GANONDORF
== Ground Moves ===============================================================
Thunder Punch [Electricity]
Neutral A -> 7% - 9%
As the name implies, Ganondorf shoves his palm into the face of his opponent
(or whatever body part his palm comes into contact with) and pushes them back
a little bit. This move is great for crowd control because it comes out fast
and doesn't have the punishing amount of recovery lag that some of Ganondorf's
other moves do. If you manage to hit your opponent with the very edge of his
hand you will deal 9% damage instead of 7%; however, this difference is
negligible, as most of the time you won't even notice it.
Iron Shoulder
(While Dashing) A -> 15%
Ganondorf shoulder tackles the opponent, causing them to fly off in an upward
trajectory. Use this to your advantage; as soon as you hit an opponent upwards
immediately follow up with another move.
Armor Crusher
Tilt Left/Right + A -> %
Ganondorf throws a fierce piercing kick worthy of King Leonidas himself (THIS,
IS, SPARTA!!). Seriously, this is a great KO move, especially on relatively
flat stages. This move has incredible knockback, good range, and can be used
multiple times in a row thanks to little recovery lag. This move can't be
angled up or down like Fox and Captain Falcon's tilts can. But to be perfectly
honest, you wouldn't need this little gimmick anyway.
Volcano Kick [Fire]
Tilt Up + A -> 27%
Now this is a strange move. Ganondorf sticks his leg straight up in the air
(ouch) and "charges" his leg. Meanwhile, air currents in front of him appear
that act like a vacuum and suck in opponents until he brings his leg down in a
fiery explosion. This move is very situational; it cannot be started in the air
like his Warlock Punch can, and the move will be cancelled if an enemy hits
Ganondorf while hes charging. However, this move makes an excellent edge
guarding tool. Simply park yourself at the very edge and fire it up when you
see an opponent struggling to get back to the stage. Once you get the timing
down you will be able to pick off anybody who refuses to die. Depending on how
you hit the opponent you will either send them straight up or horizontally
across to their death.
Sweeping Snake
Tilt Down + A -> 12%
This is a great follow-up move to Flame Choke. Other than that, theres not
much to say about this move. It comes out fast and has decent priority. At
medium to high percentages this move will send opponents at a sharp upward
angle, especially light characters.
Eyce Theon writes:
"In the Dtilt description, you mention how it's useful to combo with this after
using Flame Choke; and it's excellent against CPUs, works nearly 100% of the
time because they feel inclined to lay there for a second before trying to get
up. However this combo nearly never works against a Human player, who will
likely roll off to the side or use their getting-up-attack as soon as they
can,"
Nightmare Lunge [Darkness]
Smash Left/Right + A -> (NC) 24% - (FC) 33%
Ganondorf takes his elbow and drives it into his opponent. This move has very
little range but it has insane knockback. You have to be careful when using
this though; if you miss you leave yourself wide open. This move can be angled
up and down, although as far as I know angling the move doesn't change a thing.
Tornado Kick
Smash Up + A -> If Opponent is on Ground
(NC) 19% - (FC) 26%
If Opponent is in Air
(NC) 22% - (FC) 30%
Ganondorf kicks straight up in the air. This is a very hard move to use
against smaller characters because it doesn't sweep around like Link or Ike's
Up Smash. It only hits above Ganondorf and a little bit in front of him. It
also doesn't send enemies that far unless they are light. However, when you do
connect, you can say good bye to your opponents.
Leg Whip
Smash Down + A -> (NC)
First Kick - 5% Second Kick - 12% / 14%
(FC)
First Kick - 7% Second Kick - 16% / 19%
Ganondorf kicks twice; first in front of him, then behind him. This is a great
crowd control move because it has little wind up lag and good range. The first
kick doesn't do much damage. It's purpose is to suck in the opponent and drag
them toward the back so Ganondorf can hit them with the second kick. The second
kick is the KO part of the move. It has great knockback and deals a fair amount
of damage. If you catch the opponent with the edge of Ganondorf's foot with the
first kick, the second kick will deal less damage - uncharged it will deal 12%
instead of 14%, and charged it will deal 16% instead of 19%.
== Air Moves ==================================================================
Swooping Keese
Neutral A -> First Kick = 7% - 11%
Second Kick = 5% - 7%
Ganondorf does a turning sidekick then quickly follows up with a roundhouse.
While this is a great damage dealer, it is also very unreliable in terms of
damage dealt. The variation in damage is directly related to where you hit the
opponent with the kick. The closer to the middle of them you hit, the more
damage you deal. If you hit the very top of very bottom with either kick, you
will deal 7% damage with the first kick and 5% with the second. In terms of
knockback, the first kick has much greater knockback than the second does.
This is both good and bad; good, because you can use this move to KO opponents
in the air (although you can only KO at higher percentages); bad, because the
first kick can actually make the second kick miss, although the second kick
doesn't really add much.
Skull Crusher
Tilt Foward + A -> 15% / 17%
Now this is a great KO move. Ganondorf raises his arm above his head and hooks
it downward, hitting anyone in front of him and a little bit to the top and
bottom. This move's knockback and damage depend on where you hit the opponent;
you'll either deal 15% damage and have little knockback, or you will deal 17%
damage with great knockback. You can tell which way you've hit them because
when you hit with the 17% damage hit there is a bigger flash explosion.
NOTE: If anyone can explain to me, in detail, the mechanics of the hitbox of
this move (where the sweetspot is, what its range it, etc.) please email
me at mini_dirtnap@yahoo.com.
Harry has researched the mechanics of the hit box of the move and writes:
"As far as I know it has a hitbox that stays active for the majority of the
move's duration. This would explain the difference in damage percentages.
As you know, this move involes a punch that is thrown in an arch from over
Ganondorf's head. Now the move is most effective early in its activation
which means that it would result in maxumum KO power and damage if it connects
with an opponent at the point when his fist is about halfway through the full
swing. However, if you connect with this move on the later part of the swing
that is what results in the weaker hit (still nearly as effective though).
As far as I am concerned, in terms of usage, it is most effective on a
recovering opponent. As for a short hop attack, it is a bit more difficult to
connect with as you will likely only be able to connect with the strong half
of the attack. Usually if you miss it with a short hop you will end up
punching the ground and will experience significant ending lag."
Hidden Gauntlet
Tilt Backward + A -> 16%
Ganondorf quickly turns around and backhands anyone unfortunate enough to be
behind him. This is by far Ganondorf's fastest move. It comes out lightning
quick (compared to his other moves) and has both good knockback and better
range than his fAir attack. Use this move when you get tired of killing people
with his fAir attack and begin to crave variety.
Vulture Kick
Tilt Up + A -> 12% / 13%
Ganondorf does a backflip and kicks with his legs. This is a fairly fast move
and hits all around Ganondorf (except below him). The closer to the opponent
you are the more damage you'll deal. Also, try to hit the opponent with the
first half of the spin because it deals more damage and has better knockback
and priority. It will send opponents at roughly a 45 degree angle.
Thunder Drop [Electricity]
Tilt Down + A -> 17% / 22%
This is an incredibly powerful move, and it is Ganondorf's Meteor Smash.
Ganondorf thrusts both legs downward. Anyone hit by his feet will be sent down
immediately and won't stop until they come into contact with solid ground or
plummet to their death. They are also shocked when they are hit. This move will
hit anyone below Ganondorf and, to a small extent, the sides of him. If you hit
an enemy that is next to and a little above you, you will only deal 17% damage
and the knockback of the move is significantly reduced.
== Throws and Holds ===========================================================
These moves are done while holding an opponent.
Armored Knee
A/Z -> 2%
Ganondorf knees the opponent for a maximum of three times. However, once you
grab an opponent, he/she will start mashing buttons like crazy in order to
break the hold. You're better off hitting them once and then throwing them.
Gut Punch
Tilt Foward -> 13%
Ganondorf sucker punches whoever hes holding and sends them flying foward.
Blind Mule Kick
Tilt Backward -> 10%
Ganondorf hold his victim behind him and delivers a sidekick to their face.
Jaw Breaker
Tilt Up -> 7%
Ganondorf holds his opponent above his head and punches them upward.
Dirt Nap
Tilt Down -> 7%
Ganondorf choke slams his enemy into the ground. And no, I did not base my
email adress from this move.
== Special Moves ==============================================================
Warlock Punch [Darkness]
Neutral B -> 32% / 35%
Ganondorf charges his fist with darkness, then delivers a Chuck Norris punch
that absolutely annihilates anyone or anything in front of him. There are a
couple of interesting things about this move that you should be aware of. This
move has considerable wind up lag; you can get around this by beginning the
attack in the air. You can also reverse the move once you begin it by
immediately smashing the stick the opposite direction. This will initiate a
move known as the Reverse Warlock Punch. The RWP does a little more damage (35%
as opposed to 32%) and has a little more knockback (like this move needs more
knockback). Learn to use this move wisely and effectively; it can KO middle-
weight characters with as little 30% damage.
Flame Choke [Darkness]
Smash Left/Right + B -> If Opponent is on Ground - 9%
If Opponent is in Air - 12%
Ganondorf lunges a small distance and grabs any enemy in his path. He then
holds them up and infuses them with darkness, causing them to explode and be
sent to the ground. If Ganondorf grabs an enemy in the air with this move he
will hold on to them as he dives down to the ground; he then slams them into
the dirt for 12% damage. This little quirk is useless in Time matches, but it
can be used cheaply in Stock matches much like Bowser's Smash B can. If you
have more lives than your opponent you can simply grab your opponent in the
air and cause both of you to die as you dive toward the bottom of the screen.
Keep doing this until you've won or until the people you're playing with have
kicked you out of their game.
Eyce Theon writes:
"In certain cases where an especially small opponent is grabbed under a
floating platform, they won't fall to the ground in front of Ganon, and
instead will end up lying on top of said platform.(examples:
http://i7.photobucket.com/albums/y268/Eyce/example1.jpg and
http://i7.photobucket.com/albums/y268/Eyce/example2.jpg) Without the fall
time, they can get up even sooner than normal - but the difference is
negligable. A CPU will still lay there for a while like normal; the answer to
this should always be a quick Usmash. An Usmash is also a good idea against a
Human player at this time, as most don't expect to end up above Ganon after
Flame Choke. Even if they do roll and dodge it, the Usmash is over fast enough
to react afterwards to whatever they decide to do.
Now, I only expect tourny-goers to really care about this little detail about
Flame Choke, so I only tested who-and-where on Battlefield and Lylat Cruise
(since it doesn't work on Smashville and Final D). The following list is who
will be left on the above platform (only the left and right ones obviously) on
each stage.
Battlefield
Ness
Lucas
R.O.B.
Lylat Cruise
Ness
Lucas
Olimar
Kirby
Metaknight
Jigglypuff
Yoshi
Wario
Ice Climbers (actually useful if you grabbed Popo)
R.O.B.
Mr. Game and Watch
"
Dark Dive [Electricity/Darkness]
Smash Up + B -> 11% / 7%
Ganondorf jumps upward. If he comes into contact with an opponent he will grab
onto them and shock them, then create an explosion that will launch him off
the opponent while they are sent flying back. If, however, you just barely fall
short of the required distance to reach an opponent, Ganondorf will instead
release darkness above him, causing his opponent to fly upwards for 7% damage.
A very important thing to note about Dark Dive is that if you connect with an
opponent, Ganondorf will jump quite high after the explosion (I've actually
died because I went too high) and be able to use any aerial moves again! That's
right, you can even use Dark Dive again. Ganondorf can escape from the very
edge of death itself (a.k.a. the bottom of the screen) as long as you have an
opponent to latch on to.
Wizard's Foot [Darkness]
Smash Down + B -> If Opponent is on Ground - 10%
If Opponent is in Air
First Kick = 15%
Second Kick = 7%
If Ganondorf is in Air and Opponent is on Ground = 8% - 15%
If Opponent is in air and Ganondorf is on Ground = 12%
Ganondorf does a flying side kick enshrouded in Darkness. This move travels a
good distance on land. If you use it in the air, Ganondorf will travel about
the same distance at a very sharp downward angle. Wizard's Foot has some very
interesting properties when it is used in the air. If both you and the opponent
are on the ground and you will always deal 10% damage. If you are in the air,
you have a chance to hit the opponent twice (another two-kick attack?!?). The
kick can hit the opponent if they are in the air; this will deal 15% damage.
Again, the sweetspot is on the tip of Ganondorf's foot. If you hit the opponent
with the side of his foot you will deal less damage. The first kick also sends
the opponent flying down so that they are set up for the second kick; if you
close enough to the ground Ganondorf will slam into it and create a shockwave.
If you have dragged your opponent from your first kick and hit them with the
second one you will deal 7% damage. If, however, your opponent is on the ground
and you are attacking from the air then different rules apply. If your opponent
is hit be thy edge of the shockwave they will be dealt 8% damage; those that
grazed by Ganondorf's leg will be hit with 14% damage; and finally, if an enemy
is hit dead on by Ganondorf's leg they will be dealt 15% damage. Overall this
is a very versatile move. Make sure you learn the distance it travels because
there is nothing worse than falling just short of your opponent and leaving
yourself wide open.
== Other Moves ================================================================
Final Smash - Beast Ganon [Darkness]
(When you have the Smash Ball) B -> 50% - 65%
Ganondorf transforms into his powerful alter-ego, Ganon. Ganon is an enormous
beast like creature. First he will stomp the ground, paralyzing anyone in front
of him and dealing them 10% damage. If anyone is unfortunate enough to be under
him when he stomps they will planted into the ground for an additional 10%
damage. Ganondorf will then rush foward to the edge of the screen, sending
anyone in his path to the edges of the screen. This move is decent in larger
stages (Final Destination) and absolutely killer in small stages (Onett, Lylat
Cruise). You can use this move whenever you want, whether you're falling
through the air on the ground.
NOTE: For some reason I cannot figure out the game will not let you use
Ganondorf's Final Smash right away. It will instead force you to use
his Warlock Punch. If you have any answers or possible explanations
please email me at mini_dirtnap@yahoo.com.
It appears we have an answer to the Smash Ball lag problem! Jimmy Yu writes:
"The note about delay is something I figured out- It takes two or three seconds
for the "aura" around a character in standby to completely form, and that's
only when you can use the final smash. I learned this because I LOVE the
landmasters- So on instinct I always hit B the moment I hear a certain
something breaking, and waste a precious few seconds on a blaster. Bah."
Taunt One
Up D-Pad
Ganondorf spins around in the air and tries to go Super Saiyan.
Taunt Two
Left/Right D-Pad
Ganondorf punches his hand into his fist, then cracks his knuckles in Darkness.
The epitome of cool.
Taunt Three
Down D-Pad
Ganondorf pulls out his sword from God knows where, takes a look at it, then
puts it back.
Ledge Attack
(When Hanging off Ledge) A -> 10%
Ganondorf climbs up over the ledge and does a lunging-backhand attack. If the
person you hit is very close to the ledge you will actually send them flying
outward to the edge of the screen with a surprising amount of knockback. If you
have more than 100% damage Ganondorf will do a low kick instead upon getting up
over the ledge. The two attacks are the exact same, though, in terms of damage
and knockback, although the kick has a little more range and comes out a little
faster.
Get-Up-Off-the-Floor Move
(When lying on ground) A -> 6%
If Ganondorf is lying on his back he will pull off an Eddy Gordo move and do a
handstand and a split, hitting anyone around him. If Ganondorf is lying on his
stomach he will kick out behind him, then swing his legs over and in front of
him. This will also hit anyone around him.