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Ganondorf (PM)

Revision as of 03:10, July 7, 2015 by Shadow (talk | contribs) (Uhm, they're weak hitboxes. Less damaging. Less knockback. How is that considered a nerf than a buff? That's like saying all the weak hitboxes removed for Ganondorf nerfed him.)
Ganondorf
in Project M and Project+
Ganondorf SSBB.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Moveset inspiration Ganondorf (SSBM), Ganondorf (SSBB)
Alternate costume Ocarina of Time Ganondorf
GanondorfHeadSSBB.png
Ganondorf's Ocarina of Time Costume in Project M 3.5

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.

Attributes

Given the sheer amount of nerfs Ganondorf received in Brawl, he is significantly buffed in Project M; most of his favorable traits from Melee return, along with Brawl's Flame Choke, restoring his recovery, speed, and combo and K.O.ing ability back to its prime. Some of his more powerful moves have been given less ending lag or greater reach, many late weak hitboxes were removed, and his less often used moves have either been sped up drastically (up tilt) or removed entirely in favor of adding a more practical move (Warlock Punch to Dead Man's Volley & Drift, though one of his taunts can be used as an attack which possesses similar properties to the Warlock Punch). His animation and special move overhaul make him a slightly more accurate representation of his appearance in The Legend of Zelda: Ocarina of Time.

Now equipped with a reflector that doubles as a floating maneuver, and decent speed combined with his menacing power, he has the potential to be one of the best characters in the game. However, despite his buffs, he is not invincible and can easily be overwhelmed by faster or combo-heavy opponents.

Changes from Melee and Brawl to PM

 
Ganondorf's new Neutral Special.
 
Ganondorf using his sword.

Aesthetics

  •   Ganondorf now uses his laughing SFX during his on-screen appearance.
  •   Most of his aesthetics were altered to be more inline with his magical warlock theme. He uses his dashing, grabbing, and grounded Wizard's Foot animations from Melee. 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. His sidestep and rolling dodges make him flicker and glow purple during his intangible frames. His forward tilt now has him retreating his leg instead of dropping it. His forward smash resembles a faster Warlock Punch animation.

Attributes

  •   Dashing speed has been reverted to that of Melee, which is significantly faster than Brawl's run speed.
  •   Midair jumping height slightly increased; Ganondorf can now edge hop more easily onto the stage.
  •   Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.
  •   Ganondorf can no longer perform the Flight of Ganon.

Ground attacks

  •   Neutral attack was reverted back to its Melee incarnation. While its reach was reduced and it no longer has its slightly stronger sweetspot, it has significantly faster start-up and its lowered knockback values make the move much more combo friendly.
  •   Forward tilt can be angled like it could in Melee, and has improved horizontal reach and less ending lag.
  •   New up tilt: Shock Stomp. Ganondorf lifts his foot, then quickly brings it down an electric stomp of high hitbox duration. Lasts for about 60 frames, and hits twice, much like Captain Falcon's up tilt in Smash 64, with the second hit having strong power and knockback, enough to reliably KO under 100%. It also deals up to 30% damage (3% more than the Brawl up tilt) and lacks any sourspots. This new up tilt is much faster and deals slightly more total damage than the original Volcano Kick.
    •   New up tilt has significantly weaker knockback (Melee up tilt could KO under 25%) and has no vacuum effect.
  •   Down tilt has less ending lag.
  •   Dash attack has its faster speed from Melee and now be canceled in to a long DACUS.
    •   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).
  •   Up smash reverted back to the stronger and faster double-hitting "tornado kick" from Melee. It also has slightly wider hitboxes and the second kick deals slightly more damage.
  •   Down smash reverted back to its Melee form, being much faster and less laggy, stronger, hitting more vertically, and its two hits linking together more effectively.
  •   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.

Aerial attacks

  •   Neutral aerial's hits are easier to link into each other, and the move autocancels sooner, allowing it to be autocanceled in a short hop fast fall. The first kick comes out faster, and the second kick has also been reverted back to its Melee power. The late weak hitboxes were also removed.
    •   The removal of neutral aerial's late hitboxes significantly decreases its hitbox duration (from 6 frames to 2 frames).
  •   Forward aerial's frame data has been reverted to back to its faster, much less laggy, and farther reaching Melee version. It retains the Brawl sourspot, but it was decreased in size and now has the strength of his Melee f-air, with the sweetspot retaining its Brawl power.
  •   Back aerial was given its stronger Melee knockback and longer hitbox duration. It also has less ending lag, allowing it to be autocanceled in a short hop fast fall like in Melee.
  •   Down aerial's sourspot was removed, and the hitboxes as a whole 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.

Grabs, throws, and other

  •   Grabbing reach from Brawl was slightly improved.
  •   Up throw has less base knockback, so it can now be effectively followed up on, as well as chain throw fast fallers.
  •   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.
  •   Back throw deals slightly less damage and has weakened knockback, being less effective for getting opponents offstage and is no longer being capable of KOing at very high damages.
  •   Down taunt can be held to make Ganondorf attack with a downward swing of his sword. It has the same startup, damage and knockback as his Warlock Punch but it has much greater range and has light 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.
    •   The sword swing cannot be reversed, nor can it be used in the air like Warlock Punch could. It also possesses a large, weaker sourspot during the swing of the sword.

Special moves

  •   New neutral special: Dead Man's Volley & Drift. Using this move in the air causes him to float for one second, like Peach and Mewtwo. Using it while floating or on the ground will have him flip his cape, reflecting projectiles back at twice their speed. This improves Ganondorf's recovery and his options against projectile users.
  •   Grounded Flame Choke deals more damage and 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.
    •   Grounded Flame Choke can now be teched, potentially removing its guaranteed followups from Brawl.
  •   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. 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 Brawl where it results in either a Sudden Death or loss for Ganondorf).
  •   Dark Dive has slightly faster start-up, and its power has been drastically increased, with the grab and throw 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.
  •   Wizard's Foot has its late weak hitboxes 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 spikes opponents for its entire duration as it did in Melee, significantly improving Ganondorf's recovery and equipping him with a deadly edge guard.

Revisions

v2.1

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

v2.5b

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

v2.6b

  •   Initial dash animation length increased by 1 frame to match Melee, also improving moonwalk distance slightly.
  •   Dash attack adjusted to use Brawl's damage and knockback values.
  •   Up tilt (Volcano Kick) replaced with new, electric stomp attack, which is weaker in knockback, but much faster and of practical use.
  •   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.
  •   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.
  •   T-pose bug with his Final Smash is fixed.
  •   Ganondorf's magical effects now illuminate his body.
  •   Warlock Punch's additional turns can be prevented by holding the special button.

v3.0

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

v3.02

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

v3.5

  •   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 with a flip of his cape. Despite this new change, Kirby still copies the Warlock Punch.
  •   Jump squat reduced (from 6 to 5 frames).
  •   Ganondorf is now always KO'd last when suiciding with Flame Choke.
  •   Down taunt can be used as an attack when held. It has the same startup, 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.
    •   The sword swing cannot be reversed, nor can it be used in the air like Warlock Punch could.
  •   Neutral aerial has slightly less endlag and start-up (first active frame from 7 to 5 frames).
  •   Forward throw deals more damage (from 9% to 13%), and has increased knockback.
  •   Back throw has less endlag.
  •   Aerial Flame Choke is no longer techable before final hit.
  •   Sidestep dodge has been sped up; it is now tied for the fastest sidestep in the game.
  •   Down throw's chain grabbing and set-up capabilities have been toned down due to its slightly higher knockback scaling (from 40 to 45).
  •   Forward tilt outer hitbox trajectory changed to Sakurai angle
  •   Up smash has slightly more endlag.
  •   Forward smash animation now resembles his Warlock Punch.
  •   Forward throw now gives off darkness effects.
  •   Back aerial has a new animation.
  •   All of Ganondorf's dodging animations have new magical animations, with purple overlays and a brief stutter.

v3.6 Beta

  •   Neutral aerial late weak hits removed.
    •   The removal of neutral aerial's late weak hits significantly reduces its hitbox duration (from 6 frames to 2 frames).
  •   Back aerial no longer snaps downwards when transitioning into a fall.
  •   Dead Man's Volley reflect window increased by 3 frames. It also now has a trail that accurately depicts its reflect location and duration.
  •   Ganondorf's down taunt attack now receives light armor instead of super armor. It also hits 1 frame later, but has a 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.
  •   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 attack.

Moveset

Up to date as of version 3.6 Beta.

Name Damage Description
Neutral attack 7% (hand), 8% (body) Ganondorf does a quick one hit punch with lightning properties.
Forward tilt 14%/13%/12% (high foot/leg/body), 13%/12%/11% (mid foot/leg/body), 12%/11%/10% (low foot/leg/body) Ganondorf quickly kicks the opponent with a large force. Can be angled.
Up tilt 8% (early), 22%/20% (foot/body) Ganondorf does a very quick stomp on the opponent. Weaker than the original up tilt, but much quicker.
Down tilt 12% Ganondorf does a kick to the opponent.
Dash attack 15% (clean), 10% (mid), 8% (late) Ganondorf charges at the opponent, and forcefully rams into them.
Forward smash 24% (high), 22% (mid), 20% (low) Ganondorf winds up a large amount of darkness and releases it all in one deadly back-handed punch. Resembles the Warlock Punch.
Up smash 22% (hit 1), 19% (hit 2) (41% total) Ganondorf does a double kick upwards. Deadly knockback, and also the most damaging up smash.
Down smash 8% (hit 1), 12%/14% (hit 2 foot/leg) Ganondorf kicks around him. The first kick combos into the second kick.
Neutral aerial 10% (hit 1), 12% (hit 2) Ganondorf does two mid-air kicks.
Forward aerial 17% Ganondorf punches the opponent 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 foot/leg), 10%/12% (mid foot/leg), 6%/8% (late foot/leg) Ganondorf does a bicycle kick into the air.
Down aerial 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.
Grab Grabs the opponent.
Pummel 3% Ganondorf knees the opponent with a quick speed.
Forward throw 5% (hit), 8% (throw) (13% total) Ganondorf punches the opponent forwards.
Back throw 5% (hit), 4% (throw) (9% total) Ganondorf does a forceful kick backwards.
Up throw 4% (hit), 3% (throw) (7% total) Ganondorf punches the foe upwards into the air.
Down throw 7% Ganondorf throws the opponent forcibly on the ground.
Floor attack (front) 6% Ganondorf flips himself to kick in the front and back.
Floor attack (back) 6% Ganondorf does a spinning double kick.
Floor attack (trip) 5% Ganondorf spins around to kick those who are near.
Edge attack (fast) 10% Ganondorf gets up with a horizontal left back hand to the opponent.
Edge attack (slow) 10% Ganondorf slowly gets up and performs a low kick.
Down taunt (attack) 24%/31%/33%/35%/37% 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; a weaker hit will occur if they are in the air. Possesses a very large sourspot during the swing. Deals more damage towards the tip of the sword at the end of the move.
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. Using it once in mid air will make him float, and using it again will make him perform the volley. 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, Ganon, and rams into the opponent. Opponents can become stuck in the ground, or paralyzed in midair. Usually a one-hit KO.

In competitive play

Notable players

Alternate costumes

Ganondorf has an alternate costume based on his appearance in The Legend of Zelda: Ocarina of Time and Melee. This costume also changes his sword into the sword he is depicted with (but never uses) in Melee.

The set comes with recolors for team battles, as well as a purple recolor; his Ocarina of Time color scheme was replaced to make room.

 
Ganondorf's alternate costumes in PM
         
         

Trivia

  • Oddly, whenever the player selects Ganondorf in red or blue Ocarina of Time costumes, the stock icons would be in the wrong place. (The blue costume will use the red stock icon and vice versa.) However, there is a custom patch fix existing for this issue and similar problems. A similar issue also happens 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