Mr. Mediocre
Smash Cadet
- Joined
- Jul 11, 2023
- Messages
- 25
Here we are.
We know him, we love him, it's the King of Darkness. He's really fun to play, destroying your opponents with a few neutral wins and a read or two thrown in the mix. As long as you're not being camped out, zoned out, gimped at obscenely low percents and so forth, you're always going to have a fun time with him. However, his move-set is pretty awful (outside of the aforementioned weaknesses). Even though it displays power like nobody's business, it reeks of Captain Falcon, with only minimum attempts given to grant him unique moves. Having succumbed to the Ganon propaganda, I'd like to see a more unique move-set for Ganondorf.
Now, nearly all of these ideas are shamelessly stolen from the Zelda series and other creators who have tread the Ganondorf redesign ground. They will be attributed accordingly.
And finally, I'll lay the framework for why I've compiled these moves in particular for this hypothetical move-set; I like most of his moves as is, though some could be reanimated to make them more distinct from Captain Falcon. I'll try to keep the parts of his current kit I like, while introducing canonical references and appropriate moves that address his most egregious problems, such as his recovery and anti-zoning capability. These ideas will constitute an in-between of completely rebuilding Ganondorf and tweaking his existing design in Smash.
Don't expect any concrete numbers for damage, knockback, etc. because I'd rather balance those things if the move-set actually existed and could be play tested. One, I'm the last person who would have a clue how to balance Smash characters, and two, this all has a nearly zero chance of happening because I'm incapable of making this a reality, and don't expect it to become one via someone else. This is just a mental exercise to express my thoughts regarding redesigning Ganondorf after thinking about it alone for a long time.
Also, apologies for no visual references, my computer is being dumb in this regard:
Jab - Cape Flip
His current jab, Thunder Punch, is a decent poke and shield pressure tool, but not spectacular (as most jabs are). To shift things up, we're replacing it with the cape flip he uses in the Dead Man's Volley in Ocarina of Time. It'll be comparable to Thunder punch in damage and knockback, though it will have a taller hitbox with less range. Of course, that hitbox will have a reflecting property attached to it, with the addition of another feature:
When you perform a forward smash with a Home Run Bat, you have an extremely long wind-up animation before you throw out the devastating attack. However, it reflects projectiles in Ultimate, and if a projectile comes along while you're charging, the wind-up animation is immediately cancelled into the swing, which will reflect the projectile and one-hit KO any unfortunate soul who got hit by the bat. In a similar vein, this new jab will already have decent frame data by Ganondorf standards, but if it reflects a projectile during the attack, it will have reduced end lag. This way, it could more easily engage in standoffs with both parties reflecting projectiles back and forth until one side breaks.
Forward Tilt - Piercing Kick
His current f-tilt, unofficially referred to as the Sparta Kick, will not be going anywhere. Already a solid reference to Twilight Princess (and the 2000 Spaceworld tech demo), as well as being super satisfying to land, it gets my approval to continue spiking my enemies from center stage.
Down Tilt - Dark Sweep
The d-tilt now, Leg Sweep, isn't particularly spectacular. It may be distinct from Falcon's, but that's about the only thing going for it.
Here, I'm pulling an idea from AndYetNoBananas, a YouTuber who offered several other ideas on a new moveset. They're suggestion here was having Ganondorf backhand the ground in front of him from his crouching position, kicking up earth in the process. While they didn't suggest the inspiration (besides Ganondorf backhanding his opponents feeling appropriate), I was reminded of a cutscene in Wind Waker where Ganondorf leans down and backhands Link during their confrontation in the Forsaken Fortress, where he declares the Master Sword lacks the power to defeat him.
Of course, I don't quite see this new move outreach Leg Sweep, but we could compensate elsewhere if needed, like making the knockback angles uniformly vertical as opposed to its current hitboxes.
Up Tilt - Iron Kick
Unfortunately for Volcano Kick, it will no longer burden the u-tilt slot, terrorizing us with the possibility of mis-inputs and lack of an anti-air u-tilt. In its place, we're kicking it old school with Ganondorf's old u-smash from Brawl and Sm4sh. Think of that u-smash, without charging it, with possible tweaks in power and frame data, and we've got an actual move here rather than the joke Volcano Kick is.
Dash Attack - Demon Charge
Going to be honest, the Iron Shoulder really calls to me. It has power behind it, feels well-suited to Ganondorf, and has versatility in both its sweet-spot and sour-spot.
The original idea was to try to transplant that idea onto the charge attack Demise uses in Skyward Sword: he'd lunge forward, swing his sword in front of him, while still maintaining a little movement after the attack. That way, we'd attach a sweet-spot to the sword, which would add a disjoint to his dash attack, while keeping the sour-spot to the rest of his body, which would maintain the Iron Shoulder's late-hit combo potential. While I kind of like this idea, it seems kind of haphazard, might not work in execution, and if it did risks making the move feel much less fun to use. As such, we're basically keeping the move as is, though it might have additional particle effects to fit the name better (renamed so it didn't share the same adjective with Iron Kick).
Forward Smash - Mountain Cleaver
Well, well, well, looks like his Forward Smash is staying the same, right? Well, there's a little more to that. At first, I was going to add the attack he does in Twilight Princess, where in the 4th phase of the final boss fight, he will throw out an elbow, followed with a wide sword slash. This seemed perfect for a new f-smash, and I was totally on board with sacrificing the Doriyah's legendary hitbox for this move.
Then, everything changed when MockRock posted.
On his second channel, he posted a video ranking the f-smash animations in Ultimate, where he outlined the pros and cons of Ganondorf's along with the cast. The big issue, of course, was that this smash attack was a derivative of Ike. Goes to show how even when changing his moves, his smash attacks went from Falcon rip-offs to Ike and Cloud rip-offs. So, listening to this, I totally agreed with everything and should've left it at that.
Instead, it made me think of how with a few tweaks, this move could transcend the Ike rip-off label and feel like a Ganondorf move in the same way that his dash attack and dair feel better on him than on Captain Falcon (citation needed). Towards that end, I think by tinkering the sound to give a more crushing sound than a slashing sound when it hits and animating the sword to embed into the ground at the end, which would send earth particles flying not unlike Sephiroth's d-smash, the move would feel much more satisfying than it already is. That way, it can better impart its impact and purpose, including the part where it can hit below the ledge. Honestly, how the move looks now already gives off the impression that this is what it should be doing, so those simple changes would be enough for me (It also helps that Ganondorf basically uses this kind of attack in Tears of the Kingdom, and the sword slash part of the Twilight Princess move is represented in his forward smash using a battering item, such as the Fire Bar and Killing Edge).
Down Smash - Gloom Breach
Confession Time: I hate the Linked Strikes. Whether it was his Falcon or Cloud d-smash rip-off, I've hated it. It's a little satisfying to land, and I do think it's under-rated, but I've never had an affinity for it, and would rather see anything else here than this abomination. To that end, Ganondorf's going to take his sword, and plunge it into the stage, which sends a shockwave of gloom out into both directions. Originally, this was merely a cool animation I wanted Ganondorf to use, that would vaguely imply the Breach of Demise, but then he uses this exact attack in Tears of the Kingdom (replaced malice with gloom). So, we can have one solid hit rather than two hits linking into one another. The knockback and damage would probably need to be toned down, and we'd also add a hitbox to the sword itself, which could extend below ledges and platforms. I'm picturing that hitbox to be a spike, but that's still undecided. I also see this move taking u-smash's shield breaking potential, more in line with several other d-smashes.
Up Smash - Skyward Surge
His present u-smash, Heaven Slayer, is a fun move to use. I may not use the u-smash ledge cancels MGK demonstrates, nor get that many shield breaks with it, but its shear coverage is a sight to behold. However, I think Demise can offer some inspiration here. In his boss fight, when you go into the 2nd phase, he'll begin to use the same technique you use, the Skyward Strike. During the rest of the fight, he'll have lightning strike his sword, charging it up for electrocuting you, or throwing it as a projectile. However, we'll be using Super Smash Bros Crusade's version of the move, where it strikes his sword and sends a surge of electricity around him. Unlike Crusade, we'll have the chamber animation keep his arm retracted, before he thrusts his sword skyward, which then gets struck by lightning, giving a better sense of power. Because he'll thrust his sword into the air, the sword will have a hitbox separate from the surge of energy. The electric surge will be the sour spot, it'll cover the same area as Heaven Slayer, and maintain its ledge cancel potential. Towards that end, it might have more shield pushback than it currently does. The new sword hitbox would be like trying to land Hero's u-smash and would be a devastating sweet spot to connect. A special animation would play if he managed to land that sweet spot, where it lingers on Ganondorf impaling his opponent with the blue screen effect before the lightning strikes to deliver a devastating combo.
Neutral Air - Ring of Fire
I have mixed feelings about his nair. Whirlwind Formation is his best move on his kit, having power, range, and a long-lasting hitbox nearly perfect for his neutral, advantage, and disadvantage states. It's not a bad move to hit, and it almost gaslights you into thinking it fits Ganondorf's personality. However, I think it's the most egregious of his Falcon aerials, and it still has nagging issues that keep it from shining, such as being stuck on Ganondorf and being inconsistent as a rising aerial, despite Ganondorf's atrocious jump height.
Instead, we're going back to a Link to the Past, where Ganondorf (in pig form, Ganon) twirls his trident and summons fireballs to threaten the Hero of Legend. While we're omitting the trident, Ganondorf will summon a ring of fireballs to fly around him, performing not unlike Palutena's nair. This should hopefully deal with the inconsistency issues, while still providing a massive, disjointed lingering hitbox that provides a similar performance to the Whirlwind Formation.
Forward Air - Skull Splitter
Unsurprisingly, the one unique aerial he has gets to stay. Because it's vaguely referencing the beginning of the boss fight in Ocarina of Time and his key art for the game, it suits him. The sound effects don't quite sell the power of the move to my satisfaction, but that's not the end of the world.
There is one nitpick that involves his landing animation. If you throw out fair close enough to the ground, the particle effect for the punch will come to the ground, appearing to overlap opponents, but there isn't a hitbox because Ganondorf landed. I don't know why some moves get to have landing hitboxes compared to others, but it looks like Ganondorf should hit people there. Since Ocarina of Time has Ganondorf throw his fist into the ground to set the boss arena, we should lean into that concept more and grant fair a landing hitbox that produces a similar shockwave landing onto the ground. It makes for a better reference and more cohesive animation, which I would really appreciate.
Back Air - Back Fist
This move is another Falcon move that feels in place on Ganondorf. However, while Ganondorf tries really hard to throw out that back fist, it still seems a little tame compared to its actual power, so we'll add an extra effect to remedy that. Simply, we'd include gloom to his fist, which explodes outward when he hits something, giving a feeling of magic enhancing Ganondorf's physical attack. I'd imagine the effect being similar to Ganondorf's uppercut hitbox at the end of Dark Dive, where the opponent explodes and trails darkness particles, but replacing the purple with red. Besides visual changes, bair would probably function the same, balance considerations notwithstanding.
Down Air - Thunder Drop
I think this is mandatory. Say what you will, this is one of the cleanest dairs to grace Smash Bros period. I'd go so far saying it is the best dair in the game, that its simple animation conveys a ton of power by virtue of Ganondorf's model, and the hit-lag which momentarily lingers on the impact staying just long enough to make its statement without under- or over-staying its welcome. If only Smash gave a cooler name for it (The Japanese Thunderbolt Kick doesn't quite work either. Perhaps our mere mortal words can not convey the sheer majesty of Ganondorf's dair).
Up Air - Uppercut
Speaking of good moves, Ganondorf's Backflip Kick, while generic, has mostly been pretty consistent in strength, from its role as a combo ender to the utility of the reverse hit (the Tipman). It has lost some of that potency (thanks Ultimate), but seeing people do Tipman combos or jab lock setups with Ganondorf of all characters adds real flavor to his mostly one-note kit.
But that animation really doesn't do it for me, and I was always considering how we could still incorporate the Tipman without the backflip. And then AndYetNoBananas came in clutch once again by reusing Dark Dive's uppercut hitbox in uair's place. The second I saw that, it felt like a "no duh" moment just clobbered me upside the head. The range on that hitbox makes it work perfect for an uair, and we could add a sour-spot at the end to allow for late-hit shenanigans. Aside from the knockback differences, we'd also make the sweet-spot use darkness effects, while the sour-spot would just use electric effects to further differentiate the hitboxes.
Neutral Special - Dead Man's Volley
I (probably) know what you're thinking: why is the reflect on his jab but the rest of Dead Man's Volley here? One, I wanted to simplify his neutral special; two, I wanted jab to do something interesting, and three, I think giving Ganondorf a reflector only on the ground reinforces his current playstyle of outsmarting your opponent with a few well-placed reads that a normal reflector could serve to oversimplify. Perhaps this isn't the right call, but that's my reasoning at the moment. As such, the move is pretty complicated as is, so let's get to it:
On the ground, Ganondorf charges an electric orb in one outstretched hand before throwing it straight forward along the stage. You can't store a charge, and the orb can be reflected like Dedede's Gordo. When it hits someone, it causes a stun effect like Zero Suit Samus's Paralyzer. This stun obviously goes up the more the charge has been reflected, which allows Ganondorf to use his jab for this purpose. If you opt to hold the B Button beyond the initial charge, then Ganondorf will use both hands to charge the electric orb into a massive ball of energy, reminiscent of his homing projectiles in Ocarina of Time or his fourth combo in Hyrule Warriors (Great Swords C5). After a long time has passed, he'll slam the energy ball in front of him before punching it just like he does in Hyrule Warriors, sending out several projectiles that have a weak homing effect like Ocarina of Time. Of course, if an opponent happens to be hit by that initial energy ball, they'll be hit by this move's version of the Warlock Punch. The total animation time will be worse compared to Warlock Punch, so this will almost definitely kill at zero, but will only have use in shield breaks or casual settings. I'm debating whether that energy ball would have a grab hitbox when slammed down so as to ensure opponents who dared to stand in front of that move are guaranteed to be hit by the Warlock Punch. While the idea of parrying that move sounds like a ballsy play, this also feels like the one move that would defy any attempts to subvert the Demon King's power. Naturally, that would also mean that Warlock Punch would just be straight up invincible on top of all that. Neither of those traits make it remotely competitive, but if Ganondorf doesn't have the most powerful move in the game, I'm going to riot.
Impractical, gimmick move aside, projectiles are omitted in the aerial version of the neutral special, which initiates an omni-directional float. This would be based on a fuel system that only regenerates while Ganondorf is on the stage. While I don't see it lasting more than a few seconds at best, it would massively amplify all aspects of his gameplan, especially for his off-stage presence. I have similarly debated whether Ganondorf should use projectiles in the air like the Dead Man's Volley typically does, but I've ultimately decided against it. Giving him a projectile and a reflector on the ground already gives an incentive for players to attempt projectile camping in the corner, and that doesn't fit the direction I want Ganondorf's design to go.
I also want to make the float let Ganondorf use his ground moves in the air to make it a unique movement option in the game, but that's probably going a little too far.
Side Special - Flame Choke
Surprise, surprise, one of Ganondorf's unique moves gets to stay. For real though, this is a fantastic move: from Flame Choke strings to Ganoncides, it's a fairly well-designed move. Naturally, the biggest thing is not putting Ganondorf into free fall after using Flame Choke, which should be a thing already.
Down Special - Wizard Rush
Wizard's Foot is almost a good move, but its miniscule hitbox and lackluster anti-projectile capability makes it somewhat disappointing against competent opponents. Originally inspired by Jotari's idea on redesigning Ganondorf, we're basically just using the same move, but with a trident instead of his foot. This especially works now with Tears of the Kingdom providing a move with the Gloom Spear doing this exact move in the final boss. This'll add a disjoint to the move, and we can keep the edge cancel like it does now. Where I'll differ from the idea is where Jotari has Ganondorf throw the trident down then do a Wizkick to chase it right after in the air. I'm just going to keep the ground and aerial versions play the same as Wizard's Foot does now (just with a trident), as landing the aerial version's spike is a very satisfying move to land and doesn't need to split into two hits. If the new hitbox also allows Wizard Rush to charge through more projectiles than Wizard's Foot does now, that'll be fantastic.
Up Special - Trident Throw
This is based on Ganon throwing his trident in a Link to the Past or Four Sword's Adventure. The particle effect will imitate Four Sword's Adventure, and after guiding the trident for a little bit, Ganondorf will teleport to it in an explosion of Darkness. He'll have a little leeway in how far it travels, can hit and drag opponents along the way, and he may or may not be able to act out of it like his new Flame Choke.
Throws -
Ok, now we go onto the grabs and throws, and this is where the redesign gets a little crazy, because of this one idea: super throws. TL; DR, there was one too many possible throws I wanted to incorporate, and then I thought about giving him more, so now there's four too many throws I want to use. The only vague justification I have is that they'll compensate his grab game from losing Dark Dive in his normal move-set. Please take that with a grain of salt, since that reason came after I was dead set on giving Ganondorf more than four throws.
The basic idea is to make his normal throws about on par with his normal throws now, while giving him additional throws that have power more akin to most of Ganondorf's kit.
Grab - Power Seize
Instead of the pitiful grab Ganondorf uses now, he'll use the move at the end of Ocarina of Time when he turns around and tries to seize the Triforce of Courage from Link. Simply bringing his hand up to seize you with magic lends more leeway into whatever his grab's range would be, unlike his current one.
Pummel - Waves of Darkness
The second part of the above. In addition, the pummel is how I imagine Ganondorf charging his super throws. Holding/tapping the A button to pummel, the waves of shadow damage the opponent over time. While this happens, it also causes the screen to gradually darken to convey the impending doom. After some time, Ganondorf will crackle with lightning particles, indicating a super throw can be used.
Starting with his normal throws:
Forward Throw - Sturdy Thrust
This is what his current f-throw is called, but this is based on another cutscene in Wind Waker, where Ganondorf delivers a final blow to Link before taking his Triforce piece. Since Ganondorf didn't intend to kill Link with that move, this f-throw won't be a kill throw in the strictest sense, perhaps using more base knockback and less knockback growth than his current f-throw.
Back Throw - Dark Dive
Aha, so that's where his Dark Dive went. You can picture it as Ganondorf using Dark Dive on the ground to grab an opponent, just with an animation of Ganondorf dragging them into position behind him. It might have the same kill power as Dark Dive has now, or it might have to be toned down a bit.
Down Throw - Electric Crusher
This will work just like his current d-throw, but the animation is based off the electric orb Ganondorf shoots at Young Link while he's in the middle of chasing down Princess Zelda in Ocarina of Time.
Up Throw - Fiery Assault
We've referenced Link to the Past where Ganon summons a ring of fireballs in his nair. The continuation of that attack, where the fireballs turn into Firebats and are sent flying straight towards Link is referenced here. Ganondorf will summon three of them before throwing the opponent into the air and sending the Firebats after them. Compared to his current u-throw, this would better at killing his opponents, being roughly equal with Dark Dive. Of course, it still wouldn't be amazing at killing, which is where we bring in the likes of...
Super Forward Throw - Shadow Claw
Taken from Hyrule Warriors, where after depleting an enemy's weak point gauge, Ganondorf's Weak Point Smash has him cloak his arm in darkness before swiping the enemy with the dark claws. It would basically look the same in this moveset, though the windup would be shorter to move things along.
Super Back Throw - Warlock Vault
This started off as a Dark Fists from Sm4sh, but it has morphed into something completely different now. Ganondorf would first grab his opponent with his free hand, and then proceed to leap into the air to throw them behind him with the extra power offered by an accompanying explosion of dark energy.
Super Down Throw - Grave Stamp
Taken from Delzethin's Ganondorf redesign, where he has Ganondorf's d-throw as a mighty stomp, though his leg would have dark magic sheathing his leg. I'm picturing this as a bury move, as well as being Ganondorf's most damaging throw.
Super Up Throw - Jawbreaker
This is what his current u-throw is called, and the new one looks the same too. The only difference will be the dark energy in his hand which will explode on contact as though he hit you with his dair upwards, and about as strong if not stronger.
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There we have it, all of the moves have been covered besides the Final Smash, taunts, and various other moves like get-up attacks and so forth. Those are a surprise tool that can help us later. In the meantime, here's a couple more thoughts:
1) I think some amount of armor on his smash attacks would be in order. I know armor is somewhat controversial, and this move-set might not need it, but giving some amount of armor on these attacks would give Ganondorf a better ability to call out his opponents. Why other heavyweights got a slew of armored moves while Ganondorf only has Warlock Punch (and Flame Choke during the grab, which hardly comes up at all) feels wrong.
2) Rage. Though rage has always been a little controversial in Smash, I think it's a neat comeback mechanic that just so happens to benefit heavyweights the most (unless they're gimped at 30). While I don't want Ganondorf to be a comeback character, there's a couple things I'd like to add as Ganondorf's percent climbs higher:
The biggest one regards the super throws. As they're set up now, you need to hold them for a set amount of time before super throws are online. Since the level of mashing out of a grab isn't universal, I don't want the timer to be overbearing for all but the most god-like of mashers. At the same time, it would be a waste to include super throws if they don't ever show up. As a compromise, as Ganondorf's rage/percent goes up, the timer for charging these throws goes down. That way, Ganondorf isn't very likely to super throw you unless you're both at high percents when he grabs you.
The next one is less important, but it would involve increasing the distance travelled in his special moves. Even at max rage, his float, Flame Choke, Trident Throw, and Wizard Rush wouldn't travel that much farther than their base travel distance. However, since they'd take up the same total animation time, that means they would travel a little faster at higher percentages, which could give him that little extra reach that can surprise unsuspecting opponents.
The last one might be the least impactful, but it involves his jab. Cape Flip is based on his reflect in Ocarina of Time (and a stand in for all the other reflects in Zelda), and Dead Man's Volley mostly starts with a few back and forths. As the fight progresses, and the boss loses more health, they reflect the volley more and more times against Link. To reflect this, I'd like the max damage you can reflect on Cape Flip to increase as his percent does. It's the kind of easter egg you might expect to show up in Smash, and if his jab becomes the best reflector when he gets close to max rage, that's fine in my book.
Would all of this keep Ganondorf fun to play, while addressing his weaknesses? Is this something that most people could get behind? Lend me your thoughts, so these ideas can be fleshed out more.
We know him, we love him, it's the King of Darkness. He's really fun to play, destroying your opponents with a few neutral wins and a read or two thrown in the mix. As long as you're not being camped out, zoned out, gimped at obscenely low percents and so forth, you're always going to have a fun time with him. However, his move-set is pretty awful (outside of the aforementioned weaknesses). Even though it displays power like nobody's business, it reeks of Captain Falcon, with only minimum attempts given to grant him unique moves. Having succumbed to the Ganon propaganda, I'd like to see a more unique move-set for Ganondorf.
Now, nearly all of these ideas are shamelessly stolen from the Zelda series and other creators who have tread the Ganondorf redesign ground. They will be attributed accordingly.
And finally, I'll lay the framework for why I've compiled these moves in particular for this hypothetical move-set; I like most of his moves as is, though some could be reanimated to make them more distinct from Captain Falcon. I'll try to keep the parts of his current kit I like, while introducing canonical references and appropriate moves that address his most egregious problems, such as his recovery and anti-zoning capability. These ideas will constitute an in-between of completely rebuilding Ganondorf and tweaking his existing design in Smash.
Don't expect any concrete numbers for damage, knockback, etc. because I'd rather balance those things if the move-set actually existed and could be play tested. One, I'm the last person who would have a clue how to balance Smash characters, and two, this all has a nearly zero chance of happening because I'm incapable of making this a reality, and don't expect it to become one via someone else. This is just a mental exercise to express my thoughts regarding redesigning Ganondorf after thinking about it alone for a long time.
Also, apologies for no visual references, my computer is being dumb in this regard:
Jab - Cape Flip
His current jab, Thunder Punch, is a decent poke and shield pressure tool, but not spectacular (as most jabs are). To shift things up, we're replacing it with the cape flip he uses in the Dead Man's Volley in Ocarina of Time. It'll be comparable to Thunder punch in damage and knockback, though it will have a taller hitbox with less range. Of course, that hitbox will have a reflecting property attached to it, with the addition of another feature:
When you perform a forward smash with a Home Run Bat, you have an extremely long wind-up animation before you throw out the devastating attack. However, it reflects projectiles in Ultimate, and if a projectile comes along while you're charging, the wind-up animation is immediately cancelled into the swing, which will reflect the projectile and one-hit KO any unfortunate soul who got hit by the bat. In a similar vein, this new jab will already have decent frame data by Ganondorf standards, but if it reflects a projectile during the attack, it will have reduced end lag. This way, it could more easily engage in standoffs with both parties reflecting projectiles back and forth until one side breaks.
Forward Tilt - Piercing Kick
His current f-tilt, unofficially referred to as the Sparta Kick, will not be going anywhere. Already a solid reference to Twilight Princess (and the 2000 Spaceworld tech demo), as well as being super satisfying to land, it gets my approval to continue spiking my enemies from center stage.
Down Tilt - Dark Sweep
The d-tilt now, Leg Sweep, isn't particularly spectacular. It may be distinct from Falcon's, but that's about the only thing going for it.
Here, I'm pulling an idea from AndYetNoBananas, a YouTuber who offered several other ideas on a new moveset. They're suggestion here was having Ganondorf backhand the ground in front of him from his crouching position, kicking up earth in the process. While they didn't suggest the inspiration (besides Ganondorf backhanding his opponents feeling appropriate), I was reminded of a cutscene in Wind Waker where Ganondorf leans down and backhands Link during their confrontation in the Forsaken Fortress, where he declares the Master Sword lacks the power to defeat him.
Of course, I don't quite see this new move outreach Leg Sweep, but we could compensate elsewhere if needed, like making the knockback angles uniformly vertical as opposed to its current hitboxes.
Up Tilt - Iron Kick
Unfortunately for Volcano Kick, it will no longer burden the u-tilt slot, terrorizing us with the possibility of mis-inputs and lack of an anti-air u-tilt. In its place, we're kicking it old school with Ganondorf's old u-smash from Brawl and Sm4sh. Think of that u-smash, without charging it, with possible tweaks in power and frame data, and we've got an actual move here rather than the joke Volcano Kick is.
Dash Attack - Demon Charge
Going to be honest, the Iron Shoulder really calls to me. It has power behind it, feels well-suited to Ganondorf, and has versatility in both its sweet-spot and sour-spot.
The original idea was to try to transplant that idea onto the charge attack Demise uses in Skyward Sword: he'd lunge forward, swing his sword in front of him, while still maintaining a little movement after the attack. That way, we'd attach a sweet-spot to the sword, which would add a disjoint to his dash attack, while keeping the sour-spot to the rest of his body, which would maintain the Iron Shoulder's late-hit combo potential. While I kind of like this idea, it seems kind of haphazard, might not work in execution, and if it did risks making the move feel much less fun to use. As such, we're basically keeping the move as is, though it might have additional particle effects to fit the name better (renamed so it didn't share the same adjective with Iron Kick).
Forward Smash - Mountain Cleaver
Well, well, well, looks like his Forward Smash is staying the same, right? Well, there's a little more to that. At first, I was going to add the attack he does in Twilight Princess, where in the 4th phase of the final boss fight, he will throw out an elbow, followed with a wide sword slash. This seemed perfect for a new f-smash, and I was totally on board with sacrificing the Doriyah's legendary hitbox for this move.
Then, everything changed when MockRock posted.
On his second channel, he posted a video ranking the f-smash animations in Ultimate, where he outlined the pros and cons of Ganondorf's along with the cast. The big issue, of course, was that this smash attack was a derivative of Ike. Goes to show how even when changing his moves, his smash attacks went from Falcon rip-offs to Ike and Cloud rip-offs. So, listening to this, I totally agreed with everything and should've left it at that.
Instead, it made me think of how with a few tweaks, this move could transcend the Ike rip-off label and feel like a Ganondorf move in the same way that his dash attack and dair feel better on him than on Captain Falcon (citation needed). Towards that end, I think by tinkering the sound to give a more crushing sound than a slashing sound when it hits and animating the sword to embed into the ground at the end, which would send earth particles flying not unlike Sephiroth's d-smash, the move would feel much more satisfying than it already is. That way, it can better impart its impact and purpose, including the part where it can hit below the ledge. Honestly, how the move looks now already gives off the impression that this is what it should be doing, so those simple changes would be enough for me (It also helps that Ganondorf basically uses this kind of attack in Tears of the Kingdom, and the sword slash part of the Twilight Princess move is represented in his forward smash using a battering item, such as the Fire Bar and Killing Edge).
Down Smash - Gloom Breach
Confession Time: I hate the Linked Strikes. Whether it was his Falcon or Cloud d-smash rip-off, I've hated it. It's a little satisfying to land, and I do think it's under-rated, but I've never had an affinity for it, and would rather see anything else here than this abomination. To that end, Ganondorf's going to take his sword, and plunge it into the stage, which sends a shockwave of gloom out into both directions. Originally, this was merely a cool animation I wanted Ganondorf to use, that would vaguely imply the Breach of Demise, but then he uses this exact attack in Tears of the Kingdom (replaced malice with gloom). So, we can have one solid hit rather than two hits linking into one another. The knockback and damage would probably need to be toned down, and we'd also add a hitbox to the sword itself, which could extend below ledges and platforms. I'm picturing that hitbox to be a spike, but that's still undecided. I also see this move taking u-smash's shield breaking potential, more in line with several other d-smashes.
Up Smash - Skyward Surge
His present u-smash, Heaven Slayer, is a fun move to use. I may not use the u-smash ledge cancels MGK demonstrates, nor get that many shield breaks with it, but its shear coverage is a sight to behold. However, I think Demise can offer some inspiration here. In his boss fight, when you go into the 2nd phase, he'll begin to use the same technique you use, the Skyward Strike. During the rest of the fight, he'll have lightning strike his sword, charging it up for electrocuting you, or throwing it as a projectile. However, we'll be using Super Smash Bros Crusade's version of the move, where it strikes his sword and sends a surge of electricity around him. Unlike Crusade, we'll have the chamber animation keep his arm retracted, before he thrusts his sword skyward, which then gets struck by lightning, giving a better sense of power. Because he'll thrust his sword into the air, the sword will have a hitbox separate from the surge of energy. The electric surge will be the sour spot, it'll cover the same area as Heaven Slayer, and maintain its ledge cancel potential. Towards that end, it might have more shield pushback than it currently does. The new sword hitbox would be like trying to land Hero's u-smash and would be a devastating sweet spot to connect. A special animation would play if he managed to land that sweet spot, where it lingers on Ganondorf impaling his opponent with the blue screen effect before the lightning strikes to deliver a devastating combo.
Neutral Air - Ring of Fire
I have mixed feelings about his nair. Whirlwind Formation is his best move on his kit, having power, range, and a long-lasting hitbox nearly perfect for his neutral, advantage, and disadvantage states. It's not a bad move to hit, and it almost gaslights you into thinking it fits Ganondorf's personality. However, I think it's the most egregious of his Falcon aerials, and it still has nagging issues that keep it from shining, such as being stuck on Ganondorf and being inconsistent as a rising aerial, despite Ganondorf's atrocious jump height.
Instead, we're going back to a Link to the Past, where Ganondorf (in pig form, Ganon) twirls his trident and summons fireballs to threaten the Hero of Legend. While we're omitting the trident, Ganondorf will summon a ring of fireballs to fly around him, performing not unlike Palutena's nair. This should hopefully deal with the inconsistency issues, while still providing a massive, disjointed lingering hitbox that provides a similar performance to the Whirlwind Formation.
Forward Air - Skull Splitter
Unsurprisingly, the one unique aerial he has gets to stay. Because it's vaguely referencing the beginning of the boss fight in Ocarina of Time and his key art for the game, it suits him. The sound effects don't quite sell the power of the move to my satisfaction, but that's not the end of the world.
There is one nitpick that involves his landing animation. If you throw out fair close enough to the ground, the particle effect for the punch will come to the ground, appearing to overlap opponents, but there isn't a hitbox because Ganondorf landed. I don't know why some moves get to have landing hitboxes compared to others, but it looks like Ganondorf should hit people there. Since Ocarina of Time has Ganondorf throw his fist into the ground to set the boss arena, we should lean into that concept more and grant fair a landing hitbox that produces a similar shockwave landing onto the ground. It makes for a better reference and more cohesive animation, which I would really appreciate.
Back Air - Back Fist
This move is another Falcon move that feels in place on Ganondorf. However, while Ganondorf tries really hard to throw out that back fist, it still seems a little tame compared to its actual power, so we'll add an extra effect to remedy that. Simply, we'd include gloom to his fist, which explodes outward when he hits something, giving a feeling of magic enhancing Ganondorf's physical attack. I'd imagine the effect being similar to Ganondorf's uppercut hitbox at the end of Dark Dive, where the opponent explodes and trails darkness particles, but replacing the purple with red. Besides visual changes, bair would probably function the same, balance considerations notwithstanding.
Down Air - Thunder Drop
I think this is mandatory. Say what you will, this is one of the cleanest dairs to grace Smash Bros period. I'd go so far saying it is the best dair in the game, that its simple animation conveys a ton of power by virtue of Ganondorf's model, and the hit-lag which momentarily lingers on the impact staying just long enough to make its statement without under- or over-staying its welcome. If only Smash gave a cooler name for it (The Japanese Thunderbolt Kick doesn't quite work either. Perhaps our mere mortal words can not convey the sheer majesty of Ganondorf's dair).
Up Air - Uppercut
Speaking of good moves, Ganondorf's Backflip Kick, while generic, has mostly been pretty consistent in strength, from its role as a combo ender to the utility of the reverse hit (the Tipman). It has lost some of that potency (thanks Ultimate), but seeing people do Tipman combos or jab lock setups with Ganondorf of all characters adds real flavor to his mostly one-note kit.
But that animation really doesn't do it for me, and I was always considering how we could still incorporate the Tipman without the backflip. And then AndYetNoBananas came in clutch once again by reusing Dark Dive's uppercut hitbox in uair's place. The second I saw that, it felt like a "no duh" moment just clobbered me upside the head. The range on that hitbox makes it work perfect for an uair, and we could add a sour-spot at the end to allow for late-hit shenanigans. Aside from the knockback differences, we'd also make the sweet-spot use darkness effects, while the sour-spot would just use electric effects to further differentiate the hitboxes.
Neutral Special - Dead Man's Volley
I (probably) know what you're thinking: why is the reflect on his jab but the rest of Dead Man's Volley here? One, I wanted to simplify his neutral special; two, I wanted jab to do something interesting, and three, I think giving Ganondorf a reflector only on the ground reinforces his current playstyle of outsmarting your opponent with a few well-placed reads that a normal reflector could serve to oversimplify. Perhaps this isn't the right call, but that's my reasoning at the moment. As such, the move is pretty complicated as is, so let's get to it:
On the ground, Ganondorf charges an electric orb in one outstretched hand before throwing it straight forward along the stage. You can't store a charge, and the orb can be reflected like Dedede's Gordo. When it hits someone, it causes a stun effect like Zero Suit Samus's Paralyzer. This stun obviously goes up the more the charge has been reflected, which allows Ganondorf to use his jab for this purpose. If you opt to hold the B Button beyond the initial charge, then Ganondorf will use both hands to charge the electric orb into a massive ball of energy, reminiscent of his homing projectiles in Ocarina of Time or his fourth combo in Hyrule Warriors (Great Swords C5). After a long time has passed, he'll slam the energy ball in front of him before punching it just like he does in Hyrule Warriors, sending out several projectiles that have a weak homing effect like Ocarina of Time. Of course, if an opponent happens to be hit by that initial energy ball, they'll be hit by this move's version of the Warlock Punch. The total animation time will be worse compared to Warlock Punch, so this will almost definitely kill at zero, but will only have use in shield breaks or casual settings. I'm debating whether that energy ball would have a grab hitbox when slammed down so as to ensure opponents who dared to stand in front of that move are guaranteed to be hit by the Warlock Punch. While the idea of parrying that move sounds like a ballsy play, this also feels like the one move that would defy any attempts to subvert the Demon King's power. Naturally, that would also mean that Warlock Punch would just be straight up invincible on top of all that. Neither of those traits make it remotely competitive, but if Ganondorf doesn't have the most powerful move in the game, I'm going to riot.
Impractical, gimmick move aside, projectiles are omitted in the aerial version of the neutral special, which initiates an omni-directional float. This would be based on a fuel system that only regenerates while Ganondorf is on the stage. While I don't see it lasting more than a few seconds at best, it would massively amplify all aspects of his gameplan, especially for his off-stage presence. I have similarly debated whether Ganondorf should use projectiles in the air like the Dead Man's Volley typically does, but I've ultimately decided against it. Giving him a projectile and a reflector on the ground already gives an incentive for players to attempt projectile camping in the corner, and that doesn't fit the direction I want Ganondorf's design to go.
I also want to make the float let Ganondorf use his ground moves in the air to make it a unique movement option in the game, but that's probably going a little too far.
Side Special - Flame Choke
Surprise, surprise, one of Ganondorf's unique moves gets to stay. For real though, this is a fantastic move: from Flame Choke strings to Ganoncides, it's a fairly well-designed move. Naturally, the biggest thing is not putting Ganondorf into free fall after using Flame Choke, which should be a thing already.
Down Special - Wizard Rush
Wizard's Foot is almost a good move, but its miniscule hitbox and lackluster anti-projectile capability makes it somewhat disappointing against competent opponents. Originally inspired by Jotari's idea on redesigning Ganondorf, we're basically just using the same move, but with a trident instead of his foot. This especially works now with Tears of the Kingdom providing a move with the Gloom Spear doing this exact move in the final boss. This'll add a disjoint to the move, and we can keep the edge cancel like it does now. Where I'll differ from the idea is where Jotari has Ganondorf throw the trident down then do a Wizkick to chase it right after in the air. I'm just going to keep the ground and aerial versions play the same as Wizard's Foot does now (just with a trident), as landing the aerial version's spike is a very satisfying move to land and doesn't need to split into two hits. If the new hitbox also allows Wizard Rush to charge through more projectiles than Wizard's Foot does now, that'll be fantastic.
Up Special - Trident Throw
This is based on Ganon throwing his trident in a Link to the Past or Four Sword's Adventure. The particle effect will imitate Four Sword's Adventure, and after guiding the trident for a little bit, Ganondorf will teleport to it in an explosion of Darkness. He'll have a little leeway in how far it travels, can hit and drag opponents along the way, and he may or may not be able to act out of it like his new Flame Choke.
Throws -
Ok, now we go onto the grabs and throws, and this is where the redesign gets a little crazy, because of this one idea: super throws. TL; DR, there was one too many possible throws I wanted to incorporate, and then I thought about giving him more, so now there's four too many throws I want to use. The only vague justification I have is that they'll compensate his grab game from losing Dark Dive in his normal move-set. Please take that with a grain of salt, since that reason came after I was dead set on giving Ganondorf more than four throws.
The basic idea is to make his normal throws about on par with his normal throws now, while giving him additional throws that have power more akin to most of Ganondorf's kit.
Grab - Power Seize
Instead of the pitiful grab Ganondorf uses now, he'll use the move at the end of Ocarina of Time when he turns around and tries to seize the Triforce of Courage from Link. Simply bringing his hand up to seize you with magic lends more leeway into whatever his grab's range would be, unlike his current one.
Pummel - Waves of Darkness
The second part of the above. In addition, the pummel is how I imagine Ganondorf charging his super throws. Holding/tapping the A button to pummel, the waves of shadow damage the opponent over time. While this happens, it also causes the screen to gradually darken to convey the impending doom. After some time, Ganondorf will crackle with lightning particles, indicating a super throw can be used.
Starting with his normal throws:
Forward Throw - Sturdy Thrust
This is what his current f-throw is called, but this is based on another cutscene in Wind Waker, where Ganondorf delivers a final blow to Link before taking his Triforce piece. Since Ganondorf didn't intend to kill Link with that move, this f-throw won't be a kill throw in the strictest sense, perhaps using more base knockback and less knockback growth than his current f-throw.
Back Throw - Dark Dive
Aha, so that's where his Dark Dive went. You can picture it as Ganondorf using Dark Dive on the ground to grab an opponent, just with an animation of Ganondorf dragging them into position behind him. It might have the same kill power as Dark Dive has now, or it might have to be toned down a bit.
Down Throw - Electric Crusher
This will work just like his current d-throw, but the animation is based off the electric orb Ganondorf shoots at Young Link while he's in the middle of chasing down Princess Zelda in Ocarina of Time.
Up Throw - Fiery Assault
We've referenced Link to the Past where Ganon summons a ring of fireballs in his nair. The continuation of that attack, where the fireballs turn into Firebats and are sent flying straight towards Link is referenced here. Ganondorf will summon three of them before throwing the opponent into the air and sending the Firebats after them. Compared to his current u-throw, this would better at killing his opponents, being roughly equal with Dark Dive. Of course, it still wouldn't be amazing at killing, which is where we bring in the likes of...
Super Forward Throw - Shadow Claw
Taken from Hyrule Warriors, where after depleting an enemy's weak point gauge, Ganondorf's Weak Point Smash has him cloak his arm in darkness before swiping the enemy with the dark claws. It would basically look the same in this moveset, though the windup would be shorter to move things along.
Super Back Throw - Warlock Vault
This started off as a Dark Fists from Sm4sh, but it has morphed into something completely different now. Ganondorf would first grab his opponent with his free hand, and then proceed to leap into the air to throw them behind him with the extra power offered by an accompanying explosion of dark energy.
Super Down Throw - Grave Stamp
Taken from Delzethin's Ganondorf redesign, where he has Ganondorf's d-throw as a mighty stomp, though his leg would have dark magic sheathing his leg. I'm picturing this as a bury move, as well as being Ganondorf's most damaging throw.
Super Up Throw - Jawbreaker
This is what his current u-throw is called, and the new one looks the same too. The only difference will be the dark energy in his hand which will explode on contact as though he hit you with his dair upwards, and about as strong if not stronger.
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There we have it, all of the moves have been covered besides the Final Smash, taunts, and various other moves like get-up attacks and so forth. Those are a surprise tool that can help us later. In the meantime, here's a couple more thoughts:
1) I think some amount of armor on his smash attacks would be in order. I know armor is somewhat controversial, and this move-set might not need it, but giving some amount of armor on these attacks would give Ganondorf a better ability to call out his opponents. Why other heavyweights got a slew of armored moves while Ganondorf only has Warlock Punch (and Flame Choke during the grab, which hardly comes up at all) feels wrong.
2) Rage. Though rage has always been a little controversial in Smash, I think it's a neat comeback mechanic that just so happens to benefit heavyweights the most (unless they're gimped at 30). While I don't want Ganondorf to be a comeback character, there's a couple things I'd like to add as Ganondorf's percent climbs higher:
The biggest one regards the super throws. As they're set up now, you need to hold them for a set amount of time before super throws are online. Since the level of mashing out of a grab isn't universal, I don't want the timer to be overbearing for all but the most god-like of mashers. At the same time, it would be a waste to include super throws if they don't ever show up. As a compromise, as Ganondorf's rage/percent goes up, the timer for charging these throws goes down. That way, Ganondorf isn't very likely to super throw you unless you're both at high percents when he grabs you.
The next one is less important, but it would involve increasing the distance travelled in his special moves. Even at max rage, his float, Flame Choke, Trident Throw, and Wizard Rush wouldn't travel that much farther than their base travel distance. However, since they'd take up the same total animation time, that means they would travel a little faster at higher percentages, which could give him that little extra reach that can surprise unsuspecting opponents.
The last one might be the least impactful, but it involves his jab. Cape Flip is based on his reflect in Ocarina of Time (and a stand in for all the other reflects in Zelda), and Dead Man's Volley mostly starts with a few back and forths. As the fight progresses, and the boss loses more health, they reflect the volley more and more times against Link. To reflect this, I'd like the max damage you can reflect on Cape Flip to increase as his percent does. It's the kind of easter egg you might expect to show up in Smash, and if his jab becomes the best reflector when he gets close to max rage, that's fine in my book.
Would all of this keep Ganondorf fun to play, while addressing his weaknesses? Is this something that most people could get behind? Lend me your thoughts, so these ideas can be fleshed out more.
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