Ganondorf (SSBU): Difference between revisions

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The other major weakness is his poor [[recovery]], which is considered to be one of the worst in the game. Ganondorf's slow air speed and low jump heights, as well as the helplessness-causing Flame Choke and Dark Dive having low speed, distance, and resilience, makes his off-stage movement linear and predictable while leaving him very vulnerable to edgeguards and gimps. His recovery specials also work against Ganondorf; aerial Flame Choke can be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be teched and punished due to its very high ending lag and also causes him to leap back a large distance and away from the stage. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering.
The other major weakness is his poor [[recovery]], which is considered to be one of the worst in the game. Ganondorf's slow air speed and low jump heights, as well as the helplessness-causing Flame Choke and Dark Dive having low speed, distance, and resilience, makes his off-stage movement linear and predictable while leaving him very vulnerable to edgeguards and gimps. His recovery specials also work against Ganondorf; aerial Flame Choke can be escaped by button mashing and KOs Ganondorf first when used as a [[sacrificial KO]], while Dark Dive's throw can be teched and punished due to its very high ending lag and also causes him to leap back a large distance and away from the stage. As such, it's possible to edgeguard Ganondorf by even intentionally getting hit by his aerial specials, leaving him in a position where his abysmal mobility prevents him from recovering.


Ganondorf also has trouble landing safely. Despite his aerials having relatively low landing lag, the aforementioned poor hitbox placements fail to properly defend him from directly underneath, while down aerial and Wizard's Foot have noticeable start-up. While Wizard's Foot is Ganondorf's fastest option to return to the ground and can anti-air intercepting opponents with its vertical knockback, its landing possesses a small and very brief quake along with large landing lag, making it highly punishable.
Ganondorf also has considerable trouble landing safely. Despite his aerials having relatively low landing lag, the aforementioned poor hitbox placements fail to properly defend him from directly underneath, while down aerial and Wizard's Foot have noticeable start-up. While Wizard's Foot is Ganondorf's fastest option to return to the ground and can anti-air intercepting opponents with its vertical knockback, its landing possesses a small and very brief quake along with large landing lag, making it highly punishable.


Overall, Ganondorf's raw power lets him rack up damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously. Ganondorf relies heavily on a bait-and-punish playstyle and [[mindgame]]s, but his slow frame data and poor reach means he cannot afford to make any careless mistakes, where his ineffective recovery allows his opponents to remove his stocks just as early.
Overall, Ganondorf's raw power lets him rack up damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously. Ganondorf relies heavily on a bait-and-punish playstyle and [[mindgame]]s, but his slow frame data and poor reach means he cannot afford to make any careless mistakes, where his ineffective recovery allows his opponents to remove his stocks just as early.