-COMBO's-_ Heck, these are just some random fun tricks. Most the time, my favorite 100% combo doesn't work. And usually I end up tweaking things aroundin my combo's so I never know if it will work the second time. Forward airials will change to up-airials, and so combos change. . . soooo, even though they are here, most of these aren't dependable. but fun! So I didn't delete them.
Beginner's combo - Dair (L-canceled), Gerudo Dragon, Gerudo Dragon, Dark Dive
Approximate Dmg: 40-50%
Nightmare Combo - Grab, Dthrow, A, Dtilt, Fsmash(charged slightly)
Approximate Dmg: 45-50%
This is all for the name baby, I don't use the forward smash as much as I should, its great, its like Bowsers forward smash, the real back, and the steaming forward of a powerful smash. Pluss, you can stem this combo (as you can with most Ganondorfs combo's) from a grab. Throw them into the ground, and punch them, setting them up for a Sweeping snake, then let them land, let them get up, they won't know your charging this move. It will teach them well, and on the day they learn, you won't charge it, you will do . . . this.
Broken Dream, Nightmare Rush - Grab, Dthrow, A, Dtilt, Fsmash(no charge), Gerudo Dragon, Bair, Fair
Approximate Dmg: 95-100%
Another combo with the tag of ULTIMATE combo, This is the next step in the Nightmare Combo. This requires a degree of luck, and a load of perfection. It works on a set few characters, but were talking 95 - 100 % damage on this one, its worth it to know your opponent, and their character. Do the Nightmare combo, up to the Nightmare Lunge, DON'T charge the nightmare lunge, instead hit them with it, then, if your lucky you can follow with the VERY TIP of a Gerudo Dragon. This will knock your opponent into the air for a great back airial, hidden gauntlet, which you can then do your fist of death. . bluntly run up to them and smack them up. They will most likely recover by now, but . . . oh the glory of getting that final hit in. DO IT! Even if your risking it, DO IT for the GLORY of the Nightmare Rush!
The Scavenger - (end of) Uair, Gerudo Dragon
Approximate DMG: 20-25%
One of the more advanced ways of starting combo's with Ganondorf. Something everyone should learn to use is this combo starter, it can easily lead into parts of the Berserker Death charge, one of Ganondorfs more ultimate combo's. Your opponents might learn to see this coming, but thats the glory of it. Through your playing you will learn many ways to start combo's, you don't necisarily have to start combo's with this move, it hits so far away you can back off and keep 'PICKING' at your opponent.
Wizards Wrath - Fair, Wizards Foot
Approximate DMG: 27-30%
This can lead to a stale-mate against most characters, against laggier characters and depending on which part of the wizards foot you hit with, you might be able to follow up, mostly your looking at this as a lucky beginning combo. This works almost ONLY from zero percent. This is one of the more useful combo's with the Wizards Foot, actually I'd stake that just about only THIS combo makes the Wizard Foot more common. Most people will wonder what to use the Wizards foot for later in the game because its laggy and isn't that good to use a lot, this combo makes the move useful and the lag is acceptable.
I translated the combos as everyone was saying "you should have used Fair, Uair, etc." I added beginner's Combo. I also left Dark Dive, Gerudo Dragon, and Wizard's Foot the same as those are the names on the trophys.
Sorry if someone has already done this.