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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E-
|ranking = 82
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{{cquote|''His new design matches his appearance in The Legend of Zelda: Ocarina of Time! Now he uses his sword for all his smash attacks. He's a bit slimmer then [''sic''] he was before, but his Warlock Punch is devastating! For his final smash he transforms into Ganon, The Demon King and quickly charges forward.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed alongside {{SSBU|Ryu}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Like in games prior to {{forwiiu}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ganondorf is classified as [[Fighter number|Fighter #23]].
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018 alongside the rest of the returning roster. Ganondorf is classified as fighter #23.


{{s|wikipedia|Takashi Nagasako}} reprises his role as Ganondorf after having previously voiced the character in ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''[[Super Smash Bros. Melee]]'', providing new voice clips, replacing Hironori Miyata from ''Brawl'' and ''Smash 4''.
{{s|wikipedia|Takashi Nagasako}}, Ganondorf's voice actor from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''{{s|zeldawiki| The Legend of Zelda: The Wind Waker}}'' (and by extension,  ''[[Super Smash Bros. Melee]]''), reprises his role in all regions, providing new voice clips that mimic his portrayal from ''Ocarina of Time'' rather than using re-purposed voice from the game as in previous ''Smash'' games. In ''Ultimate'', Nagasako succeeds {{s|wikipedia|Hironori Miyata}}, who previously succeeding him in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' by re-purposing his voice clips from ''The Legend of Zelda: Twilight Princess''.
 
Ganondorf is ranked dead last on the [[tier list]], at 82nd out of 82, and is the only character in the E- tier. This is a slight drop from his already very low placement in ''Smash 4'', where he was tied with {{SSB4|Zelda}} at 52nd/53rd out of 54, and gives him the dubious distinction of being the only character ranked last for the NTSC and European tier lists of two different games, the other being ''Brawl''. Despite this, it should be noted that his placement does not equate to the same level of unviability as in previous games, as he is overall more viable than in ''Brawl'' and ''Smash 4''.
 
As with tradition, Ganondorf possesses one of the hardest-hitting movesets in the game, with noteworthy improvements to his raw power over previous games; this makes him one of the most formidable fighters when it comes to KOing. In addition, many of his infamously weak moves have been buffed to be more effective; [[Dark Dive]] is now a capable [[out of shield]] and KO option, Grounded [[Wizard's Foot]]'s sweetspot and sourspots have been reversed and make it effective for KOing, and [[up tilt]] is significantly faster. Finally, Ganondorf now has access to his sword from the ''SpaceWorld 2000 GameCube Tech Demo'', which provide him with extremely powerful and wide-arced smash attacks that easily KO below 100%, with forward smash being one of the strongest in the game, and up smash being able to cover an entire platform above him and hit ledge hangs with the front hit. Overall, Ganondorf still excels at what he does best: ending stocks in a few hits.
 
However, Ganondorf's core weaknesses continue to hold him back drastically compared to the rest of the roster. His terrible frame data and slow movement give him severe difficulty in approaching and escaping disadvantage, which is especially problematic due to ''Ultimate''{{'}}s emphasis on faster-paced and projectile-focused combat. His shield safety is lacking despite his high shield pressure, while his grab and throws are still extremely weak despite his overall power, having short range and unable to KO easily. Several of his moves also have small or poorly placed hitboxes which results in poor range (with hitbox adjustments making some of them worse than previously) or glaring blindspots (with some such as Dark Dive having worse hitboxes than [[Falcon Dive]], its equivalent move from {{SSBU|Captain Falcon}}). His recovery is among the worst in the game due to Dark Dive's low distance, and despite it not causing [[helplessness]] when it connects, opponents are able to slowly [[gimp]] Ganondorf simply by getting grabbed deliberately to push him backwards. Finally, some changes remove some of his only situational moves that allow him to play [[mindgame]]s: his new up smash is no longer able to bait reactions nor is safe on shield if spaced, up aerial's shorter duration makes gimping with the late hitbox more difficult, and aerial [[Flame Choke]] can now be escaped by [[button mashing]] while also KOing Ganondorf first if used as a [[sacrificial KO]].
 
Overall, Ganondorf's issues collectively give him significant problems in the [[neutral game]]: the majority of the roster can outspeed him in almost every degree, his offstage survivability is extremely poor and limited to air dodge mix-ups, while his strengthened power does not help him approach nor give him many options to defend himself, resulting in him struggling to make use of his excellent raw power and KO ability. Because of these factors, while the community had high hopes for Ganondorf in the early metagame, his competitive reception plummeted as the metagame evolved and his weaknesses became much more exploitable, and he has sat at the very bottom of the first two official tier lists.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Ryu}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Ryu}}.
*Have Ganondorf join the player's party in [[World of Light]].
*Have Ganondorf join the player's party in [[World of Light]].
With the exception of the third method, Ganondorf must then be defeated on [[Bridge of Eldin]].
Ganondorf must then be defeated on [[Bridge of Eldin]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
Ganondorf is the epitome of the archetype of [[weight|super heavyweight]]: he is the fifth heaviest character in the game and possesses great power in exchange for slow mobility and poor frame data. Despite his high [[traction]] and above average [[falling speed]], he has the seventh slowest [[walk]]ing speed, fourth slowest [[dash]]ing speed, third slowest [[air speed]], sixth slowest [[air acceleration]], and fourth lowest [[jump]] and [[double jump]] heights. As a result, he is among the least mobile characters in the game, but his high endurance lets him survive very high percentages and benefit from [[rage]].
Ganondorf is the epitome of the [[weight|super heavyweight]] archetype: he is the fifth heaviest character in the game and possesses extreme power in exchange for terrible mobility and frame data. Despite his high [[traction]], above average [[falling speed]], and moderately high [[gravity]], he sports the seventh slowest [[walk]]ing speed, the fourth slowest [[dash]]ing speed, the third slowest [[air speed]], the sixth lowest [[air acceleration]], and sixth lowest [[jump]] and [[double jump]] heights. As a result, he is among the least mobile characters in the game, but his high weight grants him exceptional endurance, allowing him to survive at very high percentages and benefit from [[rage]].


Ganondorf's most defining trait is his incredible power and damage output. Almost all of his moves inflict 10%-25% damage and are capable of KOing under 150% or even 100% with ease, even from the middle of [[Final Destination]], giving him one of the strongest [[punishment]] games in the roster. His forward tilt and down smash are very powerful [[semi-spike]]s, while his forward smash and up smash have impressive disjointed hitbox as they utilize a large sword that covers around Ganondorf's body while being able to hit ledgehangers, with the former being the third strongest of its kind that KOs well below 65%. His [[Warlock Punch]], in spite of being his slowest move, also KOs exceedingly early, especially when used in the air and reversed, which can [[one-hit KO]] middleweights. Thanks to his strength, Ganondorf has one of the strongest KO abilities in the game, as he can rack up damage and KO opponents in less than a few hits.
Ganondorf's most defining trait is his incredible kill power and damage output. Most of his moves inflict over 10% damage and are capable of killing under 100% with ease, even from the middle of [[Final Destination]], giving him one of the strongest [[punishment]] games in the roster. His forward tilt and down smash are very powerful [[semi-spike]]s, while his [[forward smash|forward]] and [[up smash|up]] smashes are massive disjoints that utilize a large sword to cover Ganondorf. In particular, these two smash attacks can not only hit below the ledge, but the former is generally the third strongest of its kind in the game, having the potential to KO most opponents well below 65% (even at the center of [[Final Destination]]). His [[neutral special]], [[Warlock Punch]], has the most startup out of his entire moveset, but it also deals ludicrous knockback and damage (especially when B-reversed in the air), being capable of [[one-hit KO|instantaneously killing]] middleweights and lighter (if it connects before touching the ground). Ganondorf’s sweetspotted [[down aerial]] and aerial [[Wizard's Foot]] are extremely powerful [[meteor smash]]es that can KO opponents offstage at exceptionally low percents. Thanks to his strength, Ganondorf has among the highest KO potential in the game, as he can rack up heavy damage and KO opponents in very few hits.


Ganondorf's [[shield]]-breaking capabilities are very potent. His forward and up smashes, Warlock Punch, and aerial [[Wizard's Foot]] can bring down shields to a sliver of health, while his Volcano Kick (up tilt) has [[vacuum]] properties, deceptively large reach, and does immense [[shield damage]] allowing it to shatter shields outright over a large distance. He can also play [[mindgame]]s to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield, allowing him to punish their mistakes. As such, mistiming or overusing shields against Ganondorf is incredibly deadly, as his aforementioned powerful moves allow him to capitalize shield breaks.
Ganondorf's [[shield]]-breaking capabilities are potent and fearsome. His aforementioned forward and up smashes, Warlock Punch, and aerial Wizard's Foot can bring shields down to a sliver of health, while his Volcano Kick ([[up tilt]]) has [[vacuum]] properties, deceptively large reach, and can shatter shields in a single hit. These options also allow Ganondorf to play [[mindgame]]s to make opponents with low shield health play more carefully around him, as he can punish any mistake extremely hard. As such, mistiming or overusing shields against Ganondorf can be deadly, as his aforementioned powerful moves allow him to capitalize shield breaks.


Despite his power, Ganondorf has excellent combo starters, some of which are potential kill confirms. His down throw can combo into every aerial except down aerial or dash attack up to middle percentages. His dash attack is versatile, with its early hit leading into neutral aerial, up aerial, or [[Dark Dive]] at early percentages while possessing high KO power, and its late hit granting followups into neutral attack, forward tilt, grab, all aerials except down aerial, and Dark Dive, with the latter two being potential kill confirms at high percentages. Neutral aerial's set knockback on the first kick as well as the late hit of the second kick can lead into neutral attack, grab, forward tilt, down tilt, or dash attack right after landing on the ground. Sweetspotted down aerial's high [[hitstun]] combos into neutral attack, grab, forward tilt, down tilt, every aerial, up smash, or down smash up to middle percentages. Perhaps Ganondorf's best combo starter is grounded [[Flame Choke]]: it is a command grab that [[meteor smash]]es opponents into the ground which leads into a myriad of followups such as neutral attack, forward tilt, down tilt and dash attack, or create a [[read]] situation and follow with aerials, smashes, Wizard's Foot, or another Flame Choke. While Flame Choke can be [[tech]]ed, its low ending lag allows Ganondorf to [[tech-chase]] with the move, with some followups hitting short-distanced techs such as forward tilt covering {{SSBU|Bowser}}'s inward tech, up smash or turnaround down smash on {{SSBU|Snake}}'s inward tech, down tilt on {{SSBU|Inkling}}'s tech away, or neutral attack on all of {{SSBU|Piranha Plant}}'s tech options. Some characters can even be trapped at the ledge, where they move no distance from tech away and are hit during their neutral and inward techs.
Despite his power, Ganondorf has excellent combo starters, some of which are potential kill confirms. His down throw can combo into every aerial except down aerial or dash attack up to mid-percentages. His dash attack is versatile; not only does it possess extreme KO power at high percentages, being the third strongest dash attack in ''Ultimate'', but its early hit can potentially lead into [[neutral aerial]], [[up aerial]], or [[Dark Dive]] at early percentages. Even better, it has a late hit sourspot that grants followups into [[neutral attack]], [[forward tilt]], [[grab]], all aerials except down aerial, and grounded [[Dark Dive]], with the latter two options being potential kill confirms at high percentages. Neutral aerial's set knockback on the first kick as well as the late hit of the second kick can lead into neutral attack, grab, forward tilt, down tilt, or dash attack right after landing on the ground. Sweetspotted down aerial's high [[hitstun]] combos into neutral attack, grab, forward tilt, down tilt, every aerial, up smash, or down smash up to middle percentages. Perhaps Ganondorf's best combo starter is grounded [[Flame Choke]], which is is a [[command grab]] that [[meteor smash]]es opponents into the ground, leading into a myriad of followups and reads. These follow ups include, but are not limited to: neutral attack, forward tilt, down tilt, dash attack, grounded or aerial Wizard’s Foot, any smash attacks or aerials, or even another Flame Choke. While Flame Choke can be [[tech]]ed, its low ending lag allows Ganondorf to [[tech-chase]] with the move, with some followups hitting short-distanced techs such as forward tilt covering {{SSBU|Bowser}}'s inward tech, up smash or turnaround down smash on {{SSBU|Snake}}'s inward tech, down tilt on {{SSBU|Inkling}}'s tech away, or neutral attack on all of {{SSBU|Piranha Plant}}'s tech options. Some characters can even be trapped at the ledge, where they move no distance from tech away and are hit during their neutral and inward techs.


All of Ganondorf's aerials are very useful, as they are fast for their immense power (except his forward aerial and down aerial), and are guaranteed to knock opponents off the stage even at medium percents, giving him one of the best [[edgeguard]]ing capabilities in the game. His sweetspotted down aerial is his highest damaging aerial and the strongest meteor smash in the game, and when sourspotted has the second strongest horizontal knockback out of all his aerials (after his sweetspotted back aerial). His up aerial is his lowest damaging aerial, but is his second fastest aerial, can autocancel from a short hop, and its late hitbox is a very potent [[gimp]] with its semi-spike angle and high [[hitstun]]. His neutral aerial has the lowest knockback out of all his aerials, but is his fastest aerial consisting of two hits that naturally combo into each other with damage rivaling his sweetspotted down aerial, while doubling as long-lasting [[sex kick]]s, and has the greatest horizontal reach out of all his aerials allowing it to wall out approaches. His forward aerial boasts good reach in an arc that also hits slightly behind him, while his back aerial is a deceptively fast KO move that can autocancel from a short hop. Aerial Flame Choke is a chokeslam that lacks guaranteed followups, but does more damage than when used on the ground and can still tech-chase. Aerial Wizard's Foot is Ganondorf's only aerial with vertical knockback, making it a good anti-air that punishes juggles. Finally, Dark Dive is a command grab that does multiple weak electric hits that make it difficult to interrupt, which leads into a very powerful throw that can reverse edgeguard situations, especially when facing away from the stage, while also not causing helplessness and letting him reuse the move; if the grab misses, the move performs an uppercut at the end to deter edgeguards.
All of Ganondorf's aerials are very useful, as they are fast despite their immense power (excluding forward aerial and down aerial), and are guaranteed to knock opponents off the stage even at medium percents, giving him a great [[edgeguard]]ing game. His sweetspotted down aerial is his most damaging aerial and the second strongest meteor smash in the game, and when sourspotted has the second strongest horizontal knockback out of all his aerials (after his sweetspotted back aerial). His up aerial is his lowest damaging aerial, but is his second fastest aerial, can autocancel from a short hop, and its late hitbox is a very potent [[gimp]] with its semi-spike angle and high [[hitstun]]. His neutral aerial has the lowest knockback out of all his aerials, but is his fastest aerial consisting of two hits that naturally combo into each other with damage rivaling his sweetspotted down aerial, while doubling as long-lasting [[sex kick]]s, and has the greatest horizontal reach out of all his aerials allowing it to wall out approaches. His forward aerial boasts good reach in an arc that also hits slightly behind him, while his back aerial is a deceptively fast KO move that can autocancel from a short hop. Aerial Flame Choke is a chokeslam that lacks guaranteed followups, but does more damage than when used on the ground and can still tech-chase. Aerial Wizard's Foot is Ganondorf's only aerial option with vertical knockback, making it a good anti-air that punishes juggles. Finally, Dark Dive is a command grab that does multiple weak electric hits that make it difficult to interrupt, which leads into a very powerful throw that can reverse edgeguard situations, especially when facing away from the stage, while also not causing helplessness and letting him reuse the move; if the grab misses, the move performs an uppercut at the end to deter potential edgeguards.


In spite of his strengths, Ganondorf has glaring flaws. He is highly vulnerable to combos, juggling, and [[shield stab]]bing thanks to his heavy weight, large size, low air speed, and small shield size, and his slow mobility hinders his approach and ability to close distance or create space. His lack of projectile or reflector also leaves him susceptible to projectile camping and zoning.
In spite of his strengths, Ganondorf has glaring flaws. He is highly vulnerable to combos and juggling thanks to his heavy weight, very large size, above average falling speed and gravity, and low air speed, and his slow mobility hinders his approach and ability to close distance or create space. His lack of a projectile or reflector also leaves him susceptible to projectile camping and zoning.


Arguably Ganondorf's biggest weakness is his lack of defensive options, courtesy of the issues within his moveset. His frame data is very sluggish and among the worst in the game: he has very few moves that are active before frame 9 (these being neutral attack, neutral aerial, up aerial, and standing grab) and some not even coming out before 28 (such as forward smash, Warlock Punch, and Volcano Kick), along with many of his moves having extremely high ending lag (most notably Volcano Kick, all his smashes, and all his special moves). As a result of his abysmal frame data, many of his moves are unsafe on shield unless fully spaced, despite his aforementioned shield breaking capabilities. Combined with his poor mobility, Ganondorf struggles to compete with faster characters like {{SSBU|Mewtwo}}, and forces his punishment game to heavily rely on proper spacing and mindgames.
Arguably Ganondorf's biggest weakness is his lack of defensive options, courtesy of the issues within his moveset. To begin, his frame data is very sluggish and among the worst in the game: he has very few moves that are active before frame 9 (these being neutral attack, neutral aerial, up aerial, and standing grab) and some not even coming out before frame 28 (such as forward smash, Warlock Punch, and Volcano Kick), along with many of his moves having extremely high ending lag (most notably all of his smash attacks and all his special moves). As a result of his abysmal frame data, many of his moves are unsafe on shield unless fully spaced, despite his aforementioned shield breaking capabilities. Combined with his poor mobility, Ganondorf struggles to compete with faster characters like {{SSBU|Fox}}, slow projectile users like {{SSBU|Ivysaur}}, and long-ranged characters like {{SSBU|Simon}} and {{SSBU|Min Min}}. This forces Ganondorf's offense to heavily rely on proper spacing and mindgames.


In contrast to Ganondorf's tall size, some of his attacks have poor reach and often have problematic hitbox placements, causing them to have noticeably large blindspots. His neutral attack, forward tilt, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, short hitbox duration, small hitboxes sizes, and/or high hitbox placements. Neutral aerial's two hits often fail to link properly, especially against grounded opponents, likely resulting in Ganondorf getting punished if he whiffs the second hit, and the second hit itself is difficult to land due to its high hitbox placement. His foward smash, despite its impressive reach, completely lacks any active hitboxes during the downward swing, giving it a notoriously large dead zone above and in front of his head. Ganondorf's numerous blind spots allows many small characters such as {{SSBU|Pichu}} to easily exploit and weave through his attacks, especially when crouching.
In contrast to Ganondorf's tall size, some of his attacks have poor reach and often have problematic hitbox placements, causing them to have noticeably large blind spots. His neutral attack, forward tilt, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best [[out of shield]] options, all suffer from a combination of short reach, short hitbox duration, small hitbox sizes, and/or high hitbox placements. Wizard's Foot and Flame Choke also have their hitboxes end earlier than their animations suggest, while forward aerial and back aerial's hitboxes do not properly match their trails. Neutral aerial's two hits often fail to link properly, especially against grounded opponents, likely resulting in Ganondorf getting punished if he whiffs the second hit, and the second hit itself is difficult to land due to its high hitbox placement. His forward smash, despite its impressive reach, completely lacks any active hitboxes during the downward swing, giving it a notoriously large dead zone above and in front of his head. His up smash has a blindspot directly in front of him, and its rear hitboxes end just above the ground. Ganondorf's numerous blind spots allows many small characters such as {{SSBU|Pichu}} to easily exploit and weave through his attacks, especially when crouching.


Outside of down throw, Ganondorf's grab game is also lackluster. His grab reach is notoriously short despite his tall stature, and despite their high damage the rest of his throws have little follow-up while being unreliable KO options, with up throw being a prime example. Flame Choke likewise has deceptively short reach and an absurd blindspot as it completely lacks any grabboxes on the hand. The ability to tech Flame Choke also works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position.
Ganondorf's grab game is also lackluster. His grab reach is notoriously short despite his tall stature, and, outside of down throw, his throws have little to no followup potential. None of them are consistently viable KO options either, despite dealing respectable amounts of damage; while his forward and back throws deal passable knockback, even they are rather weak and can't KO middleweights under 200% from center stage, while his up throw lacks KO potential altogether. His down throw, despite being a decent combo starter, loses much of its combo potential very quickly past low percentages. The ability to tech Flame Choke at any percentage works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position. Flame Choke also lacks a collateral hitbox, allowing doubles, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}} to hit him out of the move.


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


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


Overall, Ganondorf's raw power lets him rack up damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously. Ganondorf relies heavily on a bait-and-punish playstyle and [[mindgame]]s, but his slow frame data and poor reach means he cannot afford to make any careless mistakes, where his ineffective recovery allows his opponents to remove his stocks just as early.
Overall, Ganondorf's raw power allows him to deal heavy damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously, enforcing a bait-and-punish playstyle. His playstyle is a high risk, high reward character: a single mistake can lead to either player losing a stock, even at 0%. He cannot afford to make any careless mistakes himself, where his exploitable recovery allows his opponents to remove his stocks just as early as he can remove theirs.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Likely due to his status as a bottom-tier character in ''[[Brawl]]'' and ''Smash 4'', Ganondorf has been overall buffed in his transition from the latter game to ''Ultimate''.
Ganondorf was infamously a poorly regarded character in [[Ganondorf (SSBB)|his previous]] [[Ganondorf (SSB4)|two appearances]] following his [[Ganondorf (SSBM)|debut appearance]], owing to a myriad of factors such as slow mobility, vulnerability to general pressure (such as rushdowns, zoning and combos), and awful recovery. Most likely due to his low placement in ''SSB4'', Ganondorf has received a mix of buffs and nerfs in ''Ultimate'', but was buffed overall, albeit not enough to raise his tier standing.


Ganondorf's primary strengths, his extreme damage output and power, have been further improved since the previous game. A vast amount of his moves deal even more damage, and some of his moves (whether they were already strong or among the weakest) are more powerful such as his [[dash attack]], [[back aerial]], [[Dark Dive]] and [[Wizard's Foot]]; notably, dash attack has become as potent as it was in ''Brawl'', whereas Dark Dive and Wizard's Foot have had some of their lost KO power restored from ''Melee''. Forward aerial, a move previously considered inferior to his back aerial, has improved range, making it a far safer KO move. His smash attacks are now sword swings that possess increased range and power, with their power also becoming more consistent. Up tilt, notorious for shattering full shields, is also much easier to land with its faster startup and stronger windboxes, and its sourspot has been strengthened to match its sweetspot. Ganondorf's notoriously weak grab game was also substantially buffed, with his grabs having a longer duration and greater range (although it still remains rather short), and his throws receiving improved utility such as higher power (forward throw, although it still remains rather weak), damage (up throw) or combo potential (down throw). Lastly, Ganondorf is heavier, further improving his endurance.
Ganondorf's primary strengths, such as his already strong damage output and knockback power, have been further increased since the previous game. Most of his moves deal even more damage, and some of his moves (whether they were already strong or among the weakest in ''SSB4'') are more powerful, like his [[dash attack]], [[back aerial]], [[Dark Dive]], and [[Wizard's Foot]]; notably, dash attack has become as potent as it was in ''Brawl'', whereas Dark Dive and Wizard's Foot have had most of their lost KO power restored from ''Melee''. Forward aerial, a move previously considered inferior to his back aerial, has improved range, making it a far safer KO move.


Ganondorf notably benefits from most of the universal gameplay changes. The increase in mobility (most notably to his [[running]] speed, although it still remains quite slow), his faster [[jumpsquat]], and the reduced [[landing lag]] on his aerial attacks all improve his neutral game and approach. His faster jumpsquat and landing lag reduction also improve his combo ability, thus further strengthening his damage racking game. The increased [[shieldstun]] on attacks heavily benefits Ganondorf, as it makes his entire moveset much safer on shield due to its very high damage output (and the reduction on his aerial attacks' landing lag compensates for the lowered shieldstun in aerial attacks), thus making him far harder to punish out of shield unless his attacks are improperly spaced, and significantly improving his ability to shield pressure.
Ganondorf's smash attacks are now sword swings that possess increased, consistent power as well as larger, disjointed range. Up tilt, notorious for shattering full shields, is easier to land with its faster startup and stronger windboxes, and its sourspot has been strengthened to match its sweetspot. His notoriously weak grab game was also buffed, with his grabs having a longer duration and greater range, and his throws receiving improved utility such as higher power (forward throw, although it still remains rather weak), damage (up throw) or combo potential (down throw). Ganondorf is also heavier, making his already great endurance better.


Despite these notable buffs, Ganondorf is not without nerfs, some of which counterbalance said buffs. His forward and up smashes, despite having disjointed range, have increased ending lag, making them less safe to use and removing the latter's ability to bait approaches. His down tilt's vertical angles on its close hitbox now render it incapable of starting combos while being a much less effective KO option, especially out of [[Flame Choke]]. His up tilt is weaker overall, and has gained an incredibly weak late hitbox with no KO potential. Hitbox adjustments and/or reductions on his forward tilt, up tilt, back aerial, Dark Dive and Wizard's Foot make them harder to land. His grabs also have more startup and ending lag, toning down some of the improvements to his grab game as a whole. Among his biggest nerfs were to his up aerial, which has more startup and its sourspot no longer hits underneath him, thus removing most of its [[gimp]]ing effectiveness and [[lock]] combos, and the [[Ganoncide]] technique, now being escapable and KOing him first, making it more risky and situational. Lastly, despite gaining massive improvements from the game's engine, Ganondorf is also hindered by some of the universal changes; the universal increase to mobility makes it slightly harder to catch up with some characters. Meanwhile, the changes to [[air dodging]] are a mixed bag for Ganondorf, as they improve his great edgeguarding ability, but make him easier to edgeguard in return, worsening his infamously poor [[recovery]] and ineffective defensive game. Finally, the weakening of [[rage]] slightly hinders Ganondorf's KO power, though due to Ganondorf's increased damage and power, this change is a minor issue.
Ganondorf notably benefits from some of the universal gameplay changes. The increase in mobility (most notably to his [[running]] speed, although it still remains slow), his faster [[jumpsquat]], and the reduced [[landing lag]] on his aerial attacks all improve his very poor neutral game and approach. His faster jumpsquat and landing lag reduction also improve his combo ability, thus further strengthening his damage racking game.


Overall, Ganondorf is considered to have improved over ''Smash 4'', for as his strengths, such as his already great power, damage racking and shield pressure capabilities, have been further improved. However, his weaknesses remain highly exploitable, and his nerfs, while not as significant, counteract some of his buffs. Initially, Ganondorf was believed to be a mid-tier character and one of the best super heavyweights due to his significant improvements, as some players had achieved a few notable results with him such as {{sm|Rickles}} and {{Sm|Smokk}}; most notably though, {{Sm|Nairo}} would counterpick {{Sm|Light|p=Connecticut}} with the character, beating him. However, Ganondorf's overall tournament representation remains very low, and he hasn't achieved any other notable results, which combined with his polarizing traits and lack of notable improvements in game updates have resulted in Ganondorf still being considered a low-tier character, with some opinions relegating him to a bottom-tier. Overall, while Ganondorf is unarguably much better than he was in ''Brawl'' and ''Smash 4'', his true viability remains debatable.
Despite these notable buffs, Ganondorf is not without nerfs, especially toward his hitbox placements and ineffective defensive game. His forward and up smashes, despite having disjointed range, have significantly increased ending lag; up smash has especially lost its ability to bait approaches. His down tilt's vertical angles on its close hitbox make it a much less effective KO option, especially out of [[Flame Choke]]. His up tilt is weaker, and has gained an incredibly weak late hitbox with no KO potential. Hitbox adjustments and/or reductions on his forward tilt, up tilt, back aerial, Dark Dive and Wizard's Foot make them harder to land and further worsens his blindspot issues. Among his biggest nerfs were to his up aerial, which has more startup and its sourspot no longer hits underneath him, thus removing most of its [[gimp]]ing effectiveness and [[lock]] combos, and [[Flame Choke]], as the aerial version is now escapable at low percentages and a "[[Sacrificial KO|Ganoncide]]" now KOs him first. Dark Dive's release also pushes back Ganondorf after he launches the opponent away, though this is counterbalanced by the release having less ending lag.


===Aesthetics===
Despite gaining considerable improvements from the game's engine, Ganondorf is also hindered by some of the universal changes; the universal increase to mobility makes it slightly harder to catch up with some characters. The increased shield drop frames impairs his poor [[out of shield]] options, and the universally increased [[traction]] which reduces shield push makes his attacks, especially his aerials, less safe unless perfectly spaced. The increased [[tech]] window, as well as the restoration of buffering techs during hitlag, makes Flame Choke easier to escape from, and makes Dark Dive much easier for opponents to survive from being launched under the stage and retaliate. Although Ganondorf's heavier weight allows him to survive even longer, he is also easier to combo. The changes to [[air dodging]] are a mixed bag for Ganondorf, as they improve his great edgeguarding ability, but make him easier to edgeguard in return. Finally, the weakening of [[rage]] slightly hinders Ganondorf, though due to his increased damage and power, this change is fairly negligible.
*{{change|Ganondorf's design has been reverted back to his appearance in ''The Legend of Zelda: Ocarina of Time'', which was the basis of his appearance in ''[[Melee]]''; he bears a close resemblance to his [[zeldawiki::File:OoT3D Ganondorf Artwork.png|official art]] from ''[[zeldawiki:The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]''. His sword has also been reverted back to the Space World 2000 tech demo sword; this change has also affected his down taunt.}}
*{{change|Ganondorf's cape has better physics and rigging, allowing for more fluid animations.}}
*{{change|Initial dash, [[walking]], [[running]], [[spot dodge]], [[roll]], [[air dodge]], hitstun, jump, and backwards jump animations have changed.}}
*{{change|All attacks that utilize [[darkness]] have more intense particle effects.}}
*{{change|Up and down taunts are executed faster.}}
*{{change|Side taunt now has him sport a sinister smile when he scoffs.}}
*{{change|Ganondorf has new [[victory animation]]s, which appear to be updated versions of his previous ones:
**The first has him flip his cape and turning to face the screen before pumping his fist, showing the back of it.
**The second has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen.
**The third has him flip his cape before crossing his arms and laughing wickedly, then looking at the screen with a sinister smile.}}


===Attributes===
Overall, Ganondorf has gained some drastic increases in power that renders his punish and advantage states much deadlier, but at the cost of notable nerfs that further affect his disadvantage, exacerbating his glaring weaknesses and making him even more polarized. Although initially considered to have improved substantially from ''SSB4'', the lack of changes from game updates, as well as various changes made to his fellow veterans both on release and through updates, have caused Ganondorf to fall behind. Said updates have also introduced a bevy of more powerful DLC characters, all of which Ganondorf struggles against in one way or another. Because of this, despite performing better as a standalone character in ''Ultimate'', Ganondorf has not significantly improved from his appearance in ''SSB4'', instead performing worse relative to the rest of the cast.
*{{buff|Like all characters, Ganondorf's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}}
*{{buff|The inability to move past opponents on the ground prevents [[dash attack]], [[Flame Choke]], and [[Wizard's Foot]] from whiffing up close.}}
*{{buff|Ganondorf [[dash]]es slightly faster (1.218 → 1.34), being nearly as fast as he was in ''Melee''.}}
**{{buff|Ganondorf's initial dash animation is both faster (1.3 → 1.87) and moves him farther, resulting in his [[foxtrot]] outpacing his dash.}}
*{{buff|Ganondorf [[walk]]s slightly faster (0.73 → 0.767), being slightly faster than he was in ''Melee''.}}
*{{buff|Ganondorf's [[traction]] is higher (0.068 → 0.125).}}
*{{buff|Ganondorf's [[air speed]] is slightly higher (0.79 → 0.83), being nearly as fast as he was in ''Brawl''.}}
*{{change|Ganondorf's [[gravity]] is slightly higher (0.107835 → 0.108).}}
*{{change|Ganondorf is considerably [[weight|heavier]] (113 → 118), weighing more than {{SSBU|Charizard}}. This improves his already excellent endurance, but makes him even more susceptible to combos.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 34 → 33).}}
*{{nerf|Forward roll grants less intangibility (frame 4-19 → 4-16).}}
*{{nerf|Back roll has more startup with less intangibility (frame 4-19 → 5-17), and more ending lag (FAF 34 → 38).}}
*{{buff|Spot dodge has faster startup (frame 4 → 3).}}
**{{nerf|However, its total duration remains the same, giving it one frame more ending lag.}}
*{{buff|Air dodge grants more intangibility (frame 4-29 → 4-32).}}
*{{nerf|Air dodge has drastically more ending lag (FAF 35 → 47).}}


===Ground attacks===
{{SSB4 to SSBU changelist|char=Ganondorf}}
*[[Neutral attack]]:
**{{buff|Neutral attack deals more damage and no longer has sourspots (8%/10%/6% → 11%).}}
**{{buff|It has slightly less ending lag (FAF 29 → 27).}}
**{{change|The move's knockback values are consistent across its hitboxes (38/30/40 base/ 90/90/105 scaling → 41/74). It deals more knockback than its previous two sourspots, but less than its previous sweetspot.}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).}}
**{{nerf|It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).}}
**{{nerf|The sourspot now takes priority over the sweetspot.}}
*[[Up tilt]]:
**{{buff|Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).}}
**{{buff|Its [[windbox]]es have higher [[set knockback]] (1 → 22/22/10/10), allowing them to pull opponents in more effectively.}}
**{{buff|The explosion has more vertical reach.}}
**{{nerf|Its sweetspot has decreased knockback scaling (80 → 68), no longer KOing opponents under 50% from the center of the stage.}}
**{{nerf|The explosion has much less horizontal reach.}}
**{{nerf|On frames 62-63, the move has a new sourspot at the height of the explosion. It launches opponents at a [[semi-spike]] angle (80° → 0°) but with much less damage (18% → 13%) and has decreased base knockback (60 → 0), being unable to KO even at realistic percentages.}}
**{{change|The move deals consistent damage (28%/20%/18% → 24%), dealing more than the original sourspot, but less than the original sweetspot.}}
***{{buff|The sourspots increased damage allows it to shatter full shields like the sweetspot, and boosts its KO potential despite its lower angle (80° → 70°).}}
**{{change|Its sweetspot triggers [[Special Zoom]].}}
**{{change|The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand.}}
**{{change|Ganondorf now vocalizes during the move's startup.}}
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (13% → 14%), with its knockback scaling compensated (100 → 94).}}
**{{nerf|Its angles have been swapped (80°/70°/60° → 60°/70°/80°), with the foot hitbox dealing the most vertical knockback. This removes the close hitbox's ability to start combos at 0%, and weakens its KO ability especially out of [[Flame Choke]].}}
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (14% → 15% (clean), 10% → 11% (late)).}}
**{{buff|Its clean hit has higher knockback scaling (80 → 85). Combined with its higher damage, it now KOs around 120%, making it the second strongest dash attack in the game.}}
**{{buff|The late hit has improved combo potential due to Ganondorf's faster jumpsquat.}}
**{{buff|The late hit deals more shieldstun (1x → 1.3x), improving its safety on shield.}}
*{{change|Ganondorf has new [[smash attack]]s: they utilize his sword from the Space World 2000 tech demo. They also all have the [[slash]] effect, with forward smash losing the [[darkness]] effect, and up and down smash losing their [[normal]] effect.}}
*[[Forward smash]]:
**{{change|Forward smash is now a downward sword slash in front of Ganondorf, similar to {{SSBU|Ike}}'s.}}
***{{buff|This new forward smash has [[disjointed]] hitboxes and significantly more range, allowing it to hit opponents above Ganondorf, further in front of him, and slightly below the edge of the stage. This gives the move more coverage and allows it to be used for onstage [[edgeguarding]].}}
***{{buff|It now deals consistent and more knockback (35/30 base / 83/75 scaling → 61/75), KOing around 65% from the center of the stage.}}
***{{nerf|It has noticeably more startup lag with a shorter duration (frames 21-26 → 29-31) and more ending lag (FAF 60 → 70).}}
*[[Up smash]]:
**{{change|Up smash is now an overhead sword swing from front to back, appearing visually similar to [[Link (SSB4)|Link's]] previous up tilt from ''Smash 4''.}}
***{{buff|This new up smash has disjointed hitboxes and significantly more range that hits all around Ganondorf, making it more effective as an anti-air, at covering platforms and catching rolls. It also hits slightly below the edge of the stage, allowing it to be used for onstage edgeguarding.}}
***{{buff|It has less startup lag with a longer duration (frames 21-23 → 20-25).}}
***{{nerf|It has significantly more ending lag (FAF 42 → 62), going from one of the fastest smash attacks [[interruptibility]]-wise to one of the slowest. This removes its ability to bait opponents into approaching.}}
***{{nerf|It has less range directly in front of Ganondorf. This can cause it to [https://www.twitter.com/MGK_Ganondorf/status/1130098661713633282 miss on certain situations].}}
*[[Down smash]]:
**{{change|Down smash is a forward hilt thrust that leads into a backwards stab, similar to {{SSBU|Cloud}}'s.}}
***{{buff|Its hitboxes are disjointed and placed lower, reliably hitting crouching opponents.}}
***{{buff|Ganondorf ducks while performing it, lowering his hurtbox.}}
***{{buff|It has less ending lag (FAF 64 → 60).}}
***{{buff|The hitbox on the first hit that previously sent opponents away from Ganondorf has been removed. In addition, its first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased base knockback (90/110/90/110 → 90/95/90/95). This allows it to connect into the second hit more reliably.}}
***{{buff|The second hit deals consistent damage (15%/13% → 15%) and sends opponents at a [[semi-spike]] angle (130° → 35°), improving its KO potential, especially near edges, despite its lower knockback (60 base/94 scaling → 61/81).}}
***{{nerf|The first hit deals less damage (6% → 5%).}}
***{{nerf|Both hits have slightly less horizontal range.}}


===Aerial attacks===
==Update history==
*{{buff|All aerials have less landing lag (17 frames → 10 (neutral), 22 → 13 (forward), 19 → 11 (back, up), 26 → 16 (down)).}}
Ganondorf received a mix of buffs and nerfs via in game updates, but has been slightly buffed overall. A majority of these buffs were dedicated to fixing inconsistencies that plagued him ever since previous games.
**{{buff|The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial has slightly less ending lag (FAF 42 → 41), and [[auto-cancel]]s slightly earlier (frame 38 → 37).}}
**{{nerf|Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).}}
*[[Forward aerial]]:
**{{buff|Forward aerial has an altered animation: Ganondorf leans farther forward as he punches, similar to its animation in ''Melee''. This increases its range.}}
**{{buff|The move autocancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.}}
**{{nerf|The hitboxes are significantly smaller (5.5u/6.3u/4.8u → 4u/4.5u/3u), greatly reducing its vertical range.}}
**{{change|It has a slightly altered animation: Ganondorf no longer crosses his legs during it.}}
*[[Up aerial]]:
**{{buff|Up aerial's hitbox is slightly larger (5.76u → 5.8u).}}
**{{nerf|It has more startup lag and a shorter duration (frames 6-16 → 8-16). Not only is the move no longer Ganondorf's fastest attack, this causes the late hit to no longer hit below Ganondorf, significantly weakening its [[gimp]]ing potential and [[lock]] combos.}}
**{{change|It has a slightly altered animation: Ganondorf brings his kicking leg forward midway through the spin.}}
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 47 → 45).}}
**{{buff|It no longer has [[transcendent priority]], allowing it to cancel out projectiles.}}
**{{change|It has a slightly altered animation: Ganondorf leans back slightly as he stomps, similar to its animation in ''Melee''.}}


===Throws and other attacks===
Update 1.1.0 changed the properties of aerial Flame Choke to always kill Ganondorf first when reaching the blast zone, significantly reducing the effectiveness of [[Ganoncide]]. Update 2.0.0 allowed forward aerial to autocancel out of a double jump, which was infamous in ''Brawl'' and ''SSB4'' for not cancelling even out of a full hop due to an incorrectly coded timer, and would almost always force him to enter the landing animation. After being absent from patch notes for little over a year, Ganondorf was granted a small but important buff in 11.0.0, which significantly decreased the ending lag of Dark Dive, slightly improving his recovery while making it harder to [[Tech Check]] Ganondorf, a technique that has existed since ''Melee''.
*[[Grab]]s:
**{{buff|All grabs have a longer duration (2 frames → 3).}}
**{{buff|All grabs have more range (Z2 offset: 9.0u → 10.0u (standing), 10.8u → 11.8u (dash), -15.1u → -15.6u (pivot)).}}
**{{nerf|Standing and pivot grab have slightly more startup lag (frame 7 → 8 (standing), 10 → 12 (pivot)).}}
**{{nerf|Standing and dash grab have more ending lag (FAF 36 → 39 (standing), 45 → 47 (dash)).}}
**{{change|Ganondorf now grabs with his left hand.}}
**{{change|Ganondorf has a different pose while holding the enemy.}}
*[[Pummel]]:
**{{nerf|Pummel deals much less damage (3% → 1.6%).}}
**{{buff|It deals more [[hitlag]] (5 frames → 15), but has less startup (frame 4 → 2) and significantly less ending lag (FAF 24 → 8), shortening its duration. This makes it faster and more reliable for racking up damage.}}
**{{change|Pummel has a different animation, with Ganondorf arching forward as he delivers his knee strikes.}}
*[[Forward throw]]:
**{{buff|Forward throw deals more knockback (60 base/65 scaling → 68/70), KOing around 150% near the edge.}}
**{{change|It has an altered animation: it is now an uppercut with his right hand instead of a gut punch with his left hand.}}
*[[Back throw]]:
**{{change|Back throw has a slightly altered animation: his upper body is near parallel with the ground during the kicking portion.}}
*[[Up throw]]:
**{{buff|Up throw's first hit deals more damage (7% → 10%, total: 10% → 13%).}}
**{{change|It has an altered animation: Ganondorf punches with his right hand. The animation itself also has more weight to it.}}
*[[Down throw]]:
**{{buff|Down throw has improved combo potential due to Ganondorf's faster jumpsquat.}}
**{{buff|It is no longer weight-dependent, improving its combo potential on heavyweights, while leaving it generally unchanged against lightweights due to Ganondorf's faster jumpsquat.}}
**{{change|It has a slightly altered animation: Ganondorf slams the enemy onto the ground more forcefully.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (8% → 10%).}}


===Special moves===
Due to his key weaknesses not being addressed from updates and other characters having received more substantial buffs, Ganondorf is considered to fare worse compared to the game’s release, despite receiving more buffs than nerfs throughout his update history.
*[[Warlock Punch]]:
**{{buff|Non-reversed Warlock Punch has more knockback scaling (42 → 46).}}
**{{buff|All of its variants have a longer duration (frames 70-71 → 70-73 (normal), 80-81 → 80-83 (reversed)).}}
**{{buff|It has more [[super armor]] (frames 11-65 → 11-68 (normal), 21-67 → 21-75 (reversed)).}}
**{{buff|The outermost hitbox is slightly larger (4.3u → 4.8u).}}
**{{change|It triggers [[Special Zoom]] upon hitting the opponent.}}
**{{change|It has slightly altered animation, with his other hand being closer to his body.}}
*[[Flame Choke]]:
**{{buff|Both versions of Flame Choke have less ending lag upon grabbing an opponent (grounded: FAF 62 → 58, aerial: FAF 41 → 38), significantly improving its combo potential, with the grounded version allowing for more possible follow-ups on missed [[tech]]s; in particular, a combo into down tilt or dash attack is guaranteed against all characters.}}
**{{buff|The grounded version's super armor upon grabbing an opponent lasts slightly longer (frames 17-40 → 17-41).}}
**{{buff|The grounded version no longer dashes over an edge, and ends earlier if used toward an edge, making it safer to use.}}
**{{buff|The aerial version has less startup lag (frame 19 → 16), no longer whiffing up close.}}
**{{nerf|The aerial version can be escaped by [[button mashing]], which scales with the opponent's damage percentage, significantly hindering [[Ganoncide]]'s utility at low percentages.}}
***{{nerf|Additionally, the opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock and its ability to deter edgeguards.}}
*[[Dark Dive]]:
**{{buff|Dark Dive's looping hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).}}
**{{buff|The throw deals drastically more knockback (40 base/90 scaling → 50/108), restoring most of its lost KO power from ''Melee'' (for reference, it now KOs around 89% near the edge).}}
**{{buff|The throw has less ending lag (FAF 60 → 50).}}
**{{nerf|Ganondorf leaps back much farther out of a throw. While this makes it very slightly harder to punish out of a stage tech, it significantly hinders Ganondorf's already poor recovery.}}
**{{nerf|The grounded version's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.}}
**{{change|The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.}}
*{{bugfix|Flame Choke and Dark Dive no longer experience [[RCO lag]].}}
*[[Wizard's Foot]]:
**{{buff|The grounded version's foot hitbox deals more damage (12% → 16%), now being the move's sweetspot. The move also has altered knockback (60 base/70 scaling → 65/65), restoring most of its lost KO power from ''Melee'' (for reference, the new sweetspot KOs around 93% near the edge).}}
**{{buff|The grounded version travels faster and has significantly less ending lag (FAF 77 → 61).}}
**{{change|The grounded version's hitboxes are placed lower, making it harder to crouch or slide under, but easier to jump over.}}
**{{buff|The aerial version's meteor smash can no longer be [[tech]]ed by grounded opponents.}}
**{{nerf|Both versions have smaller hitboxes, and a hitbox on the thigh was removed.}}
**{{change|The aerial version's late hit has a shorter duration (frames 19-38 → 19-29), however this change is negligible as the attack animation does not exceed 30 frames.}}
**{{change|The move's animation is closer to its appearance in ''Melee''.}}
***{{change|The grounded version has a slightly different animation at the start-up, with Ganondorf bending his knee forward before kicking.}}
***{{change|The aerial version has a slightly different animation and pose upon landing, where Ganondorf's landing arm is more centered to his body and he no longer brings his free arm down.}}
*[[Final Smash]]:
**{{change|Ganondorf's Final Smash is called [[Ganon, The Demon King]], and is based on his bipedal form from ''Ocarina of Time''. It is functionally identical to [[Beast Ganon]]; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.}}
**{{buff|The charge deals more damage (40% (sweetspot)/30% (sourspot) → 45%/35%).}}
**{{change|The charge has altered knockback (20 base/70 scaling → 122/25), being stronger on smaller stages and weaker on larger ones.}}
**{{nerf|The charge launches at a worse angle for KOing (30 → 42).}}
**{{change|Opponents are immediately [[meteor smash]]ed upon being hit by the twin greatswords.}}
**{{nerf|The [[bury]]ing hitbox that occurred when transforming was removed.}}
**{{nerf|The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.}}
 
==Update history==
Ganondorf received a small bag of mixed changes over the game's updates. 1.1.0 removed one of his edgeguard deterrents and best punishment options by making his [[Flame Choke]] [[Sacrificial KO]] kill Ganondorf first, which further worsens his already poor recovery. 3.0.0 adjusted his hurtbox so that he is more consistently hit by multihit attacks.
 
On the upside, 2.0.0 allowed forward aerial to autocancel out of a double jump, which was infamous in ''Brawl'' and ''SSB4'' for not cancelling even out of a full hop and would almost always force him to enter the landing animation. Ganondorf also benefits from the universal nerf on projectiles dealing less shield damage in 3.0.0, improving his approach against projectile camping.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
*{{nerf|Aerial [[Flame Choke]] now KOs Ganondorf first.}}
{{UpdateList (SSBU)/1.1.0|char=Ganondorf}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Forward aerial [[auto-cancel]]s earlier (frame 55 → 45), matching the move's [[interruptibility]] and now auto-canceling with a double jump.}}
{{UpdateList (SSBU)/2.0.0|char=Ganondorf}}
*{{buff|Ganondorf can grab edges earlier after using up aerial (63 frames → 58).}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much. This enables certain multi-hit attacks (ex. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack and more) to connect more reliably against Ganondorf.}}
{{UpdateList (SSBU)/3.0.0|char=Ganondorf}}
*{{bugfix|Fixed the [[Piranha Plant Void Glitch]].}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Down smash's first hit has less base knockback (90/110/90/110 → 90/95/90/95) and one of its hitboxes' angles has been adjusted (160°/165°/147°/150° → 160°/175°/147°/150°). These changes make it connect more reliably into the second hit.}}
{{UpdateList (SSBU)/3.1.0|char=Ganondorf}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{change|Up tilt's windboxes no longer affect items or attackable stage elements. This removes Ganondorf's ability to ride on rolling crates at a high speed.}}
{{UpdateList (SSBU)/4.0.0|char=Ganondorf}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Ganondorf}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Ganondorf}}


==Moveset==
==Moveset==
Line 257: Line 106:
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname= 
|neutralname=Thunder Punch ({{ja|雷打|Raida}}, ''Thunder Hit'')
|neutralcount=1
|neutralcount=1
|neutral1dmg=11%
|neutral1dmg=11%
|neutraldesc=A palm thrust that discharges [[electric]]ity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from center. A decent [[out of shield]] option. However it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.
|neutraldesc=A palm thrust that discharges [[electric]]ity upon landing. Ganondorf's fastest ground attack, with good range, knockback, and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from the center. However, it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.
|ftiltname= 
|ftiltname=Piercing Kick ({{ja|突破蹴|Toppashū}}, ''Breakthrough Kick'')
|ftiltdmg=14% (foot), 13% (leg)
|ftiltdmg=14% (foot), 13% (leg)
|ftiltdesc=A front kick. Good [[start-up]] on frame 10 with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|ftiltdesc=A front kick. Above average [[startup]] on frame 10 with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''.
|utiltname=Volcano Kick
|utiltname=Volcano Kick ({{ja|爆裂蹴|Bakuretsushū}}, ''Exploding Kick'')
|utiltdmg=24% (leg/explosion), 13% (explosion apex)
|utiltdmg=24% (leg/explosion), 13% (explosion apex)
|utiltdesc=A delayed axe kick that produces an explosion. Has [[vacuum]] properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full [[shield]]s and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's best [[edgeguard]]ing options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag at 60 frames, making it an extreme "high risk, high reward" move. The move has a late hitbox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination.
|utiltdesc=A delayed axe kick that produces an explosion. Has [[vacuum]] properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full [[shield]]s and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's [[edgeguard]]ing options if used wisely. However, while it is the strongest up tilt in the game, it is also the slowest tilt attack of any sort, rendering it only effective for hard reads or covering ledge options. The move has a late hitbox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination, though it has some niche combo ability.
|dtiltname=Leg Sweep
|dtiltname=Leg Sweep ({{ja|掃脚|Sōkyaku}}, ''Brush Leg'')
|dtiltdmg=14%
|dtiltdmg=14%
|dtiltdesc=A crouching front kick. Good start-up on frame 10 and range, making it a decent out-of-shield. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall.
|dtiltdesc=A crouching front kick. Above average startup on frame 10 and range makes it a good neutral tool. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall.
|dashname= 
|dashname=Iron Shoulder ({{ja|剛肩|Gōken}}, ''Strong Shoulder'')
|dashdmg=15% (clean), 11% (late)
|dashdmg=15% (clean), 11% (late)
|dashdesc=A shoulder tackle. Good start-up on frame 10 and Ganondorf gains both a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, 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. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
|dashdesc=A shoulder tackle. Good startup on frame 10 and Ganondorf gains a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, 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. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
|fsmashname= 
|fsmashname= Mountain Cleaver ({{ja|斬岩|Zangan}}, ''Slashing Rock'')
|fsmashdmg={{ChargedSmashDmgSSBU|24}}
|fsmashdmg={{ChargedSmashDmgSSBU|24}}
|fsmashdesc=A lunging, two-handed downward sword slash. Humorously nicknamed as '''Doriyah''' by the community, based on his exclamation during the attack. The third strongest forward smash in the game, behind {{SSBU|King Dedede}}'s and Max [[Aura]] {{SSBU|Lucario}}'s, KOing at 65% from the center. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledgehangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head.
|fsmashdesc=A lunging, two-handed downward sword slash similar to {{SSBU|Ike}}'s forward smash. The 2nd strongest forward smash in the game, behind only {{SSBU|King Dedede}}'s (and the 5th strongest when applying buffs, behind {{SSBU|Kazuya}}’s (when Rage is active), King Dedede's, Max [[Aura]] {{SSBU|Lucario}}'s and {{SSBU|Hero}}'s (if a critical hit occured)), KOing at 56% from the center uncharged, and at 25% fully charged. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledge hangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head.
|usmashname= 
|usmashname=Heavens Slayer ({{ja|天上斬|Tenjōzan}}, ''Heavens-Above Slash'')
|usmashdmg={{ChargedSmashDmgSSBU|24}} (sword), {{ChargedSmashDmgSSBU|21}} (arm)
|usmashdmg={{ChargedSmashDmgSSBU|24}} (sword), {{ChargedSmashDmgSSBU|21}} (arm)
|usmashdesc=An overhead 180° arcing sword slash from front to back. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and hits slightly underneath the stage, allowing it to hit ledgehangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable.
|usmashdesc=An overhead 180° arcing sword slash from front to back similar to {{SSBU|Ike}}'s up smash. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and its starting frames hit slightly underneath the stage, allowing it to hit ledge hangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second-slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground, meaning it is fully incapable of hitting {{SSBU|Snake}} and {{SSBU|Wii Fit Trainer}} when they are crouching.<ref>[https://twitter.com/MGK_Ganondorf/status/1189105269290106880]</ref>. Thanks to its massive arc, and the fact that Ganondorf's hitboxes lower while he is preparing the slash, it is a potent anti-air, and lets Ganondorf put immense pressure on opponents on platforms. Also a good out-of-shield move against rising aerials or unsafe attacks due to its relatively fast startup.
|dsmashname=&nbsp;
|dsmashname=Linked Strikes ({{ja|連携突|Renkei Totsu}}, ''Linkage Thrusts'')
|dsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdesc=Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself in a similar manner to {{SSBU|Cloud}}'s down smash. The first hit launches opponents into the second, and can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, but its 60 frames of ending lag makes it just as punishable. The second hit by itself KOs around 67% near the edge.
|dsmashdesc=Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself similar to {{SSBU|Cloud}}'s down smash. The first hit launches opponents into the second, and can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, and has rather low ending lag at 22 frames. The second hit by itself KOs around 67% near the edge. The second hit has a deceptively large vertical hitbox to help the two hits connect.
|nairname=&nbsp;
|nairname=Whirlwind Formation ({{ja|旋風陣|Senpūjin}}, ''Whirlwind Array'')
|nairdmg={{ShortHopDmgSSBU|7}} (hit 1 clean), {{ShortHopDmgSSBU|5.25}} (hit 1 late), {{ShortHopDmgSSBU|12}} (hit 2 clean), {{ShortHopDmgSSBU|9}} (hit 2 late)
|nairdmg={{ShortHopDmgSSBU|7}} (hit 1 clean), {{ShortHopDmgSSBU|5.25}} (hit 1 late), {{ShortHopDmgSSBU|12}} (hit 2 clean), {{ShortHopDmgSSBU|9}} (hit 2 late)
|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 [[sex kick]]s, and the late hits can cause opponents to trip. Has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks opponents away and is useful for creating distance. Starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Notorious for its extremely high damage and quick startup.
|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 [[sex kick]]s, and the late hits can cause opponents to trip. It has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks grounded opponents away and is useful for creating distance, but with no KO power. It starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Despite the move's noticeably large blindspot and the two hits sometimes not connecting properly, its extremely high damage and knockback, quick speed and surprisingly long duration make it notorious among the community for its sheer effectiveness in Ganondorf's arsenal.
|fairname=&nbsp;
|fairname=Skull Splitter ({{ja|頭蓋割|Zugai Wari}}, ''Cranium Splitter'')
|fairdmg={{ShortHopDmgSSBU|18}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|fairdmg={{ShortHopDmgSSBU|18}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|fairdesc=An overhand. Good reach and is 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. Has the latest autocancel window out of all of Ganondorf's aerials, only cancelling when used from a double jump. It also has above average startup lag, coming out on frame 14.
|fairdesc=An overhand. It has good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. It also has decent startup and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only canceling when used from a double jump. It also has above average startup lag, coming out on frame 14.
|bairname=&nbsp;
|bairname=Backhand Fist ({{ja|裏拳|Uraken}}, ''Backfist'')
|bairdmg={{ShortHopDmgSSBU|18.5}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|bairdmg={{ShortHopDmgSSBU|18.5}} (fist), {{ShortHopDmgSSBU|17}} (arm)
|bairdesc=A backfist. Despite it being even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 36 frames, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches, and is safe on shield. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take a stock at medium percents if used quickly after a ledge trump. However, it has short reach and small hitboxes, 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.
|bairdesc=A backfist. Despite the fact that it is even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 24 frames, alongside being able to autocancel from a [[short hop]]. All these factors make it rather useful to wall out approaches and is safe on shield when fully spaced. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take stocks at medium percents if used quickly after a ledge trump. However, it has short reach and very small hitboxes, while its high vertical hitbox and low amount of active frames make it difficult to land on most grounded opponents, particularly those that are crouching.
|uairname=&nbsp;
|uairname=Backflip Kick ({{ja|後転脚|Kōtenkyaku}}, ''Back Turn Leg'')
|uairdmg={{ShortHopDmgSSBU|13}}/{{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|10}} (mid), {{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|6}} (late)
|uairdmg={{ShortHopDmgSSBU|13}}/{{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|10}} (mid), {{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|6}} (late)
|uairdesc=A bicycle kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second fastest aerial attack, and can autocancel from a short hop. 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. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.
|uairdesc=A flip kick. Covers a large arc above him that has good coverage and great power, with the clean hit KOing middleweights around 94% near the edge. It also starts on frame 8, making it Ganondorf's second-fastest aerial attack, and can autocancel from a short hop. It deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a [[sourspot]] (often called the Tipman) that [[semi-spike]]s with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.
|dairname=&nbsp;
|dairname=Thunder Drop ({{ja|落雷蹴|Rakuraishū}}, ''Thunderbolt Kick'')
|dairdmg={{ShortHopDmgSSBU|19}} (legs), {{ShortHopDmgSSBU|17}} (body)
|dairdmg={{ShortHopDmgSSBU|19}} (legs), {{ShortHopDmgSSBU|17}} (body)
|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 115%, and can KO any character starting at around 15% offstage. 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. Ganondorf's slowest aerial move at frame 16. It does not meteor smash until 10%, although Ganondorf can follow this with a jab.
|dairdesc=A double foot stomp. It discharges [[electric]]ity upon landing. It was the most powerful [[meteor smash]] in the game before the addition of {{SSBU|Byleth}}. If hit with the lower half of his body, it can KO grounded opponents under 115%, and can KO any character starting at around 15% offstage. 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. Ganondorf's slowest aerial move at frame 16. It does not start launching grounded opponents upwards until 10%, although Ganondorf can follow this with a jab.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his left hand. Despite Ganondorf's tall stature, its reach is among the shortest.
|grabdesc=Reaches out with his left hand. Despite Ganondorf's tall stature, its reach is among the shortest.
|pummelname=&nbsp;
|pummelname=Grab Knee Kick ({{ja|つかみ膝蹴|Tsukami Hizageri}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A knee strike.
|pummeldesc=A knee strike.
|fthrowname=&nbsp;
|fthrowname=Sturdy Thrust ({{ja|剛突|Gōtotsu}}, ''Strong Thrust'')
|fthrowdmg=5% (hit 1), 8% (throw)
|fthrowdmg=5% (hit 1), 8% (throw)
|fthrowdesc=Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game, and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge.
|fthrowdesc=Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge.
|bthrowname=&nbsp;
|bthrowname=Rear Kick ({{ja|衝脚|Shōkyaku}}, ''Piercing Leg'')
|bthrowdmg=5% (hit 1), 5% (throw)
|bthrowdmg=5% (hit 1), 5% (throw)
|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 around 145% near the ledge.
|bthrowdesc=Throws the opponent behind himself and hits them with a sidekick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge.
|uthrowname=&nbsp;
|uthrowname=Jaw Breaker ({{ja|顎砕|Gakusai}}, ''Jaw Smash'')
|uthrowdmg=10% (hit 1), 3% (throw)
|uthrowdmg=10% (hit 1), 3% (throw)
|uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback and low knockback growth makes it unsuitable for follow-ups while preventing it from KOing until 240%.
|uthrowdesc=Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback and low knockback growth make it unsuitable for follow-ups while preventing it from KOing until 240%.
|dthrowname=&nbsp;
|dthrowname=Dirt Drop Crusher ({{ja|地割落|Jiwariraku}}, ''Earth Splitting Fall'')
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=A one-handed body slam. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, [[reverse aerial rush]] back aerial, up aerial, or [[Wizard's Foot]] at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages.
|dthrowdesc=A one-handed body slam. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, [[reverse aerial rush]] back aerial, up aerial, or [[Wizard's Foot]] at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics.
|floorfdesc=A leg sweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 325: Line 174:
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|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.
|edgedesc=Performs a backfist while climbing up. It has very long range and can even occasionally [[stage spike]] enemies near or at the edge behind him.
|nsname=Warlock Punch
|nsname=Warlock Punch
|nsdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (air reverse)
|nsdmg=30% (ground), 37% (ground reverse), 38% (aerial), 40% (aerial reverse)
|nsdesc=Winds up his left arm while charging dark magic for 70 frames 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 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, 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 even if he lands.
|nsdesc=Winds up his left arm while charging dark magic for 70 frames 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 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, 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 even if he lands.
|ssname=Flame Choke
|ssname=Flame Choke
|ssdmg=12% (ground throw), 15% (air throw), 4% (release)
|ssdmg=12% (ground throw), 15% (air throw), 4% (release)
|ssdesc=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. On the ground, the move has [[super armor]] as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can [[tech]] and enforce [[tech-chase]]s. 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, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents 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. Moderately slow startup of 16 frames, and surprisingly poor reach as the grabbox does not even cover Ganondorf's hand.
|ssdesc=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. On the ground, the move has [[super armor]] as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can [[tech]] and enforce [[tech-chase]]s. 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, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a [[grab]], it bypasses shields and counterattacks, while it can also be used for a short-ranged horizontal recovery option due to it grabbing edges. Moderately slow startup of 16 frames and surprisingly poor reach as the grab box does not even cover Ganondorf's hand.
|usname=Dark Dive
|usname=Dark Dive
|usdmg=1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdmg=1.9% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release)
|usdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered [[helpless]] and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that deals weak knockback. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par [[recovery]]. The move also has very high endlag of 50 frames after a successful grab, enough for a opponent that is thrown onto the stage to [[tech]] and punish Ganondorf. Decent startup at frame 14 making it a decent out-of-shield, but has a high grabbox placement that frequently whiffs smaller opponents on the ground.
|usdesc=Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered [[helpless]] and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that does weak knockback. Covers a very small amount of horizontal distance, but a decent amount vertically making it a sub-par [[recovery]] move. The move also noticeable ending lag (25 frames) after a successful grab, making it possible (though relatively difficult) to [[tech]] against a wall and punish Ganondorf with good timing. Decent startup at frame 14 making it a decent out-of-shield but has a high grab box placement that frequently whiffs smaller opponents on the ground.
|dsname=Wizard's Foot
|dsname=Wizard's Foot
|dsdmg=14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing)
|dsdmg=14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing)
|dsdesc=A dark magic-infused flying kick. On the ground it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. 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 moderately slow startup of 16 frames, moderate ending lag of 61 frames, very high [[landing lag]] of 45 frames, very small hitboxes, and is extremely risky to use off-stage.
|dsdesc=A dark magic-infused flying kick. On the ground, it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful [[meteor smash]] during its startup, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which does 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 moderately slow startup (16 frames), moderate ending lag (26 frames), very high [[landing lag]] (45 frames), very small hitboxes, and is extremely risky to use off-stage.
|fsname=Ganon, The Demon King
|fsname=Ganon, The Demon King
|fsdmg=10% (greatswords), 45%/35% (charge)
|fsdmg=10% (greatswords), 45%/35% (charge)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Power]] to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Power]] to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. The downward slashes at the start are extremely powerful [[meteor smash]]es, usually making it a guaranteed KO against opponents who are not on solid ground. Meanwhile, the charge appears to have high base knockback but very little knockback scaling, resulting in it KOing most characters at low percents when used near the ledge of Final Destination, but conversely, not KOing when used on the center, even at 100%, ironically for a Final Smash.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=118 | rweight=5
| dash=1.87 | rdash=52-57
| run=1.34 | rrun=86
| walk=0.767 | rwalk=82
| trac=0.125 | rtrac=14-15
| airfric=0.015 | rairfric=9-30
| air=0.83 | rair=86-87
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.03 | raddaccel=79-84
| gravity=0.108 | rgravity=27-29
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=25.49 | rjumpheight=84
| shorthop=12.24 | rshorthop=83-84
| djump=26 | rdjump=85-86}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ganondorf French Announcer SSBU.wav|French
Ganondorf Russian Announcer SSBU.wav|Russian
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Emerges from a liquid-like vortex of darkness.
*Emerges from a liquid-like vortex of darkness.
<gallery>
GanondorfOnScreenAppearanceSSBU.gif|Ganondorf's on-screen appearance
</gallery>
===[[Taunt]]s===
===[[Taunt]]s===
*'''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.
*'''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. Resembles his transformation into Ganon before the final battle in ''Ocarina of Time''.
*'''Side taunt''': Punches his right hand into his open palm in a threatening pose and scoffs, with electricity emitting from his hands afterward. When the electricity is emitted, his cape will flow as if being blown by wind.
*'''Side taunt''': Punches his right hand into his open palm in a threatening pose and scoffs, with electricity emitting from his hands afterward. When the electricity is emitted, his cape will flow as if being blown by the wind.
*'''Down taunt''': Unsheathes his sword, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.
*'''Down taunt''': Unsheathes his sword, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.
<gallery>
<gallery>
Line 359: Line 240:
*Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
*Crosses his arms and looks in the opposite direction while sporting a mocking smirk.
<gallery>
<gallery>
SSBUGanondorfIdle1.gif|Ganondorf's first idle pose
SSBUGanondorfIdle1.gif|Ganondorf's first idle pose.
SSBUGanondorfIdle2.gif|Ganondorf's second idle pose
SSBUGanondorfIdle2.gif|Ganondorf's second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Ganondorf Cheer English SSBU.ogg|center]]||[[File:Ganondorf Cheer Japanese SSBU.ogg|center]]||[[File:Ganondorf Cheer Italian SSBU.ogg|center]]||[[File:Ganondorf Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ganondorf Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ganondorf Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Ganon - dooorf! || Ganondorf! || Ga - non - dorf! || Ganondorf! || Ga - non - dorf!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ganondorf Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ganondorf Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ganondorf Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ganondorf Cheer Russian SSBU.ogg|center]]||[[File:Ganondorf Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Ga - non - dorf! || Ga - non - dorf! || Ga - non - dorf! || Ga - nondorf! *claps 5 times*
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Turns to his left, flips his cape, and pumps his fist, showing the back of it.
*'''Left:''' Turns to his left, flips his cape, and pumps his fist, showing the back of it. Resembles the way Ganondorf beckons Link into his battle in ''Ocarina of Time''.
*'''Up:''' Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
*'''Up:''' Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
*'''Right:''' Flips his cape, crossing his arms, and laughs.
*'''Right:''' Flips his cape before crossing his arms while laughing; reminiscent to the cutscene that plays after Link pulls the Master Sword in ''Ocarina of Time'', and ending with a sinister grin.
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
GanondorfVictoryPose1SSBU.gif
GanondorfVictoryPose1SSBU.gif
Line 374: Line 292:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
Public opinions on Ganondorf has risen and fallen. Ganondorf mains such as {{Sm|Vermanubis}} expressed optimism, with some comparisons even made to his [[Ganondorf (SSBM)|''Melee'' self]].
===Most historically significant players===
However, Ganondorf's standing in the metagame has fallen since ''Ultimate'''s release, as issues regarding his gameplay, such as blindspots on his smash attacks, his poor recovery being retained, difficulty in approaching, as well as most of his matchups still being very poor despite his buffs (such as [[Pikachu (SSBU)|Pikachu]] and [[Greninja (SSBU)|Greninja]]).  While he has seen success in local tournaments, his representation in regionals and majors have been poor due to his flaws still being prominent. His viability, however, is still debatable.
<!--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 -->
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
''See also: [[:Category:Ganondorf players (SSBU)]]''
====Active====
*{{Sm|Gungnir|Japan}} - A notable Wi-Fi Ganondorf player who regularly performs well on [[Smashmate]], ranking as high as 5th on the [https://smashmate.net/record/37/ 14th] Smashmate SP ranking. He has seen some success offline, such as placing 2nd at the regional {{Trn|NUMASUMA 8}} defeating {{Sm|Ly}} and 33rd at the major {{Trn|Maesuma TOP 9}}. He also notably created the "[https://www.youtube.com/watch?app=desktop&v=GZ56AEjrkzo Gungnir Combo]".
*{{Sm|LionHeart|India}} - The best Ganondorf player in India, as well as the best player there altogether. Placed 1st at every Indian ''Ultimate'' tournament, including {{Trn|Proving Grounds Round 2}} and {{Trn|Fighters Showdown 2}}, as well as 33rd at {{Trn|SEA Major 2019}}.
*{{Sm|Komegura|Japan}} - One of the best Ganondorf players in the world in the post-pandemic metagame. His 25th-place finish at {{Trn|UltCore}} is the highest placement for a Ganondorf player at a major since the early metagame, and he has also placed well at several other events, such as 33rd at the supermajor {{Trn|Kagaribi 7}} defeating {{Sm|Jagaimo}}.
*{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world. Placed 4th at [https://smash.gg/tournament/frostbite-ursa-minor-3-1/events/ultimate-1v1/overview Ursa Minor 3], 65th at {{Trn|Frostbite 2019}}, and 97th at {{Trn|EVO 2019}}. Currently ranked 8th on the [[Chicago Power Rankings]].
*{{Sm|Litany|Canada}} - The best Ganondorf player in Canada. Placed 13th at {{Trn|The Amuka Smash Cup}}, 65th at {{Trn|Get On My Level 2019}}, and 97th at both {{Trn|Frostbite 2019}} and {{Trn|Frostbite 2020}} with wins on players such as {{Sm|Jw}}, {{Sm|Smokk}}, and {{Sm|tamim}}. Currently ranked 2nd on the [[York Region Power Rankings#Super Smash Bros. Ultimate|York Region Power Rankings]].
*{{Sm|Smokk|Canada}} - The best Ganondorf player in Canada and one of the best ones in the world. Placed 5th at {{Trn|LAN ETS 2019}} and 17th at {{Trn|Get On My Level 2019}} while using Ganondorf. Ranked 2nd on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].
*{{Sm|Major|USA}} - One of the two best Ganondorf players in the world in the post-pandemic metagame with several strong results, including 9th at {{Trn|ALOHA BEACHES}}, 17th at {{Trn|Daddy’s Den X Supreme}} defeating {{Sm|Scend}}, and 33rd at both the majors {{Trn|Port Priority 7}} and {{Trn|Ultimate Fighting Arena 2023}}.
*{{Sm|Vermanubis|USA}} - Placed 9th at {{Trn|Don't Park on the Grass 2018}} and [https://smash.gg/tournament/fall-brawl-2019/events/ultimate-singles Fall Brawl], as well as 17th at {{Trn|Battle Arena Melbourne 11}}.
*{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world from the early metagame to 2021. He was one of the first to show notable Ganondorf results at supermajors with several solid performances such as 33rd at {{Trn|Riptide}} and 65th at {{Trn|Frostbite 2020}} defeating {{Sm|Lima}} and {{Sm|Rivers}}.


====Inactive====
===Tier placement and history===
*{{Sm|Fatality|USA}} (#48) - Placed 17th at {{Trn|Frostbite 2019}} using Ganondorf as one of his characters.
Public opinion on Ganondorf during ''Ultimate''{{'}}s early metagame was high due to improvements to his flaws from previous games, with some players comparing him to his [[Ganondorf (SSBM)|''Melee'' self]]. This positive opinion was supported by {{Sm|Nairo}}'s surprise yet successful usage of the character against {{Sm|Light|p=Connecticut}} at {{Trn|Collision 2019}}, which led many players to believe that Ganondorf was viable, or at least better than what he was in the previous two games.
*{{Sm|Nairo|USA}} (#8) - Played Ganondorf as a secondary. Notably placed 2nd at {{Trn|Collision 2019}} with a win over {{Sm|Light|p=Connecticut}}.
 
However, this positive perception did not last long as more players noted issues regarding his gameplay: he still has severe difficulty in approaching, recovering, and escaping disadvantage. Despite the buffs he received in the transition, his matchup spread remains atrocious, as most other characters from the previous game retained similar tools to overwhelm him, such as {{SSBU|Pikachu}}, {{SSBU|Palutena}}, and {{SSBU|Cloud}}. This was compounded with how Ganondorf mostly received minor changes in patches while other low-tier characters received significant buffs. As a result, Ganondorf's playerbase remains one of the smallest in the current metagame, with sporadic success seen from players such as {{Sm|Rickles}} in the early metagame and {{Sm|Komegura}} and {{Sm|Major}} in the post-online metagame. Despite being significantly better than his ''Brawl'' and ''Smash 4'' iterations, Ganondorf is once again considered one of the worst characters in the game, and as such is ranked dead last on the current tier list.


=={{SSBU|Classic Mode}}: Encroaching Darkness==
=={{SSBU|Classic Mode}}: Encroaching Darkness==
Line 395: Line 312:
Ganondorf fights against the heroes and protagonists of various series.
Ganondorf fights against the heroes and protagonists of various series.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}} and {{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|Underground Moon Caverns}}''||
|1||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Luigi|SSBU|hsize=20px}}||[[New Donk City Hall]]||''{{SSBUMusicLink|Super Mario Bros.|Underground Moon Caverns}}''||
|-
|-
|2||{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px}} and {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}''||
|2||{{CharHead|Fox|SSBU|hsize=20px}} and {{CharHead|Falco|SSBU|hsize=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Return to Corneria - Star Fox Zero}}''||
|-
|-
|3||{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px}}||[[Gaur Plain]]||''{{SSBUMusicLink|Xenoblade|Time to Fight! - Xenoblade Chronicles}}''||
|3|| {{CharHead|Shulk|SSBU|hsize=20px}}||[[Gaur Plain]]||''{{SSBUMusicLink|Xenoblade|Time to Fight! - Xenoblade Chronicles}}''||
|-
|-
|4||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}}, {{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px}}, and {{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||
|4||{{CharHead|Marth|SSBU|hsize=20px}}, {{CharHead|Ike|SSBU|hsize=20px}}, and {{CharHead|Roy|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}''||
|-
|-
|5||{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px}} and {{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||
|-
|-
|6||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} and {{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|6||{{CharHead|Zelda|SSBU|hsize=20px}} and {{CharHead|Link|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 422: Line 339:
Although Ganondorf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Ganondorf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Ganondorf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the Sacred Realm in the Dark Realm on the top of the land which makes up the Triforce of Power. This land can only be accessed after interacting with the Master Sword (just after the {{SSBU|Cloud}} unlock). Unlocking Ganondorf will briefly reveal the Triforce of Power in the center of the map before disappearing to reveal Ganon's castle and his boss battle.
Ganondorf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Sacred Land]] in [[The Dark Realm]] on the top of the land which makes up the Triforce of Power. This land can only be accessed after interacting with the Master Sword (just after the {{SSBU|Cloud}} unlock). Unlocking Ganondorf will briefly reveal the Triforce of Power in the center of the map before disappearing to reveal Ganon's castle and his boss battle.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 23
|23
| [[File:Ganondorf SSBU.png|center|108x108px]]
|[[File:Ganondorf SSBU.png|center|64x64px]]
| {{SSBU|Ganondorf}}
|Ganondorf
| {{color|#dc1029|Attack}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| 10,700
|10,700
| [[Bridge of Eldin]] ([[Ω form]])
|[[Bridge of Eldin]] ([[Ω form]])
| ''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''
|''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Ganondorf's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ganodorf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Ganondorf's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Ganondorf has been unlocked. Unlocking Ganondorf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


Additionally, Ganondorf makes appearances in various Primary Spirits, including a few as [[Ganon]].
Additionally, Ganondorf makes appearances in various primary spirits, including a few as [[Ganon]].


<center>
<center>
<gallery>
<gallery>
OoT3D Ganondorf Artwork.png|175. '''''Ganondorf'''''
SSBU spirit Ganondorf.png|175. '''''Ganondorf'''''
Ganon.png|191. Ganon
SSBU spirit Ganon.png|191. Ganon
Ganondorf Spirit.png|220. Ganondorf (Twilight Princess)
SSBU spirit Ganondorf (Twilight Princess).png|220. Ganondorf (Twilight Princess)
Beast Ganon.png|221. Beast Ganon
SSBU spirit Beast Ganon.png|221. Beast Ganon
Calamity ganon.png|243. Calamity Ganon
SSBU spirit Calamity Ganon.png|243. Calamity Ganon
</gallery>
</gallery>
</center>
</center>
Line 464: Line 381:
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 479: Line 396:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|220
|220
|[[File:Ganondorf Spirit.png|center|64x64px]]
|{{SpiritTableName|Ganondorf (Twilight Princess)|size=64}}
|{{anchor|Ganondorf (Twilight Princess)}}Ganondorf (Twilight Princess)
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}} (160 HP)
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,400
|9,400
|[[Hyrule Castle]] (hazards off)
|[[Hyrule Castle]] (hazards off)
Line 491: Line 408:
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|
|-
|-
|243
|243
|[[File:Calamity ganon.png|center|64x64px]]
|{{SpiritTableName|Calamity Ganon|size=64}}
|{{anchor|Calamity Ganon}}Calamity Ganon
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|13,900
|13,900
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
Line 503: Line 420:
|•You lose if your CPU ally is KO'd<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is giant
|•You lose if your CPU ally is KO'd<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is giant
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|
|-
|-
|350
|350
|[[File:Darkmind.png|center|64x64px]]
|{{SpiritTableName|Dark Mind|size=64}}
|{{anchor|Dark Mind}}Dark Mind
|''Kirby'' Series
|''Kirby series''
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,700
|9,700
|[[Kalos Pokémon League]] ([[Battlefield form]])
|[[Kalos Pokémon League]] ([[Battlefield form]])
Line 515: Line 432:
|•The enemy reflects projectiles<br>•The enemy's explosion and fire attacks have increased power<br>•The enemy breathes fire after a little while
|•The enemy reflects projectiles<br>•The enemy's explosion and fire attacks have increased power<br>•The enemy breathes fire after a little while
|{{SSBUMusicLink|Kirby|02 Battle}}
|{{SSBUMusicLink|Kirby|02 Battle}}
|
|-
|-
|401
|401
|[[File:Andross spirit.png|center|64x64px]]
|{{SpiritTableName|Andross (Star Fox 64 3D)|size=64}}
|{{anchor|Andross (Star Fox 64 3D)}}Andross (Star Fox 64 3D)
|''Star Fox'' Series
|''Star Fox series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|9,900
|9,900
|[[Venom]]
|[[Venom]]
Line 527: Line 444:
|•Gravity is reduced<br>•Hostile assist trophies will appear
|•Gravity is reduced<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Star Fox|Sector Ω}}
|{{SSBUMusicLink|Star Fox|Sector Ω}}
|
|-
|-
|604
|604
|[[File:Black Shadow.png|center|64x64px]]
|{{SpiritTableName|Black Shadow|iw=fzerowiki|size=64}}
|{{s|fzerowiki|Black Shadow}}
|''F-Zero'' Series
|''F-Zero series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|13,500
|13,500
|[[Port Town Aero Dive]] ([[Battlefield form]])
|[[Port Town Aero Dive]] ([[Battlefield form]])
Line 539: Line 456:
|•You'll occasionally take sudden damage after a little while
|•You'll occasionally take sudden damage after a little while
|{{SSBUMusicLink|F-Zero|Devil's Call in Your Heart}}
|{{SSBUMusicLink|F-Zero|Devil's Call in Your Heart}}
|
|-
|-
|621
|621
|[[File:Jagen.png|center|64x64px]]
|{{SpiritTableName|Jagen|iw=fireemblem|size=64}}
|{{s|fireemblem|Jagen}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,600
|3,600
|[[Castle Siege]] (Throne Room)
|[[Castle Siege]] (Throne Room)
Line 551: Line 468:
|•The enemy starts with damage but is more powerful<br>•The enemy starts with damage but has increased defense<br>•The enemy doesn't like to jump
|•The enemy starts with damage but is more powerful<br>•The enemy starts with damage but has increased defense<br>•The enemy doesn't like to jump
|{{SSBUMusicLink|Fire Emblem|Advance}}
|{{SSBUMusicLink|Fire Emblem|Advance}}
|
|-
|-
|663
|663
|[[File:Ashnard.png|center|64x64px]]
|{{SpiritTableName|Ashnard|iw=fireemblem|size=64}}
|{{s|fireemblem|Ashnard}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}} (80 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Purple}} (80 HP)
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
Line 563: Line 480:
|•[[Stamina battle]]<br>•The enemy has increased defense
|•[[Stamina battle]]<br>•The enemy has increased defense
|{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}
|{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}
|
|-
|-
|673
|673
|[[File:Walhart Spirit.png|center|64x64px]]
|{{SpiritTableName|Walhart|iw=fireemblem|size=64}}
|{{s|fireemblem|Walhart}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}} (160 HP)
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,900
|9,900
|[[Coliseum]]
|[[Coliseum]] (hazards off)
|•Jump Power ↓
|•Jump Power ↓
|•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]<br>•All fighters have reduced jump power
|•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|
|-
|-
|686
|686
|[[File:Garon Spirit.png|center|64x64px]]
|{{SpiritTableName|Garon|iw=fireemblem|size=64}}
|{{s|fireemblem|Garon}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}} (160 HP)
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,600
|9,600
|{{SSBU|Final Destination}}
|{{SSBU|Final Destination}}
Line 587: Line 504:
|•The floor is poisonous<br>•You have reduced jump power<br>•[[Stamina battle]]
|•The floor is poisonous<br>•You have reduced jump power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}
|
|-
|-
|717
|717
|[[File:Hades Spirit.png|center|64x64px]]
|{{SpiritTableName|Hades|size=64}}
|Hades
|''Kid Icarus'' Series
|''Kid Icarus series''
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,700
|9,700
|{{SSBU|Final Destination}}
|{{SSBU|Final Destination}}
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|•The enemy's punches and elbow strikes have increased power<br>•The enemy's smash attacks have increased power<br>•The enemy has increased attack power after a little while
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's smash attacks have increased power<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Kid Icarus|Hades's Infernal Theme}}
|{{SSBUMusicLink|Kid Icarus|Hades's Infernal Theme}}
|
|-
|-
|720
|720
|{{anchor|Reaper & Reapette}}[[File:Reapette & Reaper Spirit.png|center|64x64px]]
|{{SpiritTableName|Reaper & Reapette|link=y|size=64}}
|[[Reaper]] & Reapette
|''Kid Icarus'' Series
|''Kid Icarus series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}<br>•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}}×8
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Purple}}<br>•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}} (×8)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,900
|8,900
|[[Spear Pillar]] ([[Ω form]])
|[[Spear Pillar]] ([[Ω form]])
Line 611: Line 528:
|•Defeat the main fighter to win<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd
|•Defeat the main fighter to win<br>•The enemy can deal damage by dashing into you<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Kid Icarus|Underworld}}
|{{SSBUMusicLink|Kid Icarus|Underworld}}
|Reaper (normal Ganondorf)<br>Reapette (tiny Ganondorf)
|-
|-
|910
|910
|{{anchor|Sigma}}[[File:Sigma.png|center|64x64px]]
|{{SpiritTableName|Sigma|size=64}}
|Sigma
|''Mega Man X'' Series
|''Mega Man X series''
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}} (160 HP)
|•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,500
|9,500
|[[Midgar]] ([[Battlefield form]])
|[[Midgar]] (hazards off)
|N/A
|N/A
|•The enemy's melee weapons have increased power<br>•[[Stamina battle]]
|•The enemy's melee weapons have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Mega Man|X vs ZERO}}
|{{SSBUMusicLink|Mega Man|X vs ZERO}}
|
|-
|-
|989
|989
|[[File:M.Bison.png|center|64x64px]]
|{{SpiritTableName|M. Bison|size=64}}
|M. Bison
|''Street Fighter'' Series
|''Street Fighter series''
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}} (180 HP)
|•Reflect {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Violet}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,600
|13,600
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
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|•The enemy reflects projectiles<br>•The enemy's special moves have increased power<br>•[[Stamina battle]]
|•The enemy reflects projectiles<br>•The enemy's special moves have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Street Fighter|M. Bison Stage Type A}}
|{{SSBUMusicLink|Street Fighter|M. Bison Stage Type A}}
|
|-
|-
|1,349
|1,349
|[[File: Bullet Walker.png|center|64x64px]]
|{{SpiritTableName|Bullet Walker (Brigadier General)|size=64}}
|Bullet Walker (Brigadier General)
|''DAEMON X MACHINA''
|''DAEMON X MACHINA''
|{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}}<br>{{SSBU|R.O.B.}} (x3) {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}} (50 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (60 HP) {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (50 HP) {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (50 HP)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,300
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|[[Bridge of Eldin]] ([[Battlefield form]])
|•Move Speed ↑<br>•Attack Power ↑<br>•Item: Exploding Types
|•Move Speed ↑<br>•Attack Power ↑<br>•Item: Exploding Types
|•Stamina battle<br>•The enemy has increased attack power<br>•The enemy has increased move speed after a little while
|•[[Stamina battle]]<br>•The enemy has increased attack power<br>•The enemy has increased move speed after a little while
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|Brigadier General
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 670: Line 587:
|-
|-
|632
|632
|[[File:Nyna.png|center|64x64px]]
|{{SpiritTableName|Nyna|iw=fireemblem|size=64}}
|{{s|fireemblem|Nyna}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,200
|4,200
|[[Temple]]
|[[Temple]]
Line 681: Line 597:
|{{SSBUMusicLink|Fire Emblem|Shadow Dragon Medley}}
|{{SSBUMusicLink|Fire Emblem|Shadow Dragon Medley}}
|{{s|fireemblem|Hardin}}
|{{s|fireemblem|Hardin}}
|-
|1,375
|{{SpiritTableName|Jill|customname=[https://residentevil.fandom.com/wiki/Jill_Valentine Jill]|size=64}}
|''Resident Evil'' Series
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px}}<br>•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|2,200
|[[Luigi's Mansion]] (hazards off)
|•Item: [[Ray Gun]]
|•Defeat the main fighter to win<br>•The enemy's shooting items have increased power<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Metal Gear|Cavern}}
|[https://residentevil.fandom.com/wiki/Nemesis-T_Type Nemesis]
|-
|1,384
|{{SpiritTableName|Dimitri (Fire Emblem)|customname={{s|fireemblem|Dimitri}} (Fire Emblem)|size=64}}
|''Fire Emblem'' Series
|•{{SSBU|Byleth}} {{Head|Byleth|g=SSBU|s=20px|cl=Blue}} (100 HP)<br>•{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=White}} (80 HP)
|{{SpiritType|Shield}}
|5,000
|[[Distant Planet]] ([[Ω form]])
|N/A
|•[[Stamina battle]]<br>•The enemy has increased attack power
|{{SSBUMusicLink|Fire Emblem|Between Heaven and Earth}}
|{{s|fireemblem|Dedue}}
|}
|}


Line 700: Line 640:
==Gallery==
==Gallery==
<gallery>
<gallery>
Ganondorf SSBU Banner.png
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' fighters, as posted on the official Legend of Zelda Twitter account.
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
SSBU Ganondorf Number.png|Ganondorf's fighter card.
SSBU Ganondorf Number.png|Ganondorf's fighter card.
Ganondorf unlock notice SSBU.jpg|Ganondorf's unlock notice.
SSBUWebsiteGanondorf1.jpg|Ganondorf [[idling]] on [[Coliseum]].
SSBUWebsiteGanondorf1.jpg|Ganondorf [[idling]] on [[Coliseum]].
SSBUWebsiteGanondorf2.jpg|Striking {{SSBU|Marth}} on [[Arena Ferox]].
SSBUWebsiteGanondorf2.jpg|Striking {{SSBU|Marth}} on [[Arena Ferox]].
Line 708: Line 648:
SSBUWebsiteGanondorf4.jpg|Running from {{SSBU|Ness}} and a [[Bomber]] on [[Gaur Plain]].
SSBUWebsiteGanondorf4.jpg|Running from {{SSBU|Ness}} and a [[Bomber]] on [[Gaur Plain]].
SSBUWebsiteGanondorf5.jpg|Idling with {{SSBU|Zelda}} on [[Hyrule Castle]].
SSBUWebsiteGanondorf5.jpg|Idling with {{SSBU|Zelda}} on [[Hyrule Castle]].
SSBUWebsiteGanondorf6.jpg|Performing [[Beast Ganon|Demon King Ganon]] on Arena Ferox.
SSBUWebsiteGanondorf6.jpg|Performing [[Ganon, The Demon King]] on Arena Ferox.
SSBU LegendofZeldaReps.jpg|Idling with Link and Zelda on Great Plateau Tower.
SSBU LegendofZeldaReps.jpg|Idling with Link and Zelda on Great Plateau Tower.
SSBUWebsiteBayonetta3.jpg|Struck by {{SSBU|Bayonetta}} on [[Mario Galaxy]].
SSBUWebsiteBayonetta3.jpg|Struck by {{SSBU|Bayonetta}} on [[Mario Galaxy]].
Line 717: Line 657:
SSBUZeldaJPTwitter1.jpg|Taunting with all {{uv|Zelda}} [[veteran]]s on [[Great Plateau Tower]].
SSBUZeldaJPTwitter1.jpg|Taunting with all {{uv|Zelda}} [[veteran]]s on [[Great Plateau Tower]].
SSBUWebsiteMoon3.png|Idling towards the [[Moon]] on Bridge of Eldin.
SSBUWebsiteMoon3.png|Idling towards the [[Moon]] on Bridge of Eldin.
GanondorfWarlockPunchSSBU.png|Using Warlock Punch on {{SSBU|Sheik}}.
KazuyaTW.jpg|{{SSBU|Kazuya}} fighting Ganondorf on [[Mishima Dojo]].
</gallery>
</gallery>


===Character Showcase video===
===Fighter Showcase Video===
{{#widget:YouTube|id=Q7pzoLQlrsM}}
{{#widget:YouTube|id=Q7pzoLQlrsM}}


Line 726: Line 668:
**However, a custom special in ''SSB4'' allowed him to use a sword.
**However, a custom special in ''SSB4'' allowed him to use a sword.
*Ganondorf's entry on the official Super Smash Blog has a grammatical error, using the word "then" instead of the correct "than." Also, the words "Final Smash" are lowercase instead of uppercase like in other fighter entries.
*Ganondorf's entry on the official Super Smash Blog has a grammatical error, using the word "then" instead of the correct "than." Also, the words "Final Smash" are lowercase instead of uppercase like in other fighter entries.
*Despite now being based on his ''Ocarina of Time'' appearance again, Ganondorf's unlock battle takes place on [[Bridge of Eldin]], which is from ''Twilight Princess''.  
*Despite now being based on his ''Ocarina of Time'' appearance again, Ganondorf's unlock battle takes place on [[Bridge of Eldin]], which is from ''Twilight Princess''.
**The opposite occurs in {{for3ds}}, as it featured Ganondorf in his ''Twilight Princess'' appearance, and Ganondorf is unlocked on [[Gerudo Valley]], a stage from ''Ocarina of Time''.
**The opposite occurs in {{for3ds}}, as it featured Ganondorf in his ''Twilight Princess'' appearance, and Ganondorf is unlocked on [[Gerudo Valley]], a stage from ''Ocarina of Time''.
*''Ultimate'' is the first game to utilize new voice clips for Ganondorf as opposed to reusing them from the ''Zelda'' series.
*''Ultimate'' is the first game to utilize new voice clips for Ganondorf as opposed to reusing them from the ''Zelda'' series. This also applies to {{SSBU|Link}}.
*Ironically, despite now being based on his ''Ocarina of Time'' appearance again, neither game whose bases served as the redesigns for Link and Zelda in this game featured Ganondorf with a humanoid form. This is especially most noticeable during their brief cameos in King K. Rool's and Banjo & Kazooie's reveal trailers.
*Neither game whose bases served as the redesigns for Link and {{SSBU|Zelda}} in this game featured Ganondorf with a humanoid form. This is especially most noticeable during [[Media:What is Zelda canon.jpg|their brief cameos]] in {{SSBU|King K. Rool}}'s and {{SSBU|Banjo & Kazooie}}'s reveal trailers.
*According to Sakurai from a Famitsu column, as of January 2019, Ganondorf was the most used fighter in [[Elite Smash]].<ref>https://nintendoeverything.com/sakurai-talks-smash-bros-ultimate-online-mode-victory-rates-character-usage-more/</ref>
*According to Sakurai from a Famitsu column, as of January 2019, Ganondorf was the most used fighter in [[Elite Smash]].<ref>https://nintendoeverything.com/sakurai-talks-smash-bros-ultimate-online-mode-victory-rates-character-usage-more/</ref>
*Considering {{SSBU|Wario}}, {{SSBU|King K. Rool}}, and {{SSBU|Incineroar}}'s Classic Mode routes each consist of super-heavyweight fighters for opponents (with at least 1 exception out of all 6 rounds for all 3 characters each), Ganondorf is the only super heavyweight fighter to be fought in all 3 routes.
*Despite reverting back to his ''Ocarina of Time'' design in this game, Ganondorf is the only returning ''Zelda'' character from ''SSB4'' (excluding {{SSBU|Toon Link}}) to have his ''Twilight Princess'' design directly referenced in this game, as a spirit.
**Out of these, Wario is the only fighter who doesn't qualify as a super heavyweight fighter like King K. Rool, Incineroar, and Ganondorf do.
*Ganondorf’s extreme power has become a popular meme within the community, most notably associated with his forward smash (humorously nicknamed as "Doriyah" by the community, based on his exclamation during the attack), as well as his general ability to take stocks before his opponents despite being at much higher percentages than they are.
**Ganondorf is also fought in all ''Zelda'' character routes, with the exceptional of Sheik.
*In [[World of Light]], despite being able to transform into Ganon, the Demon King, Ganondorf is awakened before having to fight his monstrous form. This is unlike {{SSBU|Bowser}}, who is fought in his [[Giga Bowser]] form and is awakened after the battle.
*Ganondorf's Classic Mode route is vaguely similar to {{SSBU|Dark Samus}}'s, as both characters fight protagonists for opponents.
**This makes Ganondorf’s route an inverse of his nemesis {{SSBU|Zelda}}’s, as she fights villains for opponents rather than heroes.
*Despite reverting back to his ''Ocarina of Time'' design in this game, Ganondorf is the only returning ''Zelda'' character from ''SSB4'' (excluding Toon Link) to have his ''Twilight Princess'' design directly referenced in this game, as a spirit.
*Ganondorf’s extreme power has become a popular meme within the community, most notably associated with his forward smash (nicknamed “Doriyah” after the cry he exclaims when executing the attack), as well as his general ability to take stocks before his opponents despite being at much higher percentages than they are.
*In [[World of Light]], despite being able to transform into Ganon, the Demon King, Ganondorf is awakened before having to fight his monstrous form. This is unlike fellow transforming king of evil {{SSBU|Bowser}}, who is fought in his [[Giga Bowser]] form and is awakened after the battle.
*Ganondorf can be unlocked in {{SSBU|Yoshi}}'s unlock column, alongside {{SSBU|Lucario}}. This is a reference to ''Brawl'', as all three characters occupy the third row in ''Brawl'''s [[character selection screen]].
*There's a visual glitch on Ganondorf's cape whenever he descends from a ladder where it will suddenly snap back down if the descending animation lasts for more than 40 frames.
*There's a visual glitch on Ganondorf's cape whenever he descends from a ladder where it will suddenly snap back down if the descending animation lasts for more than 40 frames.
**This also happens to {{SSBU|Ike}} during his descent when using [[Aether]].
**This also happens to {{SSBU|Ike}} during his descent when using [[Aether]].
*Ganondorf's [[up smash]] is fully incapable of hitting {{SSBU|Snake}} and {{SSBU|Wii Fit Trainer}} when they are crouching, due to the fact that the hitboxes go away before the sword fully hits the ground. [https://twitter.com/MGK_Ganondorf/status/1189105269290106880]
*Ganondorf is the only opponent in {{SSBU|Peach}}'s Classic Mode route that is not from the {{uv|Mario}} universe nor its sub-universe {{uv|Donkey Kong}}.
**{{SSBU|Wario}}, {{SSBU|Diddy Kong}}, {{SSBU|Simon}}, {{SSBU|Incineroar}} and {{SSBU|Sora}} are the only ones who fight Ganondorf outside of his home stage.
*If Ganondorf continually uses his up taunt on the floor of [[Mute City SNES]], he cannot be damaged by it.
**In order to do this, however, players need to use a [[Super Star]] or any other long-lasting [[invincibility]] or [[intangibility]], such as [[Revival platform|respawning intangibility]].


==References==
==References==

Latest revision as of 11:44, April 21, 2024

This article is about Ganondorf's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Ganondorf.
Ganondorf
in Super Smash Bros. Ultimate
Ganondorf SSBU.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Ganon, The Demon King
Tier E- (82)
GanondorfHeadSSBU.png

Ganondorf (ガノンドロフ, Ganondorf) is a playable character in Super Smash Bros. Ultimate. He was officially revealed alongside Ryu and the rest of the returning roster on June 12th, 2018 during E3 2018. Like in games prior to Super Smash Bros. for Wii U, he is unlockable, instead of being available from the start. Ganondorf is classified as Fighter #23.

Takashi Nagasako, Ganondorf's voice actor from The Legend of Zelda: Ocarina of Time and The Legend of Zelda: The Wind Waker (and by extension, Super Smash Bros. Melee), reprises his role in all regions, providing new voice clips that mimic his portrayal from Ocarina of Time rather than using re-purposed voice from the game as in previous Smash games. In Ultimate, Nagasako succeeds Hironori Miyata, who previously succeeding him in Super Smash Bros. Brawl and Super Smash Bros. 4 by re-purposing his voice clips from The Legend of Zelda: Twilight Princess.

Ganondorf is ranked dead last on the tier list, at 82nd out of 82, and is the only character in the E- tier. This is a slight drop from his already very low placement in Smash 4, where he was tied with Zelda at 52nd/53rd out of 54, and gives him the dubious distinction of being the only character ranked last for the NTSC and European tier lists of two different games, the other being Brawl. Despite this, it should be noted that his placement does not equate to the same level of unviability as in previous games, as he is overall more viable than in Brawl and Smash 4.

As with tradition, Ganondorf possesses one of the hardest-hitting movesets in the game, with noteworthy improvements to his raw power over previous games; this makes him one of the most formidable fighters when it comes to KOing. In addition, many of his infamously weak moves have been buffed to be more effective; Dark Dive is now a capable out of shield and KO option, Grounded Wizard's Foot's sweetspot and sourspots have been reversed and make it effective for KOing, and up tilt is significantly faster. Finally, Ganondorf now has access to his sword from the SpaceWorld 2000 GameCube Tech Demo, which provide him with extremely powerful and wide-arced smash attacks that easily KO below 100%, with forward smash being one of the strongest in the game, and up smash being able to cover an entire platform above him and hit ledge hangs with the front hit. Overall, Ganondorf still excels at what he does best: ending stocks in a few hits.

However, Ganondorf's core weaknesses continue to hold him back drastically compared to the rest of the roster. His terrible frame data and slow movement give him severe difficulty in approaching and escaping disadvantage, which is especially problematic due to Ultimate's emphasis on faster-paced and projectile-focused combat. His shield safety is lacking despite his high shield pressure, while his grab and throws are still extremely weak despite his overall power, having short range and unable to KO easily. Several of his moves also have small or poorly placed hitboxes which results in poor range (with hitbox adjustments making some of them worse than previously) or glaring blindspots (with some such as Dark Dive having worse hitboxes than Falcon Dive, its equivalent move from Captain Falcon). His recovery is among the worst in the game due to Dark Dive's low distance, and despite it not causing helplessness when it connects, opponents are able to slowly gimp Ganondorf simply by getting grabbed deliberately to push him backwards. Finally, some changes remove some of his only situational moves that allow him to play mindgames: his new up smash is no longer able to bait reactions nor is safe on shield if spaced, up aerial's shorter duration makes gimping with the late hitbox more difficult, and aerial Flame Choke can now be escaped by button mashing while also KOing Ganondorf first if used as a sacrificial KO.

Overall, Ganondorf's issues collectively give him significant problems in the neutral game: the majority of the roster can outspeed him in almost every degree, his offstage survivability is extremely poor and limited to air dodge mix-ups, while his strengthened power does not help him approach nor give him many options to defend himself, resulting in him struggling to make use of his excellent raw power and KO ability. Because of these factors, while the community had high hopes for Ganondorf in the early metagame, his competitive reception plummeted as the metagame evolved and his weaknesses became much more exploitable, and he has sat at the very bottom of the first two official tier lists.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Ganondorf being the 40th character to be unlocked.
  • Clear Classic Mode with Yoshi or any character in his unlock tree, being the 4th character unlocked after Ryu.
  • Have Ganondorf join the player's party in World of Light.

Ganondorf must then be defeated on Bridge of Eldin (the Ω form is used in World of Light).

Attributes[edit]

Ganondorf is the epitome of the super heavyweight archetype: he is the fifth heaviest character in the game and possesses extreme power in exchange for terrible mobility and frame data. Despite his high traction, above average falling speed, and moderately high gravity, he sports the seventh slowest walking speed, the fourth slowest dashing speed, the third slowest air speed, the sixth lowest air acceleration, and sixth lowest jump and double jump heights. As a result, he is among the least mobile characters in the game, but his high weight grants him exceptional endurance, allowing him to survive at very high percentages and benefit from rage.

Ganondorf's most defining trait is his incredible kill power and damage output. Most of his moves inflict over 10% damage and are capable of killing under 100% with ease, even from the middle of Final Destination, giving him one of the strongest punishment games in the roster. His forward tilt and down smash are very powerful semi-spikes, while his forward and up smashes are massive disjoints that utilize a large sword to cover Ganondorf. In particular, these two smash attacks can not only hit below the ledge, but the former is generally the third strongest of its kind in the game, having the potential to KO most opponents well below 65% (even at the center of Final Destination). His neutral special, Warlock Punch, has the most startup out of his entire moveset, but it also deals ludicrous knockback and damage (especially when B-reversed in the air), being capable of instantaneously killing middleweights and lighter (if it connects before touching the ground). Ganondorf’s sweetspotted down aerial and aerial Wizard's Foot are extremely powerful meteor smashes that can KO opponents offstage at exceptionally low percents. Thanks to his strength, Ganondorf has among the highest KO potential in the game, as he can rack up heavy damage and KO opponents in very few hits.

Ganondorf's shield-breaking capabilities are potent and fearsome. His aforementioned forward and up smashes, Warlock Punch, and aerial Wizard's Foot can bring shields down to a sliver of health, while his Volcano Kick (up tilt) has vacuum properties, deceptively large reach, and can shatter shields in a single hit. These options also allow Ganondorf to play mindgames to make opponents with low shield health play more carefully around him, as he can punish any mistake extremely hard. As such, mistiming or overusing shields against Ganondorf can be deadly, as his aforementioned powerful moves allow him to capitalize shield breaks.

Despite his power, Ganondorf has excellent combo starters, some of which are potential kill confirms. His down throw can combo into every aerial except down aerial or dash attack up to mid-percentages. His dash attack is versatile; not only does it possess extreme KO power at high percentages, being the third strongest dash attack in Ultimate, but its early hit can potentially lead into neutral aerial, up aerial, or Dark Dive at early percentages. Even better, it has a late hit sourspot that grants followups into neutral attack, forward tilt, grab, all aerials except down aerial, and grounded Dark Dive, with the latter two options being potential kill confirms at high percentages. Neutral aerial's set knockback on the first kick as well as the late hit of the second kick can lead into neutral attack, grab, forward tilt, down tilt, or dash attack right after landing on the ground. Sweetspotted down aerial's high hitstun combos into neutral attack, grab, forward tilt, down tilt, every aerial, up smash, or down smash up to middle percentages. Perhaps Ganondorf's best combo starter is grounded Flame Choke, which is is a command grab that meteor smashes opponents into the ground, leading into a myriad of followups and reads. These follow ups include, but are not limited to: neutral attack, forward tilt, down tilt, dash attack, grounded or aerial Wizard’s Foot, any smash attacks or aerials, or even another Flame Choke. While Flame Choke can be teched, its low ending lag allows Ganondorf to tech-chase with the move, with some followups hitting short-distanced techs such as forward tilt covering Bowser's inward tech, up smash or turnaround down smash on Snake's inward tech, down tilt on Inkling's tech away, or neutral attack on all of Piranha Plant's tech options. Some characters can even be trapped at the ledge, where they move no distance from tech away and are hit during their neutral and inward techs.

All of Ganondorf's aerials are very useful, as they are fast despite their immense power (excluding forward aerial and down aerial), and are guaranteed to knock opponents off the stage even at medium percents, giving him a great edgeguarding game. His sweetspotted down aerial is his most damaging aerial and the second strongest meteor smash in the game, and when sourspotted has the second strongest horizontal knockback out of all his aerials (after his sweetspotted back aerial). His up aerial is his lowest damaging aerial, but is his second fastest aerial, can autocancel from a short hop, and its late hitbox is a very potent gimp with its semi-spike angle and high hitstun. His neutral aerial has the lowest knockback out of all his aerials, but is his fastest aerial consisting of two hits that naturally combo into each other with damage rivaling his sweetspotted down aerial, while doubling as long-lasting sex kicks, and has the greatest horizontal reach out of all his aerials allowing it to wall out approaches. His forward aerial boasts good reach in an arc that also hits slightly behind him, while his back aerial is a deceptively fast KO move that can autocancel from a short hop. Aerial Flame Choke is a chokeslam that lacks guaranteed followups, but does more damage than when used on the ground and can still tech-chase. Aerial Wizard's Foot is Ganondorf's only aerial option with vertical knockback, making it a good anti-air that punishes juggles. Finally, Dark Dive is a command grab that does multiple weak electric hits that make it difficult to interrupt, which leads into a very powerful throw that can reverse edgeguard situations, especially when facing away from the stage, while also not causing helplessness and letting him reuse the move; if the grab misses, the move performs an uppercut at the end to deter potential edgeguards.

In spite of his strengths, Ganondorf has glaring flaws. He is highly vulnerable to combos and juggling thanks to his heavy weight, very large size, above average falling speed and gravity, and low air speed, and his slow mobility hinders his approach and ability to close distance or create space. His lack of a projectile or reflector also leaves him susceptible to projectile camping and zoning.

Arguably Ganondorf's biggest weakness is his lack of defensive options, courtesy of the issues within his moveset. To begin, his frame data is very sluggish and among the worst in the game: he has very few moves that are active before frame 9 (these being neutral attack, neutral aerial, up aerial, and standing grab) and some not even coming out before frame 28 (such as forward smash, Warlock Punch, and Volcano Kick), along with many of his moves having extremely high ending lag (most notably all of his smash attacks and all his special moves). As a result of his abysmal frame data, many of his moves are unsafe on shield unless fully spaced, despite his aforementioned shield breaking capabilities. Combined with his poor mobility, Ganondorf struggles to compete with faster characters like Fox, slow projectile users like Ivysaur, and long-ranged characters like Simon and Min Min. This forces Ganondorf's offense to heavily rely on proper spacing and mindgames.

In contrast to Ganondorf's tall size, some of his attacks have poor reach and often have problematic hitbox placements, causing them to have noticeably large blind spots. His neutral attack, forward tilt, back aerial, Dark Dive, and Wizard's Foot, some of which are considered Ganondorf's fastest attacks and best out of shield options, all suffer from a combination of short reach, short hitbox duration, small hitbox sizes, and/or high hitbox placements. Wizard's Foot and Flame Choke also have their hitboxes end earlier than their animations suggest, while forward aerial and back aerial's hitboxes do not properly match their trails. Neutral aerial's two hits often fail to link properly, especially against grounded opponents, likely resulting in Ganondorf getting punished if he whiffs the second hit, and the second hit itself is difficult to land due to its high hitbox placement. His forward smash, despite its impressive reach, completely lacks any active hitboxes during the downward swing, giving it a notoriously large dead zone above and in front of his head. His up smash has a blindspot directly in front of him, and its rear hitboxes end just above the ground. Ganondorf's numerous blind spots allows many small characters such as Pichu to easily exploit and weave through his attacks, especially when crouching.

Ganondorf's grab game is also lackluster. His grab reach is notoriously short despite his tall stature, and, outside of down throw, his throws have little to no followup potential. None of them are consistently viable KO options either, despite dealing respectable amounts of damage; while his forward and back throws deal passable knockback, even they are rather weak and can't KO middleweights under 200% from center stage, while his up throw lacks KO potential altogether. His down throw, despite being a decent combo starter, loses much of its combo potential very quickly past low percentages. The ability to tech Flame Choke at any percentage works against Ganondorf, as it forces hard reads, and incorrect reads can put Ganondorf in a vulnerable position. Flame Choke also lacks a collateral hitbox, allowing doubles, Ice Climbers, and Rosalina & Luma to hit him out of the move.

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

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

Overall, Ganondorf's raw power allows him to deal heavy damage quickly and close stocks early, but he has little means to defend himself which forces him to play cautiously, enforcing a bait-and-punish playstyle. His playstyle is a high risk, high reward character: a single mistake can lead to either player losing a stock, even at 0%. He cannot afford to make any careless mistakes himself, where his exploitable recovery allows his opponents to remove his stocks just as early as he can remove theirs.

Changes from Super Smash Bros. 4[edit]

Ganondorf was infamously a poorly regarded character in his previous two appearances following his debut appearance, owing to a myriad of factors such as slow mobility, vulnerability to general pressure (such as rushdowns, zoning and combos), and awful recovery. Most likely due to his low placement in SSB4, Ganondorf has received a mix of buffs and nerfs in Ultimate, but was buffed overall, albeit not enough to raise his tier standing.

Ganondorf's primary strengths, such as his already strong damage output and knockback power, have been further increased since the previous game. Most of his moves deal even more damage, and some of his moves (whether they were already strong or among the weakest in SSB4) are more powerful, like his dash attack, back aerial, Dark Dive, and Wizard's Foot; notably, dash attack has become as potent as it was in Brawl, whereas Dark Dive and Wizard's Foot have had most of their lost KO power restored from Melee. Forward aerial, a move previously considered inferior to his back aerial, has improved range, making it a far safer KO move.

Ganondorf's smash attacks are now sword swings that possess increased, consistent power as well as larger, disjointed range. Up tilt, notorious for shattering full shields, is easier to land with its faster startup and stronger windboxes, and its sourspot has been strengthened to match its sweetspot. His notoriously weak grab game was also buffed, with his grabs having a longer duration and greater range, and his throws receiving improved utility such as higher power (forward throw, although it still remains rather weak), damage (up throw) or combo potential (down throw). Ganondorf is also heavier, making his already great endurance better.

Ganondorf notably benefits from some of the universal gameplay changes. The increase in mobility (most notably to his running speed, although it still remains slow), his faster jumpsquat, and the reduced landing lag on his aerial attacks all improve his very poor neutral game and approach. His faster jumpsquat and landing lag reduction also improve his combo ability, thus further strengthening his damage racking game.

Despite these notable buffs, Ganondorf is not without nerfs, especially toward his hitbox placements and ineffective defensive game. His forward and up smashes, despite having disjointed range, have significantly increased ending lag; up smash has especially lost its ability to bait approaches. His down tilt's vertical angles on its close hitbox make it a much less effective KO option, especially out of Flame Choke. His up tilt is weaker, and has gained an incredibly weak late hitbox with no KO potential. Hitbox adjustments and/or reductions on his forward tilt, up tilt, back aerial, Dark Dive and Wizard's Foot make them harder to land and further worsens his blindspot issues. Among his biggest nerfs were to his up aerial, which has more startup and its sourspot no longer hits underneath him, thus removing most of its gimping effectiveness and lock combos, and Flame Choke, as the aerial version is now escapable at low percentages and a "Ganoncide" now KOs him first. Dark Dive's release also pushes back Ganondorf after he launches the opponent away, though this is counterbalanced by the release having less ending lag.

Despite gaining considerable improvements from the game's engine, Ganondorf is also hindered by some of the universal changes; the universal increase to mobility makes it slightly harder to catch up with some characters. The increased shield drop frames impairs his poor out of shield options, and the universally increased traction which reduces shield push makes his attacks, especially his aerials, less safe unless perfectly spaced. The increased tech window, as well as the restoration of buffering techs during hitlag, makes Flame Choke easier to escape from, and makes Dark Dive much easier for opponents to survive from being launched under the stage and retaliate. Although Ganondorf's heavier weight allows him to survive even longer, he is also easier to combo. The changes to air dodging are a mixed bag for Ganondorf, as they improve his great edgeguarding ability, but make him easier to edgeguard in return. Finally, the weakening of rage slightly hinders Ganondorf, though due to his increased damage and power, this change is fairly negligible.

Overall, Ganondorf has gained some drastic increases in power that renders his punish and advantage states much deadlier, but at the cost of notable nerfs that further affect his disadvantage, exacerbating his glaring weaknesses and making him even more polarized. Although initially considered to have improved substantially from SSB4, the lack of changes from game updates, as well as various changes made to his fellow veterans both on release and through updates, have caused Ganondorf to fall behind. Said updates have also introduced a bevy of more powerful DLC characters, all of which Ganondorf struggles against in one way or another. Because of this, despite performing better as a standalone character in Ultimate, Ganondorf has not significantly improved from his appearance in SSB4, instead performing worse relative to the rest of the cast.

Aesthetics[edit]

  • Change Ganondorf's design has been reverted back to his appearance in The Legend of Zelda: Ocarina of Time, which was the basis of his appearance in Melee. His model features a more vibrant color scheme due to the aesthetic used in Ultimate, and his clothing and hair now feature simple detailing.
    • Change His sword has also been reverted back to the sword seen in the SpaceWorld 2000 GameCube Tech Demo.
    • Change Palutena's Guidance conversation for Ganondorf has been changed to accommodate for his Ocarina of Time design.
  • Change Ganondorf's model has been updated from Melee. His facial features and muscles are more pronounced; his skin tone is more green; his hair is now slightly longer and a more vibrant shade of red. His bracers and greaves now have visible hair detailing; his attire overall now has a suede finish, instead of a leather finish. His crown, earrings; boots, gauntlets, epaulets, and cape have all been redesigned. Altogether, these changes make Ganondorf's design directly based on his appearance in Ocarina of Time, as opposed to his appearance in the SpaceWorld 2000 GameCube Tech Demo.
    • Change Ganondorf's design takes elements from his appearance both before and after the seven-year time skip depicted in Ocarina of Time. His short hair, eye color, and earrings are retained from his pre-time skip design, while also wearing his stylized crown and red cape from his post-time skip design.
  • Change Ganondorf has received two new alternate costumes based on his appearance in The Legend of Zelda: The Wind Waker and The Legend of Zelda: Twilight Princess respectively; the latter replaces his yellow costume in SSB4, which was based on his Ocarina of Time appearance, effectively swapping its place with his default costume.
  • Change Ganondorf's cape has improved physics and rigging, allowing for more fluid animations.
  • Change Ganondorf's darkness particle effects appear more liquid-like, most notably seen during his on-screen appearance and Flame Choke.
  • Change Initial dash, walking, running, spot dodge, roll, air dodge, hitstun, jump, and backwards jump animations have changed, further differentiating him from Captain Falcon.
  • Change Like many other characters, Ganondorf is more expressive. The corners of his mouth once again open, allowing for his facial expressions to be more natural and dynamic.
  • Change Ganondorf's new blast KO voice clips no longer play past the duration of the KO animation.
  • Change Much like in Melee, Ganondorf vocalizes upon waking up from sleep status when not suffering from any knockback. He shares this addition with Link, Zelda and Wolf.
  • Change Ganondorf has new victory poses, which appear to be updated versions of his previous ones:
    • Change His left-inputted victory pose now has him flipping his cape and turning to face the screen before pumping his fist, showing the back of it. Ganondorf also no longer kneels when pumping his fist.
    • Change His up-inputted victory pose now has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen rather than pumping his fist.
    • Change His right-inputted victory pose now has him flip his cape before crossing his arms and laughing wickedly, then looking at the screen with a sinister smile.

Attributes[edit]

  • Buff Like all characters (with the exception of Kazuya), Ganondorf's jumpsquat animation takes 3 frames to complete (down from 7).
  • Buff The inability to move past opponents on the ground prevents dash attack, Flame Choke, and Wizard's Foot from whiffing up close.
  • Buff Ganondorf dashes slightly faster (1.218 → 1.34), being nearly as fast as he was in Melee.
    • Buff Ganondorf's initial dash animation is both faster (1.3 → 1.87) and moves him farther, resulting in his foxtrot outpacing his dash.
  • Buff Ganondorf walks slightly faster (0.73 → 0.767), being slightly faster than he was in Melee.
  • Buff Ganondorf's traction is higher (0.068 → 0.125).
  • Buff Ganondorf's air speed is slightly higher (0.79 → 0.83), being nearly as fast as he was in Brawl.
  • Change Ganondorf's gravity is slightly higher (0.107835 → 0.108).
  • Buff Ganondorf is considerably heavier (113 → 118), weighing more than Charizard. This improves his already excellent endurance.
  • Buff Forward roll has less ending lag (FAF 34 → 33).
  • Nerf Forward roll grants less intangibility (frame 4-19 → 4-16).
  • Nerf Back roll has more startup with less intangibility (frame 4-19 → 5-17), and more ending lag (FAF 34 → 38).
  • Buff Spot dodge has faster startup (frame 4 → 3).
    • Nerf However, its total duration remains the same, giving it one frame more ending lag.
  • Buff Air dodge grants more intangibility (frame 4-29 → 4-32).
  • Nerf Air dodge has drastically more ending lag (FAF 35 → 47).

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack deals more damage and no longer has sourspots (8%/10%/6% → 11%).
    • Buff It has slightly less ending lag (FAF 29 → 27).
    • Change The move's knockback values are consistent across its hitboxes (38/30/40 base/ 90/90/105 scaling → 41/74). It deals more knockback than its previous two sourspots, but less than its previous sweetspot.
  • Forward tilt:
    • Buff Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).
    • Nerf It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).
    • Nerf The sourspot takes priority over the sweetspot.
  • Up tilt:
    • Buff Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).
    • Buff Its windboxes have higher set knockback (1 → 22/22/10/10), allowing them to pull opponents in more effectively.
    • Buff The explosion has more vertical reach.
    • Nerf Its sweetspot has decreased knockback scaling (80 → 68), no longer KOing opponents under 50% from the center of the stage.
    • Nerf The explosion has much less horizontal reach.
    • Nerf On frames 62-63, the move has a new sourspot at the height of the explosion. It launches opponents at a semi-spike angle (80° → 0°) but with much less damage (18% → 13%) and has decreased base knockback (60 → 0), being unable to KO even at realistic percentages.
    • Change The move deals consistent damage (28%/20%/18% → 24%), dealing more than the original sourspot, but less than the original sweetspot.
      • Buff The sourspots increased damage allows it to shatter full shields like the sweetspot, and boosts its KO potential despite its lower angle (80° → 70°).
    • Change Its sweetspot triggers Special Zoom.
    • Change The windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.
    • Change The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand, much like in Melee.
    • Change Ganondorf now vocalizes during the move's startup.
  • Down tilt:
    • Buff Down tilt deals more damage (13% → 14%), with its knockback scaling compensated (100 → 94).
    • Nerf The priority on its angles has been swapped (80°/70°/60° → 60°/70°/80°). This weakens its KO ability especially out of Flame Choke.
  • Dash attack:
    • Buff Dash attack deals more damage (14% → 15% (clean), 10% → 11% (late)).
    • Buff Its clean hit has higher knockback scaling (80 → 85). Combined with its higher damage, it now KOs around 120%, making it the second strongest dash attack in the game.
    • Buff The late hit has improved combo potential due to Ganondorf's faster jumpsquat.
    • Buff The late hit deals more shieldstun (1x → 1.3x), improving its safety on shield.
  • Change Ganondorf has new smash attacks: they utilize his sword from the Space World 2000 tech demo. They also all have the slash effect, with forward smash losing the darkness effect, and up and down smash losing their normal effect.
  • Forward smash:
    • Change Forward smash is now a downward sword slash in front of Ganondorf, similar to Ike's.
      • Buff This new forward smash has disjointed hitboxes and significantly more range, allowing it to hit opponents above Ganondorf, further in front of him, and slightly below the edge of the stage. This gives the move more coverage and allows it to be used for onstage edgeguarding.
      • Buff It now deals consistent and more knockback (35/30 base / 83/75 scaling → 61/75), KOing around 65% from the center of the stage.
      • Nerf It has noticeably more startup lag with a shorter duration (frames 21-26 → 29-31) and more ending lag (FAF 60 → 70).
      • Nerf Forward smash can no longer be angled.
      • Nerf Ganondorf does not lean back during his new forward smash, making it less safe than his previous forward smash.
  • Up smash:
    • Change Up smash is now an overhead sword swing from front to back, appearing visually similar to Ike's up smash, and Link's previous up tilt from Smash 4.
      • Buff This new up smash has disjointed hitboxes and significantly more range that hits all around Ganondorf, making it more effective as an anti-air, at covering platforms and catching rolls. It also hits slightly below the edge of the stage, allowing it to be used for onstage edgeguarding.
      • Buff It has less startup lag with a longer duration (frames 21-23 → 20-25).
      • Nerf It has significantly more ending lag (FAF 42 → 62), going from one of the fastest smash attacks interruptibility-wise to one of the slowest. This removes its ability to bait opponents into approaching.
      • Nerf It has a blind spot directly in front of Ganondorf. This can cause it to miss on certain situations.
  • Down smash:
    • Change Down smash is a forward hilt thrust that leads into a backwards stab, similar to Cloud's.
      • Buff Its hitboxes are disjointed and placed lower, reliably hitting crouching opponents.
      • Buff Ganondorf ducks while performing it, lowering his hurtbox.
      • Buff It has less ending lag (FAF 64 → 60).
      • Buff The hitbox on the first hit that previously sent opponents away from Ganondorf has been removed. In addition, its first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased base knockback (90/110/90/110 → 90/95/90/95). This allows it to connect into the second hit more reliably.
      • Buff The second hit deals consistent damage (15%/13% → 15%) and sends opponents at a semi-spike angle (130° → 35°), improving its KO potential, especially near edges, despite its lower knockback (60 base/94 scaling → 61/81).
      • Nerf The first hit deals less damage (6% → 5%).
      • Nerf Both hits have slightly less horizontal range.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (17 frames → 10 (neutral), 22 → 13 (forward), 19 → 11 (back, up), 26 → 16 (down)).
    • Buff The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.
  • Neutral aerial:
    • Buff Neutral aerial has slightly less ending lag (FAF 42 → 41), and auto-cancels slightly earlier (frame 38 → 37).
    • Nerf Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).
  • Forward aerial:
    • Buff Forward aerial has an altered animation: Ganondorf leans farther forward as he punches, similar to its animation in Melee. This increases its range.
    • Buff The move auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.
  • Back aerial:
    • Buff Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.
    • Nerf The hitboxes are significantly smaller (5.5u/6.3u/4.8u → 4u/4.5u/3u), greatly reducing its vertical range.
    • Nerf It has an altered animation where Ganondorf leans further back into the move, kicks one of his legs out and keeps his arm out for a longer duration. This makes Ganondorf significantly more vulnerable to being punished and makes him a larger target to hit.
    • Nerf In addition to the aforementioned change, Ganondorf's arm hurtboxes are stretched during and after the swing, making him even more vulnerable to being attacked and reducing the effective safety of the move.
  • Up aerial:
    • Buff Up aerial's hitbox is marginally larger (5.76u → 5.8u).
    • Nerf It has more startup lag and a shorter duration (frames 6-16 → 8-16). Not only is the move no longer Ganondorf's fastest attack, this causes the late hit to no longer hit below Ganondorf, significantly weakening its gimping potential and lock combos.
    • Change It has a slightly altered animation: Ganondorf brings his kicking leg forward midway through the spin.
  • Down aerial:
    • Buff Down aerial has less ending lag (FAF 47 → 45).
    • Buff It no longer has transcendent priority, allowing it to cancel out projectiles.
    • Change It has a slightly altered animation: Ganondorf leans back slightly as he stomps, similar to its animation in Melee.

Throws and other attacks[edit]

  • Grabs:
    • Buff All grabs have a longer duration (2 frames → 3).
    • Buff All grabs have more range (Z2 offset: 9.0u → 10.0u (standing), 10.8u → 11.8u (dash), -15.1u → -15.6u (pivot)).
    • Nerf Standing and pivot grab have slightly more startup lag (frame 7 → 8 (standing), 10 → 12 (pivot)).
    • Nerf Standing and dash grab have more ending lag (FAF 36 → 39 (standing), 45 → 47 (dash)).
    • Change Ganondorf now grabs with his left hand.
    • Change Ganondorf has a different pose while holding the enemy.
  • Pummel:
    • Nerf Pummel deals much less damage (3% → 1.6%).
    • Buff It deals more hitlag (5 frames → 15), but has less startup (frame 4 → 2) and significantly less ending lag (FAF 24 → 8), shortening its duration. This makes it faster and more reliable for racking up damage.
    • Change Pummel has a different animation, with Ganondorf arching forward as he delivers his knee strikes.
  • Forward throw:
    • Buff Forward throw deals more knockback (60 base/65 scaling → 68/70), KOing around 150% near the edge.
    • Change It has an altered animation: it is now an uppercut with his right hand instead of a gut punch with his left hand.
  • Back throw:
    • Change Back throw has a slightly altered animation: his upper body is near parallel with the ground during the kicking portion.
  • Up throw:
    • Buff Up throw's first hit deals more damage (7% → 10%, total: 10% → 13%).
    • Change It has an altered animation: Ganondorf punches with his right hand. The animation itself also has more weight to it.
  • Down throw:
    • Buff Down throw has improved combo potential due to Ganondorf's faster jumpsquat.
    • Buff It is no longer weight-dependent, improving its combo potential on heavyweights, while leaving it generally unchanged against lightweights due to Ganondorf's faster jumpsquat.
    • Change It has a slightly altered animation: Ganondorf slams the enemy onto the ground more forcefully.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves[edit]

  • Warlock Punch:
    • Buff Non-reversed Warlock Punch has more knockback scaling (42 → 46).
    • Buff All of its variants have a longer duration (frames 70-71 → 70-73 (normal), 80-81 → 80-83 (reversed)).
    • Buff It has more super armor (frames 11-65 → 11-68 (normal), 21-67 → 21-75 (reversed)).
    • Buff The outermost hitbox is slightly larger (4.3u → 4.8u).
    • Change Like up-tilt, it triggers Special Zoom upon hitting the opponent.
    • Change It has slightly altered animation, with his other hand being closer to his body.
    • Change Ganondorf's voice clip now echoes during the move, similar to that of a Final Smash.
    • Nerf Ganondorf no longer slides forwards as the hitbox is coming out, instead simply leaning forwards, reducing the move's range slightly.
  • Flame Choke:
    • Buff Both versions of Flame Choke have less ending lag upon grabbing an opponent (grounded: FAF 62 → 58, aerial: FAF 41 → 38), significantly improving its combo potential, with the grounded version allowing for more possible follow-ups on missed techs; in particular, a combo into down tilt or dash attack is guaranteed against all characters.
    • Buff The grounded version's super armor upon grabbing an opponent lasts slightly longer (frames 17-40 → 17-41).
    • Buff The grounded version no longer dashes over an edge, and ends earlier if used toward an edge, making it safer to use.
    • Buff The aerial version has less startup lag (frame 19 → 16), no longer whiffing up close.
    • Nerf The aerial version can be escaped by button mashing, which scales with the opponent's damage percentage, significantly hindering Ganoncide's utility at low percentages.
      • Nerf Additionally, the opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock and its ability to deter edgeguards.
  • Dark Dive:
    • Buff The disjointed grabbox on frame 14 can now grab aerial opponents, giving the move more range against them.
    • Buff The grabbox while rising is extended above Ganondorf, increasing the move's vertical range.
    • Buff Dark Dive's looping hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).
    • Buff The throw deals drastically more knockback (40 base/90 scaling → 50/108), restoring most of its lost KO power from Melee, now KOing around 110% near the edge.
    • Buff The throw has significantly less ending lag (FAF 60 → 25), greatly reducing the effectiveness of Tech Checking, and thus improving the safety of Ganondorf's recovery.
      • Nerf However, Ganondorf leaps back farther out of a throw, and he still does not regain directional control until much later in the animation, allowing his recovery to still be gimped to some degree.
    • Nerf The grounded version's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.
    • Change The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.
    • Change The uppercut at the end of the move now uses the kick SFX instead of the burn SFX.
  • Bug fix Flame Choke and Dark Dive no longer experience RCO lag.
  • Wizard's Foot:
    • Change The grounded version has a slightly different animation at the startup, with Ganondorf bending his knee forward before kicking.
    • Buff The grounded version's foot hitbox deals more damage (12% → 16%) without full compensation on its knockback (60 base/70 scaling → 65/65), now being the move's sweetspot. This significantly improves its KO potential, now being a reliable KO move under 100% near the edge.
    • Buff The grounded version's foot hitbox is larger (3.5u → 4u) and it has been moved further away from Ganondorf (x offset: 6 → 7), improving its range.
    • Buff The grounded version travels faster.
    • Buff The grounded version's animation is closer to its appearance in Melee, with Ganondorf traveling closer to the ground. This means that shorter characters and characters with a low crouch can no longer consistently crouch under the move.
    • Buff The grounded version has significantly less ending lag when it ends on the ground (FAF 77 → 61).
    • Buff If Ganondorf travels from one platform to another using the grounded version, the move will now end in the grounded ending animation rather than the aerial ending animation. As the grounded ending animation is now shorter, this benefits the move overall.
    • Buff Due to the changes to meteor smashes, the aerial version's meteor smash can no longer be teched by grounded opponents.
    • Buff If Ganondorf immediately performs the aerial version after dropping through a platform, he will no longer quickly land on the platform for a frame before he falls through the platform, improving its reliability.
    • Change The aerial version's late hit is coded to have a shorter duration (frames 19-38 → 19-29), however this change has no impact on gameplay as the attack animation was only 29 frames long in the previous game, making it active from frames 19-29 previously.
    • Change Ganondorf has a slightly different animation and pose upon landing, where Ganondorf's landing arm is more centered to his body and he no longer brings his free arm down.
    • Nerf The grounded version's leg hitbox deals less knockback (60 base/70 scaling → 65/65), hindering its KO potential.
    • Nerf The grounded version's leg hitbox is smaller (4.5u → 3u) and it has been moved closer to Ganondorf (x offset: 0 → 2.7), reducing its range above and behind Ganondorf.
    • Nerf The aerial version has smaller hitboxes (5.8u/6.8u → 5u/3.5u) and the leg hitbox has been moved closer to Ganondorf (x offset: 6 → 8), reducing its range, especially above Ganondorf.
    • Nerf Both versions no longer have a hitbox on Ganondorf's thigh, reducing the grounded version's range behind Ganondorf and reducing the aerial version's range above Ganondorf.
  • Final Smash:
    • Change Ganondorf's Final Smash is called Ganon, The Demon King, and is based on his bipedal form from Ocarina of Time. It is functionally identical to Beast Ganon; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.
    • Buff The charge deals more damage (40% (sweetspot) / 30% (sourspot) → 45%/35%).
    • Buff The charge has noticeably more range due to Ganon's increased size in his new form.
    • Buff The move now applies 6x Slowdown to all opponents for 2 seconds upon activating the move, making it harder to avoid.
    • Nerf The charge has altered knockback (20 base/70 scaling → 122/25), being stronger on small stages at the ledge and weaker in all other circumstances.
    • Nerf The charge launches at a worse angle for KOing (30 → 42).
    • Nerf The sourspot is more likely to connect due to the hitboxes being rearranged, and one of the sweetspots becoming a new sourspot.
      • Nerf Additionally, the sword hit will knock opponents into the sourspot now.
    • Change Opponents are meteor smashed sooner upon being hit by the twin greatswords. This can cause the dash to miss, but against offstage opponents it allows for gimps due to the high set knockback.
    • Nerf The burying hitbox that occurred when transforming was removed.
    • Nerf The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.

Update history[edit]

Ganondorf received a mix of buffs and nerfs via in game updates, but has been slightly buffed overall. A majority of these buffs were dedicated to fixing inconsistencies that plagued him ever since previous games.

Update 1.1.0 changed the properties of aerial Flame Choke to always kill Ganondorf first when reaching the blast zone, significantly reducing the effectiveness of Ganoncide. Update 2.0.0 allowed forward aerial to autocancel out of a double jump, which was infamous in Brawl and SSB4 for not cancelling even out of a full hop due to an incorrectly coded timer, and would almost always force him to enter the landing animation. After being absent from patch notes for little over a year, Ganondorf was granted a small but important buff in 11.0.0, which significantly decreased the ending lag of Dark Dive, slightly improving his recovery while making it harder to Tech Check Ganondorf, a technique that has existed since Melee.

Due to his key weaknesses not being addressed from updates and other characters having received more substantial buffs, Ganondorf is considered to fare worse compared to the game’s release, despite receiving more buffs than nerfs throughout his update history.

Super Smash Bros. Ultimate 1.1.0

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward aerial auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and now auto-canceling with a double jump.
  • Buff Ganondorf can grab edges earlier after using up aerial (63 frames → 58).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. Dancing Blade, Peach's dash attack, Shulk's forward smash and more) to connect more reliably against him.
  • Bug fix The void glitch has been removed.

Super Smash Bros. Ultimate 3.1.0

  • Buff Down smash's first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased set knockback (90/110/90/110 → 90/95/90/95), allowing it to connect into the second hit more reliably.

Super Smash Bros. Ultimate 4.0.0

  • Change Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 11.0.0

  • Buff Dark Dive's throw has significantly less ending lag (FAF 50 → 25), making it considerably harder to Tech Check Ganondorf's recovery.

Moveset[edit]

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

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Thunder Punch (雷打, Thunder Hit) 11% A palm thrust that discharges electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback, and fairly low ending lag, with enough power to KO around 145% near the edge and 195% from the center. However, it is among the slower jabs in the game, coming out at frame 7, and its high hitbox placement allows some smaller characters to crouch under it.
Forward tilt Piercing Kick (突破蹴, Breakthrough Kick) 14% (foot), 13% (leg) A front kick. Above average startup on frame 10 with high semi-spike knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries, while outright KOing around 140% from the center. However, its range is rather poor, with his neutral attack being able to outreach it, and can be crouched under by some smaller characters. 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) 24% (leg/explosion), 13% (explosion apex) A delayed axe kick that produces an explosion. Has vacuum properties, a disjointed hitbox that can reach past ledges, and its clean hit is incredibly powerful, being infamous for instantly shattering full shields and its leg hitbox KOing as low as 45% when near the edge, making it one of Ganondorf's edgeguarding options if used wisely. However, while it is the strongest up tilt in the game, it is also the slowest tilt attack of any sort, rendering it only effective for hard reads or covering ledge options. The move has a late hitbox on the height of the explosion that is extremely weak, not KOing until 195% from the center of Final Destination, though it has some niche combo ability.
Down tilt Leg Sweep (掃脚, Brush Leg) 14% A crouching front kick. Above average startup on frame 10 and range makes it a good neutral tool. Also a reliable follow-up and tech-chase out of grounded Flame Choke. While it has powerful vertical knockback on the toe that can KO around 133%, it has more diagonal knockback on the thigh, making it Ganondorf's weakest and most inconsistent tilt attack overall.
Dash attack Iron Shoulder (剛肩, Strong Shoulder) 15% (clean), 11% (late) A shoulder tackle. Good startup on frame 10 and Ganondorf gains a quick speed boost during the move's duration. The clean hit can combo into up aerial at early percentages, and is able to reliably KO around 120%. The late hit, 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. Also a reliable follow-up and tech-chase out of grounded Flame Choke.
Forward smash Mountain Cleaver (斬岩, Slashing Rock) 24% A lunging, two-handed downward sword slash similar to Ike's forward smash. The 2nd strongest forward smash in the game, behind only King Dedede's (and the 5th strongest when applying buffs, behind Kazuya’s (when Rage is active), King Dedede's, Max Aura Lucario's and Hero's (if a critical hit occured)), KOing at 56% from the center uncharged, and at 25% fully charged. Great reach that covers overhead and slightly behind him, and hits slightly underneath the stage, allowing it to hit ledge hangs. However, it is Ganondorf's slowest smash attack, coming out at frame 29 and has 39 frames of ending lag, making it highly punishable if not fully spaced. Deals more than half shield health uncharged and can nearly break them if fully charged. Due to an error in interpolating hitboxes, the move has a large blindspot above and in front of Ganondorf's head.
Up smash Heavens Slayer (天上斬, Heavens-Above Slash) 24% (sword), 21% (arm) An overhead 180° arcing sword slash from front to back similar to Ike's up smash. Deceptively large vertical reach, reliably punishing airborne or rolling opponents, and its starting frames hit slightly underneath the stage, allowing it to hit ledge hangs. Very powerful, with the sword hitbox KOing opponents around 85%. Deals more than half shield health uncharged and can nearly break them if fully charged. However, it is Ganondorf's second-slowest smash attack, coming out at frame 20 and has 37 frames of ending lag, making it punishable. Has a blindspot right in front of his leg, and its rear hitboxes end just above the ground, meaning it is fully incapable of hitting Snake and Wii Fit Trainer when they are crouching.[1]. Thanks to its massive arc, and the fact that Ganondorf's hitboxes lower while he is preparing the slash, it is a potent anti-air, and lets Ganondorf put immense pressure on opponents on platforms. Also a good out-of-shield move against rising aerials or unsafe attacks due to its relatively fast startup.
Down smash Linked Strikes (連携突, Linkage Thrusts) 5% (hit 1), 15% (hit 2) Kneels and thrusts the sword hilt forward, then performs a reverse gripped thrust behind himself similar to Cloud's down smash. The first hit launches opponents into the second, and can stage spike with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 15, making it Ganondorf's fastest smash attack, and has rather low ending lag at 22 frames. The second hit by itself KOs around 67% near the edge. The second hit has a deceptively large vertical hitbox to help the two hits connect.
Neutral aerial Whirlwind Formation (旋風陣, Whirlwind Array) 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 sex kicks, and the late hits can cause opponents to trip. It has the farthest horizontal reach out of all of Ganondorf's aerials, allowing it to wall out approaches, but the second kick's high vertical hitbox has a tendency to whiff against smaller characters. The first kick has a hitbox on the toe that knocks grounded opponents away and is useful for creating distance, but with no KO power. It starts on frame 7, making it Ganondorf's fastest aerial attack and a decent out-of-shield move. The second kick by itself KOs around 133%. Despite the move's noticeably large blindspot and the two hits sometimes not connecting properly, its extremely high damage and knockback, quick speed and surprisingly long duration make it notorious among the community for its sheer effectiveness in Ganondorf's arsenal.
Forward aerial Skull Splitter (頭蓋割, Cranium Splitter) 18% (fist), 17% (arm) An overhand. It has good reach and is very powerful, with the sweetspot KOing middleweights at 104% from center-stage. It also has decent startup and a wide hitbox that starts slightly behind Ganondorf's head. Has the latest autocancel window out of all of Ganondorf's aerials, only canceling when used from a double jump. It also has above average startup lag, coming out on frame 14.
Back aerial Backhand Fist (裏拳, Backfist) 18.5% (fist), 17% (arm) A backfist. Despite the fact that it is even stronger than his forward aerial, it is rather fast, with moderate startup at frame 10, and low ending lag of 24 frames, alongside being able to autocancel from a short hop. All these factors make it rather useful to wall out approaches and is safe on shield when fully spaced. Second strongest back aerial in the game, with the sweetspot KOing middleweights at 102% from center-stage and at 75% near the edge, and is very likely to take stocks at medium percents if used quickly after a ledge trump. However, it has short reach and very small hitboxes, while its high vertical hitbox and low amount of active frames make it difficult to land on most grounded opponents, particularly those that are crouching.
Up aerial Backflip Kick (後転脚, Back Turn Leg) 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 around 94% near the edge. It also starts on frame 8, making it Ganondorf's second-fastest aerial attack, and can autocancel from a short hop. It deals more damage and knockback when it hits closer to his body. The last few frames of this attack is a sourspot (often called the Tipman) that semi-spikes with extremely low horizontal knockback and high hitstun, which is deadly for edgeguarding, especially at the end. However, the move does not hit below Ganondorf, and can only hit opponents standing on the ground with the earliest hitbox.
Down aerial Thunder Drop (落雷蹴, Thunderbolt Kick) 19% (legs), 17% (body) A double foot stomp. It discharges electricity upon landing. It was the most powerful meteor smash in the game before the addition of Byleth. If hit with the lower half of his body, it can KO grounded opponents under 115%, and can KO any character starting at around 15% offstage. 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. Ganondorf's slowest aerial move at frame 16. It does not start launching grounded opponents upwards until 10%, although Ganondorf can follow this with a jab.
Grab Grab (つかみ) Reaches out with his left hand. Despite Ganondorf's tall stature, its reach is among the shortest.
Pummel Grab Knee Kick (つかみ膝蹴) 1.6% A knee strike.
Forward throw Sturdy Thrust (剛突, Strong Thrust) 5% (hit 1), 8% (throw) Lifts the opponent and hits them with an uppercut. One of the highest damaging forward throws in the game and tied with up throw for Ganondorf's highest damaging throws. KOs around 150% near the edge.
Back throw Rear Kick (衝脚, Piercing Leg) 5% (hit 1), 5% (throw) Throws the opponent behind himself and hits them with a sidekick. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KOing around 145% near the ledge.
Up throw Jaw Breaker (顎砕, Jaw Smash) 10% (hit 1), 3% (throw) Lifts the opponent overhead and hits them with an upward palm strike. Tied with forward throw for Ganondorf's highest damaging throws. High base knockback and low knockback growth make it unsuitable for follow-ups while preventing it from KOing until 240%.
Down throw Dirt Drop Crusher (地割落, Earth Splitting Fall) 7% A one-handed body slam. An extremely useful combo starter, capable of setting up into dash attack, neutral aerial, forward aerial, reverse aerial rush back aerial, up aerial, or Wizard's Foot at 0% to medium percentages. Additionally, its back aerial combo becomes a KO setup at higher percentages.
Floor attack (front)   7% A leg sweep 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   10% Performs a backfist while climbing up. It has very long range and can even occasionally stage spike enemies near or at the edge behind him.
Neutral special Warlock Punch 30% (ground), 37% (ground reverse), 38% (aerial), 40% (aerial reverse) Winds up his left arm while charging dark magic for 70 frames 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 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, 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 even if he lands.
Side special 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. On the ground, the move has super armor as Ganondorf holds his opponent in the air, and its low ending lag allows follow-ups into neutral attack, forward tilt, down tilt, or dash attack, but the opponent can tech and enforce tech-chases. 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, however opponents can escape by button mashing if their percentage is lower than Ganondorf's, and Ganondorf himself will always lose if he and his opponents are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks, while it can also be used for a short-ranged horizontal recovery option due to it grabbing edges. Moderately slow startup of 16 frames and surprisingly poor reach as the grab box does not even cover Ganondorf's hand.
Up special Dark Dive 1.9% (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 a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage. Should Ganondorf successfully lands a grab, he is not rendered helpless and can use it again. If the grab misses an opponent, Ganondorf will perform a dark magic-infused uppercut that does weak knockback. Covers a very small amount of horizontal distance, but a decent amount vertically making it a sub-par recovery move. The move also noticeable ending lag (25 frames) after a successful grab, making it possible (though relatively difficult) to tech against a wall and punish Ganondorf with good timing. Decent startup at frame 14 making it a decent out-of-shield but has a high grab box placement that frequently whiffs smaller opponents on the ground.
Down special Wizard's Foot 14% (ground leg), 16% (ground foot), 15%/14% (air, clean/late), 8% (landing) A dark magic-infused flying kick. On the ground, it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its startup, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which does 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 moderately slow startup (16 frames), moderate ending lag (26 frames), very high landing lag (45 frames), very small hitboxes, and is extremely risky to use off-stage.
Final Smash Ganon, The Demon King 10% (greatswords), 45%/35% (charge) Uses the Triforce of Power to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. The downward slashes at the start are extremely powerful meteor smashes, usually making it a guaranteed KO against opponents who are not on solid ground. Meanwhile, the charge appears to have high base knockback but very little knockback scaling, resulting in it KOing most characters at low percents when used near the ledge of Final Destination, but conversely, not KOing when used on the center, even at 100%, ironically for a Final Smash.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 118 1.87 – Initial dash
1.34 – Run
0.767 0.125 0.015 0.83 0.01 – Base
0.03 – Additional
0.108 1.65 – Base
2.64Fast-fall
3 25.49 - Base
12.24 - Short hop
26

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Emerges from a liquid-like vortex of darkness.

Taunts[edit]

  • 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. Resembles his transformation into Ganon before the final battle in Ocarina of Time.
  • Side taunt: Punches his right hand into his open palm in a threatening pose and scoffs, with electricity emitting from his hands afterward. When the electricity is emitted, his cape will flow as if being blown by the wind.
  • Down taunt: Unsheathes his sword, grunts, looks at it while sporting a mocking smirk as the blade's tip pulses with dark magic, then sheathes it.

Idle poses[edit]

  • 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 cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Ganon - dooorf! Ganondorf! Ga - non - dorf! Ganondorf! Ga - non - dorf!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Ga - non - dorf! Ga - non - dorf! Ga - non - dorf! Ga - nondorf! *claps 5 times*

Victory poses[edit]

  • Left: Turns to his left, flips his cape, and pumps his fist, showing the back of it. Resembles the way Ganondorf beckons Link into his battle in Ocarina of Time.
  • Up: Briefly levitates in the air before landing on the ground while punching his palm, then reels back and thrusts his hand towards the screen.
  • Right: Flips his cape before crossing his arms while laughing; reminiscent to the cutscene that plays after Link pulls the Master Sword in Ocarina of Time, and ending with a sinister grin.
A flourished and abridged remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Ganondorf players (SSBU)

Tier placement and history[edit]

Public opinion on Ganondorf during Ultimate's early metagame was high due to improvements to his flaws from previous games, with some players comparing him to his Melee self. This positive opinion was supported by Nairo's surprise yet successful usage of the character against Light at Collision 2019, which led many players to believe that Ganondorf was viable, or at least better than what he was in the previous two games.

However, this positive perception did not last long as more players noted issues regarding his gameplay: he still has severe difficulty in approaching, recovering, and escaping disadvantage. Despite the buffs he received in the transition, his matchup spread remains atrocious, as most other characters from the previous game retained similar tools to overwhelm him, such as Pikachu, Palutena, and Cloud. This was compounded with how Ganondorf mostly received minor changes in patches while other low-tier characters received significant buffs. As a result, Ganondorf's playerbase remains one of the smallest in the current metagame, with sporadic success seen from players such as Rickles in the early metagame and Komegura and Major in the post-online metagame. Despite being significantly better than his Brawl and Smash 4 iterations, Ganondorf is once again considered one of the worst characters in the game, and as such is ranked dead last on the current tier list.

Classic Mode: Encroaching Darkness[edit]

Ganondorf's congratulations screen.

Ganondorf fights against the heroes and protagonists of various series.

Round Opponent Stage Music Notes
1 MarioHeadSSBU.png Mario and LuigiHeadSSBU.png Luigi New Donk City Hall Underground Moon Caverns
2 FoxHeadSSBU.png Fox and FalcoHeadSSBU.png Falco Lylat Cruise Return to Corneria - Star Fox Zero
3 ShulkHeadSSBU.png Shulk Gaur Plain Time to Fight! - Xenoblade Chronicles
4 MarthHeadSSBU.png Marth, IkeHeadSSBU.png Ike, and RoyHeadSSBU.png Roy Coliseum Lords-Showdown
5 PalutenaHeadSSBU.png Palutena and PitHeadSSBU.png Pit Skyworld Destroyed Skyworld
6 ZeldaHeadSSBU.png Zelda and LinkHeadSSBU.png Link Great Plateau Tower Calamity Ganon Battle - Second Form
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (7.0 or higher intensity)
Crazy Hand teams up with Master Hand on Intensity 7.0 or higher.

Credits roll after completing Classic Mode. Completing it as Ganondorf has Death Mountain accompany the credits.

Role in World of Light[edit]

Ganondorf's location in World of Light.
Finding Ganondorf in World of Light

Although Ganondorf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for Kirby) when Galeem unleashed his beams of light.

Ganondorf was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is unlocked in the Sacred Land in The Dark Realm on the top of the land which makes up the Triforce of Power. This land can only be accessed after interacting with the Master Sword (just after the Cloud unlock). Unlocking Ganondorf will briefly reveal the Triforce of Power in the center of the map before disappearing to reveal Ganon's castle and his boss battle.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
23
Ganondorf SSBU.png
Ganondorf
Attack
Attack
10,700 Bridge of Eldin (Ω form) Death Mountain

Spirits[edit]

Ganondorf's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Ganondorf has been unlocked. Unlocking Ganondorf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

Additionally, Ganondorf makes appearances in various primary spirits, including a few as Ganon.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
220
SSBU spirit Ganondorf (Twilight Princess).png
Ganondorf (Twilight Princess) The Legend of Zelda Series Ganondorf GanondorfHeadGreySSBU.png (160 HP)
Attack
9,400 Hyrule Castle (hazards off) •Attack Power ↑ Stamina battle
•The enemy has increased attack power when the enemy's at high damage
Calamity Ganon Battle - Second Form
243
SSBU spirit Calamity Ganon.png
Calamity Ganon The Legend of Zelda Series •Giant Ganondorf GanondorfHeadGreySSBU.png
•Ally: Zelda ZeldaHeadBlueSSBU.png
Attack
13,900 Great Plateau Tower (Ω form) •Sudden Damage •You lose if your CPU ally is KO'd
•You'll occasionally take sudden damage after a little while
•The enemy is giant
Calamity Ganon Battle - Second Form
350
SSBU spirit Dark Mind.png
Dark Mind Kirby Series •Reflect Ganondorf GanondorfHeadWhiteSSBU.png
Shield
9,700 Kalos Pokémon League (Battlefield form) •Curry-Filled •The enemy reflects projectiles
•The enemy's explosion and fire attacks have increased power
•The enemy breathes fire after a little while
02 Battle
401
SSBU spirit Andross (Star Fox 64 3D).png
Andross (Star Fox 64 3D) Star Fox Series Ganondorf GanondorfHeadWhiteSSBU.png
Grab
9,900 Venom •Assist Trophy Enemies (Andross)
•Hazard: Low Gravity
•Gravity is reduced
•Hostile assist trophies will appear
Sector Ω
604
Black Shadow
Black Shadow F-Zero Series Ganondorf GanondorfHeadGreySSBU.png
Captain Falcon CaptainFalconHeadRedSSBU.png
Shield
13,500 Port Town Aero Dive (Battlefield form) •Sudden Damage •You'll occasionally take sudden damage after a little while Devil's Call in Your Heart
621
SSBU spirit Jagen.png
Jagen Fire Emblem Series Ganondorf GanondorfHeadVioletSSBU.png
Shield
3,600 Castle Siege (Throne Room) N/A •The enemy starts with damage but is more powerful
•The enemy starts with damage but has increased defense
•The enemy doesn't like to jump
Advance
663
SSBU spirit Ashnard.png
Ashnard Fire Emblem Series Ganondorf GanondorfHeadGreySSBU.png (80 HP)
Charizard CharizardHeadPurpleSSBU.png (80 HP)
Attack
3,600 Reset Bomb Forest (hazards off) •Defense ↑ Stamina battle
•The enemy has increased defense
Against the Dark Knight
673
SSBU spirit Walhart.png
Walhart Fire Emblem Series Ganondorf GanondorfHeadVioletSSBU.png (160 HP)
Attack
9,900 Coliseum (hazards off) •Jump Power ↓ •The enemy has super armor and is hard to launch or make flinch
Stamina battle
•All fighters have reduced jump power
Id (Purpose) (Remix)
686
SSBU spirit Garon.png
Garon Fire Emblem Series Ganondorf GanondorfHeadPurpleSSBU.png (160 HP)
Attack
9,600 Final Destination •Jump Power ↓
•Hazard: Poison Floor
•The floor is poisonous
•You have reduced jump power
Stamina battle
Lost in Thoughts All Alone (Remix)
717
Artwork used for Hades's Spirit. Ripped from Game Files
Hades Kid Icarus Series •Giant Ganondorf GanondorfHeadPurpleSSBU.png
Shield
9,700 Final Destination •Attack Power ↑
•Item: X Bomb
•The enemy's punches and elbow strikes have increased power
•The enemy's smash attacks have increased power
•The enemy has increased attack power after a little while
Hades's Infernal Theme
720
Artwork used for the Reapette &amp; Reaper Spirit. Ripped from Game Files
Reaper & Reapette Kid Icarus Series Ganondorf GanondorfHeadPurpleSSBU.png
•Tiny Ganondorf GanondorfHeadGreenSSBU.png×8
Grab
8,900 Spear Pillar (Ω form) N/A •Defeat the main fighter to win
•The enemy can deal damage by dashing into you
•Reinforcements will appear after an enemy is KO'd
Underworld Reaper (normal Ganondorf)
Reapette (tiny Ganondorf)
910
SSBU spirit Sigma.png
Sigma Mega Man X Series Ganondorf GanondorfHeadVioletSSBU.png (160 HP)
Attack
9,500 Midgar (hazards off) N/A •The enemy's melee weapons have increased power
Stamina battle
X vs ZERO
989
SSBU spirit M. Bison.png
M. Bison Street Fighter Series •Reflect Ganondorf GanondorfHeadVioletSSBU.png (180 HP)
Grab
13,600 Great Plateau Tower (Ω form) •Attack Power ↓
•Attack Power ↑
•Jump Power ↓
•The enemy reflects projectiles
•The enemy's special moves have increased power
Stamina battle
M. Bison Stage Type A
1,349
SSBU spirit Bullet Walker (Brigadier General).png
Bullet Walker (Brigadier General) DAEMON X MACHINA •Tiny Ganondorf GanondorfHeadGreenSSBU.png (50 HP)
•Giant R.O.B. ROBHeadGreenSSBU.png (60 HP) ROBHeadRedSSBU.png (50 HP) ROBHeadBlueSSBU.png (50 HP)
Shield
9,300 Bridge of Eldin (Battlefield form) •Move Speed ↑
•Attack Power ↑
•Item: Exploding Types
Stamina battle
•The enemy has increased attack power
•The enemy has increased move speed after a little while
Battle in the Base Brigadier General

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
632
SSBU spirit Nyna.png
Nyna Fire Emblem Series Palutena PalutenaHeadCyanSSBU.png
Ganondorf GanondorfHeadGreySSBU.png
Shield
4,200 Temple N/A •Defeat the main fighter to win
•The enemy tends to avoid conflict
•The enemy heals over time
Shadow Dragon Medley Hardin
1,375
SSBU spirit Jill.png
Jill Resident Evil Series Wii Fit Trainer WiiFitTrainerHeadSSBU.png
•Giant Ganondorf GanondorfHeadGreySSBU.png
Neutral
2,200 Luigi's Mansion (hazards off) •Item: Ray Gun •Defeat the main fighter to win
•The enemy's shooting items have increased power
•Reinforcements will appear during the battle
Cavern Nemesis
1,384
SSBU spirit Dimitri (Fire Emblem).png
Dimitri (Fire Emblem) Fire Emblem Series Byleth BylethHeadBlueSSBU.png (100 HP)
Ganondorf GanondorfHeadWhiteSSBU.png (80 HP)
Shield
5,000 Distant Planet (Ω form) N/A Stamina battle
•The enemy has increased attack power
Between Heaven and Earth Dedue

Alternate costumes[edit]

https://www.youtube.com/watch?v=sPK2K78Evow
GanondorfHeadSSBU.png GanondorfHeadVioletSSBU.png GanondorfHeadBlueSSBU.png GanondorfHeadGreenSSBU.png GanondorfHeadPurpleSSBU.png GanondorfHeadBrownSSBU.png GanondorfHeadWhiteSSBU.png GanondorfHeadGreySSBU.png

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Ultimate marks the first time in the Smash series that Ganondorf utilizes a sword in his base moveset.
    • However, a custom special in SSB4 allowed him to use a sword.
  • Ganondorf's entry on the official Super Smash Blog has a grammatical error, using the word "then" instead of the correct "than." Also, the words "Final Smash" are lowercase instead of uppercase like in other fighter entries.
  • Despite now being based on his Ocarina of Time appearance again, Ganondorf's unlock battle takes place on Bridge of Eldin, which is from Twilight Princess.
  • Ultimate is the first game to utilize new voice clips for Ganondorf as opposed to reusing them from the Zelda series. This also applies to Link.
  • Neither game whose bases served as the redesigns for Link and Zelda in this game featured Ganondorf with a humanoid form. This is especially most noticeable during their brief cameos in King K. Rool's and Banjo & Kazooie's reveal trailers.
  • According to Sakurai from a Famitsu column, as of January 2019, Ganondorf was the most used fighter in Elite Smash.[2]
  • Despite reverting back to his Ocarina of Time design in this game, Ganondorf is the only returning Zelda character from SSB4 (excluding Toon Link) to have his Twilight Princess design directly referenced in this game, as a spirit.
  • Ganondorf’s extreme power has become a popular meme within the community, most notably associated with his forward smash (humorously nicknamed as "Doriyah" by the community, based on his exclamation during the attack), as well as his general ability to take stocks before his opponents despite being at much higher percentages than they are.
  • In World of Light, despite being able to transform into Ganon, the Demon King, Ganondorf is awakened before having to fight his monstrous form. This is unlike Bowser, who is fought in his Giga Bowser form and is awakened after the battle.
  • There's a visual glitch on Ganondorf's cape whenever he descends from a ladder where it will suddenly snap back down if the descending animation lasts for more than 40 frames.
    • This also happens to Ike during his descent when using Aether.
  • Ganondorf is the only opponent in Peach's Classic Mode route that is not from the Mario universe nor its sub-universe Donkey Kong.
  • If Ganondorf continually uses his up taunt on the floor of Mute City SNES, he cannot be damaged by it.

References[edit]