I came up with an idea for how Ganondorf could appear and work in the next Smash.
First of all, his design would be changed to what he might've looked like if he appeared in BotW, similar to Sheik's situation in Brawl. This is to fit together with Link (and Zelda, who I assume is getting a similar treatment).
Second, he still uses his Smash 4 incarnation as a basis but is heavily decloned. For example, his stats (weight, running speed, air speed etc.) are basically the same and he might use a trident for some attacks, but the general idea of the attack could be the same it was in Smash 4. Here's a list of the changed moves:
Jab: Stabs forwards with the trident. Similar to his current jab but with better range.
D-tilt: Does a shoveling motion with the trident, scooping opponents into the air. Combos into aerials at lower percentages.
U-tilt: Spins the trident over his head before stabbing it to the ground in front of him, creating an explosion. Basically my idea of retaining the current u-tilt while giving it more utility, with the spinning part protecting you from attacks from above and the stabbing part working like his u-tilt does now. The multi hitting spin doesn't combo into the stab but instead launches the opponents diagonally upwards on the last hit with average knockback.
U-smash: Very similar to his current u-smash, but instead of kicking his leg up he does an upwards stab with the trident.
D-smash: Stabs the trident into the ground which causes two slanted rock formations to erupt from the ground on both sides, launching opponents at an angle of 45 degrees or so.
F-smash: Throws the trident in front of him. It spins in the air, dealing multiple hits and launching on the final hit. The range could depend on the charge, similar to Duck Hunt Duo's f-smash.
N-air: Spins the trident in front of him, similar to Pit and Dark Pit's n-air.
B-air: Stabs backwards with the trident, holding it in a reverse grip. Very good range and strongest at the tip.
Grab: Ganondorf reaches out with his free hand with range similar to Ike's grab and grabs the opponent by the scruff of their neck (if they have a neck) and holds them in the air.
Pummel: Ganondorf stabs the opponent with the trident.
F-throw: Animation resembles d-throw but done forwards instead of towards the ground.
U-throw: Throws the enemy above him and stabs them with the trident. A kill throw with strength somewhere between those of Marth's and Mewtwo's.
B-throw: Like f-throw but done in the other direction and more powerful.
Neutral Special: Like with u-tilt, my purpose with this is to retain his current move while giving it more utility. Holding down the special button will make him do the Warlock Punch, but if you just press it quickly instead, Ganondorf will throw out an energy ball that will slowly travel horizontally (diagonally down if done in the air). This ball can be reflected even with normal moves, making it a little faster with each reflect. When the ball is out, an uncharged neutral special will make Ganondorf do a quick backhanded motion with little cooldown, which is specially meant for reflecting the ball. Hitting the ball with Warlock Punch will split it into multiple smaller balls that can't be reflected and home in on the opponent who reflected it. Whoever is hit by either version of the move will be paralysed, the duration depending on the amount of times the ball has been reflected. The ball will always be reflected completely horizontally, even if Ganondorf begins with the aerial version.
Up Special: Ganondorf rises up, spinning the trident above him and dealing multiple hits. The final hit deals similar knockback to Dark Dive's final hit.
Down Special: Like with Wizard's Foot, Ganondorf dashes forwards or diagonally downwards depending on if the move is used in the air or on the ground. However, instead of kicking he stabs with the trident. If the move isn't shielded, the opponent gets skewered on the trident. This allows the aerial version to be used as an additional form of Ganoncide offstage. After a grounded skewer or landing after an aerial skewer Ganondorf has a few options. Hitting either special or attack has him slam the skewered opponent on the ground, launching them in the air. Pressing forward makes Ganondorf kick the opponent off the trident, launching them at a low angle similar to his f-tilt. Pressing back has him turn around while swinging the trident and launching the opponent off it in a higher angle.
So, any feedback or ideas on how to improve this? Did I change something I shouldn't have or miss certain scenarios that could affect the function of some moves?