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{{disambig2|Ganondorf's appearance in Super Smash Bros. 4|the character in other contexts|Ganondorf}}
{{disambig2|Ganondorf's appearance in Super Smash Bros. 4|the character in other contexts|Ganondorf}}
{{Infobox Character
{{Infobox Character
|name         = Ganondorf
|name = Ganondorf
|image       = [[Image:Ganondorf SSB4.png|300px]]
|image = [[File:Ganondorf SSB4.png|250px]]
|universe     = {{uv|The Legend of Zelda}}
|universe = {{uv|The Legend of Zelda}}
|game         = SSB4
|game = SSB4
|ssbgame1=SSBM
|ssbgame1 = SSBM
|ssbgame2=SSBB
|ssbgame2 = SSBB
|ssbgame3 = SSBU
|availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U)
|availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U)
|tier = G
|ranking = 52-53
}}
}}
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') was officialy revealed as a playable character in ''[[Super Smash Bros. 4]]'' on October 15th, 2014, alongside {{SSB4|R.O.B.}}. Prior to this, Ganondorf was leaked via [[Leak#ESRB leak|leaked videos]] from footage used by ESRB to rate the game, accidentally shown in an [https://www.youtube.com/watch?v=omeOylQYkuU&t=56s official video], where he appeared outside the boundaries of the screen while {{SSB4|Pikachu}} taunted, before the trailer was replaced with a nearly-identical video which does not include Ganondorf, and he was also shown in Twitch.tv streams before being unveiled, and on October 10th 2014, Sakurai mentioned Ganondorf in the [https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoQeXOoNw Pic of the day], which means he was leaked four times (twice by official material) prior to his official announcement.
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. 4]]''. Alongside {{SSB4|R.O.B.}}, he was officially revealed as a playable [[veteran]] on October 15th, 2014, although he was leaked twice prior to his reveal: via [[Leak#ESRB leak|video footage]] from ESRB, and outside the in-game stage boundaries in an [https://www.youtube.com/watch?v=omeOylQYkuU&t=56s official video] (later replaced with a nearly-identical video without Ganondorf).
 
As in ''[[Super Smash Bros. Brawl]]'', Hironori Miyata's portrayal of Ganondorf from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game.
 
Ganondorf is ranked 52nd/53rd out of 54 on the [[tier list]], placing him in the G tier and tying him with {{SSB4|Zelda}}. This is a very slight improvement from his ranking in ''Brawl'', where he was the game's lowest-ranking character. As in previous games, Ganondorf remains as the game's archetypal super [[weight|heavyweight]], boasting high endurance, slow yet powerful moves that can KO foes very early, along with a capable [[edgeguard]]ing game courtesy of hard-hitting aerials. This is further enhanced by the buffs to his mobility, combo game and already high power, in addition to the general changes to game mechanics patching up several key weaknesses he had in ''Brawl''. Altogether, Ganondorf's high power allows him to deal ruthless punishes when the opportunity arises, in addition to being capable of ending stocks with very few hits.
 
However, Ganondorf still remains significantly disadvantaged by his slow mobility, very sluggish frame data when compared to the cast, and large target, making him exceptionally susceptible to rushdowns, combos and [[projectile]] [[camping]], in addition to giving him a linear [[approach]]. His grab game, outside of [[Flame Choke]], is also very lackluster, while his [[recovery]] is still easily exploitable due to being slow, linear and predictable. Finally, Ganondorf has a fair number of unrewarding moves that can neither combo or KO reliably, despite his overall power.
 
As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from ''Brawl'' are still prominent; however, he is commonly considered to fare better against difficult matchups, despite still being poor overall. This has resulted in Ganondorf gaining a low amount of representation in tournaments, in addition to attaining minimal success. Nevertheless, he is popular in the ''SSB4'' community due to his extremely strong, over-the-top, and extravagant punishment options that can easily KO unaware opponents, with a number of dedicated players such as {{sm|Gungnir}}, {{sm|Vermanubis}} and {{sm|Pon}}, some of which even use him as a solo main in tournaments despite his standing on the tier list.
 
==How to unlock (3DS version only)==
Complete one of the following:


==How to unlock==
* Play 80 VS Matches.
* Play 80 VS Matches.
* Clear [[Classic Mode]] as Link or Zelda on difficulty 5.0 or higher.
* Clear {{SSB4-3DS|Classic Mode}} as {{SSB4|Link}} or {{SSB4|Zelda}} on Intensity 5.0 or higher.
Ganondorf must then be defeated in [[Gerudo Valley]].


Ganondorf does not have to be unlocked on the Wii U version.
After completing one of the two methods, Ganondorf must then be defeated on [[Gerudo Valley]].


==Attributes==
==Attributes==
{{cleanup|Wall of text (this plus following section), should be more concise}}
Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest [[traction]], Ganondorf's archetype is reflected in his other attributes: he is the fifth [[weight|heaviest]] character, has the second slowest [[walking]] speed, the third slowest [[dashing]] and [[air speed]]s, moderately high [[falling speed]], high [[gravity]] and is tied for the third lowest [[air acceleration]]. However, while he has the third lowest [[jump]] and [[double jump]] heights, he still has the worst total jump height overall due to {{SSB4|Kirby}} and {{SSB4|Jigglypuff}}, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game.
Ganondorf is a tall, heavy character that sacrifices speed for power. His aerial game has significantly improved from ''Brawl'' as all of his aerials dish out more knockback, which is evident with back aerial, and Ganondorf's down aerial is more lethal than ever if it connects, as it has a sourspot on his upper body that will allow him to send opponents flying horizontally, with heavy knockback. Up aerial is his fastest aerial attack in his arsenal, and due to this it is his best aerial in many situations.  
 
Ganondorf's greatest trait is his raw power. He possesses attacks that are on par with {{SSB4|Bowser}} in terms of damage and knockback, with almost his entire moveset granting him the ability to KO under 150% or even 100% with ease, even if the opponent is in the middle of [[Final Destination_(SSB4)|Final Destination]]. This becomes especially evident with [[rage]], making his [[punishment|punishes]] some of the most potent in ''SSB4'', while several other moves have the ability to KO at exceedingly low percentages, such as an aerial reversed [[Warlock Punch]] (which [[one-hit KO]]s Mario with rage) and sweetspotted up tilt (which KOs middleweights at 33% near the ledge). While Ganondorf's combo game is limited when compared to the majority of the cast, his followups make up for it by dealing high amounts of damage in a short time, such as sourspotted dash attack to up aerial, or the followups from [[Flame Choke]] (either from opponents missing their [[tech]], or through predicting their reactions). Because of his strength, Ganondorf has one of the strongest KO abilities in the game, as he is capable of racking up damage and KOing opponents in less than a few hits.
 
In addition, his previously mentioned attributes give him high survivability and allows him to use rage to full effect, further boosting his already powerful moves at high percentages. Ganondorf's strength also makes mistiming or overusing a shield incredibly deadly, with multiple attacks capable of dealing massive shield damage or outright breaking shields with a single hit. Notable examples of this are up tilt's sweetspot, which can break full shields, his forward and up smashes and aerial [[Wizard's Foot]]. He can also play [[mindgames]] to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield or KO them at relatively low percentages.
 
Ganondorf is among the best [[edgeguard]]ers in the game, as his powerful aerials are relatively fast for their immense power (excluding forward aerial and down aerial) and send foes far away from the stage even at medium percents, spelling trouble for any fighter without a long-distance recovery. His down aerial is the most powerful [[meteor smash]] in the game with low ending lag, and his up aerial's late hitbox is among the best [[gimp]]s in the game with its [[semi-spike]] angle and high [[hitstun]]. Finally, his back aerial is a deceptively fast, safe and powerful KO move, as it starts up as fast as {{SSB4|Captain Falcon}}'s with relatively little lag and can autocancel in a short hop, despite its immense power. His grounded moveset is also useful for punishing impromptu recoveries, such as using an up tilt against badly positioned fighters or an up smash against horizontal recovering characters like {{SSB4|Ike}}. Ganondorf also has the lowest and safest ledge grab, allowing him to camp on the ledge effectively and giving him decent protection from opponents when hanging from a ledge.
 
However, Ganondorf possesses many notable flaws. His shield is very vulnerable to [[shield stab]]bing due to its small size relative to his height. Also, small characters, such as {{SSB4|Pikachu}}, can easily avoid his attacks due to the majority of his moves having short range, poorly placed hitboxes with low durations, while also extending his hurtboxes and makes him vulnerable to trading or simply being grabbed out of an attack despite being visually out of range. Although Ganondorf's frame data is similar (albeit slightly slower) to {{SSB4|Captain Falcon}}’s in terms of start up (barring neutral attack, up tilt, and Warlock Punch), his attacks are very difficult to land while being easily punished due to high ending lag and/or landing lag; most notoriously, his forward aerial has the highest ending lag out of all of his aerials, and cannot autocancel even from a full hop, forcing Ganondorf to enter the landing animation. As a result of his high end lag, some of his moves are completely unsafe on shield, making it very difficult to take full advantage of his extreme shield breaking capabilities.
 
Additionally, Ganondorf's overall physics leave him with very poor mobility and approaching options, which makes closing the distance or creating space considerably difficult for him, and he is easily zoned out by projectile characters due to him lacking a projectile himself. Also, his high knockback and sluggish moves, his poor range as well as his terrible air speed all give him a very poor combo game, as he cannot easily or reliably pursue his opponents in the air while his aforementioned high power moves will almost always knock his opponents too far away for follow-ups. However, Ganondorf himself is very easy to combo; his heavy weight, tall stature, low air speed, and unsafe landing options make him very susceptible to combos and juggling, and his poor [[out of shield]] options gives him difficulty protecting himself against rushdowns. Overall, this makes Ganondorf rely heavily on proper spacing and mindgames, as he cannot afford to whiff a single move.


Ganondorf is among the best edge guarders in the game, with his aerials not only sending opponents away, but also guaranteeing most of them to be KO'd with a hit to send them back. Ganondorf may also use his up tilt attack against impromptu recoveries from getting up, or on certain characters like [[Ike]] or [[Fox]], who may recover horizontally, a perfectly timed up smash will do the trick.  
Another prominent weakness is his frame data. As mentioned before, all of his moves are burdened with extreme amounts of lag, with very few moves being active before frame 9 (with those moves being limited to up aerial, neutral aerial, standing grab, and neutral attack), while some of his moves do not come out before frame 30, such as [[Warlock Punch]] and his notoriously powerful up tilt. This offsets Ganondorf's powerful KO ability by forcing him to rely on reads and hard punishes, with few effective setups to end stocks via combos. When considering his overall poor speed and frame data, this also makes it difficult for Ganondorf to close the gap between him and an opponent should he be going against a speedy foe, such as {{SSB4|Sheik}}. As a result, he is collectively considered to have among the worst frame data in ''SSB4'', along with {{SSB4|Shulk}}, {{SSB4|Palutena}}, and {{SSB4|King Dedede}}.


He has four attacks capable of breaking [[shield]]s on impact: his up tilt's sweetspot, fully charged forward smash, and all versions of [[Warlock Blade]]'s sweetspot [[Tipper|tip]], which will instantly destroy them; and then his reverse [[Warlock Punch]] and reverse Warlock Blade's sourspot will also bring shields down to their last bar of health, but thanks to the attacks' sheer [[shieldstun]] power, the shields are guaranteed to break. As well, he is the best character to use against breaking shields, as most of his attacks, notably non-reversed Warlock Punch, uncharged forward smash, and aerial [[Wizard's Foot]], will do significant [[shield damage]] upon impact, making it unsafe to overuse shields against him, especially with hand-to-hand combatants.  
Other issues include a poor grab game. Ganondorf's grab range is surprisingly short despite his size, while his physics, ineffective angles, and high knockback result in his throws having little follow-up, but are not strong enough to KO reliably. However, his forward throw does very high damage and can decently lead into down aerial meteor smashes off-stage, while down throw has fairly low knockback to decently combo (albeit not as good as other character's combo throws). Flame Choke can also work against Ganondorf due to it enforcing unreliable hard reads, especially if [[tech]]ed, with incorrect reads likely putting Ganondorf in a vulnerable position.


Despite alleviation of Ganondorf's significant issues that he had in ''Brawl'' (barring recovery, which is still one of the worst), he still possesses most of the major flaws he had from that game, such as his subpar [[range]] (especially his slow [[grab]]) and a small shield for a character of his size. He also retains his susceptibility to combos and juggling due to his tall size and heavy weight and is still painfully easy to punish and edge-guard due to his slow and laggy moves. [[Dark Dive]] remains infamously the worst special move in Ganondorf's arsenal as well as in ''Smash 4'', with its already glaring flaws aggravated thanks to the removal of grab armor, making it even easier to intercept.
His recovery remains very lackluster and one is of the worst in the game due to its low distance, low air speed and high vulnerability to edgeguarding and gimps. Flame Choke's and [[Dark Dive]]'s lack of speed, distance and resilience allows Ganondorf to be knocked away by even the weakest of moves, despite the former's fearsome sacrificial KO potential. Even if Dark Dive is landed and lets him reuse the move, it's high ending lag also makes it highly susceptible to being teched and punished, with opponents being able to act before Ganondorf can.


With customs on, Ganondorf gets a good number of his faults addressed. Most notably, with the [[Wizard's Dropkick]] and [[Dark Fists]] customs, Ganondorf's recovery goes from one of the worst to one of the best recoveries in the game. Although Wizard's Dropkick is weaker than Wizard's Foot and cannot [[meteor smash]], its aerial version moves Ganondorf a significant horizontal distance that is faster and further than [[Flame Choke]] and does not cause helplessness, and both aerial and grounded versions can also allow Ganondorf to go above projectiles while simultaneously attacking, giving Ganondorf an effective anti-projectile option. Dark Fists also allows Ganondorf to move more horizontally as well, giving him a better reach toward the edge, and thanks to its super armor start-up frames, he is protected from edge-guarders. Additionally' Dark Fists' armor will also allow him to tank hits while comboing into opponents and KO them at early damages, if given the opportunity, also making its end very risky to intercept while at high percentages. [[Wizard's Assault]] is much faster and does not slow down, while its aerial version moves Ganondorf straight downward, though it has longer start-up and its damage is between Wizard's Foot and Dropkick. [[Dark Vault]] is made purely for his recovery, as it has more vertical reach at the expense of horizontal reach and less chances to grab, making it much easier to edge-guard than Dark Fists. [[Flame Chain]] is not a grab but a multi-hitting attack that travels slightly further than Flame Choke and can move Ganondorf through shields. [[Flame Wave]]'s grab knocks opponents high into the air and allows potential KOs but sacrifices comboing, speed, and reach, and thus recovery. While Warlock Blade and [[Warlock Thrust]] are much weaker than Warlock Punch, the Blade has much higher shield damage, and comes out much faster than Punch/Blade; also, Warlock Thrust is arguably useless due to the sheer decrease in damage and knockback, the high ending lag, and its lack of super armor, though it has great follow-up abilities for a stage spike.
Finally, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or KO at realistic percentages (with some not even KOing past 200%), such as his neutral attack's sourspot, neutral aerial's late hitboxes, Dark Dive, and all of his throws.


==Changes from ''Brawl''==
Ganondorf drastically benefits from some of his custom moves; most notably, Wizard's Dropkick and Dark Fists. While Wizard's Dropkick is weaker, cannot [[meteor smash]], and has slightly more ending lag when performed in the air, it is excellent against projectiles and for recovery, acting as a superior version of [[Flame Choke]]'s recovery that does not leave him helpless while allowing Ganondorf to fly over projectiles while attacking. Dark Fists is a two-hit attack with better horizontal reach, [[armor]], and very potent power, giving him impressive protection against edgeguarders if used as a recovery and a very effective out-of-shield option, something that he lacks. When using both of these moves on his moveset, Ganondorf is granted a very efficient recovery and improved offensive prowess, as he can travel high distances while being exceedingly difficult to edgeguard without being punished. For other notable customs, Warlock Blade offers better utility over Warlock Punch due to its lower start-up, increased range, [[transcendent priority]], and high shield damage, but replaces one of Ganondorf's best punishing options due to its reduced strength. Flame Chain and Flame Wave are semi-viable alternatives to Flame Choke, with the former being a multiple hitting attack with decent horizontal knockback and the latter having high damage and strong KO power; however, both are laggier and sacrifice powerful combos, while the latter covers significantly less distance, to the point where it only reaches opponents directly in front of Ganondorf. The rest of his custom moves are ineffective as they offer very little bonuses over the default or other custom moves; the best example is Warlock Thrust, which has extremely minimal KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and faster start-up. However, while his [[Character customization|custom moves]] address his recovery issues and make him a more dangerous character with better staying power, they are not allowed in the standard metagame.
Given that Ganondorf was infamously the worst character in ''Brawl'', he has received many [[buff]]s, particularly in damage, knockback, and slightly in ending lag, with comparatively few [[nerf]]s. Ganondorf also significantly benefits from the general changes of ''Smash 4'', in particular the general nerf of [[camp]]able [[projectile]]s, the removal of [[chain grab]]s, and the introduction of edge-stealing, with the latter both allowing Ganondorf to edge-hog more effectively and limiting his opponents' ability to do the same. He also benefits largely from the [[rage]] mechanic due to his high knockback.


His combo ability and grab game, while still being mediocre, are slightly better due to increased combo ability with his down and up throws. [[Ganoncide|Ganonciding]] is much more effective than it was in ''Brawl'', now giving Ganondorf the win if his opponent is on their last stock, but is slightly more difficult to pull off due to the removal of Flame Choke's grab armor, making the grab interruptible.
All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list.


He is still a [[semi-clone]] of [[Captain Falcon]] with no new decloning in his default moveset, although [[Dark Dive]] was given a new animation. However, he was given completely different [[Character customization|custom]] options in his cloned special moves, giving him more unique special attacks.
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Ganondorf was arguably the worst character in the entire game, as while he had solid damage output/KO power, high endurance, strong/useful aerials and a potent command grab in [[Flame Choke]], he suffered from being incredibly slow (both in terms of mobility and frame data), having an incredibly short/exploitable recovery and his combination of having a large body along with high weight/falling speed/gravity made him a punching bag for much of the cast. He heavily struggled to approach due to his large size and slow speed and he was an extremely easy target to chain grab, making him struggle against almost the entire cast.


Possibly as a result, Ganondorf has been buffed in the transition from ''Brawl'' to ''Super Smash Bros. 4'', albeit not enough to raise his standing among the cast. One of Ganondorf's most notable improvements was to his KO power. Moves such as his smash attacks, neutral/forward/back aerials and [[Wizard's Foot]] have all seen improvements to their damage output and KO potential, with some of his other moves also seeing increases to their power. Neutral/forward/back aerials especially benefit from having increased power as neutral aerial is more reliable and much stronger, while forward and back aerials have much less detrimental sourspots, along with the latter having a much stronger sweetspot. This makes it even easier for Ganondorf to secure KOes, as it takes him less hits to get his opponent to KO percents, further increasing one of the few strengths he had in the previous game. This is further boosted with the introduction of [[rage]], which further increases Ganondorf's already improved KO power and due to his high weight, he is capable of building up a high amount of rage.
Ganondorf also has better frame data overall, with his neutral attack, dash attack, and neutral aerial being notably faster. Neutral attack is overall slightly better as a move to use in pressure or punishment situations, dash attack's sourspot has vastly improved combo potential due to its altered launch angle along with the move's lower ending lag and neutral aerial's second hit is faster and much easier to land overall. All of Ganondorf's aerials also have less landing lag, making them safer on landing (especially compared to the rest of the cast). Lastly, Ganondorf's opponent can no longer immediately act out of Dark Dive, making the move much less punishable when it connects (the move is also stronger in addition to this).
Ganondorf has also seen some other quality of life improvements. His slowest but most rewarding moves, such as his up tilt and [[Warlock Punch]], are more powerful and have received some added bells and whistles, making them slightly more useful (although they are still extremely risky). His grab game has been slightly improved, as Ganondorf's grab has slightly more range and his down throw can no be a viable combo starter due to the changes to [[hitstun canceling]]/[[DI]]. One of the most notable changes is that the use of [[Flame Choke]] for [[Ganoncide|Ganonciding]] now consistently KOs the opponent before Ganondorf, allowing it to be used as a guaranteed win if both players in a one-on-one match are on their last stock.
Ganondorf also has some benefits from the universal changes to ''Smash 4''. The removal of [[chain grab]]bing, which heavily plagued Ganondorf in the previous game, improves his survival, while the changes to hitstun canceling/DI, slightly improves Ganondorf's combo potential (notably from down throw). The increase to [[shield]] damage and [[shieldstun]] makes Ganondorf's attacks safer and Ganondorf can break shields more easily, particularly with up tilt. The removal of [[edge hog]]ging also notably improves his recovery and as previously mentioned, Ganondorf can utilise rage fairly well due to his powerful attacks and high weight.
However, Ganondorf also received noteworthy nerfs, mainly to some of his key moves from the previous game. Ganondorf's forward smash no longer has extra reach when pivoted, removing one of the few approach options he had in the previous game, and making it harder for Ganondorf to whiff punish moves. Ganondorf's dash attack is weaker and has less range, although the late hit is much more potent. Ganondorf's down aerial is significantly weaker and it can no longer auto-cancel in a short hop, significantly hindering its safety and utility despite having significantly less landing lag and greater reach. The move does benefit from the introduction of [[frame canceling]], which does give it greater combo potential when performed, but the very high risk of performing the technique (due to its slow speed to set up and its sheer difficulty to perform) makes the technique extremely impractical, making Ganondorf's down aerial a much less potent move overall. Ganondorf can also no longer perform the Flight of Ganon, which hinders his aerial game.
One of the most detrimental nerfs Ganondorf received was to Flame Choke, his staple move in ''Brawl''. While the move does have increased damage and range, the grounded version can now be [[tech]]ed. This significantly hinders Ganondorf as instead of getting guaranteed followups or at least putting him at a consistent frame advantage for tech chases, this enforces Ganondorf to go for unreliable hard reads, and if Ganondorf reads incorrectly, he can very easily be punished. The move is still highly effective when the opponent doesn't tech but the fact that the move can be teched makes it far less reliable and potent overall.
In some ways, Ganondorf's weaknesses from ''Brawl'' have been amplified. Ganondorf's mobility relative to the cast is even lower as well he has greater dashing speed, many other returning veterans saw even greater increases to their dashing speed, making it even easier for Ganondorf's opponent to rush him down or run away from him. Various returning veterans also walk faster while Ganondorf does not, which does not help him either. Ganondorf's air speed was flat out decreased, now making it among the worst in the entire game (especially when considering the fact that most returning veterans have improved air speed). This both worsens Ganondorf's recovery and it generally makes him even more sluggish in the air, making him easier to chase and avoid while he is in the air.
Despite being one of his most detrimental flaws in the previous game, Ganondorf's recovery has been made even worse (at least on paper). This is not only due to Ganondorf's decreased air speed but the removal of [[armor|grab armor]] also makes Ganondorf's recovery specials even more exploitable. While Ganondorf's faster air dodge and the removal of edge hogging most definitely help him, they do not help him as much as other returning veterans. When combined with numerous other returning veterans having improved recoveries, along with a majority of newcomers possessing solid recoveries of their own, this consolidates Ganondorf's recovery as one of the absolute worst in the game.
Ganondorf's already poor defensive game has become even worse in some ways. While Ganondorf does have better Out of Shield punish options due to his grab/Dark Dive's slightly increased range/higher reward and his jab's slightly faster speed, his Out of Shield game still remains extremely poor as his grab still has very poor range (in addition to having increased ending lag) and his jab and Dark Dive are still fairly slow options. Ganondorf also flat out lost access to his second fastest Out of Shield option (his landing Wizard's Foot), which notably hurts his Out of Shield game, especially from dealing with opponents from behind.
Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option.
Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/falling speed/gravity making him a prime target for combos. This also removes [[momentum cancel]]ing which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance.
As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential.
Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in ''Brawl'' as his damage output and KO potential are greater overall and he even has one of the most positive buff:nerf ratios out of the entire cast. However, this has barely helped his standing on the tier list, due to his weaknesses either not being properly addressed or flat out worsened. His mobility is still abysmal and his frame data remains very poor despite being improved. His recovery was flat out nerfed, meaning that it is still highly exploitable despite the changes to [[air dodge]]s and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed, his defensive game is even worse and the changes to the game's mechanics do not benefit him much at all, especially compared to a majority of the cast.
Ganondorf still largely plays a ''Brawl'' esque game, where he largely has to rely on winning neutral (with his neutral being among the worst due to his large size and abysmal speed giving him a ton of trouble approaching), just to get one or two hits (in addition to having one of the worst disadvantage states) while other characters with far superior neutral games gain a much greater reward for winning neutral, while also being in a less exploitable spot when losing neutral. Because of this, Ganondorf still struggles with most of the cast. While his overall matchup spread is not as poor as it was in ''Brawl'', it is still very poor, as he still loses most matchups as most of the cast can still abuse his extremely slow speed and large size to their advantage.
In earlier versions of ''Smash 4'', Ganondorf was even worse, as the improvements to moves such as his jab, neutral aerial, Dark Dive and numerous other moves were not present, with Ganondorf overall having even worse frame data, range and KO power. Later patches did give Ganondorf some useful improvements but they simply were not enough to greatly improve him. When combined with other poorly regarded characters seeing even more significant improvements, along with new DLC characters being added who also outclassed Ganondorf, this resulted in Ganondorf remaining one of the absolute worst in the game.
As a result, while Ganondorf has even greater KO power and slightly better frame data, Ganondorf is still one of the worst characters in the game, due to him still having extremely slow speed, poor combo potential, poor recovery, and him still being a large punching bag who gets comboed hard and who simply cannot approach without extreme difficulty. Ganondorf still received poor tournament results, although he is not as commonly considered to be the worst character in the game.
===Aesthetics===
===Aesthetics===
*{{change|Ganondorf once again appears as his ''Twilight Princess'' incarnation, but he now sports both his glowing chest wound from that game as well as a more tattered cape. Like other characters, his overall color scheme is also noticeably brighter to reflect the more vibrant aesthetics in ''SSB4''.}}
*{{change|Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. Additionally, his {{s|wikipedia|epaulette}}s have been slightly redesigned. Lastly, the aesthetic used in ''Smash 4'' has resulted in Ganondorf's attire being slightly more vibrant. Altogether, these changes make him appear significantly more in line with his appearance in ''Twilight Princess''.}}
*{{change|Ganondorf's darkness attacks produce more saturated visual effects.}}
*{{change|Ganondorf's eye color is slightly subdued, and his cape is now tattered instead of frayed. These changes are unique to ''Smash 4''.}}
*{{change|Ganondorf has received two new [[alternate costume]]s.}}
*{{change|Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk, and even look puzzled and contemplative.}}
*{{change|[[Darkness]]-based attacks have updated visual effects.}}


===Attributes===
===Attributes===
*{{buff|Ganondorf is slightly heavier than he was in ''Brawl'', having been increased from 109 to 112.}}
*{{buff|Ganondorf [[dash]]es slightly faster (1.16 → 1.218), going from the second slowest out of 39 characters to the third slowest out of 58.}}
*{{buff|Ganondorf dashes slightly faster, having been increased from 1.16 to 1.218.}}
**{{nerf|However, his dashing speed is even lower relative to the cast, as most other returning veterans saw a higher increase to their dashing speed than he did and all newcomers (except {{SSB4|Robin}}) have greater dashing speed than him.}}
*{{nerf|Ganondorf's air speed was reduced from 0.846 to 0.79.}}
*{{nerf|Ganondorf's [[air speed]] is slower (0.846 → 0.79), going from the 10th lowest out of 39 characters to the third lowest out of 58. This hinders his already abysmal recovery and makes him even less mobile in the air.}}
*{{change|Ganondorf's [[gravity]] is higher (0.1027 → 0.107835).}}
*{{buff|Ganondorf's [[fast fall]]ing speed is higher (2.31 → 2.65).}}
*{{buff|Ganondorf is heavier (109 → 113).}}
*{{change|Ganondorf is smaller (model size multiplier: 1x → 0.96x). This makes him slightly harder to hit but reduces his range.}}
*{{buff|The 19% damage increase to shields and the increase to [[shieldstun]] significantly help Ganondorf, as they allow many of his high shield damage attacks to shatter shields more effectively, as well as making his atatcks safer on shield, especially his electric based attacks.}}
**{{nerf|However, this also makes it even more difficult for Ganondorf to utilise his poor Out of Shield options.}}
*{{change|The removal of [[meteor smash#meteor canceling|meteor canceling]] significantly improves Ganondorf's down aerial and Wizard's Foot's reliability (despite the former's reduced power). This however makes his already poor recovery even easier to edgeguard.}}
*{{buff|The removal of [[chain grabbing]] significantly improves Ganondorf's endurance.}}
*{{nerf|[[Roll]]s have more ending lag (FAF 32 → 34), now being one of the slowest rolls in the game.}}
*{{buff|[[Air dodge]] has less ending lag (FAF 50 → 35).}}
**{{nerf|However, Ganondorf is hindered by the increase to air dodge landing lag moreso than almost any other character, as he now lacks a completely safe landing option.}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 4-19) and it has more ending lag (FAF 26 → 29).}}


===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]]'s sweetspot deals 1% more damage.}}
*[[Neutral attack]]:
*{{nerf|Neutral attack's sourspot deals 1% less damage.}}
**{{buff|Neutral attack has less startup (frame 8 → 7) and ending lag (FAF 35 → 29), slightly improving its use as a panic move or as a punishment option.}}
*{{nerf|[[Dash attack]] deals 1% less damage with slightly reduced knockback, making it a bit less effective at KOing (though it can still reliably KO under 150%).}}
**{{buff|Neutral attack deals more damage (5%/7%/9% → 6%/8%/10%), improving the near hit's KO potential.}}
*{{buff|Combined with the previous point, the removal of hitstun cancelling gives the dash attack's sourspot newfound ability as a combo starter.}}
**{{buff|The far hit has been moved further forward (z offset: 18 → 19), slightly increasing its range.}}
*{{buff|[[Down tilt]] deals 1% more damage with slightly increased knockback.}}
**{{nerf|The middle and far hits deal less knockback (40/30 (base), 105 (scaling) → (38/30)/(90/90), hindering their KO potential.}}
*{{buff|[[Up tilt]] deals 1% more damage with increased knockback. Additionally, [[shield]]s no longer take reduced damage from attacks in ''Smash 4'' which drastically benefits this move, allowing the sweetspot to instantly shatter even full shields. The changes in ledge mechanics also makes this move much easier to trap opponents with.}}
*[[Up tilt]]:
*{{buff|[[Forward smash]] has slightly increased base knockback.}}
**{{buff|Up tilt's main hit deals more damage (27%/19%/17% → 28%/20%/18%).}}
*{{nerf|Ganondorf no longer lunges farther when forward smash is pivoted, decreasing its reach.}}
**{{buff|The changes to shields significantly benefit up tilt, as the main hit now leads into a guaranteed shield break.}}
*{{buff|[[Up smash]] is much stronger, with both the sour and sweetspots dealing 2% more damage.}}
**{{buff|The removal of ledge invincibility from ledge regrabs, combined with the introduction of two-framing improves up tilt's edgeguarding potential.}}
*{{buff|Both kicks of [[down smash]] deals 1% extra damage with slightly increased knockback.}}
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (12% → 13%), improving its KO potential.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 42 → 38).}}
**{{buff|The late hit now launches the opponent forwards (100° → 80°). When combined with dash attack's lower ending lag along with the changes to [[hitstun canceling]]/[[Directional Influence]], this grants it combo potential.}}
**{{nerf|The clean hit deals less damage (15% → 14%), has decreased base knockback (60 → 50), and launches opponents at a lower angle (105° → 70°), hindering its KO potential.}}
**{{nerf|The clean hit has a smaller hitbox (7.3u → 7u).}}
*[[Forward smash]]:
**{{buff|Forward smash's far hit has higher base knockback on all angles (30 → 35).}}
**{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}}
*Upward angled forward smash:
**{{buff|Upward angled forward smash launches opponents at a lower angle (45° → 40°).}}
**{{nerf|The far hit has decreased knockback scaling (85 → 83).}}
*Downward angled forward smash:
**{{buff|The far hit has increased knockback scaling (80 → 83).}}
**{{nerf|Downward angled forward smash launches opponents at a higher angle (35° → 40°).}}
*[[Up smash]]:
**{{buff|Up smash deals more damage (19%/22%/22% → 21%/24%/24%), the sweetspot launches opponents at a higher angle (80° → 85°) and both sweetspots have slightly higher knockback scaling (70 → 71), significantly improving its KO potential (now being the strongest up smash in ''Smash 4'', although it is still weaker than the strongest up smashes in ''Brawl'').}}
*[[Down smash]]:
**{{buff|Down smash deals more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2)) and the second hit has increased knockback scaling (75 → 94), significantly improving its KO potential.}}
**{{buff|The first hit can no longer be [[SDI]]ed (SDI multiplier: 0.5x → 0x).}}
**{{buff|The first hit's leg hitbox launches aerial opponents at a lower angle (141° → 160°) and has decreased set knockback (80 → 70), allowing it to connect more reliably into the second hit.}}
**{{change|The first hit's leg hitbox launches grounded opponents at a slightly higher angle (141° → 140°).}}
**{{buff|The first hit's foot hitbox launches opponents at a lower angle (140° → 154°) and has increased set knockback (90 → 108), allowing it to connect more reliably into the second hit.}}
**{{buff|The first hit's body hitbox has increased set knockback (70 → 80), making it slightly safer if it connects.}}
**{{buff|The second hit has larger hitboxes (5.5u → 6.5u).}}
**{{change|The second hit now uses a forward launching angle (130° → 50°), but it now uses a backwards angle flipper (3 → 4). This means that the opponent is still sent behind Ganodorf at the same angle, but they are now facing Ganondorf, rather than away from him.}}
***{{buff|Because of this, the second hit now pushes shielding opponents away from Ganondorf rather than dragging them towards him, making the move safer, especially when combined with its increased shieldstun.}}
***{{nerf|However, this also makes it easier for the opponent to recover.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|[[Neutral aerial]]'s first hit deals 1% extra damage with 2% more for the second. In addition, it has less [[landing lag]].}}
*{{buff|All aerials have less landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).}}
*{{buff|[[Forward aerial]] has decreased landing lag. The sweetspot additionally has a larger hitbox which makes it slightly [[disjointed]].}}
*[[Neutral aerial]]:
*{{change|[[Forward aerial]]'s base knockback and knockback scaling are now moderately low and high, respectively. This makes it a bit less effective at KOing on ledges, but makes the move KO more reliably from center and on heavier characters.}}
**{{buff|Neutral aerial's second hit has less startup lag (frame 20 → 17), with the move's total duration being subsequently reduced (FAF 45 → 42).}}
*{{buff|[[Back aerial]] deals 1% more damage and has increased base knockback and knockback scaling. It also has less landing lag.}}
***{{buff|Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).}}
*{{buff|[[Up aerial]] has less landing lag.}}
**{{buff|Neutral aerial auto-cancels earlier (frame 41 → 38).}}
*{{nerf|[[Down aerial]] was significantly weakened, dealing 3% less damage with decreased base knockback (though it's still by far the most powerful meteor smash and aerial attack, and can still KO grounded opponents around 100% due to its very high knockback scaling). It can no longer [[autocancel]] in a short hop, removing its easy combo starting abilities.}}
**{{buff|The first kick's leg hitboxes (and the foot hitbox against aerial opponents) have drastically lower knockback scaling (100 → 30) and they have altered angles (55°/60°/65° → 55°/70°/100°), which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.}}
*{{buff|Down aerial has slightly less landing lag. The sourspot on his upper body now has superb horizontal knockback, making it useful to edge-guard opponents and securing decisive KOs. Additionally, the move significantly benefits from the new [[frame cancel]], which can allow it to start combos even more effectively than it did in previous games if the player is frame-precise with the move.}}
***{{nerf|However, these changes make neutral aerial connect even less reliably at lower percents.}}
**{{change|The first kick's foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110) and now uses weight-independent knockback. This improves its spacing potential, but hinders its already poor ability to link into the second hit.}}
**{{buff|The second kick deals much more damage (7% (clean)/5% (late) → 12%/9%) and has increased knockback scaling (100 → 106), restoring a chunk of its KO potential from ''Melee''.}}
**{{buff|The clean second kick has larger hitboxes (4.3u/5.7u/6.2u → 7.8u/7u/6.5u) and the foot hitbox has been positioned further out (y offset: 5 → z offset: 6.5), significantly improving its range.}}
**{{buff|The late second kick's foot hitbox is larger (4.3u → 6u) and it has been positioned further out (y offset: 5 → z offset: 6).}}
**{{nerf|The first kick deals less damage (11% (clean)/7% (late) → 7%/5.25%). This completely remove the KO potential of the leg hitboxes and the foot hitbox against aerial opponents when combined with their lower knockback scaling, as well as making them much less safe on hit.}}
***{{nerf|In addition, the foot hitbox against grounded opponents only received full compensation on its knockback for the late hit, hindering its clean hit's KO potential.}}
**{{nerf|The late second kick's near hitboxes are smaller (5.7u/6.2u → 5.3u/4.5u).}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 55 → 45).}}
**{{buff|Forward aerial has larger hitboxes (3.4u/5u → 4u/5.5u).}}
**{{buff|The sourspot deals more damage (15% → 17%) and knockback (30 (base), 80 (scaling) → 20/93), significantly improving its KO potential.}}
**{{buff|The sweetspot deals more damage (17% → 18%).}}
**{{change|The sweetspot has a higher hitlag multiplier (1x → 1.1x).}}
**{{change|The sweetspot has less base knockback but more knockback scaling (48 (base), 83 (scaling) → 20/93).}}
***{{buff|This combined with its higher damage improves its overall KO potential.}}
***{{nerf|However, this also hinders the move's edgeguarding potential, as well as its KO potential when used near the horizontal blast zone and even from center stage on smaller stages.}}
*[[Back aerial]]:
**{{buff|Back aerial's sourspots deal much more knockback (10 (base), 85 (scaling) → 40/89).}}
**{{buff|The sweetspot deals more damage (16% → 17%) and knockback (28 (base), 85 (scaling) → 40/89), significantly improving its KO potential.}}
**{{change|The sweetspot has a higher hitlag multiplier (1x → 1.2x).}}
**{{change|As with most back aerials, back aerial now always launches opponents away from Ganondorf.}}
**{{nerf|The sweetspot has lower priority (ID# 0 → 1), making it harder to land.}}
*[[Down aerial]]:
**{{buff|The introduction of [[frame canceling]] greatly benefits down aerial due to its very high hitlag, improving its combo potential when combined with the changes to hitstun canceling/DI, especially since it is one of the few meteor smashes which still cannot be teched by grounded opponents.}}
**{{buff|The sweetspot is positioned lower (y offset: 3 → 1), improving its range.}}
***{{nerf|However, this does also make the sourspot easier to land, hindering down aerial's edgeguarding potential against opponents recovering high.}}
**{{change|Down aerial's sourspot now launches opponents horizontally (270° → 361°). This improves its onstage KO potential and grants the move spacing potential but hindering its edeguarding and tech chase set up potential.}}
**{{nerf|Down aerial has a shorter duration (frames 16-20 → 16-18).}}
**{{nerf|Down aerial has lower base knockback (30 → 20).}}
**{{nerf|The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.}}
***{{buff|However, this does also improve its combo potential at higher percents.}}
**{{nerf|Down aerial can no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.}}


===Grabs and throws===
===Throws/other attacks===
*{{buff|Ganondorf's pummel deals 1% more damage.}}
*[[Grab]]s:
*{{buff|Forward, up, and down throws have less ending lag.}}
**{{buff|All grabs have been repositioned further outwards (z offset: 8 (standing)/9 (dash)/-15 (pivot) → z stretch: 9/10.8/-15.1), giving standing and dash grabs slightly more range.}}
*{{buff|Both Ganondorf's up and down throws have decreased knockback scaling, increasing Ganondorf's capability to follow them up at from zero to mid percentage.}}
**{{buff|Pivot grab has slightly more range inside of Ganondorf.}}
**{{nerf|All grabs have more ending lag (FAF 30 → 36 (standing), FAF 40 → 42 (dash), FAF 36 → 40 (pivot)).}}
**{{nerf|All grabs have smaller grabboxes (4.8u → 4u (standing/pivot)/3.2u (dash). This gives Ganondorf's grabs less vertical range (especially dash grab) and decreases pivot grab's overall range.}}
**{{nerf|Pivot grab has a new animation where Ganondorf extends his hand further. This new animation more accurately reflects the grabbox, resulting in the pivot grab losing its disjoint.}}
**{{nerf|Standing and especially dash grab have less range behind Ganondorf, due to now only consisting of one extended grabbox, rather than multiple normal grabboxes.}}
*[[Pummel]]:
**{{buff|Pummel deals more damage (2% → 3%).}}
**{{nerf|Pummel has more ending lag (FAF 24 → 30).}}
*[[Forward throw]]:
**{{buff|Forward throw's hitbox has a longer duration (frame 11 → 11-12).}}
**{{buff|The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).}}
**{{change|Ganondorf releases opponents from forward throw one frame later (frame 12 → 13).}}
**{{nerf|The hitbox has increased hitlag (1.0x → 1.5x), making the throw slower to execute and easier to DI.}}
*[[Back throw]]:
**{{buff|Back throw's hitbox has a longer duration (frame 12 → 12-13).}}
**{{buff|The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).}}
**{{change|Ganondorf releases opponents from back throw one frame later (frame 13 → 14).}}
**{{nerf|The hitbox has increased hitlag (1.0x → 1.5x), making the throw slower to execute and easier to DI.}}
*[[Up throw]]:
**{{buff|Up throw deals more damage (4% (hitbox)/7% (total) → 7%/10%).}}
**{{buff|The hitbox has a longer duration (frame 11 → 11-12).}}
**{{buff|The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).}}
**{{change|Ganondorf releases opponents from up throw one frame later (frame 12 → 13).}}
**{{change|The hitbox launches bystanders at a lower backwards angle (80° → 140°).}}
**{{nerf|The hitbox has increased hitlag (1.0x → 1.6x), making the throw slower to execute and easier to DI.}}
*[[Down throw]]:
**{{buff|The changes to [[hitstun canceling]] improves down throw's combo potential.}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back) → 16/17).}}
***{{buff|The second hits also have less startup lag (frame 26 (front)/28 (back) → 23/21).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks have less intangibility (frames 1-27 (front)/1-29 (back) → 1-22/1-24).}}
*Front floor attack:
**{{nerf|Front floor attack launches opponents at a higher angle (361° → 48°).}}
**{{nerf|Front floor attack now only uses one extended hitbox instead of two normal hitboxes, which covers less space.}}
***{{nerf|Additionally, this new hitbox is static, significantly decreasing the move's vertical range.}}
*Back floor attack:
**{{change|Ganondorf has a new back floor attack, a somersault kick.}}
**{{nerf|Back floor attack has much less range, only roughly covering the area where Ganondorf's leg are, rather than covering both sides around Ganondorf.}}
*[[Edge attack]]:
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack deals less damage (10% → 8%).}}
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-21).}}
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 24-26).}}
**{{nerf|Edge attack now uses one extended hitbox, rather than multiple normal hitboxes, which gives the move less horizontal and vertical range.}}
***{{buff|However, it does have more range behind Ganondorf.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Ganondorf, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{buff|Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which covers more range.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}


===Special moves===
===Special moves===
*{{buff|Warlock Punch is even more powerful when reversed, dealing 4% more damage and being able to KO lighter characters under 10% near the ledge. It also now has [[super armor]] during its start-up, though only if initiated on the ground, and it loses its armor when Ganondorf punches or if Ganondorf reverses it.}}
*[[Warlock Punch]]:
*{{nerf|A non-reversed Warlock Punch is weaker, dealing 2% less damage, and being survivable to around 50%.}}
**{{nerf|Non reversed Grounded Warlock Punch deals less damage (32% → 30%), launches opponents at a higher angle (361° → 50°) and it has much more base knockback but much less knockback scaling (30 (base), 100 (scaling) → 120/42). While this does give the move more knockback at lower percents, this also considerably hinders its overall KO potential.}}
*{{buff|Both grounded and aerial versions of [[Flame Choke]] deal 3% more damage. When [[Ganoncide]]d with, the opponent is now always KO'd before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}}
**{{buff|Reversed Warlock Punch deals more damage (35% (grounded)/38% (aerial) → 37%/40%).}}
*{{nerf|The grounded version of Flame Choke can now be [[tech]]ed, though Ganondorf still has significant frame advantage if the opponent techs, giving him followups if he reads the tech. The removal of grab armor makes it easier to intercept (as trade blows will interrupt the grab) and thus Ganonciding slightly more difficult to pull off (and thus less of a deterrent against edge-guarding Ganondorf).}}
**{{buff|Aerial Warlock Punch deals more damage (35% → 38%).}}
*{{change|Aerial Flame Choke carries Ganondorf and his opponent airborne a bit before the descent.}}
**{{buff|Grounded Warlock Punch now grants super [[armor]] from frames 11-65 for the normal version and frames 21-67 for the reversed version, slightly increasing its safety.}}
*{{buff|Opponents can no longer attack Ganondorf as he releases them from [[Dark Dive]].}}
*[[Flame Choke]]:
*{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided, which when combined with the previous point about Flame Choke, makes Ganondorf overall even easier to edge-guard offstage than it was in ''Brawl''.}}
**{{buff|Flame Choke deals more damage (9% (grounded)/12% (aerial) → 12/15%).}}
*{{change|Dark Dive now has a altered animation with one hand as opposed to two, and it produces more spectacular visual effects, with a noticeably larger finishing explosion.}}
**{{buff|Grounded Flame Choke has more range (z offset: 4.5 (grounded)/4.2 (grounded and aerial) → 7.2/7.5).}}
*{{buff|Aerial [[Wizard's Foot]] is interruptible much sooner, giving Ganondorf much greater leniency to successfully recover after using it offstage when edge-guarding, and when using it to mix-up recovery. This also allows it to be used over ground from not as high up without going into its laggy landing animation.}}
**{{buff|Aerial Flame has more range (z offset: 6.5 → 7.5).}}
*{{nerf|Ganondorf can no longer perform the [[Flight of Ganon]].}}
**{{buff|[[Ganoncide]] always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}}
*{{nerf|[[Beast Ganon]]'s knockback has been reduced, no longer being a [[one-hit KO]].}}
**{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}}
**{{nerf|Grounded Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential, removing its guaranteed followups and forcing Ganondorf to rely on hard reads.}}
**{{nerf|The removal of grab armor makes Flame Choke easier to intercept, as traded blows will interrupt the grab (although its increased range somewhat compensates for this). This makes Ganonciding slightly more difficult to perform and thus, hinders Ganondorf's approach potential and recovery.}}
*[[Dark Dive]]:
**{{buff|Dark Dive's far grabbox has marginally increased range (z offset: 13.65 → 13.7).}}
**{{buff|Dark Dive's hitbox has a lower SDI multiplier (2x → 1x).}}
**{{buff|The loop hits deal more damage (1% → 1.2%).}}
**{{change|The loop hits are positioned much closer to Ganondorf (y/z offsets: 14/7 → 9/0).}}
**{{buff|The throw deals more damage (7% → 9%) and has increased knockback scaling (82 → 90), improving its KO potential.}}
**{{bugfix|[[Hitstun cancelling]] now properly applies to opponents released by Dark Dive.}}
***{{buff|This prevents opponents from being able to attack Ganondorf after he releases them, making it much safer to use.}}
**{{change|Dark Dive has a new animation, in which he grabs his opponent with one hand instead of two.}}
**{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with this also applying to Flame Choke, this hinders Flame Choke's safety and recovery potential.}}
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.}}
**{{buff|Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.}}
**{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher (although the move still hits at the same altitude), and Ganondorf enters a three-point landing pose when the move ends.}}
**{{change|Due to the changes to the animation transition frame, Ganondorf now immediately lands on the ground after the aerial ending animation if he is on stage and he performs an action instead of staying in an aerial state for one frame before landing.}}
***{{buff|This allows Ganondorf to instantly shield, attack or perform any other ground action without having to go through his hard landing lag animation.}}
***{{nerf|However, this also prevents Ganondorf from immediately being able to double jump, use his aerial options or immediately land with Wizard's Foot.}}
***{{nerf|The changes to the animation transition frame along with the changes to the [[buffer]] system also removes [[Flight of Ganon]], hindering Ganondorf's already subpar air game.}}
**{{nerf|Ganondorf can no longer immediately land with Wizard's Foot after jumping, removing its use as an Out of Shield option.}}
**{{nerf|Ganondorf can no longer use Wizard's Foot at an edge to get the aerial ending animation on the ground which overall hinders the move as the aerial ending animation is shorter.}}
**{{nerf|If Ganondorf drops through a platform and immediately uses Wizard's Foot, he will now instantly land for one frame and then fall through the platform. While this may seem useful, the move's hitbox does not come out when this is performed (as the hitbox comes out on frame 2 and Ganondorf is only in the animation for one frame), making it slightly harder for Ganondorf to use his aerial Wizard's Foot when dropping through a platform as well as making him more vulnerable when this is performed.}}
***{{nerf|This especially hurts the move on moving platforms as Ganondorf could previously instantly land on moving platforms to get quickly get out the landing hitbox which along with the removal of [[platform canceling]], hinders its utility on moving platforms.}}
*[[Beast Ganon]]:
**{{nerf|Beast Ganon deals less damage during its charge (45% → 40%), removing its [[one-hit KO]] ability.}}
**{{change|Beast Ganon's animation has slightly changed. He now triumphantly poses, as if roaring, upon transforming back into his Gerudo form. The move also has a purple tint added in the background.}}
**{{bugfix|Ganondorf no longer briefly goes into his bind pose whenever he returns from the attack.}}
 
==Update history==
Ganondorf has been significantly buffed via game updates. Update [[1.0.4]] started with making aerial Flame Choke no longer be techable like the grounded version, while update [[1.1.0]] greatly strengthened his previously ineffective down smash, and all aerial attacks have been improved overall; possessing either less landing lag, better hitbox placement, or more damage. The changes to the shield mechanics in updates 1.1.0 and [[1.1.1]] gave Ganondorf the biggest, albeit indirect, buffs yet by enhancing his already excellent shield breaking capabilities and making his hitlag heavy attacks significantly safer on shield. However, this came with the weakening of his own already small shield, necessitating and encouraging a more offensive playstyle with fewer flaws in defending. Update [[1.1.3]] strengthened [[Dark Dive]], which was previously considered one of the weakest and most situational moves in the game (although it is still one of Ganondorf's weakest moves), and made reverse Warlock Punch safer to use with the addition of armor, among other moderate buffs.
 
Update [[1.1.5]] improved Ganondorf's neutral game by making his infamously slow neutral attack significantly faster and adjusting its hitbox positions, which gives it slightly more reach and reduces the probability of hitting a blind spot. His dash attack had its lag reduced, which vastly improves its sourspot's combo potential. Flame Choke and Flame Wave had their grab box ranges increased, while his previously ineffective [[Wizard's Foot]] and its custom variations were improved by having their damage outputs increased and their hitbox placements widened. Aside from KOing earlier, these changes to Wizard's Foot and its custom variations enables them to out-prioritize weak projectiles and makes them safer overall. As a result, he is considered a much better character than he was in the initial release of ''SSB4''.
 
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Ganondorf}}
 
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Neutral attack deals 1% more damage|6%/9%|7%/10%.}}
*{{buff|Forward, back and up throws have less [[hitlag]] on their hitboxes (2x → 1.5x (forward/back)/1.6x (up)).}}
 
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Down smash knockback growth increased|75|94}}
*{{buff|Down smash's second hit's hitbox size increased|5.5u|6.5u.}}
*{{buff|Forward aerial deals 1% more damage|16%/17%|17%/18%.}}
*{{buff|Up throw deals 3% more damage|7%|10%.}}
 
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Neutral aerial deals more damage: 7% (hit 1 late) /9% (hit 2 clean)/5% (hit 2 late) → 8%/10%/7%, its knockback has altered: 20 (base)/100 (growth) → 0/130/90 (hit 1), 100 → 120 (growth, hit 2), its second hit's hitbox sizes increased: 4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u and its angles altered: 55°/60°/65° → 55°/70°/100°. This makes its hits connect together better at low percentages while retaining its KO power.}}
*{{nerf|Neutral aerial's first hit's decreased base knockback makes it less safe on hit and on landing at low percentages.}}
 
'''{{GameIcon|ssb4}} [[1.1.3]]'''
{{UpdateList/1.1.3|char=Ganondorf}}
 
'''{{GameIcon|ssb4}} [[1.1.5]]'''
{{UpdateList/1.1.5|char=Ganondorf}}


==Moveset==
==Moveset==
''For a gallery of Ganondorf's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=Impact Palm;
|neutralname=&nbsp;
|neutralcount=1
|neutralcount=1
|neutral1dmg=10% (hand), 7% (arm), 4% (body)
|neutral1dmg=10% (hand), 8% (arm), 6% (body)
|neutraldesc=Leans in with a palm strike. Ganondorf's fastest attack, with decent range and knockback.
|neutraldesc=A palm thrust. All hitboxes except for the sourspot (the body hitbox) discharge [[electric]]ity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag. Despite Ganondorf's overall raw power, its non-sweetspotted damage outputs and set-up are among the weaker ones in the game, though its sweetspot has enough power to KO around 155% near the ledge. A decent [[out of shield]] option.
|ftiltname= Armor Crusher
|ftiltname=&nbsp;
|ftiltdmg=13% (foot), 12% (leg)
|ftiltdmg=13% (foot), 12% (leg)
|ftiltdesc=Leans back while forcefully thrusting one leg forward. Fairly quick [[start-up]], with great knockback at a [[semi-spike]] trajectory. A powerful edgeguarding move against characters with little horizontal recovery.
|ftiltdesc=A front kick. Good [[start-up]] with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|utiltname= Volcanic Solleret
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltdmg=28% (leg), 20%/18% (explosion)
|utiltdmg=28% (leg), 20%/18% (explosion)
|utiltdesc=Ganondorf lifts his leg up then holds it in place until smashing it down in an explosion. Has [[vacuum]] properties. Incredibly powerful, with the sweetspot being able to instantly shatter full [[shield]]s and KO at low percentages when near the ledge, but has laughable startup lag making it a high risk high reward move. Due to this, it rarely sees use in higher levels of play making it useful for [[mindgame]]s as it can catch the opponent off guard. It is one of Ganondorf's best [[edgeguard]] attacks if used correctly.
|utiltdesc=A delayed axe kick that produces an explosion. While it is the strongest up tilt in the game, its immense 81 frames of starting lag make it the game's slowest standard move, thus an extreme "high risk, high reward" option. Although weaker and slower than a Warlock Punch, it has [[vacuum]] properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is still incredibly powerful, with the sweetspot being infamous for instantly shattering full [[shield]]s and KOing at very low percentages when near the edge, therefore becoming one of Ganondorf's best [[edgeguard]]ing options if used wisely.
|dtiltname= Shin Breaker
|dtiltname=&nbsp;
|dtiltdmg=13%
|dtiltdmg=13%
|dtiltdesc=Kneels on one leg and thrusts the other leg forward. Good start-up, range and power with vertical knockback.
|dtiltdesc=A crouching front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO at high percents. It can also be used as a follow-up to a grounded Flame Choke, however most characters can tech or DI out of it with precise timing. It also has noticeable endlag.
|dashname= Iron Tackle
|dashname=&nbsp;
|dashdmg=14% (clean), 10% (late)
|dashdmg=14% (clean), 10% (late)
|dashdesc=Charges at the opponent and rams into them. Ganondorf gains a quick speed boost during the move. Low base knockback, but a fairly high knockback scaling, being able to KO at very high percentages.
|dashdesc=A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration. The sweetspot is able to reliably KO around 140%. The sourspot, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages, with the follow-up into up aerial striking the entire cast between 70%-90%.
|fsmashname= Nightmare Lunge;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|24}}
|fsmashdmg={{ChargedSmashDmgSSB4|24}}
|fsmashdesc=Thrusts his elbow forward, dealing [[darkness]] damage on contact. Relatively slow start-up and high [[cool down]], but its extreme knockback is capable of KO'ing under 100%. Hitting closer to Ganondorf deals slightly higher knockback, but the same damage. Can be angled.
|fsmashdesc=An elbow thrust. It can be angled and emits [[darkness|dark magic]] upon landing. Relatively slow start-up and high ending lag, but its extreme knockback is capable of KOing under 80%. Hitting closer to Ganondorf deals slightly higher knockback, but the damage output remains the same. When uncharged, it whittles a shield down by more than half of its health, while it can nearly break them if it is fully charged. While it is based on {{SSB4|Captain Falcon}}'s forward smash, it is also very similar to a move Ganondorf uses in the final battle of ''The Legend of Zelda: Twilight Princess'' as part of a sword combo.
|usmashname= Banishing Boot
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|24}} (leg), {{ChargedSmashDmgSSB4|21}} (body)
|usmashdmg={{ChargedSmashDmgSSB4|24}} (foot/leg), {{ChargedSmashDmgSSB4|21}} (body)
|usmashdesc=Forcefully swings his leg up. Has some start-up but surprisingly little cool down because of its [[interruptibility]]. Extremely powerful when used against aerial opponents, capable of KO'ing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit.
|usmashdesc=A stretch kick. Has some start-up, but has good vertical reach and deceptively low ending lag because of its [[interruptibility]], so it can be used to bait opponents. Notably, it is the strongest up smash in the game when sweetspotted, with his foot being able to KO opponents under 100%, and it is thus useful for hard punishing aerial approaches. Also has deceptive horizontal range due to a small hitbox being positioned directly in front of him. Deals more than half shield health uncharged and can nearly break them if fully charged.
|dsmashname= Greave Whiplash
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|13}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|13}} (hit 2)
|dsmashdesc=Kicks his leg in front and then behind him. The first kick has low knockback to [[natural combo|naturally combo]] into the second kick, which has the most damage and knockback. Ganondorf's weakest smash attack, but can be used to punish a [[roll]].
|dsmashdesc=A mid-level roundhouse kick followed by a back kick. The first hit has low knockback to [[natural combo|naturally combo]] into the second hit, which has the most damage and knockback. However, there is a hitbox on Ganondorf's thigh that causes it to not connect together properly, as it launches opponents out of the combo. Ganondorf's weakest smash attack, but fastest in terms of start-up, hitting on frame 15. Despite this, it is one of the most powerful down smashes in the game, being the second most powerful down smash (behind max [[aura]] {{SSB4|Lucario}}) and can KO at around 100%-115% without rage. Can be used to punish a [[roll]] and if used near an edge, the first hit can [[stage spike]] opponents if positioned correctly.
|nairname= Deadly Keese
|nairname=&nbsp;
|nairdmg=12% (hit 1 clean), 7% (hit 1 late), 9% (hit 2 clean), 5% (hit 2 late)
|nairdmg=7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late)
|nairdesc=Two quick mid-air kicks. The first hit deals the most damage and knockback, making it impractical to combo into the second hit above extremely low percent. Some [[landing lag]] if not used in a [[jump|full hop]].
|nairdesc=A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as short-lasting [[sex kick]]s, and the late hits can cause opponents to trip. While the first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance, the rest of the first hit's hitboxes are ineffective for spacing due to its extremely low damage, which make it unsafe even if landed. Moderate [[landing lag]] if not used with a [[jump|full hop]]. The second kick KO's Mario at the center of Final Destination at 133%.
|fairname= Shade Fist
|fairname=&nbsp;
|fairdmg=17% (fist), 16% (arm)
|fairdmg=18% (fist), 17% (arm)
|fairdesc=An overhead punch in a downwards arc. Very powerful with decent start-up. Suffers from high landing lag even when used with a full hop.
|fairdesc=An overhand. Very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. However, while it has decent ending lag (interrupts on frame 45, being one frame faster than {{SSB4|Captain Falcon}}'s forward aerial), it has moderately high landing lag. Additionally, it cannot autocancel even from a full hop due to a programming error (which also occurred in ''Brawl'').
|bairname= Hidden Gauntlet
|bairname=&nbsp;
|bairdmg=17% (fist), 16% (arm)
|bairdmg=17% (fist), 16% (arm)
|bairdesc=A back-handed punch. Relatively fast start-up with power that slightly surpasses even his forward aerial. Has little [[cool down]] with decent landing lag. While it [[auto cancel]]s in a [[short hop]], its high vertical hitbox makes it unable to hit most grounded opponents.
|bairdesc=A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, low ending lag and moderate landing lag, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 101% from center-stage and at 75% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching.
|uairname=Sinister Rave
|uairname=&nbsp;
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdmg=13%/12% (clean), 12%/10% (mid), 8%/6% (late)
|uairdesc=An overhead flip kick, covering a large arc above him. Fast start-up, good coverage with great power. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a weak [[semi-spike]] with extremely low horizontal knockback. Has little [[cool down]] with decent landing lag, and can [[auto cancel]] into a [[short hop]].
|uairdesc=A flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights at 100% near the edge. It also starts on frame 6, making it Ganondorf's fastest aerial and his fastest starting move overall. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a [[sourspot]] that [[semi-spike]]s with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. The sourspot can also [[lock]] at any percent, making it one of Ganondorf's few combo tools. Has little ending lag with moderate landing lag, and can autocancel with a short hop.
|dairname= Doom Drop
|dairname=&nbsp;
|dairdmg=19% (legs), 17% (body)
|dairdmg=19% (legs), 17% (body)
|dairdesc=Stomps his legs downward, dealing [[electric]] damage. The move is an extremely powerful [[meteor smash]] if hit with the lower half of his body. There is a [[sour spot]] on his shoulder that hits horizontally with less damage, but is still extremely powerful (stronger than his forward and back aerial at higher percentages). Has little cool down, but high landing lag unless used with a full hop. All hitboxes have [[transcendent priority]].
|dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing and is the most powerful [[meteor smash]] in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a [[sourspot]] on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have [[transcendent priority]], meaning that it cannot cancel out projectiles.
|grabname=
|grabname=&nbsp;
|grabdesc=A short ranged grab. Pivot grab has better range but suffers from cool down.
|grabdesc=Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag.
|pummelname= Armored Knee
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees the opponent. A moderately slow pummel.
|pummeldesc=A knee strike. A moderately slow pummel.
|fthrowname=Gut Punch
|fthrowname=&nbsp;
|fthrowdmg=5% (hit 1), 8% (throw)
|fthrowdmg=5% (hit 1), 8% (throw)
|fthrowdesc=Lifts his opponent up, then punches them in the midsection. High damage for a throw with good knockback. Good for setting up a meteor smash down aerial.
|fthrowdesc=Lifts the opponent and hits them with a {{s|wikipedia|short straight-punch}}. One of the highest damaging forward throws in the game. Decent knockback that is good for setting up down aerials meteor smash, though it does not KO until 189% near the edge.
|bthrowname= Cruel Mule Kick
|bthrowname=&nbsp;
|bthrowdmg=5% (hit 1), 5% (throw)
|bthrowdmg=5% (hit 1), 5% (throw)
|bthrowdesc=Lifts his opponent behind him and kicks them. Decent knockback, sets up an edgeguard well. Moderate ending lag severely decreases ground combo potential.
|bthrowdesc=Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 31% earlier than his forward throw, though its moderate ending lag means it has severely less combo potential in comparison.
|uthrowname=Gerudo Spire
|uthrowname=&nbsp;
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=7% (hit 1), 3% (throw)
|uthrowdesc=Holds opponent above him, then punches them upwards. High base knockback, but low scaling. Not good at followups, but it can be used as a DI mixups, mindgames, and start juggles against characters who has hard time dealing with juggles.
|uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 245%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles, though this can be difficult to do so due to Ganondorf's physics.
|dthrowname= Dirt Nap
|dthrowname=&nbsp;
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Throws his opponent violently on the ground. A weak throw with very low knockback scaling, making it useful for setting up into dash attack, neutral air, up air, or Wizard's Foot at zero to mid percentages.
|dthrowdesc=A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, [[Wizard's Foot]] or Wizard's Dropkick at 0% to medium percentages. However, Ganondorf's slow speed and physics, an opponent's DI and the move's low hitstun and horizontal angle often make these follow-ups difficult.
|floorfname=
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Spins his left foot around him on both sides in a breakdance like fashion.
|floorfdesc=A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics.
|floorbname=
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings his right foot over his head as he gets up.
|floorbdesc=A somersault kick.
|floortname=
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Spins around to kick those who are near.
|floortdesc=Spins around to kick those who are near.
|edgename=
|edgename=&nbsp;
|edgedmg=8%
|edgedmg=8%
|edgedesc=Gets up with a horizontal left back hand to the opponent.
|edgedesc=Performs a backfist while climbing up. Has a very long range and can even occasionally [[stage spike]] enemies near or at the edge behind him.
|nsdefname=Warlock Punch
|nsdefname=Warlock Punch
|nsdefdmg=30% (ground), 37% (ground reverse), 38% (air), 40% (air reverse)
|nsdefdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse)
|nsdefdesc=Winds up a large amount of darkness and releases it all in a a powerful forward backfist. A player can pull off a 180° punch by turning in the opposite direction during the charging period, however this increases the moves wind up duration. It receives a significant damage bonus if used in the air or turned 180°, and these bonuses do stack, so a reverse aerial Warlock Punch is powerful enough to [[OHKO]] characters near the ledge. Has [[super armor]] until just before the punch, unless used in the air or reversed.
|nsdefdesc=Winds up his left arm while charging dark magic and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a damage and knockback bonus if used in the air, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to [[one-hit KO]] any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has [[armor]] until just before the punch, though the aerial version does not.
|nsc1name=Warlock Blade
|nsc1name=Warlock Blade
|nsc1dmg=22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse)
|nsc1dmg=22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse)
|nsc1desc=Ganondorf pulls out his sword and thrusts it forwards. Deals less damage overall than Warlock Punch when sourspotted, but has greater range, faster startup, and a powerful sweetspot at the tip of the sword. Has [[super armor]] until just before the stab, unless used in the air or reversed. Deals greatly increased shield damage, with the sweetspot being able to instantly shatter a full shield. All hitboxes have [[transcendent priority]].
|nsc1desc=Wields the {{s|zeldawiki|Sword of the Six Sages}} and performs a reverse gripped thrust. Deals less damage overall than Warlock Punch when sourspotted, but has greater range, faster start-up, and a powerful sweetspot at the blade's tip. Has armor until just before the thrust, unless used in the air. Deals greatly increased shield damage, with the sweetspot being able to instantly shatter a full shield. All hitboxes have [[transcendent priority]].
|nsc2name=Warlock Thrust
|nsc2name=Warlock Thrust
|nsc2dmg=16%/9% (normal), 19%/12% (reverse)
|nsc2dmg=16%/9% (normal), 19%/12% (reverse)
|nsc2desc=A faster punch that deals explosive damage, though the opponent must be very close to get the full extent of the damage. Suffers from extreme ending lag.
|nsc2desc=The backfist is faster and produces a large explosion of dark magical energy, giving it more vertical range, transcendent priority, and less ending lag (though it is still notably large due to its faster start-up). The explosion, however, is a large sourspot, with Ganondorf's fist being the only sweetspot in the move. As a result, it deals extremely weak knockback that does not KO until past 300%.
|ssdefname=Flame Choke
|ssdefname=Flame Choke
|ssdefdmg=12% (ground throw), 15% (air throw), 4% (release)
|ssdefdmg=12% (ground throw), 15% (air throw), 4% (release)
|ssdefdesc=Boosts forward with his hand extended out. Upon contact he grabs the opponent's neck and attacks them with a pulse of darkness before dropping them onto the ground (though an opponent can [[tech]] the hit to avoid guaranteed follow-ups). In the air, Ganondorf grabs onto and descends holding the opponent before slamming them into the ground, or to the lower [[blast line]] in a [[suicide KO]] if used off-stage. This works as a [[grab]] move, and as such works through shields and counters. Also can be used for short horizontal recovery, as it grabs onto the ledge.
|ssdefdesc=Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. The opponent can [[tech]] the hit to avoid guaranteed follow-ups, though the move can be [[tech-chase]]d due to having minimal ending lag. In the air, Ganondorf grabs onto and descends in order to {{s|wikipedia|chokeslam}} them to the ground, or to the lower [[blast line]] in a [[suicide KO]] if used off-stage. Much less unwieldy than in ''Brawl'', as Ganondorf will always win if he and the opponent are on their last stocks. Due to functioning as a [[grab]], it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. When Ganondorf grabs his opponent, he gains armor on frame 17-40.
|ssc1name=Flame Wave
|ssc1name=Flame Wave
|ssc1dmg=8% (ground hit 1), 10% (air hit 1), 10% (throw), 4% (release)
|ssc1dmg=10% (hit 1), 8% (ground throw), 10% (air throw), 4% (release)
|ssc1desc=Boosts forward with his hand extended out. Upon contact, he blasts them into the air after grabbing them, dealing two hits, with the second having vertical knockback.
|ssc1desc=Upon contact, Ganondorf blasts the opponent into the air after grabbing them. Hits twice, with the second hit dealing vertical knockback while also launching bystanders. Has actual, good KO power, but at the cost of combo potential, range and speed. It also has more starting lag and ending lag.
|ssc2name=Flame Chain
|ssc2name=Flame Chain
|ssc2dmg=1.2% (loop hits), 5% (last hit)
|ssc2dmg=1.2% (loop, 9 hits), 5% (last hit)
|ssc2desc=Boosts forward with his hand extended out. Upon contact, he strikes them with a series of attacks, leading up to a decent knockback finish. It also provides very long range, and even a bit of traction on the ground, but cannot grab. Hits 10 times on ground, but 7 times in the air.
|ssc2desc=Hits multiple times instead of grabbing and ends with a blast that deals decent knockback. It also provides very long range, more traction on the ground and passes through shielding enemies. As it cannot grab, it cannot perform a Ganoncide. It also has slightly more start-up and significantly more ending lag.
|usdefname=Dark Dive
|usdefname=Dark Dive
|usdefdmg=1% (hits 1-4), 8% (throw), 7% (uppercut), 6% (release)
|usdefdmg=1.2% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdefdesc=Ganondorf latches onto an opponent and unleashes electricity onto them before launching them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a subpar [[recovery]]. If he successfully lands this move against an opponent, he doesn't fall [[helpless]] and can use it again. Ganondorf will perform an uppercut with weak knockback and [[darkness]] properties if this move misses an opponent.
|usdefdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par [[recovery]]. If Ganondorf successfully lands this move against an opponent, he is not rendered [[helpless]] and can use it again. Ganondorf will perform a dark magic-infused uppercut that deals weak knockback if the grab misses an opponent. It has the weakest knockback out of all of Ganondorf's moves (not counting Flame Choke's set knockback, which has combo potential to compensate) and does not KO until 170%, though it does KO slightly earlier when near the edge and also functions as a decent out of shield move.
|usc1name=Dark Fists
|usc1name=Dark Fists
|usc1dmg=6% (hit 1), 11% (hit 2)
|usc1dmg=6% (hit 1), 11% (hit 2)
|usc1desc=Ganondorf launches himself into the air with a rising fist, followed by another uppercut at the height of his jump. He cannot grab opponents with this move, but he can chain the two uppercuts into each other, dealing very high knockback at moderate damages. It is considered the best recovery move due to its somewhat slow start-up allowing for better horizontal reach, and higher vertical distance. Has [[super armor]] on startup.
|usc1desc=Leaps upward and, instead of latching onto the opponent, performs two dark magic-infused swiping punches. The punches can chain into each other, dealing very high knockback at moderate percentages and enables it to KO much more reliably than Dark Dive. Due to the increased horizontal reach and the armor frames on the move's start-up, it is considered one of Ganondorf's most effective recovery alternatives.
|usc2name=Dark Vault
|usc2name=Dark Vault
|usc2dmg=4% (throw), 6% (release)
|usc2dmg=1% (hit 1), 3% (throw), 6% (release)
|usc2desc=Ganondorf travels much higher, but can only grab opponents at the very beginning or end of the move. It deals very poor knockback, and cannot move far once activated. However, he jumps much, much higher than before.
|usc2desc=Leaps upward twice, but can only grab opponents during the start of either leap. The grab animation is significantly sped up, but its KO power is even weaker than Dark Dive, as it only KOs at 400%. The jumps together cover slightly more vertical distance.
|dsdefname=Wizard's Foot
|dsdefname=Wizard's Foot
|dsdefdmg=12%/10% (ground), 15%/14% (air), 8% (landing)
|dsdefdmg=14%/12% (ground), 15%/14% (air), 8% (landing)
|dsdefdesc=Surrounded by darkness, Ganondorf launches himself while extending his leg out, dealing decent damage and knockback (but lots of [[cool down]]). In the air, Ganondorf launches diagonally downwards while extending his leg out below him. A powerful [[meteor smash]] during start-up, with a late hit sending opponents vertically instead (though it is still very powerful, capable of killing on the stage at standard kill percents, and as low as 60% if it connects against an aerial opponent). A small shockwave is formed around Ganondorf when he lands on the ground, which has small amount of knockback. Slows down significantly on impact with anything, has a lot of [[landing lag]], and is extremely risky to use off stage.
|dsdefdesc=A dark magic-infused flying kick. Deals decent damage and knockback, but has considerable ending lag. In the air, Ganondorf flies diagonally downward and performs a powerful [[meteor smash]] during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high [[shield damage]] in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has considerable [[landing lag]] and is extremely risky to use off-stage.
|dsc1name=Wizard's Dropkick
|dsc1name=Wizard's Dropkick
|dsc1dmg=9%/7% (ground), 11%/8%/9%/7% (air), 6% (landing)
|dsc1dmg=11%/9% (ground), 11%/8%/9%/7% (air), 6% (landing)
|dsc1desc=Ganondorf jumps into the air before performing the kick. It has decent knockback, and is especially great to use as a recovery tool in the air, due to its great horizontal distance. Aerial version is a kill move near the ledge or off the stage. Can be used both to come back to the stage, and to avoid juggles if launched. Is a true combo out of Down Throw until mid-high percent. A downside is that it doesn't meteor, and has significantly reduced vertical kill power, though it can more safely be used for [[edge guarding]]. Very little [[cool down]] if used on the ground.
|dsc1desc=Slightly jumps into the air before performing a blue-colored, dark magic-infused flying kick that travels farther but is slightly weaker. The grounded version has very little ending lag, enables Ganondorf to vault over most projectiles and is a true combo out of down throw until medium to high percentages. The aerial version moves at a 45° angle downward, making it great for horizontal recovery and avoiding juggles if he is launched. The aerial version can also be used more freely for edgeguarding. Both versions deal less damage, while the aerial version cannot meteor smash and has significantly reduced vertical KO power, though its overall utility outweighs these downsides.
|dsc2name=Wizard's Assault
|dsc2name=Wizard's Assault
|dsc2dmg=10%/9% (ground), 14%/12% (air), 6% (landing)
|dsc2dmg=12%/11%/7% (ground), 14%/12% (air), 6% (landing)
|dsc2desc=Ganondorf shoots forwards with a faster kick that goes through opponents and travels straight down when used in the air, with the grounded attack sending opponents behind Ganondorf. It has a slower start-up, but does not slow down on impact, and is very dangerous if used in the air. It can meteor.
|dsc2desc=A magenta-colored, dark magic-infused flying kick that travels faster, farther and pierces opponents without slowing down on impact. The aerial version travels straight down, can still meteor smash, and its landing shockwave launches opponents behind Ganondorf. However, it has slower start-up and ending lag, with a more obvious purple "flash" at the beginning which makes it easier to anticipate.
|fsname=Beast Ganon
|fsname=Beast Ganon
|fsdmg=10%/5% (appearance), 10% (paralyze), 40%/30% (charge)
|fsdmg=10%/5% (appearance), 10% (paralyze), 40%/30% (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. Usually a [[one-hit KO]].
|fsdesc=Transforms into Ganon, his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, whereas those otherwise will be [[paralyze]]d if they are in front of him.
}}
}}
===Taunts===
*Up: Floats in the air, curls into a ball, and spins. He then opens up from his curled position and poses while laughing maniacally. (Same as in ''Brawl'')
*Side: Punches his hands together in a threatening pose and scoffs.
*Down: Takes his sword out from which dark energy pulses, looks at it, then puts it away.


====On-Screen Appearance====
===Stats===
Emerges from a portal of dark magic.
{{Attributes
|cast = 58
|weight = 113
|rweight = 5
|dash = 1.3
|rdash = 49-55
|run = 1.218
|rrun = 56
|walk = 0.73
|rwalk = 57
|trac = 0.068
|rtrac = 6-9
|airfric = 0.015
|rairfric = 6-19
|air = 0.79
|rair = 56
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.03
|raddaccel = 54-56
|gravity = 0.107835
|rgravity = 13
|fall = 1.65
|rfall = 17-21
|ff = 2.64
|rff = 18-22
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 25.488228
|rjumpheight = 56
|shorthop = 12.244264
|rshorthop = 55
|djump = 26
|rdjump = 51-52
}}


====Victory Fanfare====
===[[Announcer]] call===
A flourished remix directly from ''Brawl''. It is a remix of the tune that will play when Link obtained a Triforce Piece in ''The Legend of Zelda'' for the Nintendo Entertainment System. It is shared with {{SSB4|Link}}, {{SSB4|Zelda}}, {{SSB4|Sheik}}, and {{SSB4|Toon Link}}.
{{audio|Needs announcer calls from other languages.}}
<gallery>
<gallery>
ZeldaUniverseTheme.ogg
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
</gallery>


==Trophies==
===[[On-screen appearance]]===
==={{for3ds}} trophy descriptions===
{{appearance
Ganondorf's regular trophy can be obtained by completing [[Classic Mode]] and his alternative trophy can be obtained by completing [[All-Star mode]].
|desc=Emerges from a portal of dark magic.
:'''Ganondorf'''
|char=Ganondorf
::'''NA:''' ''The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!''
|game=SSB4}}
 
===[[Taunt]]s===
{{Taunt/SSB4
|char=Ganondorf
|desc-up=Floats in the air and then curls into a ball while spinning before opening up from his curled position and striking a pose while laughing.
|desc-side=Punches his right hand into his open palm in a threatening pose and scoffs, with dark magic emitting from his hands afterward. When the dark magic is emitted, his cape will either {{GameIcon|ssb4-3ds}}remain stationary or {{GameIcon|ssb4-u}}flow as if being blown by wind.
|desc-down=Unsheathes the Sword of Sages, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.}}
 
===[[Idle pose]]s===
{{Idle
|desc-1=Brings his hands together, then swings his right arm over his head.
|desc-2=Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
|image-1=GanondorfIdlePose1WiiU.jpg
|image-2=GanondorfIdlePose2WiiU.jpg}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Ganondorf
|game=SSB4
|desc-us=Ganon-dooorf!
|desc-jp=Gan-on!
|pitch-us=Group chant
|pitch-jp=Male}}
 
===[[Victory pose]]s===
{{Victory/SSB4
|victory-theme=ZeldaUniverseTheme.ogg
|victory-desc=A flourished remix directly from ''Brawl''. It is a remix of the tune that plays when Link obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' for the Nintendo Entertainment System.
|desc-1=With his back facing the screen, Ganondorf punches his fist into his open palm, turns to face the screen and pumps his fist.
|desc-2=Pumps his fist as it emits dark magic and crouches while {{GameIcon|ssb4-3ds}}briefly opening his mouth or {{GameIcon|ssb4-u}}briefly clenching his teeth before resuming his typical scowling expression.
|desc-3=Crosses his arms while laughing, then looks toward the screen with a stern expression. This references a scene in ''The Legend of Zelda: Twilight Princess''.
|char=Ganondorf}}
 
==In [[competitive play]]==
===Tier placement and history===
Public consensus on Ganondorf in ''Smash 4'' has risen and fallen throughout the game's history despite his numerous direct buffs. Hopes were high when the game was released due to the very noticeable buffs and the very large benefit of the change of mechanics, with some players often drawing comparisons to his ''Melee'' self. Players such as {{Sm|Gungnir}} and {{Sm|Matt Hazard}} were already earning impressive results, such as the latter defeating {{Sm|Mew2King}} in a now-infamous ''3DS'' set. This excitement, however would gradually disappear following the Wii U release, as while many characters like {{SSB4|Sheik}} and {{SSB4|Diddy Kong}} benefited from the discovery of new tech and a better controller setup, Ganondorf did not benefit as much from the new mechanics as many would have thought. Even despite numerous buffs between game updates, the metagame continued to develop, leaving Ganondorf behind for the most part, which inevitably led to his 54th placing in the bottom tier of the first ''4BR'' [[tier list]].
 
Despite this, Ganondorf proved to be surprisingly popular in competitive play for a bottom-tier character, gaining a reputation as a "disrespectful" character thanks to his low-tier standing, extravagant punishes, and hefty damage output. As such, he has garnered noticeably better results compared to most other bottom-tiered characters (and even outplacing certain low-tiered ones such as {{SSB4|Dr. Mario}} and {{SSB4|Wii Fit Trainer}}), especially in Japan and Eastern Canada, both places of where there is a surprisingly large number of Ganondorf players. This resulted in Ganondorf holding the third-worst position on the second tier list, at 56th (due to the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}). Thanks to big advancements to his metagame, as well as still having good results for a poorly regarded character, Ganondorf was ranked 53rd on the third tier list, allowing him to rise out of the "bottom five" position; furthermore, with the abolishment of the "bottom" tier ranking, Ganondorf was then ranked as a low-tier character. However, while Ganondorf gained a notable result in [[Umebura Japan Major 2017]] with Gungnir placing 17th with solo Ganon (also upsetting {{Sm|Earth}} during the tournament), and he retains his placing at 52th/53rd on the fourth and final tier list, this placing is now notable for not only having Ganondorf share the spot with {{SSB4|Zelda}}, but also dropping back to being the second worst character alongside her, after the exclusion of Miis from the most recent tier list.
 
Altogether, Ganondorf has improved notably from his ''Brawl'' incarnation, where he was not only considered the worst character, but he was indisputably a bottom-tier character and his worst matchups were far more difficult to win than most bad matchups in the game. While Ganondorf was consistently ranked either among or barely outside of the bottom five characters on the Western and European scenes, the Japanese scene is more optimistic about the character, especially after Gungnir's high placing. As such, Ganondorf's true tier placing has remained in contention throughout the game's competitive lifespan, though he is still generally seen as non-viable in high-level play.


::'''PAL:''' ''The King of Evil is Link's arch-nemesis in most games in the Legend of Zelda series. With the Triforce of Power at his disposal, he's a fearsome opponent. In this game, his mighty attacks have so much impact, they easily make up for his slow speed, and his launching ability is extra impressive! Rush in when the enemy's open and strike hard.''
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
|char=Ganondorf
|set1=2121
|set2=2122
|set3=2321
|set4=2322
|set5=2132
|set6=2332
|set7=2222
|set8=3122
|set9=3121
|set10=3112
}}
===Most historically significant players===
<!--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 -->


:'''Ganondorf (Alt.)'''
''See also: [[:Category:Ganondorf players (SSB4)]]''
::'''NA:''' ''Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face someone as they cowardly try to hit you from behind.''


::'''PAL:''' ''Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch focuses dark energy into his left hand to deliver a thunderous back-hander. Unfortunately, focusing all that energy takes time. If someone sneaks behind you just as you start the move, quickly try to turn around.''
*{{Sm|Adom|Israel}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Syndicate 2017}} and {{Trn|Deflagration}} as well as 25th at {{Trn|Battle Arena Melbourne 10}} with wins over players such as {{Sm|quiK}}, {{Sm|Fire}}, and {{Sm|Cyro}}. Ranked 46th on the [[European Smash 4 Power Rankings]].
*{{Sm|Dr.DORF|France}} - The second best Ganondorf player in Europe. Placed 13th at {{Trn|Albion 2}}, 17th at {{Trn|Deflagration}}, and 25th at {{Trn|SALT}} with wins over players such as {{Sm|Meru}} and {{Sm|Kibzu~}}.
*{{Sm|Gungnir|Japan}} - The best Ganondorf player in Japan. Placed 17th at {{Trn|Umebura Japan Major}} with wins over players such as {{Sm|Taiheita}} and {{Sm|Earth}}.
*{{Sm|Pon|Japan}} - Considered to be one of the best Ganondorf mains in Japan alongside Gungnir. He has wins over players like {{Sm|Ally}}, {{Sm|Kameme}}, {{Sm|Raito}} and {{Sm|Gackt}}.
*{{Sm|Ray Kalm|Canada}} - The best Ganondorf player in Canada. Placed 17th at both {{Trn|Enthusiast Gaming Live}} and {{Trn|Enthusiast Gaming Live Expo}}. Formerly ranked 9th on [[Ontario Power Rankings]].
*{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Rebirth X}}, 13th at {{Trn|Frosty Faustings IX}}, and 49th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|2GG: Hyrule Saga}} with wins over {{Sm|tyroy}} and {{Sm|k9sbruce}}.


<center>
==[[Trophies]]==
<gallery>
{{Trophy/Fighter
GanondorfTrophy3DS1.png|Classic (3DS)
|name=Ganondorf
GanondorfTrophy3DS2.png|Alt. (3DS)
|image-3ds=GanondorfTrophy3DS.png
GanondorfTrophyWiiU.png|Classic (Wii U)
|image-wiiu=GanondorfTrophyWiiU.png
GanondorfAltTrophyWiiU.png|Alt. (Wii U)
|mode=Classic
</gallery>
|desc-3ds-ntsc=The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!
</center>
|desc-wiiu-ntsc=Ganondorf, the King of Darkness and owner of the Triforce of Power, is bent on plunging the kingdom of Hyrule into ruin. Thankfully, he's usually stopped by Link before this happens. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Rush in when the enemy's open and strike hard!
|desc-pal=The King of Evil is Link's arch-nemesis in most games in the Legend of Zelda series. With the Triforce of Power at his disposal, he's a fearsome opponent. In this game, his mighty attacks have so much impact, they easily make up for his slow speed, and his launching ability is extra impressive! Rush in when the enemy's open and strike hard.
|gamelist-ntsc={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=11/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=12/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Ganondorf (Alt.)
|image-3ds=GanondorfAltTrophy3DS.png
|image-wiiu=GanondorfAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face someone as they cowardly try to hit you from behind.
|desc-wiiu-ntsc=Being the powerhouse that he is, the Gerudo King is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face opponents as they cowardly try to hit you from behind.
|desc-pal=Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch focuses dark energy into his left hand to deliver a thunderous back-hander. Unfortunately, focusing all that energy takes time. If someone sneaks behind you just as you start the move, quickly try to turn around.
|gamelist-ntsc={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=11/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time|release1=12/1998|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Beast Ganon
|image=BeastGanonTrophyWiiU.png
|desc-ntsc=For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries nearby fighters in the ground and then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes buried by the first strike are doomed to be hit by the rest.
|desc-pal=For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries fighters nearby in the ground, then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes who are buried by the first strike are guaranteed to be hit by the rest.
|game=ssb4-wiiu
}}
{{clrl}}


==Update history==
==In [[Event Match]]es==
'''{{GameIcon|ssb4-3ds}} 1.0.4'''
===Solo Events===
*{{buff|Landing lag on all aerial attacks has been reduced, with neutral aerial having a moderate decrease while the rest of his aerials had a slight decrease.}}
*'''[[A Fated Battle]]''': Ganondorf appears as an opponent that {{SSB4|Link}} must defeat in a two stock battle. If the battle lasts through the third portion, two [[Dark Link]]s will appear.
*{{buff|Aerial Flame Choke can no longer be teched, restoring the move's offensive useability.}}
*'''[[All-Star Battle: Melee]]''': Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in ''Melee''.
*'''[[Beautification]]''': Two {{SSB4|Bowser}}s and two Ganondorfs must be flowered by {{SSB4|Rosalina & Luma}}.
*'''[[The Demon King and the Goddess]]''': Ganondorf must defeat a team of Link and {{SSB4|Zelda}}. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her.
*'''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all the terrain on [[Skyworld]].
*'''{{SSB4|The Final Battle}}''': The player must defeat Ganondorf, Bowser and {{SSB4|King Dedede}}.


'''{{GameIcon|ssb4}} 1.0.6'''
===Co-op Events===
*{{buff|Neutral attack deals 1% more damage (6% → 7%).}}
*'''[[Final Battle Team-Up]]''': Ganondorf is one of the opponents that must be defeated.
*{{buff|Neutral attack's sweetspot deals 2% more damage (8% → 10%).}}
*'''[[Mirror Magic]]''': {{SSB4|Lucina}} and {{SSB4|Ike}} must defeat Ganondorf, who is aided by a giant metal shadow Lucina and Ike.
*{{buff|Down, up and forward throws end lag decreased.}}
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
*'''[[Unlikely Allies]]''': Ganondorf and Palutena must defeat sixteen {{SSB4|Mr. Game & Watch}}es.


==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]==
==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]==
Line 249: Line 605:
|colspan=8|[[File:Ganondorf Palette (SSB4).png]]
|colspan=8|[[File:Ganondorf Palette (SSB4).png]]
|-
|-
|{{Head|Ganondorf|g=SSB4-3|s=50px}}
|{{Head|Ganondorf|g=SSB4|s=50px}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=White}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=White}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=Purple}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=Purple}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=Green}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=Green}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=Red}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=Red}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=Yellow}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=Yellow}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=Grey}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=Grey}}
|{{Head|Ganondorf|g=SSB4-3|s=50px|cl=Blue}}
|{{Head|Ganondorf|g=SSB4|s=50px|cl=Blue}}
|}
|}


==Gallery==
==Gallery==
<gallery>
<gallery>
Ganondorf amiibo.png|Ganondorf's amiibo
Ganondorf amiibo.png|Ganondorf's [[amiibo]].
Ganondorf unlock notice SSB4-3DS.png|Ganondorf's unlock notice in {{for3ds}}.
SSB4 Ganondorf Screen-1.jpg|On [[Battlefield]].
SSB4 Ganondorf Screen-1.jpg|On [[Battlefield]].
SSB4 Ganondorf Screen-2.jpg|Using [[Flame Choke]] on {{SSB4|Link}} on [[Final Destination]].
SSB4 Ganondorf Screen-2.jpg|Using [[Flame Choke]] on {{SSB4|Link}} on [[Final Destination]].
SSB4 Ganondorf Screen-3.jpg|Being blocked by {{SSB4|Palutena}}'s [[Reflect]].
SSB4 Ganondorf Screen-3.jpg|Ganondorf about to use [[Wizard's Foot]] on {{SSB4|Palutena}}'s [[Reflect Barrier]].
SSB4 Ganondorf Screen-4.jpg|Being attacked by {{SSB4|Meta Knight}} and {{SSB4|Pit}}.
SSB4 Ganondorf Screen-4.jpg|Being attacked by {{SSB4|Meta Knight}} and {{SSB4|Pit}}.
SSB4 Ganondorf Screen-5.jpg|With Link, {{SSB4|Zelda}}, and {{SSB4|Sheik}}.
SSB4 Ganondorf Screen-5.jpg|With Link, {{SSB4|Zelda}}, and {{SSB4|Sheik}}.
SSB4 Ganondorf Screen-6.jpg|Using [[Wizard's Foot]] on {{SSB4|Robin}} and {{SSB4|Marth}}.
SSB4 Ganondorf Screen-6.jpg|Using Wizard's Foot on {{SSB4|Robin}} and {{SSB4|Marth}}.
SSB4 Ganondorf Screen-7.jpg|Being chased by {{SSB4|Toon Link}}, {{SSB4|Ness}}, and {{SSB4|Villager}}.
SSB4 Ganondorf Screen-7.jpg|Leading {{SSB4|Toon Link}}, {{SSB4|Ness}}, and {{SSB4|Villager}} across a road.
SSB4 Ganondorf Screen-8.jpg|Using his [[Beast Ganon|Final Smash]] on Link and {{SSB4|Lucina}}.
SSB4 Ganondorf Screen-8.jpg|Using [[Beast Ganon]] on Link and {{SSB4|Lucina}}.
SSB4 Ganondorf Screen-9.jpg|Taunting.
SSB4 Ganondorf Screen-9.jpg|Using his side taunt while on [[Smash Ball]] standby.
SSB4 Ganondorf Screen-10.jpg|Fighting with Link in [[Gerudo Valley]].
SSB4 Ganondorf Screen-10.jpg|Using Warlock Blade on Link on [[Gerudo Valley]].
</gallery>
</gallery>


==Trivia==
==Trivia==
*In previous ''Super Smash Bros.'' appearances, Ganondorf has a sword in some aesthetic capacity, whether that be in his artwork or one of his victory poses in ''Super Smash Bros. Melee'', or in one of his taunts in ''Super Smash Bros. Brawl''. ''Super Smash Bros. 4'' is the first entry in the series to have Ganondorf actually utilize his sword, albeit in a [[Character customization|custom]] [[neutral special move]].
*Ganondorf's page was added to the ''Smash 4'' website on October 15th; prior to this, Ganondorf was mentioned on October 10th by Sakurai in his "Pic of the day" post, discussing the Home-Run Contest. At the end of the post, he remarks, "I wonder if Ganondorf gives you some advantage," despite Ganondorf's page not being added to the website yet. It should be noted that {{for3ds}} had already released worldwide by October 4, so Ganondorf's presence in the game was already known.
*Ganondorf's mouth does not open all the way, leaving small marks at the sides of his mouth that remain still.
*''Super Smash Bros. 4'' is the first entry in the series to have Ganondorf utilize [[List of swords#Sword of the Sages|his sword]] as an attack, albeit as a [[Character customization|custom special]], [[Ganondorf (SSB4)/Neutral special/Custom 1|Warlock Blade]].
*Ganondorf is the character with the most grab moves in the game, as both his side special and up special count as grabs and cannot be [[counterattack|countered]] or [[shield]]ed.
*''Super Smash Bros. for Nintendo 3DS'' is the first game where Ganondorf is unlocked on a stage other than [[Final Destination]].
*''Super Smash Bros. for Nintendo 3DS'' is the first game where Ganondorf is unlocked on a stage other than [[Final Destination]].
*Ganondorf's cape has cuts in it, much like in ''Ocarina of Time'' and ''Twilight Princess'' after receiving damage from battle. However, despite other characters like Little Mac and Meta Knight showing battle damage, Ganondorf's cape is torn from the start.
*''Super Smash Bros. for Wii U'' is the only game where Ganondorf is a starter character.
*Ganondorf's neutral moveset has the most grab moves in the game, as both [[Flame Choke]] and [[Dark Dive]] count as grabs and cannot be [[shield]]ed or [[counterattack|countered]].
*When Ganondorf uses [[Ganoncide]] on an opponent with one stock left, he will usually still emit his KO voice clip despite not being KO'd.
*Ganondorf's [[amiibo]] description on Nintendo's official site is based on his ''Melee'' trophy description, thereby describing his ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' self.
*Of all the veterans that retain their voice clips from ''Brawl'', Ganondorf, {{SSB4|Link}} and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them.
*When using Ganondorf's down taunt under the effects of the [[Timer]] item, his sword will [http://www.youtube.com/watch?v=GyHABaoeAvE move in an unusual way] due to its motion not slowing down with him.
*Ganondorf's NTSC crowd chant is very similar to the one in ''Melee'', where the crowd eerily drags out the second part of his name.
*Despite his ''Ocarina of Time'' design appearing as a trophy in ''3DS'', ''Wii U'' is the only game where Ganondorf's design from that game does not appear.
 
{{SSB4Characters}}
{{SSB4Characters}}
{{Zelda universe}}
{{Zelda universe}}
[[Category:Ganondorf (SSB4)| ]]
[[Category:Ganondorf (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Ganondorf (SSB4)]]

Latest revision as of 04:00, April 18, 2024

This article is about Ganondorf's appearance in Super Smash Bros. 4. For the character in other contexts, see Ganondorf.
Ganondorf
in Super Smash Bros. 4
Ganondorf SSB4.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl
in Ultimate
Availability Unlockable (3DS)
Starter (Wii U)
Final Smash Beast Ganon
Tier G (52-53)
Ganondorf's stock icon in Super Smash Bros. for Wii U.

Ganondorf (ガノンドロフ, Ganondorf) is a playable character in Super Smash Bros. 4. Alongside R.O.B., he was officially revealed as a playable veteran on October 15th, 2014, although he was leaked twice prior to his reveal: via video footage from ESRB, and outside the in-game stage boundaries in an official video (later replaced with a nearly-identical video without Ganondorf).

As in Super Smash Bros. Brawl, Hironori Miyata's portrayal of Ganondorf from The Legend of Zelda: Twilight Princess was repurposed for Smash 4, with mostly returning voice clips from Brawl, and in addition to some new ones sourced from the game.

Ganondorf is ranked 52nd/53rd out of 54 on the tier list, placing him in the G tier and tying him with Zelda. This is a very slight improvement from his ranking in Brawl, where he was the game's lowest-ranking character. As in previous games, Ganondorf remains as the game's archetypal super heavyweight, boasting high endurance, slow yet powerful moves that can KO foes very early, along with a capable edgeguarding game courtesy of hard-hitting aerials. This is further enhanced by the buffs to his mobility, combo game and already high power, in addition to the general changes to game mechanics patching up several key weaknesses he had in Brawl. Altogether, Ganondorf's high power allows him to deal ruthless punishes when the opportunity arises, in addition to being capable of ending stocks with very few hits.

However, Ganondorf still remains significantly disadvantaged by his slow mobility, very sluggish frame data when compared to the cast, and large target, making him exceptionally susceptible to rushdowns, combos and projectile camping, in addition to giving him a linear approach. His grab game, outside of Flame Choke, is also very lackluster, while his recovery is still easily exploitable due to being slow, linear and predictable. Finally, Ganondorf has a fair number of unrewarding moves that can neither combo or KO reliably, despite his overall power.

As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from Brawl are still prominent; however, he is commonly considered to fare better against difficult matchups, despite still being poor overall. This has resulted in Ganondorf gaining a low amount of representation in tournaments, in addition to attaining minimal success. Nevertheless, he is popular in the SSB4 community due to his extremely strong, over-the-top, and extravagant punishment options that can easily KO unaware opponents, with a number of dedicated players such as Gungnir, Vermanubis and Pon, some of which even use him as a solo main in tournaments despite his standing on the tier list.

How to unlock (3DS version only)Edit

Complete one of the following:

After completing one of the two methods, Ganondorf must then be defeated on Gerudo Valley.

AttributesEdit

Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest traction, Ganondorf's archetype is reflected in his other attributes: he is the fifth heaviest character, has the second slowest walking speed, the third slowest dashing and air speeds, moderately high falling speed, high gravity and is tied for the third lowest air acceleration. However, while he has the third lowest jump and double jump heights, he still has the worst total jump height overall due to Kirby and Jigglypuff, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game.

Ganondorf's greatest trait is his raw power. He possesses attacks that are on par with Bowser in terms of damage and knockback, with almost his entire moveset granting him the ability to KO under 150% or even 100% with ease, even if the opponent is in the middle of Final Destination. This becomes especially evident with rage, making his punishes some of the most potent in SSB4, while several other moves have the ability to KO at exceedingly low percentages, such as an aerial reversed Warlock Punch (which one-hit KOs Mario with rage) and sweetspotted up tilt (which KOs middleweights at 33% near the ledge). While Ganondorf's combo game is limited when compared to the majority of the cast, his followups make up for it by dealing high amounts of damage in a short time, such as sourspotted dash attack to up aerial, or the followups from Flame Choke (either from opponents missing their tech, or through predicting their reactions). Because of his strength, Ganondorf has one of the strongest KO abilities in the game, as he is capable of racking up damage and KOing opponents in less than a few hits.

In addition, his previously mentioned attributes give him high survivability and allows him to use rage to full effect, further boosting his already powerful moves at high percentages. Ganondorf's strength also makes mistiming or overusing a shield incredibly deadly, with multiple attacks capable of dealing massive shield damage or outright breaking shields with a single hit. Notable examples of this are up tilt's sweetspot, which can break full shields, his forward and up smashes and aerial Wizard's Foot. He can also play mindgames to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield or KO them at relatively low percentages.

Ganondorf is among the best edgeguarders in the game, as his powerful aerials are relatively fast for their immense power (excluding forward aerial and down aerial) and send foes far away from the stage even at medium percents, spelling trouble for any fighter without a long-distance recovery. His down aerial is the most powerful meteor smash in the game with low ending lag, and his up aerial's late hitbox is among the best gimps in the game with its semi-spike angle and high hitstun. Finally, his back aerial is a deceptively fast, safe and powerful KO move, as it starts up as fast as Captain Falcon's with relatively little lag and can autocancel in a short hop, despite its immense power. His grounded moveset is also useful for punishing impromptu recoveries, such as using an up tilt against badly positioned fighters or an up smash against horizontal recovering characters like Ike. Ganondorf also has the lowest and safest ledge grab, allowing him to camp on the ledge effectively and giving him decent protection from opponents when hanging from a ledge.

However, Ganondorf possesses many notable flaws. His shield is very vulnerable to shield stabbing due to its small size relative to his height. Also, small characters, such as Pikachu, can easily avoid his attacks due to the majority of his moves having short range, poorly placed hitboxes with low durations, while also extending his hurtboxes and makes him vulnerable to trading or simply being grabbed out of an attack despite being visually out of range. Although Ganondorf's frame data is similar (albeit slightly slower) to Captain Falcon’s in terms of start up (barring neutral attack, up tilt, and Warlock Punch), his attacks are very difficult to land while being easily punished due to high ending lag and/or landing lag; most notoriously, his forward aerial has the highest ending lag out of all of his aerials, and cannot autocancel even from a full hop, forcing Ganondorf to enter the landing animation. As a result of his high end lag, some of his moves are completely unsafe on shield, making it very difficult to take full advantage of his extreme shield breaking capabilities.

Additionally, Ganondorf's overall physics leave him with very poor mobility and approaching options, which makes closing the distance or creating space considerably difficult for him, and he is easily zoned out by projectile characters due to him lacking a projectile himself. Also, his high knockback and sluggish moves, his poor range as well as his terrible air speed all give him a very poor combo game, as he cannot easily or reliably pursue his opponents in the air while his aforementioned high power moves will almost always knock his opponents too far away for follow-ups. However, Ganondorf himself is very easy to combo; his heavy weight, tall stature, low air speed, and unsafe landing options make him very susceptible to combos and juggling, and his poor out of shield options gives him difficulty protecting himself against rushdowns. Overall, this makes Ganondorf rely heavily on proper spacing and mindgames, as he cannot afford to whiff a single move.

Another prominent weakness is his frame data. As mentioned before, all of his moves are burdened with extreme amounts of lag, with very few moves being active before frame 9 (with those moves being limited to up aerial, neutral aerial, standing grab, and neutral attack), while some of his moves do not come out before frame 30, such as Warlock Punch and his notoriously powerful up tilt. This offsets Ganondorf's powerful KO ability by forcing him to rely on reads and hard punishes, with few effective setups to end stocks via combos. When considering his overall poor speed and frame data, this also makes it difficult for Ganondorf to close the gap between him and an opponent should he be going against a speedy foe, such as Sheik. As a result, he is collectively considered to have among the worst frame data in SSB4, along with Shulk, Palutena, and King Dedede.

Other issues include a poor grab game. Ganondorf's grab range is surprisingly short despite his size, while his physics, ineffective angles, and high knockback result in his throws having little follow-up, but are not strong enough to KO reliably. However, his forward throw does very high damage and can decently lead into down aerial meteor smashes off-stage, while down throw has fairly low knockback to decently combo (albeit not as good as other character's combo throws). Flame Choke can also work against Ganondorf due to it enforcing unreliable hard reads, especially if teched, with incorrect reads likely putting Ganondorf in a vulnerable position.

His recovery remains very lackluster and one is of the worst in the game due to its low distance, low air speed and high vulnerability to edgeguarding and gimps. Flame Choke's and Dark Dive's lack of speed, distance and resilience allows Ganondorf to be knocked away by even the weakest of moves, despite the former's fearsome sacrificial KO potential. Even if Dark Dive is landed and lets him reuse the move, it's high ending lag also makes it highly susceptible to being teched and punished, with opponents being able to act before Ganondorf can.

Finally, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or KO at realistic percentages (with some not even KOing past 200%), such as his neutral attack's sourspot, neutral aerial's late hitboxes, Dark Dive, and all of his throws.

Ganondorf drastically benefits from some of his custom moves; most notably, Wizard's Dropkick and Dark Fists. While Wizard's Dropkick is weaker, cannot meteor smash, and has slightly more ending lag when performed in the air, it is excellent against projectiles and for recovery, acting as a superior version of Flame Choke's recovery that does not leave him helpless while allowing Ganondorf to fly over projectiles while attacking. Dark Fists is a two-hit attack with better horizontal reach, armor, and very potent power, giving him impressive protection against edgeguarders if used as a recovery and a very effective out-of-shield option, something that he lacks. When using both of these moves on his moveset, Ganondorf is granted a very efficient recovery and improved offensive prowess, as he can travel high distances while being exceedingly difficult to edgeguard without being punished. For other notable customs, Warlock Blade offers better utility over Warlock Punch due to its lower start-up, increased range, transcendent priority, and high shield damage, but replaces one of Ganondorf's best punishing options due to its reduced strength. Flame Chain and Flame Wave are semi-viable alternatives to Flame Choke, with the former being a multiple hitting attack with decent horizontal knockback and the latter having high damage and strong KO power; however, both are laggier and sacrifice powerful combos, while the latter covers significantly less distance, to the point where it only reaches opponents directly in front of Ganondorf. The rest of his custom moves are ineffective as they offer very little bonuses over the default or other custom moves; the best example is Warlock Thrust, which has extremely minimal KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and faster start-up. However, while his custom moves address his recovery issues and make him a more dangerous character with better staying power, they are not allowed in the standard metagame.

All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and mindgames. As such, he still must play very cautiously like in Brawl, patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in Brawl. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list.

Changes from Super Smash Bros. BrawlEdit

In Super Smash Bros. Brawl, Ganondorf was arguably the worst character in the entire game, as while he had solid damage output/KO power, high endurance, strong/useful aerials and a potent command grab in Flame Choke, he suffered from being incredibly slow (both in terms of mobility and frame data), having an incredibly short/exploitable recovery and his combination of having a large body along with high weight/falling speed/gravity made him a punching bag for much of the cast. He heavily struggled to approach due to his large size and slow speed and he was an extremely easy target to chain grab, making him struggle against almost the entire cast.

Possibly as a result, Ganondorf has been buffed in the transition from Brawl to Super Smash Bros. 4, albeit not enough to raise his standing among the cast. One of Ganondorf's most notable improvements was to his KO power. Moves such as his smash attacks, neutral/forward/back aerials and Wizard's Foot have all seen improvements to their damage output and KO potential, with some of his other moves also seeing increases to their power. Neutral/forward/back aerials especially benefit from having increased power as neutral aerial is more reliable and much stronger, while forward and back aerials have much less detrimental sourspots, along with the latter having a much stronger sweetspot. This makes it even easier for Ganondorf to secure KOes, as it takes him less hits to get his opponent to KO percents, further increasing one of the few strengths he had in the previous game. This is further boosted with the introduction of rage, which further increases Ganondorf's already improved KO power and due to his high weight, he is capable of building up a high amount of rage.

Ganondorf also has better frame data overall, with his neutral attack, dash attack, and neutral aerial being notably faster. Neutral attack is overall slightly better as a move to use in pressure or punishment situations, dash attack's sourspot has vastly improved combo potential due to its altered launch angle along with the move's lower ending lag and neutral aerial's second hit is faster and much easier to land overall. All of Ganondorf's aerials also have less landing lag, making them safer on landing (especially compared to the rest of the cast). Lastly, Ganondorf's opponent can no longer immediately act out of Dark Dive, making the move much less punishable when it connects (the move is also stronger in addition to this).

Ganondorf has also seen some other quality of life improvements. His slowest but most rewarding moves, such as his up tilt and Warlock Punch, are more powerful and have received some added bells and whistles, making them slightly more useful (although they are still extremely risky). His grab game has been slightly improved, as Ganondorf's grab has slightly more range and his down throw can no be a viable combo starter due to the changes to hitstun canceling/DI. One of the most notable changes is that the use of Flame Choke for Ganonciding now consistently KOs the opponent before Ganondorf, allowing it to be used as a guaranteed win if both players in a one-on-one match are on their last stock.

Ganondorf also has some benefits from the universal changes to Smash 4. The removal of chain grabbing, which heavily plagued Ganondorf in the previous game, improves his survival, while the changes to hitstun canceling/DI, slightly improves Ganondorf's combo potential (notably from down throw). The increase to shield damage and shieldstun makes Ganondorf's attacks safer and Ganondorf can break shields more easily, particularly with up tilt. The removal of edge hogging also notably improves his recovery and as previously mentioned, Ganondorf can utilise rage fairly well due to his powerful attacks and high weight.

However, Ganondorf also received noteworthy nerfs, mainly to some of his key moves from the previous game. Ganondorf's forward smash no longer has extra reach when pivoted, removing one of the few approach options he had in the previous game, and making it harder for Ganondorf to whiff punish moves. Ganondorf's dash attack is weaker and has less range, although the late hit is much more potent. Ganondorf's down aerial is significantly weaker and it can no longer auto-cancel in a short hop, significantly hindering its safety and utility despite having significantly less landing lag and greater reach. The move does benefit from the introduction of frame canceling, which does give it greater combo potential when performed, but the very high risk of performing the technique (due to its slow speed to set up and its sheer difficulty to perform) makes the technique extremely impractical, making Ganondorf's down aerial a much less potent move overall. Ganondorf can also no longer perform the Flight of Ganon, which hinders his aerial game.

One of the most detrimental nerfs Ganondorf received was to Flame Choke, his staple move in Brawl. While the move does have increased damage and range, the grounded version can now be teched. This significantly hinders Ganondorf as instead of getting guaranteed followups or at least putting him at a consistent frame advantage for tech chases, this enforces Ganondorf to go for unreliable hard reads, and if Ganondorf reads incorrectly, he can very easily be punished. The move is still highly effective when the opponent doesn't tech but the fact that the move can be teched makes it far less reliable and potent overall.

In some ways, Ganondorf's weaknesses from Brawl have been amplified. Ganondorf's mobility relative to the cast is even lower as well he has greater dashing speed, many other returning veterans saw even greater increases to their dashing speed, making it even easier for Ganondorf's opponent to rush him down or run away from him. Various returning veterans also walk faster while Ganondorf does not, which does not help him either. Ganondorf's air speed was flat out decreased, now making it among the worst in the entire game (especially when considering the fact that most returning veterans have improved air speed). This both worsens Ganondorf's recovery and it generally makes him even more sluggish in the air, making him easier to chase and avoid while he is in the air.

Despite being one of his most detrimental flaws in the previous game, Ganondorf's recovery has been made even worse (at least on paper). This is not only due to Ganondorf's decreased air speed but the removal of grab armor also makes Ganondorf's recovery specials even more exploitable. While Ganondorf's faster air dodge and the removal of edge hogging most definitely help him, they do not help him as much as other returning veterans. When combined with numerous other returning veterans having improved recoveries, along with a majority of newcomers possessing solid recoveries of their own, this consolidates Ganondorf's recovery as one of the absolute worst in the game.

Ganondorf's already poor defensive game has become even worse in some ways. While Ganondorf does have better Out of Shield punish options due to his grab/Dark Dive's slightly increased range/higher reward and his jab's slightly faster speed, his Out of Shield game still remains extremely poor as his grab still has very poor range (in addition to having increased ending lag) and his jab and Dark Dive are still fairly slow options. Ganondorf also flat out lost access to his second fastest Out of Shield option (his landing Wizard's Foot), which notably hurts his Out of Shield game, especially from dealing with opponents from behind.

Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option.

Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/falling speed/gravity making him a prime target for combos. This also removes momentum canceling which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance.

As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential.

Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in Brawl as his damage output and KO potential are greater overall and he even has one of the most positive buff:nerf ratios out of the entire cast. However, this has barely helped his standing on the tier list, due to his weaknesses either not being properly addressed or flat out worsened. His mobility is still abysmal and his frame data remains very poor despite being improved. His recovery was flat out nerfed, meaning that it is still highly exploitable despite the changes to air dodges and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed, his defensive game is even worse and the changes to the game's mechanics do not benefit him much at all, especially compared to a majority of the cast.

Ganondorf still largely plays a Brawl esque game, where he largely has to rely on winning neutral (with his neutral being among the worst due to his large size and abysmal speed giving him a ton of trouble approaching), just to get one or two hits (in addition to having one of the worst disadvantage states) while other characters with far superior neutral games gain a much greater reward for winning neutral, while also being in a less exploitable spot when losing neutral. Because of this, Ganondorf still struggles with most of the cast. While his overall matchup spread is not as poor as it was in Brawl, it is still very poor, as he still loses most matchups as most of the cast can still abuse his extremely slow speed and large size to their advantage.

In earlier versions of Smash 4, Ganondorf was even worse, as the improvements to moves such as his jab, neutral aerial, Dark Dive and numerous other moves were not present, with Ganondorf overall having even worse frame data, range and KO power. Later patches did give Ganondorf some useful improvements but they simply were not enough to greatly improve him. When combined with other poorly regarded characters seeing even more significant improvements, along with new DLC characters being added who also outclassed Ganondorf, this resulted in Ganondorf remaining one of the absolute worst in the game.

As a result, while Ganondorf has even greater KO power and slightly better frame data, Ganondorf is still one of the worst characters in the game, due to him still having extremely slow speed, poor combo potential, poor recovery, and him still being a large punching bag who gets comboed hard and who simply cannot approach without extreme difficulty. Ganondorf still received poor tournament results, although he is not as commonly considered to be the worst character in the game.

AestheticsEdit

  •   Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from The Legend of Zelda: Twilight Princess. Additionally, his epaulettes have been slightly redesigned. Lastly, the aesthetic used in Smash 4 has resulted in Ganondorf's attire being slightly more vibrant. Altogether, these changes make him appear significantly more in line with his appearance in Twilight Princess.
  •   Ganondorf's eye color is slightly subdued, and his cape is now tattered instead of frayed. These changes are unique to Smash 4.
  •   Ganondorf has received two new alternate costumes.
  •   Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk, and even look puzzled and contemplative.
  •   Darkness-based attacks have updated visual effects.

AttributesEdit

  •   Ganondorf dashes slightly faster (1.16 → 1.218), going from the second slowest out of 39 characters to the third slowest out of 58.
    •   However, his dashing speed is even lower relative to the cast, as most other returning veterans saw a higher increase to their dashing speed than he did and all newcomers (except Robin) have greater dashing speed than him.
  •   Ganondorf's air speed is slower (0.846 → 0.79), going from the 10th lowest out of 39 characters to the third lowest out of 58. This hinders his already abysmal recovery and makes him even less mobile in the air.
  •   Ganondorf's gravity is higher (0.1027 → 0.107835).
  •   Ganondorf's fast falling speed is higher (2.31 → 2.65).
  •   Ganondorf is heavier (109 → 113).
  •   Ganondorf is smaller (model size multiplier: 1x → 0.96x). This makes him slightly harder to hit but reduces his range.
  •   The 19% damage increase to shields and the increase to shieldstun significantly help Ganondorf, as they allow many of his high shield damage attacks to shatter shields more effectively, as well as making his atatcks safer on shield, especially his electric based attacks.
    •   However, this also makes it even more difficult for Ganondorf to utilise his poor Out of Shield options.
  •   The removal of meteor canceling significantly improves Ganondorf's down aerial and Wizard's Foot's reliability (despite the former's reduced power). This however makes his already poor recovery even easier to edgeguard.
  •   The removal of chain grabbing significantly improves Ganondorf's endurance.
  •   Rolls have more ending lag (FAF 32 → 34), now being one of the slowest rolls in the game.
  •   Air dodge has less ending lag (FAF 50 → 35).
    •   However, Ganondorf is hindered by the increase to air dodge landing lag moreso than almost any other character, as he now lacks a completely safe landing option.
  •   Spot dodge has more startup lag with a shorter duration (frames 2-20 → 4-19) and it has more ending lag (FAF 26 → 29).

Ground attacksEdit

  • Neutral attack:
    •   Neutral attack has less startup (frame 8 → 7) and ending lag (FAF 35 → 29), slightly improving its use as a panic move or as a punishment option.
    •   Neutral attack deals more damage (5%/7%/9% → 6%/8%/10%), improving the near hit's KO potential.
    •   The far hit has been moved further forward (z offset: 18 → 19), slightly increasing its range.
    •   The middle and far hits deal less knockback (40/30 (base), 105 (scaling) → (38/30)/(90/90), hindering their KO potential.
  • Up tilt:
    •   Up tilt's main hit deals more damage (27%/19%/17% → 28%/20%/18%).
    •   The changes to shields significantly benefit up tilt, as the main hit now leads into a guaranteed shield break.
    •   The removal of ledge invincibility from ledge regrabs, combined with the introduction of two-framing improves up tilt's edgeguarding potential.
  • Down tilt:
    •   Down tilt deals more damage (12% → 13%), improving its KO potential.
  • Dash attack:
    •   Dash attack has less ending lag (FAF 42 → 38).
    •   The late hit now launches the opponent forwards (100° → 80°). When combined with dash attack's lower ending lag along with the changes to hitstun canceling/Directional Influence, this grants it combo potential.
    •   The clean hit deals less damage (15% → 14%), has decreased base knockback (60 → 50), and launches opponents at a lower angle (105° → 70°), hindering its KO potential.
    •   The clean hit has a smaller hitbox (7.3u → 7u).
  • Forward smash:
    •   Forward smash's far hit has higher base knockback on all angles (30 → 35).
    •   Ganondorf no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.
  • Upward angled forward smash:
    •   Upward angled forward smash launches opponents at a lower angle (45° → 40°).
    •   The far hit has decreased knockback scaling (85 → 83).
  • Downward angled forward smash:
    •   The far hit has increased knockback scaling (80 → 83).
    •   Downward angled forward smash launches opponents at a higher angle (35° → 40°).
  • Up smash:
    •   Up smash deals more damage (19%/22%/22% → 21%/24%/24%), the sweetspot launches opponents at a higher angle (80° → 85°) and both sweetspots have slightly higher knockback scaling (70 → 71), significantly improving its KO potential (now being the strongest up smash in Smash 4, although it is still weaker than the strongest up smashes in Brawl).
  • Down smash:
    •   Down smash deals more damage (5% → 6% (hit 1), 12%/14%/14% → 13%/15%/15% (hit 2)) and the second hit has increased knockback scaling (75 → 94), significantly improving its KO potential.
    •   The first hit can no longer be SDIed (SDI multiplier: 0.5x → 0x).
    •   The first hit's leg hitbox launches aerial opponents at a lower angle (141° → 160°) and has decreased set knockback (80 → 70), allowing it to connect more reliably into the second hit.
    •   The first hit's leg hitbox launches grounded opponents at a slightly higher angle (141° → 140°).
    •   The first hit's foot hitbox launches opponents at a lower angle (140° → 154°) and has increased set knockback (90 → 108), allowing it to connect more reliably into the second hit.
    •   The first hit's body hitbox has increased set knockback (70 → 80), making it slightly safer if it connects.
    •   The second hit has larger hitboxes (5.5u → 6.5u).
    •   The second hit now uses a forward launching angle (130° → 50°), but it now uses a backwards angle flipper (3 → 4). This means that the opponent is still sent behind Ganodorf at the same angle, but they are now facing Ganondorf, rather than away from him.
      •   Because of this, the second hit now pushes shielding opponents away from Ganondorf rather than dragging them towards him, making the move safer, especially when combined with its increased shieldstun.
      •   However, this also makes it easier for the opponent to recover.

Aerial attacksEdit

  •   All aerials have less landing lag (22 frames → 17 (neutral), 32 frames → 22 (forward), 22 frames → 19 (back/up), 35 frames → 26 (down)).
  • Neutral aerial:
    •   Neutral aerial's second hit has less startup lag (frame 20 → 17), with the move's total duration being subsequently reduced (FAF 45 → 42).
      •   Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).
    •   Neutral aerial auto-cancels earlier (frame 41 → 38).
    •   The first kick's leg hitboxes (and the foot hitbox against aerial opponents) have drastically lower knockback scaling (100 → 30) and they have altered angles (55°/60°/65° → 55°/70°/100°), which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.
      •   However, these changes make neutral aerial connect even less reliably at lower percents.
    •   The first kick's foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110) and now uses weight-independent knockback. This improves its spacing potential, but hinders its already poor ability to link into the second hit.
    •   The second kick deals much more damage (7% (clean)/5% (late) → 12%/9%) and has increased knockback scaling (100 → 106), restoring a chunk of its KO potential from Melee.
    •   The clean second kick has larger hitboxes (4.3u/5.7u/6.2u → 7.8u/7u/6.5u) and the foot hitbox has been positioned further out (y offset: 5 → z offset: 6.5), significantly improving its range.
    •   The late second kick's foot hitbox is larger (4.3u → 6u) and it has been positioned further out (y offset: 5 → z offset: 6).
    •   The first kick deals less damage (11% (clean)/7% (late) → 7%/5.25%). This completely remove the KO potential of the leg hitboxes and the foot hitbox against aerial opponents when combined with their lower knockback scaling, as well as making them much less safe on hit.
      •   In addition, the foot hitbox against grounded opponents only received full compensation on its knockback for the late hit, hindering its clean hit's KO potential.
    •   The late second kick's near hitboxes are smaller (5.7u/6.2u → 5.3u/4.5u).
  • Forward aerial:
    •   Forward aerial has less ending lag (FAF 55 → 45).
    •   Forward aerial has larger hitboxes (3.4u/5u → 4u/5.5u).
    •   The sourspot deals more damage (15% → 17%) and knockback (30 (base), 80 (scaling) → 20/93), significantly improving its KO potential.
    •   The sweetspot deals more damage (17% → 18%).
    •   The sweetspot has a higher hitlag multiplier (1x → 1.1x).
    •   The sweetspot has less base knockback but more knockback scaling (48 (base), 83 (scaling) → 20/93).
      •   This combined with its higher damage improves its overall KO potential.
      •   However, this also hinders the move's edgeguarding potential, as well as its KO potential when used near the horizontal blast zone and even from center stage on smaller stages.
  • Back aerial:
    •   Back aerial's sourspots deal much more knockback (10 (base), 85 (scaling) → 40/89).
    •   The sweetspot deals more damage (16% → 17%) and knockback (28 (base), 85 (scaling) → 40/89), significantly improving its KO potential.
    •   The sweetspot has a higher hitlag multiplier (1x → 1.2x).
    •   As with most back aerials, back aerial now always launches opponents away from Ganondorf.
    •   The sweetspot has lower priority (ID# 0 → 1), making it harder to land.
  • Down aerial:
    •   The introduction of frame canceling greatly benefits down aerial due to its very high hitlag, improving its combo potential when combined with the changes to hitstun canceling/DI, especially since it is one of the few meteor smashes which still cannot be teched by grounded opponents.
    •   The sweetspot is positioned lower (y offset: 3 → 1), improving its range.
      •   However, this does also make the sourspot easier to land, hindering down aerial's edgeguarding potential against opponents recovering high.
    •   Down aerial's sourspot now launches opponents horizontally (270° → 361°). This improves its onstage KO potential and grants the move spacing potential but hindering its edeguarding and tech chase set up potential.
    •   Down aerial has a shorter duration (frames 16-20 → 16-18).
    •   Down aerial has lower base knockback (30 → 20).
    •   The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.
      •   However, this does also improve its combo potential at higher percents.
    •   Down aerial can no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.

Throws/other attacksEdit

  • Grabs:
    •   All grabs have been repositioned further outwards (z offset: 8 (standing)/9 (dash)/-15 (pivot) → z stretch: 9/10.8/-15.1), giving standing and dash grabs slightly more range.
    •   Pivot grab has slightly more range inside of Ganondorf.
    •   All grabs have more ending lag (FAF 30 → 36 (standing), FAF 40 → 42 (dash), FAF 36 → 40 (pivot)).
    •   All grabs have smaller grabboxes (4.8u → 4u (standing/pivot)/3.2u (dash). This gives Ganondorf's grabs less vertical range (especially dash grab) and decreases pivot grab's overall range.
    •   Pivot grab has a new animation where Ganondorf extends his hand further. This new animation more accurately reflects the grabbox, resulting in the pivot grab losing its disjoint.
    •   Standing and especially dash grab have less range behind Ganondorf, due to now only consisting of one extended grabbox, rather than multiple normal grabboxes.
  • Pummel:
    •   Pummel deals more damage (2% → 3%).
    •   Pummel has more ending lag (FAF 24 → 30).
  • Forward throw:
    •   Forward throw's hitbox has a longer duration (frame 11 → 11-12).
    •   The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).
    •   Ganondorf releases opponents from forward throw one frame later (frame 12 → 13).
    •   The hitbox has increased hitlag (1.0x → 1.5x), making the throw slower to execute and easier to DI.
  • Back throw:
    •   Back throw's hitbox has a longer duration (frame 12 → 12-13).
    •   The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).
    •   Ganondorf releases opponents from back throw one frame later (frame 13 → 14).
    •   The hitbox has increased hitlag (1.0x → 1.5x), making the throw slower to execute and easier to DI.
  • Up throw:
    •   Up throw deals more damage (4% (hitbox)/7% (total) → 7%/10%).
    •   The hitbox has a longer duration (frame 11 → 11-12).
    •   The hitbox can no longer be SDIed (SDI multiplier: 2x → 0x).
    •   Ganondorf releases opponents from up throw one frame later (frame 12 → 13).
    •   The hitbox launches bystanders at a lower backwards angle (80° → 140°).
    •   The hitbox has increased hitlag (1.0x → 1.6x), making the throw slower to execute and easier to DI.
  • Down throw:
  • Floor attacks:
    •   Floor attacks have less startup lag (frame 20 (front)/19 (back) → 16/17).
      •   The second hits also have less startup lag (frame 26 (front)/28 (back) → 23/21).
    •   Floor attacks have less ending lag (FAF 50 → 46).
    •   Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).
    •   Floor attacks have less intangibility (frames 1-27 (front)/1-29 (back) → 1-22/1-24).
  • Front floor attack:
    •   Front floor attack launches opponents at a higher angle (361° → 48°).
    •   Front floor attack now only uses one extended hitbox instead of two normal hitboxes, which covers less space.
      •   Additionally, this new hitbox is static, significantly decreasing the move's vertical range.
  • Back floor attack:
    •   Ganondorf has a new back floor attack, a somersault kick.
    •   Back floor attack has much less range, only roughly covering the area where Ganondorf's leg are, rather than covering both sides around Ganondorf.
  • Edge attack:
    •   Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).
    •   Edge attack deals less damage (10% → 8%).
    •   Edge attack has less intangibility (frames 1-22 → 1-21).
    •   Edge attack has a shorter duration (frames 24-28 → 24-26).
    •   Edge attack now uses one extended hitbox, rather than multiple normal hitboxes, which gives the move less horizontal and vertical range.
      •   However, it does have more range behind Ganondorf.
    •   As with other edge attacks, edge attack can no longer send opponents behind Ganondorf, removing its ability to set up edgeguards.
  • Trip attack:
    •   Trip attack deals more shield damage (1 → 8) per hit.
    •   Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which covers more range.
    •   Trip attack has less intangibility (frames 1-8 → 1-7).

Special movesEdit

  • Warlock Punch:
    •   Non reversed Grounded Warlock Punch deals less damage (32% → 30%), launches opponents at a higher angle (361° → 50°) and it has much more base knockback but much less knockback scaling (30 (base), 100 (scaling) → 120/42). While this does give the move more knockback at lower percents, this also considerably hinders its overall KO potential.
    •   Reversed Warlock Punch deals more damage (35% (grounded)/38% (aerial) → 37%/40%).
    •   Aerial Warlock Punch deals more damage (35% → 38%).
    •   Grounded Warlock Punch now grants super armor from frames 11-65 for the normal version and frames 21-67 for the reversed version, slightly increasing its safety.
  • Flame Choke:
    •   Flame Choke deals more damage (9% (grounded)/12% (aerial) → 12/15%).
    •   Grounded Flame Choke has more range (z offset: 4.5 (grounded)/4.2 (grounded and aerial) → 7.2/7.5).
    •   Aerial Flame has more range (z offset: 6.5 → 7.5).
    •   Ganoncide always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.
    •   Aerial Flame Choke is now a stall-then-fall and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.
    •   Grounded Flame Choke can now be teched, significantly hindering its tech-chasing potential, removing its guaranteed followups and forcing Ganondorf to rely on hard reads.
    •   The removal of grab armor makes Flame Choke easier to intercept, as traded blows will interrupt the grab (although its increased range somewhat compensates for this). This makes Ganonciding slightly more difficult to perform and thus, hinders Ganondorf's approach potential and recovery.
  • Dark Dive:
    •   Dark Dive's far grabbox has marginally increased range (z offset: 13.65 → 13.7).
    •   Dark Dive's hitbox has a lower SDI multiplier (2x → 1x).
    •   The loop hits deal more damage (1% → 1.2%).
    •   The loop hits are positioned much closer to Ganondorf (y/z offsets: 14/7 → 9/0).
    •   The throw deals more damage (7% → 9%) and has increased knockback scaling (82 → 90), improving its KO potential.
    •   Hitstun cancelling now properly applies to opponents released by Dark Dive.
      •   This prevents opponents from being able to attack Ganondorf after he releases them, making it much safer to use.
    •   Dark Dive has a new animation, in which he grabs his opponent with one hand instead of two.
    •   The removal of grab armor removes the minimal protection Dark Dive provided. When combined with this also applying to Flame Choke, this hinders Flame Choke's safety and recovery potential.
  • Wizard's Foot:
    •   Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.
    •   Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.
    •   Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher (although the move still hits at the same altitude), and Ganondorf enters a three-point landing pose when the move ends.
    •   Due to the changes to the animation transition frame, Ganondorf now immediately lands on the ground after the aerial ending animation if he is on stage and he performs an action instead of staying in an aerial state for one frame before landing.
      •   This allows Ganondorf to instantly shield, attack or perform any other ground action without having to go through his hard landing lag animation.
      •   However, this also prevents Ganondorf from immediately being able to double jump, use his aerial options or immediately land with Wizard's Foot.
      •   The changes to the animation transition frame along with the changes to the buffer system also removes Flight of Ganon, hindering Ganondorf's already subpar air game.
    •   Ganondorf can no longer immediately land with Wizard's Foot after jumping, removing its use as an Out of Shield option.
    •   Ganondorf can no longer use Wizard's Foot at an edge to get the aerial ending animation on the ground which overall hinders the move as the aerial ending animation is shorter.
    •   If Ganondorf drops through a platform and immediately uses Wizard's Foot, he will now instantly land for one frame and then fall through the platform. While this may seem useful, the move's hitbox does not come out when this is performed (as the hitbox comes out on frame 2 and Ganondorf is only in the animation for one frame), making it slightly harder for Ganondorf to use his aerial Wizard's Foot when dropping through a platform as well as making him more vulnerable when this is performed.
      •   This especially hurts the move on moving platforms as Ganondorf could previously instantly land on moving platforms to get quickly get out the landing hitbox which along with the removal of platform canceling, hinders its utility on moving platforms.
  • Beast Ganon:
    •   Beast Ganon deals less damage during its charge (45% → 40%), removing its one-hit KO ability.
    •   Beast Ganon's animation has slightly changed. He now triumphantly poses, as if roaring, upon transforming back into his Gerudo form. The move also has a purple tint added in the background.
    •   Ganondorf no longer briefly goes into his bind pose whenever he returns from the attack.

Update historyEdit

Ganondorf has been significantly buffed via game updates. Update 1.0.4 started with making aerial Flame Choke no longer be techable like the grounded version, while update 1.1.0 greatly strengthened his previously ineffective down smash, and all aerial attacks have been improved overall; possessing either less landing lag, better hitbox placement, or more damage. The changes to the shield mechanics in updates 1.1.0 and 1.1.1 gave Ganondorf the biggest, albeit indirect, buffs yet by enhancing his already excellent shield breaking capabilities and making his hitlag heavy attacks significantly safer on shield. However, this came with the weakening of his own already small shield, necessitating and encouraging a more offensive playstyle with fewer flaws in defending. Update 1.1.3 strengthened Dark Dive, which was previously considered one of the weakest and most situational moves in the game (although it is still one of Ganondorf's weakest moves), and made reverse Warlock Punch safer to use with the addition of armor, among other moderate buffs.

Update 1.1.5 improved Ganondorf's neutral game by making his infamously slow neutral attack significantly faster and adjusting its hitbox positions, which gives it slightly more reach and reduces the probability of hitting a blind spot. His dash attack had its lag reduced, which vastly improves its sourspot's combo potential. Flame Choke and Flame Wave had their grab box ranges increased, while his previously ineffective Wizard's Foot and its custom variations were improved by having their damage outputs increased and their hitbox placements widened. Aside from KOing earlier, these changes to Wizard's Foot and its custom variations enables them to out-prioritize weak projectiles and makes them safer overall. As a result, he is considered a much better character than he was in the initial release of SSB4.

  1.0.4

  •   All aerials' landing lag decreased: 22 → 18 frames (neutral), 25 → 23 frames (forward), 22 → 20 frames (back), 22 → 20 frames (up), 30 → 28 frames (down).


  1.0.6

  •   Neutral attack deals 1% more damage: 6%/9% → 7%/10%.
  •   Forward, back and up throws have less hitlag on their hitboxes (2x → 1.5x (forward/back)/1.6x (up)).

  1.1.0

  •   Down smash knockback growth increased: 75 → 94
  •   Down smash's second hit's hitbox size increased: 5.5u → 6.5u.
  •   Forward aerial deals 1% more damage: 16%/17% → 17%/18%.
  •   Up throw deals 3% more damage: 7% → 10%.

  1.1.1

  •   Neutral aerial deals more damage: 7% (hit 1 late) /9% (hit 2 clean)/5% (hit 2 late) → 8%/10%/7%, its knockback has altered: 20 (base)/100 (growth) → 0/130/90 (hit 1), 100 → 120 (growth, hit 2), its second hit's hitbox sizes increased: 4.3u/5.7u/6.2u → 4.5u/5.7u/7.4u and its angles altered: 55°/60°/65° → 55°/70°/100°. This makes its hits connect together better at low percentages while retaining its KO power.
  •   Neutral aerial's first hit's decreased base knockback makes it less safe on hit and on landing at low percentages.

  1.1.3

  •   Ganondorf is slightly heavier: 112 → 113.
  •   Neutral aerial's first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to Captain Falcon's, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.
  •   The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing and less effective as a spacer unless hitting with the foot, while completely removing its KOing capabilities. It also deals less damage on the clean and late hitbox, and less total damage.
  •   Neutral, forward, back and up aerials all have 1 frame less landing lag.
  •   Down aerial has 2 frames less landing lag, and the hitbox is shifted down two units, giving it more range below him as well as making it easier to land the sourspot.
  •   Down smash's second kick now sends shielding opponents at a different angle, now pushing opponents away rather than towards him.
  •   Down smash now flips opponents.
  •   Warlock Punch and Warlock Blade have increased super armor frames and have added armor when ground reversed.
  •   Grounded Flame Choke grabbox modified so it no longer misses grounded opponents.
  •   Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.

Technical changelist 1.1.3

Change Old value New value
Neutral aerial first kick knockback 0 (base)/130/90 (growth) 20 (base)/30 (growth)
Neutral aerial first kick new hitbox N/A 30 (base)/110 (growth)
Neutral aerial first kick damage 12% (clean)/8% (late) 7%/5.25%
Neutral aerial second kick frame 20 frame 17
Neutral aerial second kick damage 10% (clean)/7% (late) 12%/9%
Neutral aerial total damage 22% (clean)/15% (late) 19%/14.25%
Neutral aerial ending lag 45 frames 42 frames
Neutral aerial landing lag 18 frames 17 frames
Forward aerial landing lag 23 frames 22 frames
Back and up aerials landing lag 20 frames 19 frames
Down aerial landing lag 28 frames 26 frames
Down smash second kick shield angle 130° 50°
Grounded, non-reversed Warlock Punch super armor frames 11-63 11-65
Grounded, reverse Warlock Punch super armor frames N/A 21-67
Grounded, reverse Warlock Blade super armor frames N/A 18-55
Dark Dive multi-hits 1% 1.2%
Dark Dive throw damage 7% 9%
Dark Dive knockback growth 82 90


  1.1.5

  •   Neutral attack has increased damage, modified positioning, and faster startup and endlag.
  •   Dash attack has less ending lag.
  •   Flame Choke and Flame Wave grab range increased.
  •   Grounded Wizard's Foot and variants 2% deal more damage and have altered positioning.

Technical changelist

Change Old value New value
Neutral attack damage 4%/7%/10% 6%/8%/10%
Neutral attack start-up 8 frames 7 frames
Neutral attack ending lag 34 frames 28 frames
Neutral attack hitbox X position 12/18 11/19
Dash attack ending lag 41 frames 37 frames
Flame Choke grab X position 5.2 (ground)/5.5 (air) 7.2/7.5
Flame Wave grab X position 5.2 (ground)/6.0 (air) 7.2/8.0
Grounded Wizard's Foot (clean) damage 12% 14%
Grounded Wizard's Foot (late) damage 10% 12%
Grounded Wizard's Foot and Wizard's Assault Z position -1/-3/4 0/-3/6
Grounded Wizard's Dropkick (clean) damage 9% 11%
Grounded Wizard's Dropkick (late) damage 7% 9%
Grounded Wizard's Dropkick Z position 1/-1/6 0/-1/8
Grounded Wizard's Assault (clean) damage 10% 12%
Grounded Wizard's Assault (late) damage 9% 11%


MovesetEdit

For a gallery of Ganondorf's hitboxes, see here.

  Name Damage Description
Neutral attack   10% (hand), 8% (arm), 6% (body) A palm thrust. All hitboxes except for the sourspot (the body hitbox) discharge electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag. Despite Ganondorf's overall raw power, its non-sweetspotted damage outputs and set-up are among the weaker ones in the game, though its sweetspot has enough power to KO around 155% near the ledge. A decent out of shield option.
Forward tilt   13% (foot), 12% (leg) A front kick. Good start-up with high semi-spike knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in The Legend of Zelda: Twilight Princess.
Up tilt Volcano Kick (爆裂蹴, Exploding Kick) 28% (leg), 20%/18% (explosion) A delayed axe kick that produces an explosion. While it is the strongest up tilt in the game, its immense 81 frames of starting lag make it the game's slowest standard move, thus an extreme "high risk, high reward" option. Although weaker and slower than a Warlock Punch, it has vacuum properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is still incredibly powerful, with the sweetspot being infamous for instantly shattering full shields and KOing at very low percentages when near the edge, therefore becoming one of Ganondorf's best edgeguarding options if used wisely.
Down tilt   13% A crouching front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO at high percents. It can also be used as a follow-up to a grounded Flame Choke, however most characters can tech or DI out of it with precise timing. It also has noticeable endlag.
Dash attack   14% (clean), 10% (late) A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration. The sweetspot is able to reliably KO around 140%. The sourspot, while lacking any KO potential, has combo utility due to its long lasting hitbox and weak knockback that can combo into any of Ganondorf's aerials at varying percentages, with the follow-up into up aerial striking the entire cast between 70%-90%.
Forward smash   24% An elbow thrust. It can be angled and emits dark magic upon landing. Relatively slow start-up and high ending lag, but its extreme knockback is capable of KOing under 80%. Hitting closer to Ganondorf deals slightly higher knockback, but the damage output remains the same. When uncharged, it whittles a shield down by more than half of its health, while it can nearly break them if it is fully charged. While it is based on Captain Falcon's forward smash, it is also very similar to a move Ganondorf uses in the final battle of The Legend of Zelda: Twilight Princess as part of a sword combo.
Up smash   24% (foot/leg), 21% (body) A stretch kick. Has some start-up, but has good vertical reach and deceptively low ending lag because of its interruptibility, so it can be used to bait opponents. Notably, it is the strongest up smash in the game when sweetspotted, with his foot being able to KO opponents under 100%, and it is thus useful for hard punishing aerial approaches. Also has deceptive horizontal range due to a small hitbox being positioned directly in front of him. Deals more than half shield health uncharged and can nearly break them if fully charged.
Down smash   6% (hit 1), 15%/13% (hit 2) A mid-level roundhouse kick followed by a back kick. The first hit has low knockback to naturally combo into the second hit, which has the most damage and knockback. However, there is a hitbox on Ganondorf's thigh that causes it to not connect together properly, as it launches opponents out of the combo. Ganondorf's weakest smash attack, but fastest in terms of start-up, hitting on frame 15. Despite this, it is one of the most powerful down smashes in the game, being the second most powerful down smash (behind max aura Lucario) and can KO at around 100%-115% without rage. Can be used to punish a roll and if used near an edge, the first hit can stage spike opponents if positioned correctly.
Neutral aerial   7% (hit 1 clean), 5.25% (hit 1 late), 12% (hit 2 clean), 9% (hit 2 late) A back kick followed by a roundhouse kick. The first hit's overall weak power allows it to combo into the second kick, which has higher damage and KO power. Both kicks act as short-lasting sex kicks, and the late hits can cause opponents to trip. While the first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance, the rest of the first hit's hitboxes are ineffective for spacing due to its extremely low damage, which make it unsafe even if landed. Moderate landing lag if not used with a full hop. The second kick KO's Mario at the center of Final Destination at 133%.
Forward aerial   18% (fist), 17% (arm) An overhand. Very powerful, with the sweetspot KOing middleweights at 104% from center-stage. Also has decent start-up and a wide hitbox that starts slightly behind Ganondorf's head. However, while it has decent ending lag (interrupts on frame 45, being one frame faster than Captain Falcon's forward aerial), it has moderately high landing lag. Additionally, it cannot autocancel even from a full hop due to a programming error (which also occurred in Brawl).
Back aerial   17% (fist), 16% (arm) A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with decent startup, low ending lag and moderate landing lag, alongside being able to autocancel from a short hop. All these factors make it rather useful to wall out approaches. The sweetspot KOs middleweights at 101% from center-stage and at 75% near the edge, making it very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach, while its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching.
Up aerial   13%/12% (clean), 12%/10% (mid), 8%/6% (late) A flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights at 100% near the edge. It also starts on frame 6, making it Ganondorf's fastest aerial and his fastest starting move overall. Deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a sourspot that semi-spikes with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. The sourspot can also lock at any percent, making it one of Ganondorf's few combo tools. Has little ending lag with moderate landing lag, and can autocancel with a short hop.
Down aerial   19% (legs), 17% (body) A double foot stomp. It discharges electricity upon landing and is the most powerful meteor smash in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a sourspot on his shoulder that hits horizontally with less damage, but is still stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have transcendent priority, meaning that it cannot cancel out projectiles.
Grab   Reaches out with his right hand. Despite Ganondorf's size, it is one of the shortest reaching grabs in the game, to the point of almost requiring him to be physically touching his opponent. His pivot grab has better range, but suffers from ending lag.
Pummel   3% A knee strike. A moderately slow pummel.
Forward throw   5% (hit 1), 8% (throw) Lifts the opponent and hits them with a short straight-punch. One of the highest damaging forward throws in the game. Decent knockback that is good for setting up down aerials meteor smash, though it does not KO until 189% near the edge.
Back throw   5% (hit 1), 5% (throw) Throws the opponent behind himself and hits them with a side kick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing 31% earlier than his forward throw, though its moderate ending lag means it has severely less combo potential in comparison.
Up throw   7% (hit 1), 3% (throw) Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 245%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles, though this can be difficult to do so due to Ganondorf's physics.
Down throw   7% A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, Wizard's Foot or Wizard's Dropkick at 0% to medium percentages. However, Ganondorf's slow speed and physics, an opponent's DI and the move's low hitstun and horizontal angle often make these follow-ups difficult.
Floor attack (front)   7% A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics.
Floor attack (back)   7% A somersault kick.
Floor attack (trip)   5% Spins around to kick those who are near.
Edge attack   8% Performs a backfist while climbing up. Has a very long range and can even occasionally stage spike enemies near or at the edge behind him.
Neutral special Default Warlock Punch 30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse) Winds up his left arm while charging dark magic and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of slightly more startup. It also receives a damage and knockback bonus if used in the air, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to one-hit KO any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has armor until just before the punch, though the aerial version does not.
Custom 1 Warlock Blade 22%/18% (ground), 24%/20% (ground reverse), 24%/20% (air), 26%/22% (air reverse) Wields the Sword of the Six Sages and performs a reverse gripped thrust. Deals less damage overall than Warlock Punch when sourspotted, but has greater range, faster start-up, and a powerful sweetspot at the blade's tip. Has armor until just before the thrust, unless used in the air. Deals greatly increased shield damage, with the sweetspot being able to instantly shatter a full shield. All hitboxes have transcendent priority.
Custom 2 Warlock Thrust 16%/9% (normal), 19%/12% (reverse) The backfist is faster and produces a large explosion of dark magical energy, giving it more vertical range, transcendent priority, and less ending lag (though it is still notably large due to its faster start-up). The explosion, however, is a large sourspot, with Ganondorf's fist being the only sweetspot in the move. As a result, it deals extremely weak knockback that does not KO until past 300%.
Side special Default Flame Choke 12% (ground throw), 15% (air throw), 4% (release) Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. The opponent can tech the hit to avoid guaranteed follow-ups, though the move can be tech-chased due to having minimal ending lag. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground, or to the lower blast line in a suicide KO if used off-stage. Much less unwieldy than in Brawl, as Ganondorf will always win if he and the opponent are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. When Ganondorf grabs his opponent, he gains armor on frame 17-40.
Custom 1 Flame Wave 10% (hit 1), 8% (ground throw), 10% (air throw), 4% (release) Upon contact, Ganondorf blasts the opponent into the air after grabbing them. Hits twice, with the second hit dealing vertical knockback while also launching bystanders. Has actual, good KO power, but at the cost of combo potential, range and speed. It also has more starting lag and ending lag.
Custom 2 Flame Chain 1.2% (loop, 9 hits), 5% (last hit) Hits multiple times instead of grabbing and ends with a blast that deals decent knockback. It also provides very long range, more traction on the ground and passes through shielding enemies. As it cannot grab, it cannot perform a Ganoncide. It also has slightly more start-up and significantly more ending lag.
Up special Default Dark Dive 1.2% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release) Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par recovery. If Ganondorf successfully lands this move against an opponent, he is not rendered helpless and can use it again. Ganondorf will perform a dark magic-infused uppercut that deals weak knockback if the grab misses an opponent. It has the weakest knockback out of all of Ganondorf's moves (not counting Flame Choke's set knockback, which has combo potential to compensate) and does not KO until 170%, though it does KO slightly earlier when near the edge and also functions as a decent out of shield move.
Custom 1 Dark Fists 6% (hit 1), 11% (hit 2) Leaps upward and, instead of latching onto the opponent, performs two dark magic-infused swiping punches. The punches can chain into each other, dealing very high knockback at moderate percentages and enables it to KO much more reliably than Dark Dive. Due to the increased horizontal reach and the armor frames on the move's start-up, it is considered one of Ganondorf's most effective recovery alternatives.
Custom 2 Dark Vault 1% (hit 1), 3% (throw), 6% (release) Leaps upward twice, but can only grab opponents during the start of either leap. The grab animation is significantly sped up, but its KO power is even weaker than Dark Dive, as it only KOs at 400%. The jumps together cover slightly more vertical distance.
Down special Default Wizard's Foot 14%/12% (ground), 15%/14% (air), 8% (landing) A dark magic-infused flying kick. Deals decent damage and knockback, but has considerable ending lag. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high shield damage in the air, bringing shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has considerable landing lag and is extremely risky to use off-stage.
Custom 1 Wizard's Dropkick 11%/9% (ground), 11%/8%/9%/7% (air), 6% (landing) Slightly jumps into the air before performing a blue-colored, dark magic-infused flying kick that travels farther but is slightly weaker. The grounded version has very little ending lag, enables Ganondorf to vault over most projectiles and is a true combo out of down throw until medium to high percentages. The aerial version moves at a 45° angle downward, making it great for horizontal recovery and avoiding juggles if he is launched. The aerial version can also be used more freely for edgeguarding. Both versions deal less damage, while the aerial version cannot meteor smash and has significantly reduced vertical KO power, though its overall utility outweighs these downsides.
Custom 2 Wizard's Assault 12%/11%/7% (ground), 14%/12% (air), 6% (landing) A magenta-colored, dark magic-infused flying kick that travels faster, farther and pierces opponents without slowing down on impact. The aerial version travels straight down, can still meteor smash, and its landing shockwave launches opponents behind Ganondorf. However, it has slower start-up and ending lag, with a more obvious purple "flash" at the beginning which makes it easier to anticipate.
Final Smash Beast Ganon 10%/5% (appearance), 10% (paralyze), 40%/30% (charge) Transforms into Ganon, his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, whereas those otherwise will be paralyzed if they are in front of him.

StatsEdit

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 113 1.3 – Initial dash
1.218 – Run
0.73 0.068 0.015 0.79 0.01 – Base
0.03 – Additional
0.107835 1.65 – Base
2.64Fast-fall
7 25.488228 - Base
12.244264 - Short hop
26

Announcer callEdit

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On-screen appearanceEdit

  • Emerges from a portal of dark magic.
 

TauntsEdit

  • Up taunt: Floats in the air and then curls into a ball while spinning before opening up from his curled position and striking a pose while laughing.
  • Side taunt: Punches his right hand into his open palm in a threatening pose and scoffs, with dark magic emitting from his hands afterward. When the dark magic is emitted, his cape will either  remain stationary or  flow as if being blown by wind.
  • Down taunt: Unsheathes the Sword of Sages, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.
Up taunt Side taunt Down taunt
     

Idle posesEdit

  • Brings his hands together, then swings his right arm over his head.
  • Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
   

Crowd cheerEdit

English Japanese
Cheer
Description Ganon-dooorf! Gan-on!
Pitch Group chant Male

Victory posesEdit

A flourished remix directly from Brawl. It is a remix of the tune that plays when Link obtains a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System.
  • With his back facing the screen, Ganondorf punches his fist into his open palm, turns to face the screen and pumps his fist.
  • Pumps his fist as it emits dark magic and crouches while  briefly opening his mouth or  briefly clenching his teeth before resuming his typical scowling expression.
  • Crosses his arms while laughing, then looks toward the screen with a stern expression. This references a scene in The Legend of Zelda: Twilight Princess.
     

In competitive playEdit

Tier placement and historyEdit

Public consensus on Ganondorf in Smash 4 has risen and fallen throughout the game's history despite his numerous direct buffs. Hopes were high when the game was released due to the very noticeable buffs and the very large benefit of the change of mechanics, with some players often drawing comparisons to his Melee self. Players such as Gungnir and Matt Hazard were already earning impressive results, such as the latter defeating Mew2King in a now-infamous 3DS set. This excitement, however would gradually disappear following the Wii U release, as while many characters like Sheik and Diddy Kong benefited from the discovery of new tech and a better controller setup, Ganondorf did not benefit as much from the new mechanics as many would have thought. Even despite numerous buffs between game updates, the metagame continued to develop, leaving Ganondorf behind for the most part, which inevitably led to his 54th placing in the bottom tier of the first 4BR tier list.

Despite this, Ganondorf proved to be surprisingly popular in competitive play for a bottom-tier character, gaining a reputation as a "disrespectful" character thanks to his low-tier standing, extravagant punishes, and hefty damage output. As such, he has garnered noticeably better results compared to most other bottom-tiered characters (and even outplacing certain low-tiered ones such as Dr. Mario and Wii Fit Trainer), especially in Japan and Eastern Canada, both places of where there is a surprisingly large number of Ganondorf players. This resulted in Ganondorf holding the third-worst position on the second tier list, at 56th (due to the inclusion of Corrin and Bayonetta). Thanks to big advancements to his metagame, as well as still having good results for a poorly regarded character, Ganondorf was ranked 53rd on the third tier list, allowing him to rise out of the "bottom five" position; furthermore, with the abolishment of the "bottom" tier ranking, Ganondorf was then ranked as a low-tier character. However, while Ganondorf gained a notable result in Umebura Japan Major 2017 with Gungnir placing 17th with solo Ganon (also upsetting Earth during the tournament), and he retains his placing at 52th/53rd on the fourth and final tier list, this placing is now notable for not only having Ganondorf share the spot with Zelda, but also dropping back to being the second worst character alongside her, after the exclusion of Miis from the most recent tier list.

Altogether, Ganondorf has improved notably from his Brawl incarnation, where he was not only considered the worst character, but he was indisputably a bottom-tier character and his worst matchups were far more difficult to win than most bad matchups in the game. While Ganondorf was consistently ranked either among or barely outside of the bottom five characters on the Western and European scenes, the Japanese scene is more optimistic about the character, especially after Gungnir's high placing. As such, Ganondorf's true tier placing has remained in contention throughout the game's competitive lifespan, though he is still generally seen as non-viable in high-level play.

Official Custom Moveset ProjectEdit

Character Custom sets available
  Ganondorf 2121 2122 2321 2322 2132
2332 2222 3122 3121 3112

Most historically significant playersEdit

See also: Category:Ganondorf players (SSB4)

TrophiesEdit

 
3DS Classic Mode trophy
 
Wii U Classic Mode trophy
Ganondorf
   The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!
   Ganondorf, the King of Darkness and owner of the Triforce of Power, is bent on plunging the kingdom of Hyrule into ruin. Thankfully, he's usually stopped by Link before this happens. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Rush in when the enemy's open and strike hard!
 : The Legend of Zelda: Ocarina of Time (11/1998)
 : The Legend of Zelda: Twilight Princess (11/2006)
  The King of Evil is Link's arch-nemesis in most games in the Legend of Zelda series. With the Triforce of Power at his disposal, he's a fearsome opponent. In this game, his mighty attacks have so much impact, they easily make up for his slow speed, and his launching ability is extra impressive! Rush in when the enemy's open and strike hard.
 : The Legend of Zelda: Ocarina of Time (12/1998)
 : The Legend of Zelda: Twilight Princess (12/2006)
 
3DS All-Star Mode trophy
 
Wii U alternate trophy
Ganondorf (Alt.)
   Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face someone as they cowardly try to hit you from behind.
   Being the powerhouse that he is, the Gerudo King is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face opponents as they cowardly try to hit you from behind.
 : The Legend of Zelda: Ocarina of Time (11/1998)
 : The Legend of Zelda: Twilight Princess (11/2006)
  Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch focuses dark energy into his left hand to deliver a thunderous back-hander. Unfortunately, focusing all that energy takes time. If someone sneaks behind you just as you start the move, quickly try to turn around.
 : The Legend of Zelda: Ocarina of Time (12/1998)
 : The Legend of Zelda: Twilight Princess (12/2006)
 
Beast Ganon trophy
Beast Ganon
  For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries nearby fighters in the ground and then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes buried by the first strike are doomed to be hit by the rest.
  For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries fighters nearby in the ground, then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes who are buried by the first strike are guaranteed to be hit by the rest.

In Event MatchesEdit

Solo EventsEdit

Co-op EventsEdit

Alternate costumesEdit

 
               

GalleryEdit

TriviaEdit

  • Ganondorf's page was added to the Smash 4 website on October 15th; prior to this, Ganondorf was mentioned on October 10th by Sakurai in his "Pic of the day" post, discussing the Home-Run Contest. At the end of the post, he remarks, "I wonder if Ganondorf gives you some advantage," despite Ganondorf's page not being added to the website yet. It should be noted that Super Smash Bros. for Nintendo 3DS had already released worldwide by October 4, so Ganondorf's presence in the game was already known.
  • Super Smash Bros. 4 is the first entry in the series to have Ganondorf utilize his sword as an attack, albeit as a custom special, Warlock Blade.
  • Super Smash Bros. for Nintendo 3DS is the first game where Ganondorf is unlocked on a stage other than Final Destination.
  • Super Smash Bros. for Wii U is the only game where Ganondorf is a starter character.
  • Ganondorf's neutral moveset has the most grab moves in the game, as both Flame Choke and Dark Dive count as grabs and cannot be shielded or countered.
  • When Ganondorf uses Ganoncide on an opponent with one stock left, he will usually still emit his KO voice clip despite not being KO'd.
  • Ganondorf's amiibo description on Nintendo's official site is based on his Melee trophy description, thereby describing his The Legend of Zelda: Ocarina of Time self.
  • Of all the veterans that retain their voice clips from Brawl, Ganondorf, Link and Captain Falcon are the only ones to not make use of knockback voice clips that weren't used in-game in Brawl despite having them.
  • When using Ganondorf's down taunt under the effects of the Timer item, his sword will move in an unusual way due to its motion not slowing down with him.
  • Ganondorf's NTSC crowd chant is very similar to the one in Melee, where the crowd eerily drags out the second part of his name.
  • Despite his Ocarina of Time design appearing as a trophy in 3DS, Wii U is the only game where Ganondorf's design from that game does not appear.