM|Mewtwo}}, were all fought on a ''Super Smash Bros.'' universe stage (making it three unlockable characters to be unlocked on a stage from the ''Super Smash Bros.'' universe instead of their respective universe), though Falco was fought on {{SSBM|Battlefield}} when unlocking. Ganondorf and Mewtwo were both fought on {{SSBM|Final Destination}} before getting unlocked.
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*Ganondorf is one of the few known characters to have an obvious error in his moveset coding - his forward aerial cannot be autocanceled, but the coding of the move shows that it was intended to do so; this was caused by using the wrong type of timing function. It was also meant to have a third, disjointed hitbox like in ''Melee''.
*Ganondorf is one of the few known characters to have an obvious error in his moveset coding - his forward aerial cannot be autocanceled, but the coding of the move shows that it was intended to do so; this was caused by using the wrong type of timing function. It was also meant to have a third, disjointed hitbox like in ''Melee''.
*In a Japanese television show, Masahiro Sakurai played as Ganondorf in a versus match.<ref>[https://www.youtube.com/watch?v=hayhkV1zGVA]</ref>
*In a Japanese television show, Masahiro Sakurai played as Ganondorf in a versus match.<ref>[https://www.youtube.com/watch?v=hayhkV1zGVA]</ref>
*Ganondorf's ''Brawl'' design has various changes from his appearance in ''Twilight Princess'': he, for some reason, does not seem to have the glowing chest wound, and his cape is hemmed instead of tattered like the one worn in that game as well. This is ultimately corrected in ''SSB4''.
*Ganondorf's ''Brawl'' design has various changes from his appearance in ''Twilight Princess'': he, for some reason, does not seem to have the glowing chest wound (even though he does have it as [[Beast Ganon]]), and his cape is hemmed instead of tattered like the one worn in that game as well. This is ultimately corrected in ''SSB4''.
**Strangely enough, in the game ''Hyrule Warriors'', Ganondorf's ''Twilight Princess'' costume is clearly based on his appearance in ''Brawl'' due to the lack of his glowing chest wound and possessing a hemmed cape instead of a tattered cape.
**Strangely enough, in the game ''Hyrule Warriors'', Ganondorf's ''Twilight Princess'' costume is clearly based on his appearance in ''Brawl'' due to the lack of his glowing chest wound and possessing a hemmed cape instead of a tattered cape.
*Ganondorf, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.
*Ganondorf, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Samus}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.
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