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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Ganondorf was granted some of the most notable changes during the transition from ''[[Super Smash Bros. 4]]'' to ''Ultimate''. His design is now based off of his appearance in  ''[[The Legend of Zelda: Ocarina of Time]]'', like it was back in ''[[Super Smash Bros. Melee|Melee]]'', and many of his moves feature different animations; notably, he now utilizes his sword from the Space World 2000 tech demo for his [[smash attacks]], decloning them entirely from those of his semi-clone {{SSBU|Captain Falcon}}.  
Ganondorf was granted multiple buffs during the transition from ''[[Super Smash Bros. 4]]'' to ''Ultimate'', many of which derive from universal gameplay changes. His ability to approach has been significantly improved due to his faster [[running]] speed, faster [[jumpsquat]], and ability to [[dash cancel]] into his [[forward tilt]] and [[down tilt]]. Also, all of his [[special moves]] either have less lag or deal increased damage/knockback, although the [[Ganoncide]] technique has become riskier and more situational.  
 
As a stand-alone character, though, Ganondorf has been significantly buffed in ''Ultimate''. Like Bowser from ''Brawl'' to ''Smash 4''‚ most of his weaknesses were at least toned down, as his mobility, while still rather lacking, is still faster overall, and his overall range is much better. Additionally, he benefits from many of the universal changes in ''Ultimate'', as the decreased landing lag on his aerials and being able to dash cancel into his relatively fast forward and down tilts significantly improve his approach.


===Aesthetics===
===Aesthetics===
*{{change|Ganondorf's appearance is based off of his original design from ''Ocarina of Time''. He bears a close resemblance to his [https://vignette.wikia.nocookie.net/zelda/images/f/f7/Ocarina_of_Time_3D_Artwork_Ganondorf_-_The_Gerudo_King_of_Evil%28Offical_Artwork%29.png/revision/latest/scale-to-width-down/1000 official art] from ''[[zeldawiki:The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]''.}}
*{{change|Ganondorf's appearance is based off of his original design from ''Ocarina of Time''. He bears a close resemblance to his [https://vignette.wikia.nocookie.net/zelda/images/f/f7/Ocarina_of_Time_3D_Artwork_Ganondorf_-_The_Gerudo_King_of_Evil%28Offical_Artwork%29.png/revision/latest/scale-to-width-down/1000 official art] from ''[[zeldawiki:The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]''.}}
*{{change|Ganondorf's initial [[dash]] and running animations were altered, with his arms positioned further out to the side.}}
*{{change|Ganondorf now utilizes his sword from the Space World 2000 tech demo for his [[smash attacks]], which further declones him from {{SSBU|Captain Falcon}}.}}
*{{change|Ganondorf's initial [[dash]] and running animations have been altered, with his arms positioned further out to the side.}}
*{{change|Ganondorf's [[on-screen appearance]] now shows him stepping out of a liquid-like vortex of darkness.}}
*{{change|Ganondorf's [[on-screen appearance]] now shows him stepping out of a liquid-like vortex of darkness.}}
*{{change|All attacks that utilize [[darkness]] have more intense particle effects.}}
*{{change|All attacks that utilize [[darkness]] have more intense particle effects.}}
*{{change|Ganondorf has new [[victory animation]]s:  
*{{change|Ganondorf has new [[victory animation]]s:  
**The first has him flip his cape before pumping his fist.  
**The first has him flip his cape before pumping his fist.  
**The second has him levitate in the air, land on the ground while punching his palm, and then reel back before thrusting his hand towards the screen.  
**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 laughing wickedly.}} [https://youtu.be/9Onr2zBp6I0?t=2m]
**The third has him flip his cape before laughing wickedly.}} [https://youtu.be/9Onr2zBp6I0?t=2m]


===Attributes===
===Attributes===
*{{buff|Like all characters, Ganondorf's [[jumpsquat]] animation now takes three frames to complete (down from 7).}}
*{{buff|Like all characters, Ganondorf's [[jumpsquat]] animation now takes 3 frames to complete (down from 7).}}
*{{buff|The universal ability to [[dash cancel]] into any ground attack greatly benefits Ganondorf, allowing him to use his relatively quick [[forward tilt]] and [[down tilt]] while approaching.}}
*{{buff|The universal ability to [[dash cancel]] into any ground attack greatly benefits Ganondorf, allowing him to use his relatively quick [[forward tilt]] and [[down tilt]] while approaching.}}
*{{buff|Ganondorf [[dash]]es faster, now being nearly on par with his ''Melee'' speed. His initial dash animation is both faster and goes a longer distance.}}
*{{buff|Ganondorf [[dash]]es faster, now being nearly as fast as he was in ''Melee''. His initial dash animation is both faster and goes a longer distance.}}
*{{buff|Ganondorf [[walk]]s faster, now being slightly faster than he was in ''Melee''.}}
*{{buff|Ganondorf [[walk]]s faster, now being slightly faster than he was in ''Melee''.}}
*{{buff|Ganondorf [[jump]]s higher and has greater [[air speed]].}}
*{{buff|Ganondorf has faster [[air speed]].}}
*{{buff|Ganondorf [[jump]]s higher.}}
*{{change|Ganondorf is [[weight|heavier]], now weighing more than {{SSBU|Charizard}}. This improves his already excellent endurance, but makes him even more suspectible to combos.}}
*{{change|Ganondorf is [[weight|heavier]], now weighing more than {{SSBU|Charizard}}. This improves his already excellent endurance, but makes him even more suspectible to combos.}}


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*{{buff|[[Neutral attack]] deals slightly more damage and no longer has a sourspot.}}
*{{buff|[[Neutral attack]] deals slightly more damage and no longer has a sourspot.}}
*{{buff|[[Forward tilt]] and [[down tilt]] deal slightly more damage.}}
*{{buff|[[Forward tilt]] and [[down tilt]] deal slightly more damage.}}
*{{buff|[[Up tilt]] is significantly faster, with fewer startup frames and less end lag.}}
*{{buff|[[Up tilt]] is significantly faster, with less startup and endlag.}}
**{{change|Up tilt now has Ganondorf longer holds up his leg with his hand similar to its animation in ''Melee'', and now has a flame effect on his foot during startup.}}
**{{change|Up tilt now produces a flame effect on Ganondorf's foot during startup, and Ganondorf no longer holds up his leg with his hand.}}
*{{change|All of Ganondorf's new [[smash attack]]s involve his sword from the Space World 2000 tech demo.}}
*{{change|All of Ganondorf's new [[smash attack]]s utilize his sword from the Space World 2000 tech demo.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Ganondorf has a new forward smash: a downward sword slash, similar to {{SSBU|Ike}}'s.}}
**{{change|Forward smash is now a downward sword slash in front of Ganondorf, similar to {{SSBU|Ike}}'s.}}
**{{buff|Forward smash has [[disjointed]] hitboxes and overall vastly increased reach. It can now cover overhead.}}
**{{buff|Forward smash has greatly improved range and [[disjointed]] hitboxes. It now covers overhead.}}
**{{buff|Forward smash now hits below the edge of the stage, allowing it to be used for onstage [[edgeguarding]].}}
**{{buff|Forward smash deals slightly more damage.}}
**{{buff|Forward smash deals slightly more damage.}}
**{{buff|Forward smash now hits below the edge of the stage, allowing it to be used for onstage [[edgeguarding]].}}
**{{nerf|Forward smash has more startup and endlag.}}
**{{nerf|Forward smash has more startup and ending lag.}}
**{{nerf|Forward smash has fewer active frames.}}
**{{nerf|Forward smash has a shorter duration.}}
*[[Up smash]]:
*[[Up smash]]:
**{{change|Ganondorf has a new up smash: an overhead sword swing from front to back, similar to Ike's.}}
**{{change|Up smash is now an overhead sword swing from front to back, similar to Ike's.}}
**{{buff|Up smash has fewer startup frames and more active frames.}}
**{{buff|Up smash has greatly improved range and disjointed hitboxes. It now covers around Ganondorf's body.}}
**{{buff|Up smash has greatly improved range. It has a disjointed hitbox and covers around Ganondorf's body, now being able to hit behind him.}}
**{{buff|Up smash has less startup.}}
**{{nerf|Up smash has more ending lag and interrupts significantly later, removing its ability to bait opponents into approaching.}}
**{{buff|Up smash has more active frames.}}
**{{nerf|Up smash has more endlag and interrupts significantly later, removing its ability to bait opponents into approaching.}}
*[[Down smash]]:
*[[Down smash]]:
**{{change|Ganondorf has a new down smash: a forward hilt thrust that leads into a backwards stab, similar to {{SSBU|Cloud}}'s.}}
**{{change|Down smash is now forward hilt thrust that leads into a backwards stab, similar to {{SSBU|Cloud}}'s.}}
**{{buff|Down smash's second hit sends opponents at a [[semi-spike]] angle, improving its edgeguarding potential.}}
**{{buff|Down smash's second hit sends opponents at a [[semi-spike]] angle, improving its edgeguarding utility.}}
**{{buff|Down smash's second hit has slightly fewer startup frames and less end lag.}}
**{{buff|Down smash's second hit has slightly faster startup and less endlag.}}
**{{buff|Down smash's lower hitbox placement allows it to hit most crouching opponents and lowers Ganondorf's [[hurtbox]].}}
**{{buff|Down smash's lower hitbox placement allows it to reliably hit crouching opponents. It also lowers Ganondorf's hurtbox.}}
**{{buff|The hitbox on the first hit that previously sent opponents away from the second hit has been removed, allowing both hits to connect more reliably.}}
**{{buff|The hitbox on the first hit that previously sent opponents away from the second hit has been removed, allowing both hits to connect more reliably.}}
**{{nerf|Down smash's first hit deals slightly less damage.}}
**{{nerf|Down smash's first hit deals slightly less damage.}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have much less landing lag.}}
*{{buff|All aerials have much less landing lag.}}
*{{buff|[[Forward aerial]] has increased range due to Ganondorf leaning further forward as he punches.}}
*{{buff|[[Forward aerial]] has increased range due to Ganondorf leaning farther forward as he punches.}}
**{{bugfix|Forward aerial's auto-cancel window was restored.}}
**{{bugfix|Forward aerial's auto-cancel window has been restored.}}
*{{buff|[[Back aerial]] deals more damage.}}
*{{buff|[[Back aerial]] deals more damage.}}
**{{change|Back aerial's animation no longer has Ganondorf crossing his legs.}}
**{{change|Ganondorf no longer crosses his legs during back aerial's animation.}}
*[[Up aerial]]:
*{{nerf|[[Up aerial]] has increased startup.}}
**{{change|Up aerial has Ganondorf kick with his right leg instead of his left.}}
**{{nerf|Up aerial has more startup frames.}}
**{{nerf|Up aerial's hitbox no longer hits below Ganondorf, significantly weakening its [[gimp]]ing potential and removing its [[jab reset]] combos.}}
**{{nerf|Up aerial's hitbox no longer hits below Ganondorf, significantly weakening its [[gimp]]ing potential and removing its [[jab reset]] combos.}}
*{{change|[[Down aerial]] has Ganondorf lean back slightly as he stomps, similar to its animation in ''Melee''.}}
**{{change|Ganondorf kicks with his right leg instead of his left.}}
*{{change|[[Down aerial]] has Ganondorf lean back slightly as he stomps, similar to its ''Melee'' animation.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|[[Grab|Standing grab]] has more range.}}
*{{buff|[[Grab|Standing grab]] has more range.}}
**{{nerf|Standing grab has slightly more startup frames and end lag.}}
**{{nerf|Standing grab has slightly more startup and endlag.}}
**{{change|Ganondorf now grabs with his left hand and has an altered dash grab animation.}}
**{{change|Ganondorf now grabs with his left hand.}}
*{{buff|[[Pummel]] is much faster.}}
*{{buff|[[Pummel]] is much faster.}}
**{{nerf|Pummel deals less damage.}}
**{{nerf|Pummel deals less damage.}}
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*{{buff|[[Down throw]] is no longer [[weight]] dependent, allowing more consistent followups on heavyweights.}}
*{{buff|[[Down throw]] is no longer [[weight]] dependent, allowing more consistent followups on heavyweights.}}
*{{buff|[[Forward throw]] deals more knockback.}}
*{{buff|[[Forward throw]] deals more knockback.}}
**{{change|Ganondorf has a new [[forward throw]]: an uppercut.}}
**{{change|Forward throw's animation is now an uppercut.}}
*{{buff|[[Back throw]] deals more knockback.}}
*{{buff|[[Back throw]] deals more knockback.}}


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**{{buff|Warlock Punch deals more damage and knockback.}}
**{{buff|Warlock Punch deals more damage and knockback.}}
*[[Flame Choke]]:
*[[Flame Choke]]:
**{{buff|Grounded Flame Choke has less end lag, significantly improving its combo potential and allowing more possible follow-ups on missed [[tech]]s; in particular, a combo into down tilt is now guaranteed against all characters.}}
**{{buff|Grounded Flame Choke has less endlag, significantly improving its combo potential and allowing for more possible follow-ups on missed [[tech]]s; in particular, a combo into down tilt is now guaranteed against all characters.}}
**{{buff|Grounded Flame Choke stops when it reaches a ledge, making it safer to use.}}
**{{buff|Grounded Flame Choke stops when it reaches a ledge, making it safer to use.}}
**{{buff|Grounded Flame Choke deals more damage.}}
**{{buff|Grounded Flame Choke deals more damage.}}
**{{nerf|Aerial Flame Choke can now be escaped by [[button mashing]] and is scaled with the opponent's damage percentage, significantly hindering [[Ganoncide]]'s utility at low percentages.}}
**{{nerf|Aerial Flame Choke can now be escaped by [[button mashing]] and is scaled with the opponent's damage percentage, significantly hindering [[Ganoncide]]'s utility at low percentages.}}
**{{nerf|The opponent is no longer KO'd first during a Ganoncide, making Ganonciding no longer a viable option when both players are on their last stock.}}
**{{nerf|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.}}
*[[Dark Dive]]:
*[[Dark Dive]]:
**{{buff|Dark Dive deals more damage.}}
**{{buff|Dark Dive deals more damage.}}
**{{buff|Dark Dive deals more knockback and launches opponents at a lower angle.}}
**{{buff|Dark Dive deals more knockback and launches opponents at a lower angle, improving its gimping utility.}}
**{{buff|Dark Dive's [[grab release]] has less end lag.}}
**{{buff|Dark Dive's [[grab release]] has less endlag.}}
**{{buff|Opponents grab released by trading attacks with Dark Dive now receive damage.}}
**{{buff|Opponents who are grab released by trading attacks with Dark Dive now receive damage.}}
**{{change|Dark Dive's attack now causes a vibrant burst of purple magic rather than a fiery explosion.}}
**{{change|Dark Dive's attack now causes a vibrant burst of purple magic rather than a fiery explosion.}}
*{{bugfix|The [[landing lag glitch]] on Flame Choke and Dark Dive have been fixed.}}
*{{bugfix|The [[landing lag glitch]] on Flame Choke and Dark Dive has been fixed.}}
*[[Wizard's Foot]]:
*[[Wizard's Foot]]:
**{{buff|Grounded Wizard's Foot deals more damage, and its late hits are just as strong as the early hit.}}
**{{buff|Grounded Wizard's Foot deals more damage, and its late hits are equally as strong as the early hit.}}
**{{buff|Grounded Wizard's Foot no longer has a blindspot.}}
**{{buff|Grounded Wizard's Foot no longer has a blindspot.}}
**{{buff|Grounded Wizard's Foot travels faster and has significantly less end lag, making it safer to use at low percentages and giving the move combo potential.}}
**{{buff|Grounded Wizard's Foot travels faster and has significantly less endlag, giving the move combo potential and making it safer to use at low percentages.}}
**{{buff|Due to system changes, aerial Wizard's Foot can no longer be [[tech|teched]] by opponents during the initial hit.}}
**{{buff|Aerial Wizard's Foot can no longer be [[tech]]ed by opponents during the initial hit.}}
**{{change|Wizard's Foot's animation is closer to how it appeared in ''Melee''.}}
**{{change|Wizard's Foot's animation is closer to its appearance in ''Melee''.}}
*[[Final Smash]]:
*[[Ganon, the Demon King]]:
**{{change|Ganondorf's Final Smash, now called [[Ganon, the Demon King]], is now based on his bipedal form from ''Ocarina of Time''. Instead of slamming the ground with his body, the Demon King slashes with his swords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.}}
**{{change|Ganondorf's [[Final Smash]] is now 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 swords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.}}


=={{SSBU|Classic Mode}}: Encroaching Darkness==
=={{SSBU|Classic Mode}}: Encroaching Darkness==

Revision as of 05:35, December 9, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
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
GanondorfHeadSSBU.png
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.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Ganondorf (ガノンドロフ, Ganondorf) is a playable character in Super Smash Bros. Ultimate. Ganondorf is classified as fighter #23.

Takashi Nagasako reprises his role as Ganondorf after having previously voiced the character in The Legend of Zelda: Ocarina of Time and Super Smash Bros. Melee.

Changes from Super Smash Bros. 4

Ganondorf was granted multiple buffs during the transition from Super Smash Bros. 4 to Ultimate, many of which derive from universal gameplay changes. His ability to approach has been significantly improved due to his faster running speed, faster jumpsquat, and ability to dash cancel into his forward tilt and down tilt. Also, all of his special moves either have less lag or deal increased damage/knockback, although the Ganoncide technique has become riskier and more situational.

Aesthetics

  • Change Ganondorf's appearance is based off of his original design from Ocarina of Time. He bears a close resemblance to his official art from Ocarina of Time 3D.
  • Change Ganondorf now utilizes his sword from the Space World 2000 tech demo for his smash attacks, which further declones him from Captain Falcon.
  • Change Ganondorf's initial dash and running animations have been altered, with his arms positioned further out to the side.
  • Change Ganondorf's on-screen appearance now shows him stepping out of a liquid-like vortex of darkness.
  • Change All attacks that utilize darkness have more intense particle effects.
  • Change Ganondorf has new victory animations:
    • The first has him flip his cape before pumping his fist.
    • 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 laughing wickedly. [1]

Attributes

  • Buff Like all characters, Ganondorf's jumpsquat animation now takes 3 frames to complete (down from 7).
  • Buff The universal ability to dash cancel into any ground attack greatly benefits Ganondorf, allowing him to use his relatively quick forward tilt and down tilt while approaching.
  • Buff Ganondorf dashes faster, now being nearly as fast as he was in Melee. His initial dash animation is both faster and goes a longer distance.
  • Buff Ganondorf walks faster, now being slightly faster than he was in Melee.
  • Buff Ganondorf has faster air speed.
  • Buff Ganondorf jumps higher.
  • Change Ganondorf is heavier, now weighing more than Charizard. This improves his already excellent endurance, but makes him even more suspectible to combos.

Ground attacks

  • Buff Neutral attack deals slightly more damage and no longer has a sourspot.
  • Buff Forward tilt and down tilt deal slightly more damage.
  • Buff Up tilt is significantly faster, with less startup and endlag.
    • Change Up tilt now produces a flame effect on Ganondorf's foot during startup, and Ganondorf no longer holds up his leg with his hand.
  • Change All of Ganondorf's new smash attacks utilize his sword from the Space World 2000 tech demo.
  • Forward smash:
    • Change Forward smash is now a downward sword slash in front of Ganondorf, similar to Ike's.
    • Buff Forward smash has greatly improved range and disjointed hitboxes. It now covers overhead.
    • Buff Forward smash now hits below the edge of the stage, allowing it to be used for onstage edgeguarding.
    • Buff Forward smash deals slightly more damage.
    • Nerf Forward smash has more startup and endlag.
    • Nerf Forward smash has fewer active frames.
  • Up smash:
    • Change Up smash is now an overhead sword swing from front to back, similar to Ike's.
    • Buff Up smash has greatly improved range and disjointed hitboxes. It now covers around Ganondorf's body.
    • Buff Up smash has less startup.
    • Buff Up smash has more active frames.
    • Nerf Up smash has more endlag and interrupts significantly later, removing its ability to bait opponents into approaching.
  • Down smash:
    • Change Down smash is now forward hilt thrust that leads into a backwards stab, similar to Cloud's.
    • Buff Down smash's second hit sends opponents at a semi-spike angle, improving its edgeguarding utility.
    • Buff Down smash's second hit has slightly faster startup and less endlag.
    • Buff Down smash's lower hitbox placement allows it to reliably hit crouching opponents. It also lowers Ganondorf's hurtbox.
    • Buff The hitbox on the first hit that previously sent opponents away from the second hit has been removed, allowing both hits to connect more reliably.
    • Nerf Down smash's first hit deals slightly less damage.

Aerial attacks

  • Buff All aerials have much less landing lag.
  • Buff Forward aerial has increased range due to Ganondorf leaning farther forward as he punches.
    • Bug fix Forward aerial's auto-cancel window has been restored.
  • Buff Back aerial deals more damage.
    • Change Ganondorf no longer crosses his legs during back aerial's animation.
  • Nerf Up aerial has increased startup.
    • Nerf Up aerial's hitbox no longer hits below Ganondorf, significantly weakening its gimping potential and removing its jab reset combos.
    • Change Ganondorf kicks with his right leg instead of his left.
  • Change Down aerial has Ganondorf lean back slightly as he stomps, similar to its Melee animation.

Throws/other attacks

  • Buff Standing grab has more range.
    • Nerf Standing grab has slightly more startup and endlag.
    • Change Ganondorf now grabs with his left hand.
  • Buff Pummel is much faster.
    • Nerf Pummel deals less damage.
  • Buff Up throw deals more damage.
  • Buff Down throw is no longer weight dependent, allowing more consistent followups on heavyweights.
  • Buff Forward throw deals more knockback.
    • Change Forward throw's animation is now an uppercut.
  • Buff Back throw deals more knockback.

Special Moves

  • Warlock Punch:
    • Buff Warlock Punch deals more damage and knockback.
  • Flame Choke:
    • Buff Grounded Flame Choke has less endlag, significantly improving its combo potential and allowing for more possible follow-ups on missed techs; in particular, a combo into down tilt is now guaranteed against all characters.
    • Buff Grounded Flame Choke stops when it reaches a ledge, making it safer to use.
    • Buff Grounded Flame Choke deals more damage.
    • Nerf Aerial Flame Choke can now be escaped by button mashing and is scaled with the opponent's damage percentage, significantly hindering Ganoncide's utility at low percentages.
    • Nerf 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.
  • Dark Dive:
    • Buff Dark Dive deals more damage.
    • Buff Dark Dive deals more knockback and launches opponents at a lower angle, improving its gimping utility.
    • Buff Dark Dive's grab release has less endlag.
    • Buff Opponents who are grab released by trading attacks with Dark Dive now receive damage.
    • Change Dark Dive's attack now causes a vibrant burst of purple magic rather than a fiery explosion.
  • Bug fix The landing lag glitch on Flame Choke and Dark Dive has been fixed.
  • Wizard's Foot:
    • Buff Grounded Wizard's Foot deals more damage, and its late hits are equally as strong as the early hit.
    • Buff Grounded Wizard's Foot no longer has a blindspot.
    • Buff Grounded Wizard's Foot travels faster and has significantly less endlag, giving the move combo potential and making it safer to use at low percentages.
    • Buff Aerial Wizard's Foot can no longer be teched by opponents during the initial hit.
    • Change Wizard's Foot's animation is closer to its appearance in Melee.
  • Ganon, the Demon King:
    • Change Ganondorf's Final Smash is now 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 swords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.

Classic Mode: Encroaching Darkness

Ganondorf fights against the heroes of various series.

Round Opponent Stage
1 Mario and Luigi New Donk City Hall
2 Fox and Falco Lylat Cruise
3 Shulk Gaur Plain
4 Marth, Ike, and Roy Coliseum
5 Palutena and Pit Skyworld
6 Zelda and Link Great Plateau Tower
Bonus Stage
Final Master Hand Final Destination

Role 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 (sans Kirby) when Galeem unleashed his beams of light.

Ganondorf is unlocked in the Sacred Realm in the World of Dark 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.

Alternate costumes

https://www.youtube.com/watch?v=sPK2K78Evow

Gallery

Character Showcase video

<youtube>Q7pzoLQlrsM</youtube>

Trivia

  • Ultimate marks the first time in the Smash series that Ganondorf utilizes a sword in his base moveset.
  • The voice clip played during Ganondorf's down smash features him shouting "Oooh-yah!", which was a clip that went unused in Melee. The clip also made an appearance in Brawl as Ganondorf's Wii Remote selection sound.
  • 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.