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Ganondorf (SSB4)/Up special/Default

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Dark Dive.
Hitbox visualization showing Ganondorf's Dark Dive.

OverviewEdit

Ganondorf performs Dark Dive, in which he leaps upwards and performs an uppercut. If Ganondorf hits an opponent while using Dark Dive, he will latch onto them and discharge electricity before launching them with an explosion and jumping off. If Ganondorf is able to grab an opponent with Dark Dive, he will not go into a helpless state, and allows him to reuse the move again, giving him more versatility offstage. As Dark Dive is a command grab, it cannot be shielded if used against a grounded opponent and is a decent out of shield move. Alternatively, if Ganondorf misses the grabbing portion of the move, opponents can still be hit with the uppercut at the peak of Ganondorf's jump, which can be used to catch aerial opponents off guard.

However, the move covers minimal horizontal or vertical distance and causes helplessness, making it a very poor recovery move. In addition, the move has very weak knockback even to the similar Falcon Dive, and is overall Ganondorf's weakest move, having difficulty at finishing off opponents at percentages as high as 225%. A successful grab also has an extreme ending lag of 60 frames, making it punishable and even gimpable if the opponent techs the move from under the stage.

Update historyEdit

  1.1.3

  •   Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.

HitboxesEdit

RisingEdit

ID Radius Bone Offset Stretch G A
Early Grabboxes
0 4.4 0 0.0 16.0 6.5    
1 6.5 0 0.0 8.8 13.7    
Late Grabboxes
0 4.4 0 0.0 16.0 6.5    
ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Uppercut
0 0 7% 0   70 90 0 9.0 22 6.0 0.0 0.0 1.0x 1.0x 0%               Burn  
1 0 7% 0   70 90 0 6.0 22 -1.0 0.0 0.0 1.0x 1.0x 0%               Burn  

GrabEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Electricity
0 0 1.2% 0   50 100 0 7.0 0 0.0 9.0 0.0 1.0x 1.0x 0%               Shock  
ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
Throw
0 9%   Forwards 40 90 0 0 None       Burn

TimingEdit

RisingEdit

Grab 14, 15-28
Hitboxes 34-36
Animation length 64
                                                                                                                               

ThrowEdit

Electricity 4, 8, 12, 16
Throw 17
Interruptible 76
Animation length 75
                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Grab