SSBU/Ganondorf

From Dragdown


Overview

Ganondorf
Weight:118
Spotdodge:The duration and intangibility of this character's on-spot dodges.28F (3-18F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.4-32F intangible (Neutral)
3-21F intangible (Directional)
Fastest OOS:Neutral Air (10F)
Overview
Ganondorf (ガノンドロフGanondorofu) is a neutral monster character that prioritizes big hits at range, trading, and hard reads. He has an array of attacks that boast range that rivals sword fighters that sometimes lead into a small combo for immense damage. He's extremely heavy, allowing him to survive attacks many other fighters wouldn't, keeping him a consistent terror on stage.

However, this does not outweigh his faults to most. Ganondorf may be a monstrous character up close, but getting that close is precisely the problem. He’s incredibly slow with little to help him at long range besides patience, making him extremely vulnerable to faster characters and projectiles. He is also subject to taking a lot of damage when hit due to his size and weight, while also potentially knocking him offstage where he has one of the most fragile recoveries in the game. His moves also have notable startup, with his fastest option on the ground and in air being frame 7, which allows opponents who are faster to smother Ganon with attacks when they’ve gotten inside his range. His landing options are poor, all being slow and extremely committal besides neutral air, and his airdodge is frame 4, allowing opponents to land stronger combos with less worry about frame-tightness.

This leads to Ganon rarely getting to play the game in many matchups, due to him not being able to get in and being hard punished for it. Despite this, he is very capable of doing damage even still. Most opponents are acutely aware of these dangers, and thus, become very fearful of him in battle despite knowing his faults. A great Ganondorf is able to take advantage of this and land extremely hard punishes from reading panic defensive options from the opponent, making him a true threat on the stage sometimes, like the King of Darkness he is.

Summary
Ganondorf is a hard-hitting superheavy with the tools for walling, trading, and early kills.
Pros Cons
  • Hard Hitter: The wielder of the Triforce of Power lives up to his reputation, as most of his attacks are capable of doing over 20% a hit, breaking shields, and even killing under 30. His edgeguarding and ledgetrapping is surprisingly good, sometimes killing at ~70% on ledge.
  • Superheavy: Ganon is the 5th heaviest character in the game, making it extremely difficult to flat out KO him without an edgeguard or strong confirm.
  • Amazing Range: His large frame lends him large limbs, giving him a suite of moves that make a few swordies tremble. Moves like forward air, neutral air, and down tilt outrange a large amount of the cast, meaning he can wall or straight up ignore enemy attacks.
  • Fear Factor: Many opponents are afraid of fighting Ganon knowing they could die in three hits, causing them to make hasty, exploitable decisions.
  • Very Slow: He has some of the worst mobility stats in the game, having the 4th worst run speed, 4th lowest double jump height, and 3rd worst air speed. This makes him a sitting duck in many situations against even moderately faster opponents.
  • Big Body: As it goes with the superheavy characters, Ganon is a very large character—making him easy to hit and combo.
  • Terrible Disadvantage: Ganondorf is not only slow, but has extremely poor landing options and a vulnerable recovery. This means that when he loses neutral, he may lose his entire stock for it eventually.
  • Few Combos: Ganon trades combo capability for raw power and knockback. Sometimes, he knocks the enemy too far away to catch up, which ironically leads him to not being able to capitalize in advantage as well as other characters would with a long combo.
  • Stage Positioning Dependent: Ganon is capable of killing earlier the closer the enemy is to the ledge, but conversely, Ganon oddly can struggle at killing if he doesn't have that positioning. His moves mostly knock enemies horizontally, meaning they may have the whole screen to be knocked away and live a lot longer with good DI.



Normal Attacks

Jab Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 7-8 27 361 -9 to -8 N/A

An electric palm thrust. Ganondorf's fastest grounded attack, and one of the better jabs in the game. It has higher range, more KO power, and endlag compared to most Jabs. Has some of the best shield safety among Jabs as well, being hard to punish if spaced well.

Its main downsides are its high startup for a Jab, and its tall hitbox placement makes it so some characters can duck under it.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
41 74 N/A N/A 10 0 0 1.0 1.0

Dash Attack

Dash/Run State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 15.0 10-12 38 70 -13 to -11 N/A
Late 11.0 13-19 38 80 -11 to -5 N/A

A shoulder tackle. Among the best dash attacks in the game, with good startup, high damage and KO power, relatively low endlag, and uniquely enough among Ganondorf's kit, combo potential.

The most common utility of this move is whenever you're in close to midrange, serving as a good threat to anyone who doesn't respect you. Interestingly enough, this move is also among the safer ends of dash attacks, and can even cross up shields at point blank.

In addition, it can be used as a followup to people tech rolling away from Ganondorf after Flame Choke, or even tech rolling behind Ganondorf (Mostly requires the use of Instant Dash Attacks).

The early hit starts combos into moves like Neutral Air Attack, Backward Air Attack, or Up Air Attack at low percents, and outright KOs starting at 100%-120%.

The late hit combos for even longer, but doesn't have the KO potential the early hit does. The late hit can combo into any of his aerials at later percents.

Overall, a great move in Ganondorf's kit that should be used to its fullest potential, but it's still punishable enough to where you cannot get lazy with its use.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 50 85 N/A N/A 14 1 0 1.0 1.0
Late 45 60 N/A N/A 13 1 0 1.0 1.0


Tilt Attacks

Forward Tilt Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0/14.0 10-12 40 22 -17 to -15/-16 to -14 N/A

A front kick. Decently fast, and a pretty nasty angle make this a good option to force your opponent offstage. Also good at KOing, due to its high knockback.

Its main downsides are subpar range (even being outranged by Jab), and like Jab, having a high hitbox that allows for some characters to duck under it (although this isn't as common).


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
31 82 N/A N/A 12/13 0 0 1.0 1.0

Up Tilt Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Vacuum N/A 6-52Vacuum 96 180/0 -87 to -41 N/A
Hit 24.0 60-63 96 361/70 -14 to -11 N/A
  • Has a windbox from frames 6-52
  • Leg and Initial Explosion deal 44 shield damage, breaking shields in one hit

An extremely slow axe kick that creates an explosion when the leg lands. Volcano Kick's abysmal startup and lack of any protection to prevent interrupting make it the worst Up Tilt in the game, even with its strengths of being the strongest Up Tilt in the game (It's also outclassed in terms of KO Power by Forward Smash).

There are two saving graces to this move, being a decent two framing option with great reward on hit, and its ability to break shields in one hit (Excluding the late hit). Its main utility is hard reads and niche applications in edgeguarding, but otherwise, it's ill-advised to use.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Vacuum 22 FKB/10 FKB 100 N/A N/A 2 0 6 0.0 0.0
Hit 60 68/80 N/A N/A 21 20 0 1.0 1.0


Down Tilt Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.0 10-12 36 60/70/80 -12 to -10 N/A

A crouching front kick. Decently fast with the second longest range of his tilts, making it useful as a followup to Flame Choke. Aside from that, like the rest of his kit, it has great KO power (mainly on his foot), but doesn't have much else.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 94 N/A N/A 13 0 0 1.0 1.0


Smash Attacks

Forward Smash Attack

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
24.036 charged 29-31 70 40 -25 to -23-18 to -16 charged N/A
  • Known in the community as "Doriyah"
  • Has an interpolation issue on the hitboxes, resulting in a large blindspot above Ganondorf's head

A duel handed downward sword strike. The second strongest non buffed Forward Smash in the game, this move can strike fear into those who aren't experienced in the matchup.

In addition to being an extremely strong KO option, it covers a large amount of area above and in front of Ganondorf, and it can even hit people on ledge.

It does have some downsides however, being the slowest smash attack in his kit, and it's notably laggy, making it unsafe on block (Although its high shield damage make blocking the move repeatedly ill-advised).


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
61 75 N/A N/A 157 charged 0 0 1.0 1.0

Up Smash Attack

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
24.0/21.036/31.5 charged 20-25 62 85/78/75 -26 to -21/-27 to -22-19 to -14/-21 to -16 charged N/A

An overhead sword arc. This move has good coverage all around Ganondorf, and decently long vertical range allows it to cover an entire platform. This can be used to call out predictable air approaches or tech chasing on platforms.

Aside from that, it's slow and laggy, making it a similar case on shield to Forward Smash.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 71/75 N/A N/A 15/147/6 charged 0 0 1.0 1.0

Down Smash Attack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front Hit 5.07.5 charged 15-18 60 160/175/147/150 -40 to -37-38 to -35 charged N/A
Back Hit 15.022.5 charged 35-38 60 35 -14 to -11-9 to -6 charged N/A

Kneels down and performs a front sword hilt strike, then grabs the hilt and thrusts it backwards. Ganondorf's fastest Smash Attack, it has some utility with edgeguarding, as the move has semispike properties, and the first hit can stage spike.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front Hit 90 FKB/95 FKB 90/92 N/A N/A 43 charged 0 0 1.0 0.5
Back Hit 61 81 N/A N/A 105 charged 0 0 1.0 1.0


Air Attacks

Neutral Air Attack

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1st Hit, Clean 7.0 7-8 41 55/70/100 -7 N/A
1st Hit, Late 5.25 9-12 41 55/70/100 -7 N/A
2nd Hit, Clean 12.0 17-18 41 361 -5 N/A
2nd Hit, Late 9.0 19-26 41 361 -6 N/A

A back kick into a roundhouse kick. One of Ganondorf's primary tools, and his best aerial. It has decent framedata, very high damage, great KO power, and long range, making it good at many things.

Being frame 7, this is Ganondorf's fastest Out of Shield, and it has the longest horizontal range of Ganondorf's aerials, making it good for throwing out against opponents and edgeguarding. Both hits of the move linger for some time, and the late version of the second hit can trip opponents.

There are a few flaws with this move, being the large spacing between the first hit and second hit causing the second hit to sometimes miss, and the first hit has trouble connecting into the second hit if the opponent is on the ground, but otherwise, this is a great move that should be used to its utmost potential.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1st Hit, Clean 20/50 30/110 10 N/A 3 0 0 1.0 1.0
1st Hit, Late 20/50 30/110 10 N/A 3 0 0 1.0 1.0
2nd Hit, Clean 25 106 10 41 5 0 0 1.2 1.0
2nd Hit, Late 25 106 10 41 4 0 0 1.2 1.0


Forward Air Attack

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
17.0/18.0 14-19 45 361 -7 N/A
  • Only aerial that doesn't autocancel out of a Shorthop or Fullhop

An overhand. Good reach among his aerials, although it is outranged by Nair horizontally. At a cost to range and speed, it's even more powerful than Nair, easily KOing characters at even mid percent ranges.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 93 13 45 6 0 0 1.0/1.1 1.0

Backward Air Attack

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
17.0/18.5 10-12 36 361 -5 N/A

A backhand. His shortest but safest aerial, and happens to be his strongest aerial when sweetspotted, making it a good tool to use on shield (Being safe on shield if spaced correctly).

Another downside is that its hitbox placements make it difficult to land when using the aerial while falling.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 86 11 22 6 0 0 1.0/1.2 1.0


Up Air Attack

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 13.0/12.0 8-10 34 361 -6 N/A
Late 12.0/10.0 11-13 34 30 -6/-7 N/A
Latest 8.0/6.0 14-16 34 0 -7/-8 N/A

A flip kick. Covers the most total area of Ganondorf's aerials, and has surprising KO power, being comparable to Forward Aerial Attack. In addition, it has the second fastest startup of his aerials.

The late hitboxes of the move are moderate knockback semi spikes, making them effective at edgeguarding, but the window is tight.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 35 100 11 N/A 5 0 0 1.0 1.0
Late 30 80 11 N/A 5/4 0 0 1.0 1.0
Latest 20 70 11 25 4/3 0 0 1.0 1.0

Down Air Attack

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
19.0/17.0 16-18 45 270/361 -9/-10 N/A

A duel footed stomp. The second strongest spike in the game, easily KOing opponents offstage at early percents, making it a monster to land if done offstage. Even when onstage, the move can still KO at late percent ranges, and the horizontal hitbox is comparable to his Forward Aerial Attack and Backward Aerial Attack in KO power.

However, its main downside is being his slowest and least safe aerial, being quite punishable if done point blank, but it can autocancel in a fullhop.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 100 16 32 7/6 0 0 1.0 1.0


Special Attack

Neutral Special

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground 30.0 70-73 118 50 -21 to -18 all armor 11-67 infinite hp
Ground Reverse 37.0 80-83 128 361 -16 to -13 all armor 21-75 infinite hp
Aerial 38.0 70-73 118 30 -15 to -12 N/A
Aerial Reverse 40.0 80-83 128 30 -13 to -10 N/A

Winds up his left arm for 60 frames, before lunging forward and delivering a darkness infused backhand (On frame 70). On par with Up Tilt in utility, but used for a different use case.

Inputting the opposite direction from frames 1-11 allows Ganondorf to reverse the move, making it even stronger (strong enough to one hit some characters), but adds 10 extra frames to its startup.

Unlike the move he's cloning from, the move becomes even stronger when done in the air, although it's effectively impossible for him to land the reverse aerial version unless he was knocked into the air first.

Overall, this is Ganondorf's worst move, and its only use case is for the hardest of reads, and deleting people after a shield break (which Ganondorf isn't exactly unknown for).


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground 120 46 N/A N/A 26 0 0 1.0 1.0
Ground Reverse 30 100 N/A N/A 31 0 0 1.0 1.0
Aerial 30 100 N/A N/A 32 0 0 1.0 1.0
Aerial Reverse 40 100 N/A N/A 34 0 0 1.0 1.0


Side Special

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground, Grab N/A 16-30 60 N/A N/A N/A
Aerial, Grab N/A 16-28 58 N/A N/A N/A
Throw 12.0 31 58 361 N/A all armor 17-40 infinite hp
  • Grounded Version can be teched (Leaves Ganondorf +1)
  • Aerial Version is untechable
  • Opponent can mash out for the aerial version (Opponent percent must be lower than Ganondorf's)

Reels back before lunging forward with a darkness infused hand. If connected, he grabs the opponent's face and either lifts them up before pulsing them with a darkness blast (Grounded version) which drops them to the floor, or descends with the opponent below him (aerial version).

A key tool in instilling fear into the opponent, the grounded version is his primary mixup tool, since Ganondorf can always act before the opponent can (Even when the opponent techs). This allows him to followup with any of Ganondorf's grounded moves, but the most consistent are Jab, Dash Attack, and Down Smash.

The aerial version has its benefits and downsides. It works as a kamikaze option to drag both you and the opponent into the blastzone, or when landing on the ground, serves as a more consistent way to set up the mixup game Flame Choke offers. In addition, it serves as one of Ganondorf's few recovery options, but it sends into freefall if done. Do note that when performing the kamikaze, it will always KO Ganondorf first.

One notable issue with the move is for both versions, the grabbox doesn't reach all the way to the hands, and for the aerial version, the grabbox only shows up when the hand is fully extended (compared to most burst command grabs where the grabbox shows up before the arms move into place).

Overall, this is a key tool in Ganondorf's arsenal, but it has its flaws, and can be risky to use.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground, Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A
Aerial, Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A
Throw 60 90 N/A N/A N/A


Up Special

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Uppercut 7.0 34-36 66 70 -24 to -22 N/A
Grab N/A 14-28 66 N/A N/A N/A
Throw, Multihit 1.9x4 4/8/12 40 361 NaN N/A
Throw, Final Hit 8.0 17 40 0 N/A N/A

Leaps upwards before uppercutting. The rising portion of the move functions as a command grab, where he will latch onto them and emit electricity before launching off.

This is Ganondorf's primary recovery option, although it's not that great of one. The throw is decently powerful, so there is some risk if he's facing towards the blastzone.

If Ganondorf grabs an opponent, he will not be sent into freefall, allowing him to recover more effectively. The throw can be wall teched, which means he can be punished if done near a wall (although this is harder to perform compared to previous instances). This prevention of recovery is colloquially known as "Tech Checking".

It can be used as an OOS, but it's a sub par one at best, and detrimental at worse.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Uppercut 70 90 N/A N/A 7
Grab N/A N/A N/A N/A N/A
Throw, Multihit 50 100 N/A N/A 3
Throw, Final Hit 100 10 N/A N/A N/A

Down Special

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground 14.0/16.0 16-35 41 45 -11 to 8/-10 to 9 N/A
Aerial, Early 15.0 16-18 31 290 0 to 2 N/A
Aerial, Late 14.0 19-30 31 80 2 to 13 N/A
Landing 8.0 2-3 45 80 -34 to -33 N/A

A darkness infused flying kick on the ground. In the air, he dives at an ~75 degree angle. It's a decent option against weaker projectiles, though its small hitbox makes this inconsistent. It's also pretty strong, and doesn't lose its strength over time.

The aerial version functions as a strong spike, but the spike's duration isn't too long lasting, and it creates a landing hitbox. The duration for when the landing hitbox can activate is deceptively long, somewhat allowing it to bait out opponents trying to punish it. Using the move offstage is an almost guaranteed stock loss.

In addition, the move can be used to nearly break shields if you land both the aerial sweetspot and landing hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground 65 65 N/A N/A 13/14
Aerial, Early 50 100 N/A N/A 14
Aerial, Late 50 100 N/A N/A 13
Landing 80 35 N/A N/A 8


Grabs & Pummel

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox N/A 8-10 39 N/A N/A N/A

Reaches forward with his left arm. His fastest grab, although slower than standard grab speeds and short range make this a sub par grab.

Ganondorf's tall stature doesn't help with how short ranged it is either. Technically his fastest OOS, but its range isn't significant enough to justify using it much during that scenario.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox N/A N/A N/A N/A N/A N/A N/A N/A N/A


Dash Grab

Dash State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Dash N/A 11-13 47 N/A N/A N/A

Similar in concept to Grab, but moving forward. Has slightly more range than standing grab at a cost to more startup and endlag.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Dash N/A N/A N/A N/A N/A N/A N/A N/A N/A


Pivot Grab

Dash State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grabbox N/A 12-14 42 N/A N/A N/A

Turns around and lunges with the left arm. Ganondorf's slowest but longest ranged grab. Interestingly enough, it has less endlag than Dash Grab, so it's generally better.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grabbox N/A N/A N/A N/A N/A N/A N/A N/A N/A


Pummel

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 1.6 2 8 80 -2 N/A

A good way for Ganondorf to unstale his moves. Has high damage for a pummel, but has lower overall dps compared to other superheavy pummels.

Ganondorf's high damage means you usually don't need to do more than one or two at a time.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 0 30 100 N/A N/A 3 0 0 2.3 1.0


Throws

Forward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 5.0 11-12 40 80 -22 to -21 all invincible 1-13
Throw Release 8.0 13 40 43 N/A all invincible 1-13

Lifts the opponent up and delivers an uppercut. Deals good damage for a throw, but is surprisingly weak for how powerful the animation looks, KOing around 150% at ledge.

The main utility of this throw is for getting opponents offstage for edgeguards, but its high angle make it less than substantial at this job.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 30 100 N/A N/A 6 0 0 1.5 1.0
Throw Release 68 70 N/A N/A N/A 0 0 0.0 1.0


Backward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 5.0 12-13 50 70 -31 to -30 all invincible 1-14
Throw Release 5.0 14 50 43 N/A all invincible 1-14

Tosses the opponent behind him and delivers a backwards push kick. Ganondorf's strongest throw in terms of knockback, KOing around 145% at ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 30 100 N/A N/A 6 0 0 1.5 1.0
Throw Release 30 130 N/A N/A N/A 0 0 0.0 1.0

Upward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 10.0 11-12 44 140 -22 to -21 all invincible 1-13
Throw Release 3.0 13 44 90 N/A all invincible 1-13

Lifts the opponent overhead and delivers an upward palm strike. Arguably his worst throw, as while it's tied for Forward Throw for his highest damage throw, it deals too much base knockback and has too high ending lag to combo, while also having too little knockback growth to KO before 240%.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 30 100 N/A N/A 10 0 0 1.2 1.0
Throw Release 70 105 N/A N/A N/A 0 0 0.0 1.0


Downward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 23 40 65 N/A all invincible 1-23

Slams the opponent into the floor with one hand. His best throw, as it's your bread and butter combo throw. It can combo into some of his grounded moves, and some of his aerials at early percents, notably Dash Attack, Nair, Reverse Aerial Rush Bair, and Uair.

At later percents, it can true combo into Reverse Aerial Rush Bair to kill confirm.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 50 N/A N/A N/A 0 0 0.0 1.0


Misc. Attacks

Ledge Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 24-26 57 45 -22 to -20 all intangible 1-26

Performs a backfist whilst climbing up. A standard ledge attack.

Has decent range and notably disjointed range behind him, making it so Ganondorf can stage spike opponents behind him.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 10

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 17-22 46 361 -21 to -16 all intangible 1-22
Down 7.0 16-24 46 48 -22 to -14 all intangible 1-24

(Up): Stands on one hand and performs a leg sweep from back to front. A standard getup attack.

(Down): Performs a somersault kick. A standard getup attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7


Trip Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-26 50 361 -24 to -17 all intangible 1-7

Stands on one foot and performs a front to back spin kick. Like all trip attacks, it's not particularly great due to less intangibility.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


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