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Ganondorf (SSB4)/Neutral special/Default

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Warlock Punch.
Hitbox visualization showing Ganondorf's grounded Warlock punch.
Hitbox visualization showing Ganondorf's grounded reversed Warlock punch.
Hitbox visualization showing Ganondorf's aerial Warlock punch.
Hitbox visualization showing Ganondorf's aerial reversed Warlock punch.

Overview

Ganondorf performs the Warlock Punch, in which he charges up dark magic and releases it in the form of an extremely powerful backfist. This move is infamous for its sheer strength, but is rarely used in competitive play due to the fact that it has a high amount of startup and ending lag. Ganondorf can turn around once while charging up the move, and thus can catch opponents off guard. The move's power is amplified if started in midair or rotated, and combining both can one-hit KO some characters, however if Ganondorf lands before the punch comes out the aerial power is lost. Ganondorf also has armor while winding up the punch, though the armor ends earlier when reversed, and only occurs on the ground even if Ganondorf lands from the air. After breaking an opponent's shield, it is common for Ganondorf players to reverse Warlock Punch to finish off the opponent quickly.

Update history

  1.1.3

  •   Grounded Warlock Punch has increased super armor (frames 11-62 → 11-65) and the reversed grounded version now has super armor from frames 21-67.

Hitboxes

Ground

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Normal
0 0 30% 0   120 42 0 5.0 15 2.4 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 30% 0   120 42 0 4.7 13 0.0 0.0 1.0 1.0x 1.0x 0%               Kick  
2 0 30% 0   120 42 0 4.3 16 5.0 0.0 0.0 1.0x 1.0x 0%               Kick  
Reversal
0 0 37% 0   30 100 0 5.0 15 2.4 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 37% 0   30 100 0 4.7 13 0.0 0.0 1.0 1.0x 1.0x 0%               Kick  
2 0 37% 0   30 100 0 4.3 16 5.0 0.0 0.0 1.0x 1.0x 0%               Kick  

Aerial

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Normal
0 0 38% 0   30 100 0 5.0 15 2.4 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 38% 0   30 100 0 4.7 13 0.0 0.0 1.0 1.0x 1.0x 0%               Kick  
2 0 38% 0   30 100 0 4.3 16 5.0 0.0 0.0 1.0x 1.0x 0%               Kick  
Reversal
0 0 40% 0   40 100 0 5.0 15 2.4 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 40% 0   40 100 0 4.7 13 0.0 0.0 1.0 1.0x 1.0x 0%               Kick  
2 0 40% 0   40 100 0 4.3 16 5.0 0.0 0.0 1.0x 1.0x 0%               Kick  

Timing

Normal

Hitboxes 70-71
Super armor (Ground only) 11-65
Interruptible 118
Animation length 127
Hitboxes                                                                                                                                                                                                                                                               
Armor                                                                                                                                                                                                                                                               

Reversed

Hitboxes 80-81
Super armor (Ground only) 21-67
Interruptible 128
Animation length 137
Hitboxes                                                                                                                                                                                                                                                                                   
Armor                                                                                                                                                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Armour
 
Interruptible