Super Smash Bros. Obliteration/Ganondorf

Ganondorf is an Unlockable Character in Super Smash Bros. Obliteration. The Feared King of evil, wielder of the Triforce of Power, and the humanoid incarnation of his beast form Ganon, Ganondorf will stop at nothing to obtain complete control of the Triforce and rule over Hyrule with an iron fist. His ambition, meglomania, and powerlust always tends to lead him into conflict with Link and Princess Zelda, wielders of the Triforce of Courage and Wisdom respectively. His latest attempt came in Hyrule Warriors where he corrupted and influenced a young woman named Cia to open the gate of souls so he retrieve his soul fragments. Extremely evil and ready for more, Ganondorf is ready to plunge the fray into darkness through sheer physical/magical power in his moveset in a true fight to take place for the ages.
== Attacks ==
Type 	Name 	Damage 	Description
Neutral 	Gauntlet Thrust	(10% = hand, 8% = arm, 6% = body). 	A palm thrust. All hitboxes except for the sourspot discharge electricity upon landing. Ganondorf's fastest ground attack, with good range, knockback and fairly low ending lag. Despite Ganondorf's overall raw power, its non-sweetspotted damage outputs and set-up are among the weaker ones in the game, though its sweetspot has enough power to KO around 155% near the ledge. A decent out of shield option
Forward Tilt 	 	(13% = foot, 11% = leg) 	A front kick. Good start-up with great knockback and semi-spikes opponents, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in The Legend of Zelda: Twilight Princess,
Up Tilt 	 	(26% = leg 18% = explosion, 44% = total)	 A delayed axe kick that produces an explosion. Has vacuum properties on frames 6-70 and is incredibly powerful, with the sweetspot being infamous for instantly shattering full shields and KOing at low percentages when near the edge, making it one of Ganondorf's best edgeguarding options if used wisely. However, while it is the strongest up tilt in the game, it has immense starting lag at 81 frames and is both Ganondorf's slowest attack and the game's slowest up tilt, making it an extreme "high risk, high reward" move, 
Down Tilt 	 	(13%) 	 A low-angle front kick. Good start-up and range, making it a decent out-of-shield. Also deals powerful, mostly vertical knockback, allowing it to KO at high percents. However, it has noticeable ending lag.
Forward Smash	Power Elbow 	(25%) 	 An elbow thrust. It can be angled and emits dark magic upon landing. Relatively slow start-up and high ending lag, but its extreme knockback is capable of KOing under 80%. Hitting closer to Ganondorf deals slightly higher knockback, but the damage output remains the same. When uncharged, it whittles a shield down by more than half of its health, while it can nearly break them if it is fully charged. While it is based on Captain Falcon's and Black Shadow's forward smashes, it is also very similar to a move Ganondorf uses in the final battle of The Legend of Zelda: Twilight Princess as part of a sword combo
Up Smash 	 	(23% = foot, 20% = leg/body 	A stretch kick. Has some start-up, but deceptively low ending lag because of its interruptibility, so it can be used to bait opponents. Extremely powerful when used against aerial opponents, capable of KOing under 100%. Has small hitbox directly in front of him if he is too far away for the kick to hit. Deals more than half shield health uncharged and can nearly break them if fully charged. Notably, it is the strongest up smash in the game when sweetspotted,
Down Smash 	 	 (6% = hit 1, 15% = hit 2, 21% = total).	A mid-level roundhouse kick followed by a back kick. The first hit has low knockback to naturally combo into the second hit, which has the most damage and knockback. However, there is a hitbox on Ganondorf's thigh that causes it to not connect together properly, as it launches opponents out of the combo. Ganondorf's weakest smash attack, but fastest in terms of start-up, hitting on frame 15. Despite being his weakest smash attack, it is one of the most powerful down smashes in the game and can KO at 115%. Can be used to punish a roll and if used near an edge, the first hit can stage spike opponents if positioned correctly,
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(7% = hit 1 clean, 5% = hit 1 late, 13% = hit 2 clean, 9% = hit 2 late).</p>	 A back kick followed by a roundhouse kick. The first hit deals little damage and has extremely low knockback that allows it to combo into the second kick, which has higher damage and KO power. The first kick has a hitbox on the toe that knocks opponents away and out of the combo, but is useful as a spacer. Moderate landing lag if not used with a full hop. However, due to the first kick's extremely low knockback, it is unsafe on hit and landing and is ineffective as for spacing. The second kick has a decent sex kick-like hitbox, and the late hit can cause opponents to trip. The second kick KO's Mario at the center of Final Destination at 133%
Forward	 	(19% = fist, 17% = arm). 	An overhead, downward arcing punch. Very powerful with decent start-up, but suffers from extreme ending lag and moderate landing lag. Additionally, it cannot autocancel even from a full hop due to a programming error. The sweetspot KOs middleweights at 104% from center-stage,
Back 	 	(18% = fist, 16% = arm). 	A backfist. Relatively fast start-up with power that slightly surpasses his forward aerial, but has short reach. Has little ending lag with moderate landing lag. While it autocancels with a short hop, its high vertical hitbox and low amount of active frames makes it difficult to land on most grounded opponents, particularly those that are crouching. Very likely to take a stock at medium percentages if used quickly after a ledge trump. The sweetspot KOs middleweights at 103% from center-stage and at 77% near the edge,
Up 	 	(13% = clean, 10% = mid, 8% = late). 	A backflip kick. Covers a large arc above him that has good coverage and great power, and starts on frame 6, making it his fastest aerial and his fastest starting move overall. Deals more damage and knockback when it hits closer to Ganondorf. The last few frames of this attack is a sourspot that semi-spikes with extremely low horizontal knockback and high hitstun, which can be a deadly edge guard move, especially at the end. Has little ending lag with moderate landing lag, and can autocancel with a short hop. The clean hit KOs middleweights at 100% near the edge.
Down 	 	(20% = legs, 18% = body). 	A double foot stomp. It discharges electricity upon landing and is the most powerful meteor smash in the game if hit with the lower half of his body, with grounded opponents being KO'd under 120% while being unable to tech the move. There is a sourspot on his shoulder that hits horizontally with less damage, but is still extremely powerful, stronger than his forward and back aerial at higher percentages, though not as effective as when hitting with the meteor smash hitbox off-stage. Has surprisingly little ending lag, but moderately high landing lag unless used with a full hop. It does not meteor smash until 10%, making it very unsafe at low percentages, although it is capable of chaining into itself at very low percentages. All hitboxes have transcendent priority, meaning that it cannot cancel out projectiles.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Spin Kicks with a Dark Magic Infused Leg in Both Forward/Back Directions, while Getting Up.
Floor Attack (Back 	 	(6%) 	Same as Front Attack, just with Less Power.
Floor Attack (Trip) 	 	(7%) 	Spins/Dark Magic Kicks in Both Forward/Back near the ground.
Ledge Attack 	 	(8% 	Performs a backfist while climbing up. Has a very long reach and can even occasionally stage spike enemies near or at the ledge behind him,
Dash Attack 	 	(14% = clean, 12% = late)	A shoulder tackle. Ganondorf gains both a quick speed boost during the move's duration and very brief invincibility after the move's start-up, though the invincibility lasts too short to be practical. The sweetspot is able to reliably KO around 140%. The sourspot, despite severely lacking KO power, has a longer lasting hitbox than the sweetspot and can combo into any of his aerials at varying percentages,
with the follow-up into up aerial striking the entire cast between 70%-90%, one of the strongest dash attacks in the game,
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs an Opponent.
Pummel 	 	(3%) 	A Knee Strike, a Strong bu Moderately Slow Pummel
Forward	 	(8% = hit 1, 5% = throw, 13% = total).	Lifts the opponent and hits them with a short straight-punch. One of the highest damaging forward throws in the game. Decent knockback that is good for setting up down aerials meteor smash, though it does not KO until 195% near
the edge
Back 	 	(6% = hit 1, 5% = throw, 11% = total).	Lifts the opponent behind him and side kicks them away. Decent knockback and can set up an edgeguard. Ganondorf's strongest throw, KO'ing 37% earlier than his forward throw, though its moderate ending lag means it has severely less combo potential in comparison.
Up 	 	(7% = hit 1, 3% = throw, 11% = total).	Lifts the opponent overhead and hits them with an upward palm strike. High base knockback, but low knockback growth prevents it from KOing until 245%. It is not reliable for follow-ups, but it can be used for DI mix-ups, mindgames and start juggles against characters who have a hard time dealing with juggles, though this can be difficult to do so due to Ganondorf's physics.
Down 	 	(5% = Hit 1, 3% = Throw, 8% = Total) 	A one-handed body slam. Very low knockback growth makes it useful for setting up into dash attack, neutral aerial, up aerial, Wizard's Foot or Wizard's Dropkick at 0% to medium percentages. However, Ganondorf's slow speed and physics, an opponent's DI and the move's low hit-stun and horizontal angle often make these follow-ups difficult,
== Taunts ==
Up = With his back facing the screen, Ganondorf punches his fist into his open palm, turns to face the screen and pumps 
his fist.
Side = Pumps his fist as it emits dark magic and crouches while, briefly clenching his teeth before resuming his typical scowling expression.
Down = Crosses his arms while laughing, then looks toward the screen. This references a scene in The Legend of Zelda: 
Twilight Princess.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Warlock Punch	(30% = ground, 37% = ground reverse, 38% = aerial, 40% = air reverse). 	Winds up his left arm while charging dark magic and then performs a dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage. However, this is slower than the regular Warlock Punch. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable. As a result, an aerial reverse Warlock Punch is powerful enough to one-hit KO any character at the ledge with enough rage and break any shield not at full size, while the grounded version can OHKO certain lightweight characters near the ledge. When reversed, it can KO middleweights at a mere 16% with no rage. The grounded version has armor until just before the punch, though the aerial version does not,
Side Special 	Flame Choke 	12% (ground throw), 15% (air throw), 4% (release). 	Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic that drops them onto the ground. The opponent can tech the hit to avoid guaranteed follow-ups, though the move can be tech-chased due to having minimal ending lag. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground, or to the lower blast line in a suicide KO if used off-stage. Much less unwieldy than in Brawl, as Ganondorf will always win if he and the opponent are on their last stocks. Due to functioning as a grab, it bypasses shields and counterattacks, while it can also can be used for a short-ranged horizontal recovery option due to it grabbing edges. When Ganondorf grabs his opponent, he gains armor on frame 17-40,
Up Special 	Dark Dive 	(1.2% = hits 1-4, 9% = throw, 7% = uppercut, 5% = release, 25% = total).	Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a sub-par recovery. If Ganondorf successfully lands this move against an opponent, he is not rendered helpless and can use it again. Ganondorf will perform a dark magic-infused uppercut that deals weak knockback if the grab misses an opponent. It has the weakest knockback out of all of Ganondorf's moves (not counting Flame Choke's set knockback, which has combo potential to compensate) and does not KO until 170%, though it does KO slightly earlier when near the edge and also functions as a decent out of shield move,
Down Special 	Wizard's Foot	(15% = ground, 17% = air, 9% = landing). 	A dark magic-infused flying kick. Deals a decent good and knockback, but has considerable ending lag. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its start-up, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which deals a small amount of knockback. Deals relatively high shield damage in the air, so much so that it can bring shields to a sliver of their health if all of its hitboxes connect. Slows down significantly on impact with anything, has considerable landing lag and is extremely risky to use off-stage,
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Beast Ganon	(10%% = appearance), 10% = paralyze, 40% = charge per hit).	Transforms into his demonic beast form using the triforce of power and rams into the opponent. Opponents too close upon its activation are buried, while those otherwise will be paralyzed if they are in front of him.
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