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Hail to the Demon King - A Ganondorf Guide (Ver.1.7.0)

Version History
Version 1.7.0: Edited the entry for Dark Dive with the 11.0.0 patch notes. Removed Dark Dive entry for "If I Could Make Changes to Ganondorf..." as it's no longer applicable.
Version 1.6.1: Edited the entry for Flame Choke. Midair jump is not refreshed after an escaped aerial choke.
Version 1.6.0: Added a balance update history, which includes 7.0 changes.
Version 1.5.1: Added an entry under Adjustments for "If I Could Make Changes to Ganondorf..."
Version 1.5.0: Added 3.1.0 patch notes for Down Smash.
Version 1.4.9: Updated entry for Flame Choke.
Version 1.4.8: Updated entry for Down Smash and Neutral Air.
Version 1.4.7: Updated entry for Up Smash.
Version 1.4.6: Added an entry under Buffs and Adjustments for "If I Could Make Changes to Ganondorf..."
Version 1.4.5: Edited the entry for Side Smash.
Version 1.4.4: Edited the entry for "Options After successful Ground Flame Choke"
Version 1.4.3: Edited the entry for Back Air.
Version 1.4.2: Edited the entry for down smash and Up tilt.
Version 1.4.1: More edits.
Version 1.4: Added a new section "If I Could Make Changes to Ganondorf..." Also made minor edits here and there, and added u-smash as a punish option for when the opponent techs behind Ganon.
Version 1.3.3: Added a URL to an edgeguarding video by MGK in the "Playing as Ganondorf" section.
Version 1.3.2: Edited the entry for Down Air.
Version 1.3.1: Minor edits.
Version 1.3: Added a KO% chart. Credit to
Utterpedant for doing the work and compiling the data.
Version 1.2.1: Minor edits.
Version 1.2: Various updates to entries.
Version 1.1 Update: Guide updated to reflect changes to Ganondorf in patch 2.0.0


***************************

Balance Update History
Update 11.0.0:
  • Dark Dive is no longer punishable after a successful grab. No more rockcrocking!
Update 7.0.0:
  • Enlarged shield. Seems to be a common buff among several characters.
Update 3.1.0:
  • The first hit of down smash should no longer occasionally send the opponent away from Ganon, resulting in the second hit whiffing.
Update 2.0.0:
  • Up air will now allow Ganon to grab the ledge sooner if performed off stage.
  • Forward air now autocancels sooner, allowing you to act out of the attack faster.

*************************

Ganondorf has seen significant buffs for Smash Bros. Ultimate. The changes have improved him greatly, making Ultimate Ganondorf the best version in Smash history. This guide will cover all of his moves, including what's changed since Smash 4, and general strategy while fighting as Ganon.

:ultganondorf: Why Use Ganondorf? :ultganondorf:
Ganon is often considered to be the worst character in Smash, and is often placed at the bottom or near the bottom in most tier lists. Much of it had to do with the high end lag that Ganon had on his moves. With Ultimate, much of the end lag has been reduced, making Ganon a more mobile fighter overall. He still retains what I call his defining weakness, which is his slow movement speed and subpar recovery, but Ganon is overall a much more fun fighter to use. His smashes have been replaced with the greatsword from the Space World 2000 demo (remember that?), and with that change comes increased range and disjointed hitboxes. Use Ganon if you want a "bait and punish" type of character.

Pros and Cons

+ Reduced end lag on his moves across the board, significantly more than the buffs from Smash 4.

+ Huge power. When he hits you, you feel it. Few of his moves do under 10% damage.

+ All smash attacks were replaced with the greatsword from the Space World 2000 tech demo. Ganon's smash attacks now have more range, and are disjointed.

+ Benefits a lot from the system mechanics, such as being able to perform any move out of a dash. Also, the damage he does in 1v1 matches is kinda ridiculous.

+ Most moves received buffs, including increased damage, hitbox adjustments, etc.


- Still has his defining weaknesses, which are his low movement speed and poor recovery.

- He will still have trouble vs. zoners, but the buffs to end lag and certain moves will make those matchups a little less frustrating.

- "Ganoncides" are still possible but have been changed so that Ganon dies first. you must have more stock than the opponent if you want to secure the win.

- Still has a weak throw game, though his pummel speed has been buffed greatly. You should not be trying to kill with throws, unless the throw is meant to set up another attack.

Moves List
Damage values are base values. Tested using Mario, and on an Omega stage.

Ground attacks

Neutral Tilt (Jab) - 11%
Ganon's fastest move at 7 frames startup. Use it as a harassment tool or in combos. No longer has a sourspot, so it does the same damage no matter how far or close you are to the opponent. Will actually KO the opponent at very high percent (150+) and at the edge of the stage.

Side Tilt - 13% close, 14% foot
A fast attack that sends the opponent flying on hit. Ganon's best "get off me" move as it sends the opponent far away and at a low angle. Will KO at ~110% at stage edge. Great move to use after Flame Choke, but keep in mind that the attack will miss against certain characters. With proper positioning, side tilt can be an effective edgeguarding tool where few characters will be able to punish.

Down Tilt - 14%
Ganon's other fast move, and has deceptively long range. Good move to follow up with after Flame Choke, and this move will connect even if the opponent techs after the choke (if the roll is slow enough). KOs starting at 130%.

Up Tilt - 24%, 13% explosion only
This move now has significantly reduced startup and end lag. It still retains its launch power, but damage was reduced by 4%. U-tilt still kills at ridiculously low %, and it will destroy shields in one hit. The vacuum effect has been powered up so that the opponent will be sucked into u-tilt's range faster. The vacuum will even pull in airborne opponents so that they're in range once they land. Do not use this move in neutral, and instead use it for edgeguarding. Try to anticipate how the opponent recovers back to the stage. If the opponent tries to hit you with their down B while they're recovering to the stage, they can be hit by u-tilt. The sourspot (the explosion) will launch the opponent at a low angle, which can be useful in certain scenarios.

Side Smash - 24%
Ganon attacks with a greatsword, dealing huge damage and knockback. Although this move is designated as a side smash, the overhead swing will also catch anyone above Ganon for the same amount of damage and knockback. While the power is incredible, side smash has a lot of startup so it's possible you will be interrupted. Still, the slow startup can be useful for catching mistimed spotdodges or parries. Side smash is handy for edgeguarding, as it can punish certain recoveries such as DK's up B or various side B recovery attempts. An interesting quirk of s-smash is that when Ganon is winding up the attack, he raises his front foot. The raised foot will avoid many d-smash/d-tilt/ledge attacks and allow Ganon to simultaneously punish with s-smash.

Up Smash - 24%, 21% sourspot
Ganon makes a wide overhead swing from side to side, similar to Ike's up smash. Up smash has huge range, and is a great move for striking opponents on platforms above Ganon, as well as catching opponents who try to roll behind him. U-smash can start KOing at high 80s-low 90s, but if you hit with the sourspot you may not get the KO at that damage range. The sourspot appears to be at the hilt/Ganon's arm, which can only be hit if the opponent stands really close behind Ganon. Up Smash can be used to punish side B stage recoveries. Try to hit with the backslash as much as you can, because it's harder for Ganon to be punished.

Down Smash - 5+15%
This move is a significant improvement over the d-smash from Smash 4. Down smash hits with 100% consistency, meaning the first hit will always lead into the second hit. Since Ganon is using a weapon, d-smash is disjointed. D-smash doesn't have as much end lag as his other smashes, but it doesn't have the KO power as the others. Out of the 3 smash attacks, D-smash has the fastest startup, making it an ideal move for punishing whiffed/blocked/parried attacks. D-smash is also your best smash when dealing with fighters with counters; if you happen to get countered, the punishment won't be severe.
Patch 3.1.0 Update: OK, now it should hit with 100% consistency. The first hit of d-smash should no longer occasionally send the opponent away from Ganon, resulting in the second hit whiffing.

Dash Attack - 15%, 11% late hit
Works the same as it did in Smash 4. The late hit can be used to start combos, so don't disregard it. Doesn't have much end lag, so any punishes shouldn't be heavy. Use this move in neutral to close distance quickly.

Aerial attacks

Neutral Air - 7+12%
Works the same as the Smash 4 version post-patch. Performs better against aerial opponents, but short hop n-air on the ground is handy because of the reduced end lag. You'll want to fast fall the short hop n-airs to increase your chances of landing both hits, or at least landing the second hit which will launch the opponent. If you don't get the second hit, the first hit has low enough knockback for you to follow up with another move, especially at low %. N-air is a good tool for keeping the opponent off stage due to its launch power. Since n-air is fast and strong, it's one of Ganon's best tools for pressure, so expect to use it very often.

Up Air - 13% max, variable damage at different angles
Up air received a slight nerf to its utility. It doesn't arc as much behind Ganon, so now it's much harder to gimp the opponent off stage. However, it's still a strong move overall. The short hop version's effectiveness against ground opponents may depend on their size; you may be better off using the full hop version instead. In either case, Ganon suffers no lag, so use u-air to your heart's content. Still a great move vs. opponents above Ganon.
Patch 2.0.0 Update: up air will now allow Ganon to grab the ledge sooner if performed off stage.

Down Air - 19%, 17% upper body
Ganon's whole body is a hitbox. Generally, you want the feet to hit the opponent since that's the actual spike. The opponent gets launched away if they hit Ganon's torso. D-air received a significant buff to end lag, which is crazy considering the damage it does. If you perform d-air from a full hop, you won't suffer any end lag.

Forward Air - 18% max, 17% sourspot
Forward air is one of Ganon's best KO moves. It can do 17% if the punch motion goes halfway through its arc. If you read the opponent's movement off-stage, chances are f-air will KO. Short hop f-air is a strong tool despite the slight reduction in damage (remember, only damage is reduced--not knockback power!), and is made more dangerous due to the end lag buff.
Patch 2.0.0 Update: f-air now autocancels sooner, allowing you to act out of the attack faster.

Back Air - 18.5% max, 17% sourspot
Back air received a damage increase, and end lag buffs. So now you have a killing tool that can't be punished at all. To get max power, Ganon must strike at the fist. Otherwise, you'll do 17% instead, but that will still likely KO. That's how good b-air is. This move isn't as effective as a short hop attack since the hitbox is too small to reach most grounded opponents. If you plan on using b-air on the ground, you'll need to have a bit of precision.

Throws

Pummel - 1.6% per strike
Ganon's pummel received a significant speed buff, enough to get multiple hits in before the opponent can break free.

Forward Throw - 13%
Ganon's most damaging throw along with u-throw.

Back Throw - 10%
Nothing much to say about this except don't use it.

Up Throw - 13%
This throw's damage was actually buffed from Smash 4, doing a whole extra 3% damage.

Down Throw - 7%
Ganon's best throw. Can be used to set up other moves, which is why the damage and knockback is low. D-throw eventually stops being useful at mid-high %, since the opponent will be knocked back too far away for any follow up moves.

Specials

Neutral B: Warlock Punch - 30%, 37% reverse, 38% air, 40% air reverse
Like in Smash 4, warlock punch has super armor right until active frames. The armor only activates if you start the move while grounded; if you do the move from the air, you get no armor even after landing. The reverse ground version also has armor, but it activates later than the regular version. Basically, you're trading safety for more damage, but in either case the armor does not activate on frame 1. Warlock punch is very hard to land in the air, but you do more damage and knockback if you can land it. Good luck landing the reversed aerial version, but if you do manage it in a real match, I suggest uploading that match to YouTube because you are a god.

Up B: Dark Dive - 16.6% grab, 7% fist
Dark Dive received a significant knockback increase. It can KO at low-mid 100s depending on the opponent's weight and location on the stage. Dark Dive has huge grab range, and if you catch the opponent with it, you can do another Dark Dive. The fist attack can help Ganon back to the stage if the opponent sits at the edge of the stage. Otherwise, it doesn't have any standout properties. Dark Dive's angle can be adjusted by tilting the stick left or right just before Ganon lifts off.
Patch 11.0.0 Update: You can now act out of Dark Dive much faster after grabbing the opponent, meaning Ganon should no longer get punished if the opponent performs a stage tech. Finally!

Side B: Flame Choke - 12% ground, 15% air
Flame Choke received a buff so that Ganon can act out of the move faster. This buff allows new options for Ganon, especially where tech chasing is concerned. Another positive change to Flame Choke is that the ground version no longer sends you off stage, except when you're at the very edge. No more accidental SDs! Flame Choke did receive some nerfs, unfortunately. Now, it's possible for the opponent to escape aerial chokes off stage, as long as they have less damage than Ganon. The bigger the difference between Ganon's and the opponent's damage, the easier it is to escape. If you attempt a "Ganoncide," make sure you haven't already used your midair jump; if the opponent escapes it, there's a chance you may not be able to recover back to the stage.

Sadly, "Ganoncides" result in Ganon dying first, so no more getting wins when both players are on last stock. Still, aerial chokes can serve as a deterrent whenever Ganon is recovering back to the stage. Just be mindful that the opponent no longer has to fear them in last stock scenarios, so they may become more aggressive with edge guarding.

Overall, Flame Choke is still one of Ganon's best moves, but it isn't as strong as it used to be off-stage. Instead, try to utilize more on-stage aerial flame chokes; it does more damage, and the opponent cannot tech it, meaning a stronger wakeup game for Ganon. And before you think it, you cannot follow up with side smash since the opponent can always move before it connects. D-smash and u-smash are better options in this scenario. You can do instant air flame chokes by pressing the jump button, then immediately input side B. Air flame chokes have no minimum height, so you can do them on the first frame you leave the ground. Just be careful using this near the stage edge, or you risk a SD. Depending on your control setup, you could slide your finger from the jump button to the B button, resulting in easy instant air chokes.

If you play Ganon in doubles or free for all, one extra feature to note is that he has super armor after he grabs the opponent. If you only play 1v1 matches, you won't really know this unless Ganon is hit with an item. Ganon does not get armor for air chokes.

Down B: Wizard's Foot - 16%, 14% sourspot, 15% air (spike), 14% air late hit, 8% shockwave
Wizard's Foot received some significant buffs. The sourspot and sweetspot have been switched, meaning the sweetspot is now on Ganon's foot. This change makes Wizard's Foot a more potent KO move on the ground. Furthermore, Wiz Foot travels faster and the end lag on the ground version has been reduced, so now Ganon will recover before the opponent on hit at low %. In Smash 4, Wiz Foot had a blind spot up close, so it would usually whiff against the opponent. This is no longer the case in Ultimate! Wiz Foot can be used to blow through small projectiles, making this move an important tool for when you fight against projectile-heavy opponents.

One important note about using this move: if Ganon ends up at the edge of the stage right as the move ends, the end lag will be cancelled, allowing you follow up with whatever you like. You can test this for yourself by picking a battlefield or omega stage, and execute the move from about the middle of the stage. While this sounds great, there's the potential of accidental SDs due to the game's buffer system. Note that this cancel technique doesn't apply to Captain Falcon, whom Ganon's moveset is derived from.

The air version of Wiz Foot will spike on its initial attack frames. Also, aerial Wiz Foot is great for breaking shields at ~50% capacity. Just be aware that the air version has a lot of end lag, so pretty much anything can punish it. The shockwave from the aerial verison can help protect Ganon if the opponent didn't block. If you catch the opponent with this move while they're airborne, they will be sent straight up, which can result in a KO if their damage is high enough. Keep this in mind when the opponent tries to juggle you repeatedly.


Options After successful Ground Flame Choke

Note: Your available options will vary since characters have different roll speeds and/or distances, thus they are not guaranteed to work against 100% of the cast.

If the opponent techs in place: Side tilt, D-tilt, flame choke, D-smash, U-smash, F-air, d-air

If the opponent uses a get-up attack: D-air, flame choke (after stepping away from attack), F-air, shield or parry

If the opponent techs away from you: Flame choke, dash attack, Wiz Foot, D-tilt, d-air

If the opponent techs behind Ganon: d-smash, side smash, flame choke, d-tilt, s-tilt, u-smash, d-air

If the opponent fails to tech/does nothing: whatever you want. :) Personally, I tend to use side tilt as it sends them flying off stage. Side tilt will not work on all characters due to their different hurtbox sizes when lying down. You may prefer d-tilt as that will connect vs. everyone, but it isn't the strongest option when the opponent fails to tech.

Combos

These are only a few sample combos. Ganon isn't really a combo-heavy character, but he does have some stuff at low %. Once again, Mario was used for testing, so your mileage will vary here.

1. D-throw > n-air (23.1%, works at 0-35%, need to dash to land n-air)

2. Jab > Jab (22%, works at 0%, must be behind opponent and standing very close)

3. Dash attack (early hit) > n-air (31.1%, works at 10-15%)

4. Dash attack (late hit) > n-air (27.1%, works at 20-60%)

5. short hop f-air > fast fall > jab (26.3%, works at 0-5%)

6. Dash attack (early hit) > u-air (25.2-26%, works at 10-30%, more consistent starting at 20%)

7. D-throw > dash attack (early hit) (22%, works at 0-25%)

8. D-throw > u-air (17.2%, works at 0-60%, must dash towards opponent to land u-air)


KO % Table

Here's a table of the KO% for each of Ganon's moves. The values shown is the damage the opponent was at before getting hit with the move and being KO'd. Note that Mario was used for testing, standing in the middle of Final Destination/Omega stage. No DI was involved. As always, your mileage will vary since characters possess different weight values.

*I'll try to make the table look nicer once I figure out how to add a border!
Move | Percent | Notes
Side Smash | 64
Up Smash | 85
Down Smash | 84
Up Tilt | 73
Down Tilt | 132
Side Tilt | 133
Jab | 193
Up Air | 124 | Performed on jumping CPU at height of their first jump
Back Air | 101
Forward Air | 100
Down Air | 115
Neutral Air | 119 | Both hits
Forward Throw | 222 | CPU in center, thrown toward farthest edge
Back Throw | 194 | CPU in center, thrown toward closest edge
Up Throw | 234
Down Throw | 274
Dash Attack | 119
Warlock Punch | 54(!)
Warlock Punch (Reverse) | 16(!!)
Wizard’s Foot | 138
Wizard’s Foot (Air) | 100 | Late strong hit, not the early spike hit
Dark Dive | 129

If I could make changes to Ganondorf...

This section is for what buffs/nerfs/misc. adjustments I would make to Ganon. Expect updates to this section as the game gets patched and as I discover new things while playing as the Gerudo king.

Buffs

+ Change down throw so that it doesn't have any knockback growth. By doing this, Ganon will have a new option for kill setups. He doesn't have any useful throws except d-throw, so why not make it so that he can get guaranteed kills with it?

+ Enlarge back air's hitbox vertically so it can be used to hit grounded opponents more reliably.

+ I would change f-air so that the hitbox matches the animation exactly. The way it is now, the hitbox lags a bit behind the actual punch. If you do f-air low to the ground, it will whiff even though it looks like it should have hit.

Nerfs

N/A

Adjustments

* Change u-tilt to Ganon's old up smash. I know some Ganon mains love the old up smash (and I do too), but I also love the new up smash. So here's a compromise: replace his current u-tilt with the old u-smash, but don't give it the properties of a smash attack. As things are now, Ganon's u-tilt doesn't get much use because it's situational. Being a tilt attack, it won't have the old u-smash damage, but it could retain the low end lag. The damage could be 13% (base), with a 14% sweetspot at the foot.

* Side smash has a blind spot during the arc where it can whiff completely against the opponent. The reason for this occurrence appears to be in the frame data; you can see there's a big gap between the first and second attack frame. The only way to fix an issue like this is to either make the hitboxes cover a wider area, or to add active frames in the gap.

Playing as Ganondorf
"When the opponent is at 0% and Ganon is at 100%, it's still a close match."

Ganondorf is a "bait and punish" fighter, meaning a lot of the time you want to attack where you think the opponent is going to be. Ganon's attacks are generally on the slower side, which is why Flame Choke is such an important tool. Flame Choke sets up your next move, allowing you to use one of your big attacks for potential KOs.

When you're getting juggled in the air, try using d-air or Wiz Foot early enough so that the opponent gets hit by your attack before their u-air comes out. Since Ganon is a heavy character, expect to receive a lot of damage as you try to get in, but also expect Ganon to even the odds quickly once he's in range to do some damage.

Although Ganon is very much improved from previous Smash games, he still has the same problems--his defining weaknesses--he's had since his inception. He moves slowly, and his recovery isn't the best. Opponents who can keep him away, or "zone" as it's called, will have an advantage. Against fighters who can zone out Ganon, you'll need to play more patient and pick your moves carefully. Wiz Foot can help to negate some projectiles, but not all!

Stages with platforms benefit Ganon for a few reasons. First, platforms allow Ganon a way to avoid having to deal with projectiles directly. And second, his u-smash and s-smash have huge range, and easily go through platforms. Opponents who stand above Ganon will be viciously cut down if they aren't aware of Ganon's range. If the opponent anticipates a u-smash and shields, then go for an unblockable Dark Dive.

In neutral, You'll want to use jab, short hop n-air, d-tilt, s-tilt, u-air (vs large opponents), dash attack, Wizard Foot and Flame Choke. Short hop n-air is a very good tool for racking up damage at low %, and just for generally harassing the opponent. If you can land a d-throw, you can follow up with a dash into n-air for a true 3-hit combo at low %. D-tilt has deceptive range, and at low % you may be able to follow up with a second d-tilt. It's also an easy move to land after a flame choke. Both Wiz Foot and Flame Choke can cover distance quickly, but Wiz Foot is preferable because it has less end lag and it will protect against small projectiles, and also trade with or beat certain other moves.

Flame Choke is, in my opinion, Ganon's most important move. It forces the opponent into a scenario in which you anticipate what they're going to do on wakeup. You may discover that the opponent likes to tech in a certain direction; you can use that knowledge to come up with a suitable punish, and also to force the opponent to tech in a different direction that may offer a better punish for Ganon. Air Flame Choke is even better because the opponent can't tech, and because of that the opponent will tend to do a get up attack. Learn to utilize instant air flame chokes in your arsenal.

When Ganon is edgeguarding, he has many options. Side smash and u-smash can actually hit the opponent just as they grab the ledge, or if they hang for too long. U-tilt is also an option, though you might find more success if you leave a little space, but just enough so that the opponent can't hit you with a ledge attack. If you go off stage for the KO, you can use f-air, d-air, u-air or n-air. The latter's 2nd hit has strong enough knockback to KO, making it a decent and fast option. Don't ignore ground Wiz Foot, which will KO the off-stage opponent if you read their recovery. Ganondorf player MGK has a great edgeguarding video here.

Pick up Ganondorf if you like heavy fighters who can end matches in seconds (sometimes literally), and enjoy being heavily rewarded for making the right reads. He's the best he's ever been thanks to the buffs he's received, and he's arguably the most improved veteran fighter in Ultimate. KOing players at low percents has never been more entertaining!
Author
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Kill percentage info is very helpful, also I had no clue you could control the angle of Up b. Great guide and thanks for linking MGK, learning a lot from them as well.
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