A person who mains Ganondorf.

Ganondorf Wishlist

Project Ganondorf. Otherwise for his base Falcondorf moveset, effectively turn him into his Project M incarnation with a few changes:

Attributes

  •   Increase weight to be on par with SSB4 King Dedede's.
  •   Increase shield size, reducing shield stabbing vulnerability.
  •   Restore faster air speed from Brawl.
  •   Increase jump and double jump height to be around SSB4 Bowser's level, increasing aerial mobility, recovery, and making it easier to hop back to the stage. Project M double jump height is a barely noticeable increase.
  •   Dead Man's Drift floating moved to jump, and Ganondorf can now use special moves during a float.

Ground Attacks

  •   Retain SSB4 jab but increase all hitboxes to 10% damage, startup 8-9 → 6-8, endlag 35 → 25, and add a 1.25x reflector to the palm hitbox.
  •   Add intangibility to the foot hitbox of forward and down tilts.
  •   Project M up tilt: Replace the initial hitbox with Volcano Kick's vacuum so it doesn't get in the way of the main knockback hitbox.
    •   Deals 30% → 22% total damage due to the removal of the initial hitbox.
  •   SSB4 Volcano Kick up tilt: Hitbox active 81-83 → 80-87, giving it better ledge coverage, and endlag 115 → 101. Strengthen all sourspot hitboxes to match sweespot, so all hitboxes KO at 50% and instantly shatter shields; anyone who gets hit by this deserves to be sent into the shadow realm. Additionally have the vacuum pull into the explosion range rather than right next to Ganondorf, giving the move better spacing.
  •   Dash attack invincibility frames increased 1-2 → 1-3, and now has light armor on 4-12.
  •   Reduce up smash's ending lag to match Melee.
    •   SSB4: Revert up smash back to the single upward kick, but keep the frame data of Melee/Project M up smash first kick's the same.
  •   Balanced Brawl knockback on the first hit of down smash, making it always link reliably.
  •   SSB4: lower angles on forward tilt and forward smash retained.

Aerial Attacks

  •   All aerials have their reduced SSB4 landing lag and slightly increased forward/back air damage.
  •   Neutral and back air hits lower, giving it a more favorable hitbox placement against smaller characters.
  •   Neutral air extended hitboxes retained, with their power matching the initial hitboxes.

Throws/other attacks

  •   Increase grab range to be among the farthest. For a character as big as Bowser, why is Ganondorf's grab out-reached by Pikachu and Kirby? Even in Melee/Project M it's still rather short for his size.
  •   Dash grab start-up 11-12 → 10-11.
  •   SSB4 pummel damage 3% → 4.5%.
  •   All throws deal one hit of damage rather than two, giving them drastically more knockback.
  •   Forward and back throw knockback adjusted to KO around 130% near the ledge Bowser's/Donkey Kong's. Back throw damage 10% → 12%.
  •   SSB4 up throw: knockback adjusted to KO around 140% and damage 10% → 12%.
  •   All grabs and throws have less ending lag.
  •   Give pummel and all throws darkness effect.
  •   Project M: Strengthen down taunt's sword swing to be as strong as a the weakest hitbox of the sword slam, and give it medium armor and have it begin when he moves to swing the sword.
    •   Down taunt attack produces darkness effects rather than flame to match the actual taunt.

Special Moves

  •   Custom move option always enabled, especially in For Glory.
  •   Keep Warlock Punch and Warlock Blade. Additionally give them super armor throughout the entirely of their start-ups and when initiated in the air.
  •   Dead Man's Volley is now custom 2. The move now flings a sphere based on the original move from Ocarina of Time, dealing paralysis and knockback, and can be reflected by all parties with any hitbox that gets faster and stronger with each reflect.
  •   Add intangibility to the hand on Flame Choke. Give Flame Choke the distance and speed it covers on the ground, and allow it to be canceled in mid-air like in Brawl Minus as an option to prevent Ganoncide. Additionally no longer causes helplessness (customs affected).
    •   Increase Flame Wave's range and decrease its start-up and ending lag to be around Brawl/SSB4 Flame Choke's. Additionally reduce its base knockback and with compensated knocback scaling for early follow-ups.
    •   Reduce Flame Chain's ending lag and have it no longer pass through shielding opponents so all hits land on shielding enemies and is overall better for shield pressure. Additionally strengthen its knockback to KO around 130% near the ledge.
  •   Dark Dive's throw now spikes like Balanced Brawl/Brawl Minus, and uppercut damage 7% → 12%, being able to kill around 115% from the center and ground of Final Destination. Additionally reduce its ending lag 60 → 35 and landing lag 30 → 25, making it harder to punish, and give it slightly more horizontal distance and super armor on start-up, like Dark Fists.
    •   Dark Fists' first hit 6% → 5%, second hit 11% → 15%, total damage 17% → 20% (knockback weakened to kill at the same percentage).
    •   Greatly strengthen Dark Vault's throw damage to 12%, lower its angle to semi-spike, while being able to kill around 150%. Additionally give it more horizontal and vertical distance and super armor during the first vault.
  •   Wizard's Foot landing lag 30 → 20 and double the shockwave size, making it harder to punish (customs affected). Additionally increase SSB4 shield damage so it can instantly shatter shields on all hitboxes like Bowser Bomb.
    •   Wizard's Dropkick's damage 9%/11% → 12% and being able to kill around 130% near the ledge.
    •   Wizard's Assault's damage 10%/14% → 15%, startup 29 → 20 (matching Wizard's Dropkick), ending lag 87 → 69 (matching Project M Wizard's Foot), and change its trajectory to be forward and not send opponents behind. It now consists of three hits, with higher shield damage on the ground that deals more than half shield damage if all hits connect, like the aerial version. Additionally the aerial version spikes across all hitboxes and is interruptible after traveling down aerial Wizard's Foot distance so it's not invariable suicide, and the ground impact produces a larger shockwave.
    •   SSB4: Aerial Wizard's Foot does not restore Ganondorf's double jump.