nyuuzyou/wikis huggingface dataset:
Ganondorf (SSB4)/Side special/Default

==Overview==
's side special in Smash 4 is Flame Choke. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the neck before dropping them to the ground. As it is a command grab, Flame Choke cannot be shielded. It can potentially be used continuously to tech chase opponents; alternatively, depending on the opposing character and whether or not the opponent techs, Ganondorf may be able to follow up with several of his moves, making Flame Choke a combo starter.
If used in the air, Ganondorf will forcefully slam the opponent down to the ground, dealing more damage than the grounded version but lacks any followups. If used offstage, this will result in an instant KO, known as Ganoncide. If Ganondorf is leading by more than one stock or if he and his opponent both have one stock left, Ganoncide can be used to quickly end a match in victory for Ganondorf, making it crucial for opponents to avoid the ledges of stages if these circumstances are met.
==Update history==
 1.1.5
*
==Hitboxes==
===Ground===
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	12% 	361 	60 	90 	0 	No
===Air===
Hitbox type	Damage	Angle	Base knockback	Knockback scaling	Fixed knockback value	Weight dependent
Throw 	15% 	361 	40 	82 	0 	No
==Timing==
===Grounded===
Grab 	16-30
Animation length	59
===Aerial===
Grab 	19-31
Animation length	59
===Ground (hit)===
Super armor 	17-40
Throw release 	31
Animation length	60
|-
===Air (hit)===
Throw release 	1
Animation length	40
==Missed tech Flame Choke followup list==
If a character fails to tech a grounded Flame Choke used against them, Ganondorf may be able to follow up with several different moves, making Flame Choke an effective combo starter or setup for a finishing move.
Able to follow up with: 	Characters
Immune to Flame Choke followups 	
Jab only 	
Down tilt only 	
Down tilt and forward tilt 	
Down tilt, forward tilt and jab 	
Down tilt, forward tilt, jab and down smash	
==External links==
*Flame Choke followup info
Category:Ganondorf (SSB4)
Category:Special moves (SSB4)
Ganondorf (SSB4)/Up aerial

==Overview==
Ganondorf performs a bicycle kick. It is a very versatile move that excels in speed, range, power, and edgeguarding. It is Ganondorf's fastest aerial attack, and his fastest attack overall, coming out on frame 6, and is effective at escaping combo strings, neutral game, and punishing air dodges. The initial hitbox is very strong, capable of KOing around 100% near the ledge, while the mid and late hitboxes deal low damage but are very notorious for their semi-spike angles and extremely high hitstun, making them very effective for gimping and jab reseting.
The late hitboxes' jab reset occurs even at 999%, and is an essential part of Ganondorf's combo game when combined with his down aerial and footstool jumping. Ganondorf can also use the late hitbox of his up air to combo into a footstool jump until mid percents on tall characters, and footstool to Wizard's Foot is a true combo on most of the cast (known as the Gungnir, a true combo popularized by ), which can KO at extremely low percents if used near the edge.
==Update History==
 1.0.4/ 1.0.0
*
 1.1.3
*
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	6-10
Mid hit 	11-13
Late hit 	14-16
Ending autocancel	25-
Interruptible 	34
Animation length 	43
|-
===Landing lag===
Animation length	19
Category:Ganondorf (SSB4)
Category:Up aerials (SSB4)
Ganondorf (SSB4)/Up smash

==Overview==
Ganondorf does a forceful upwards kick. The move deals 21% in front of him and 24% on Ganondorf's leg and it has very high knockback, with the front hitbox KOing Mario at 91% on Final Destination and the leg hitbox KOing him 15% earlier. The move has very high startup lag at 21 frames however, its ending lag is deceptively low (only having 41 total frames), making it difficult to punish, easy to fake out opponents and use another attack. When sweetspotted, his up smash is the strongest in the game, only being surpassed by under the influence of Deep Breathing. The move also has a good amount of vertical range, with the move being noticeably disjointed, which makes it effective as an anti-air or as an option to hit opponents on platforms, especially due to its incredible strength. 
The move is also highly effective against shields. Because of its high damage, the move deals more than half damage to shields (even when uncharged) and it pushes opponents back very far. The move's high damage and low ending lag also makes the move very safe on shield. The sourspot is only -6 on shield which along with its pushback, makes it impossible for other characters to punish unless both characters are at the edge. Even in this situation, some grabs can still miss Ganondorf due to the position of his leg. The leg hitbox is even safer on shield (only being -4) and if it hits an opponent on a higher platform, the move is completely unpunishable. Charging the move naturally makes the move even safer to the point where the sweetspot becomes + on shield if charged for long enough. The move does become more punishable on power shield although many characters still cannot get a very strong punish. 
The only notable downside with the move is that it has high startup lag which does make it quite punishable during its startup and limits its use as an Out of Shield option although the sheer strength of the move makes it risky to challenge. The move is also incapable of hitting opponents behind Ganondorf and against smaller characters, the sweetspot cannot connect if the opponent is on the ground (unless they are on a platform above Ganondorf). 
Overall, Ganondorf's up smash is considered to be one of the best in the game as despite its high startup lag, it has excellent damage and KO power as well as having a good amount of range and very low ending lag, making it a risky and difficult move to challenge or punish.
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Hitboxes 	21-23
Interruptible 	42
Animation length	54
Category:Ganondorf (SSB4)
Category:Foot attacks (SSB4)
Category:Normal attacks (SSB4)
Category:Up smashes (SSB4)
Ganondorf (SSB4)/Up special/Custom 1

==Overview==
==Update history==
==Hitboxes==
|}
==Timing==
Super Armor 	5-14
Hit 1 	15-16
Hit 2 	42-44
Animation length	72
|-
Category:Ganondorf (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Category:Custom moves
Ganondorf (SSB4)/Up special/Custom 2

==Overview==
==Update history==
==Grabboxes, Hitboxes and Throw==
===Vault===
|}
===Hit===
|}
|}
==Timing==
===Vault===
Grab 	14, 40-42
Animation length	70
===Throw===
Electricity 	4
Throw 	17
Interruptible 	76
Animation length	75
Category:Ganondorf (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Category:Custom moves
Ganondorf (SSB4)/Up special/Default

==Overview==
Ganondorf performs Dark Dive, in which he leaps upwards and performs an uppercut. If Ganondorf hits an opponent while using Dark Dive, he will latch onto them and discharge electricity before launching them with an explosion and jumping off. If Ganondorf is able to grab an opponent with Dark Dive, he will not go into a helpless state, and allows him to reuse the move again, giving him more versatility offstage. As Dark Dive is a command grab, it cannot be shielded if used against a grounded opponent and is a decent out of shield move. Alternatively, if Ganondorf misses the grabbing portion of the move, opponents can still be hit with the uppercut at the peak of Ganondorf's jump, which can be used to catch aerial opponents off guard.
However, the move covers minimal horizontal or vertical distance and causes helplessness, making it a very poor recovery move. In addition, the move has very weak knockback even to the similar Falcon Dive, and is overall Ganondorf's weakest move, having difficulty at finishing off opponents at percentages as high as 225%. A successful grab also has an extreme ending lag of 60 frames, making it punishable and even gimpable if the opponent techs the move from under the stage.
==Update history==
 1.1.3
*
==Hitboxes==
===Rising===
|}
|}
===Grab===
|}
|}
==Timing==
===Rising===
Grab 	14, 15-28
Hitboxes 	34-36
Animation length	64
===Throw===
Electricity 	4, 8, 12, 16
Throw 	17
Interruptible 	76
Animation length	75
Category:Ganondorf (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Ganondorf (SSB4)/Up throw

==Overview==
==Update history==
 1.0.6
*
 1.1.0
*
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	11-12
Throw Release 	13
Animation length	43
Interruptible 	44
|-
Category:Ganondorf (SSB4)
Category:Up throws (SSB4)
Ganondorf (SSB4)/Up tilt

==Overview==
Often called the Volcano Kick, Ganondorf holds his leg up for a time, then smashes it down in an explosive axe kick.
It has three different hitboxes: on the leg, in the center of the explosion, and at the edge of the explosion. The hitbox on his leg is the sweetspot, dealing the most damage and knockback, while the explosion is the sourspot. On frames 6-70, it produces a vacuum effect that sucks opponents towards Ganondorf, helping him land the move. It has deceptively large range, making it good for edge-guarding. The sweetspot is incredibly powerful, being able to KO at low percents at the ledge, as well as instantly breaking full shields on hit. It is the strongest up tilt in the game, as well as the strongest tilt overall. However, its immense power is kept in check by its incredibly long startup, making it a very risky but highly rewarding move.
==Hitboxes==
|}
==Timing==
===Attack===
Windboxes 	6-70
Hitboxes 	81-84
Interruptible 	115
Animation length	124
Category:Ganondorf (SSB4)
Category:Up tilts (SSB4)
Category:Flame attacks (SSB4)
Ganondorf (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	10-12
Ending autocancel 	22-
Interruptible 	36
Animation length 	45
|-
===Landing lag===
Animation length	22
Category:Ganondorf (SSBB)
Category:Back aerials (SSBB)
Ganondorf (SSBB)/Back throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	12
Throw Release 	13
Interruptible 	50
Animation length	64
|-
Category:Ganondorf (SSBB)
Category:Back throws (SSBB)
Ganondorf (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	10-12
Late hit 	13-19
DACUS window 	3-6
Boost grab window	2-3
Interruptible 	42
Animation length 	44
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Ganondorf (SSBB)
Category:Dash attacks (SSBB)
Ganondorf (SSBB)/Down aerial

==Overview==
Ganondorf quickly stomps under him, producing electric effects and powerfully meteor smashing anyone who comes in contact with his body. It does 22% damage on the legs and 17% on the upper body and is unanimously considered the most dangerous meteor smash in the game. However, the move possesses transcendent priority, preventing it from cancelling out projectiles. While its base knockback is inferior to Ness' down aerial, its extreme knockback scaling, which is equal to Ike's forward smash, gives it the advantage at higher percentages. It comes out fast with a large hitbox, unlike most of his moves, and gives him an edge in the metagame. Many competitive players use this after a short hop, and per the name, it became known as Thunderstomping. This technique can be used to punish very laggy attacks out of shield, or as a good followup to Flame Choke, if read correctly. At low percentages, this can be used offstage as a followup to a neutral aerial; however, this only works on characters like . Overall, one of the most dangerous moves in the game.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	16-20
Ending autocancel 	32-
Interruptible 	45
Animation length 	54
|-
===Landing lag===
Animation length	35
Category:Down aerials (SSBB)
Category:Ganondorf (SSBB)
Category:Stomps (SSBB)
Ganondorf (SSBB)/Down smash

==Overview==
==Hitboxes==
===Hit 1===
|}
===Hit 2===
|}
==Timing==
Charges between 	4-5
Hit 1 	15-18
Hit 2 	35-38
Interruptible 	64
Animation length	74
Category:Ganondorf (SSBB)
Category:Down smashes (SSBB)
Ganondorf (SSBB)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
Hitboxes 	16-35
Animation length	68
===Aerial===
Clean hit 	16-18
Late hit 	19-29
Animation length	57
===Landing===
Hitboxes 	2-3
Animation length	44
Category:Ganondorf (SSBB)
Category:Down special moves (SSBB)
Ganondorf (SSBB)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ganondorf (SSBB)
Category:Down throws (SSBB)
Ganondorf (SSBB)/Floor attack (back)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-29
Hit 1 	19-20
Hit 2 	28-29
Interruptible 	50
Animation length	59
|
|-
|
Category:Ganondorf (SSBB)
Category:Floor attacks (SSBB)
Ganondorf (SSBB)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-28
Hit 1 	20-21
Hit 2 	26-28
Interruptible 	50
Animation length	54
|
|-
|
Category:Ganondorf (SSBB)
Category:Floor attacks (SSBB)
Ganondorf (SSBB)/Forward aerial

==Overview==
Ganondorf punches using his fist downwards. The sweetspot at the fist has very decent power making it perfect for edgeguards and the sourspot at the arm having useless power when using it center-stage.
The move has slow startup and it interestingly cannot be auto-cancelled until frame 55, this was due to a coding error and because of the error it would led to Ganondorf having large landing lag after using the move.
Despite having a large auto-cancel window, large landing lag and slow startup, it remains of one Ganondorf’s best moves.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	14-19
Ending autocancel 	55-
Interruptible* 	55
Animation length 	59
* The move should become interruptible on frame 45 but due to the late auto-cancel window, it cannot be interrupted until frame 55. The developers most likely intended the move to be auto-cancellable from frame 36 but due to a timing error, it cannot be auto-cancelled until frame 55. This would not be fixed until Ultimate version although in later games, it no longer delays when the move can be interrupted. 
|-
===Landing lag===
Animation length	32
Category:Ganondorf (SSBB)
Category:Forward aerials (SSBB)
Ganondorf (SSBB)/Forward smash

Ganondorf forward smash hitbox visualizations	Ganondorf forward smash hitbox visualizations	Ganondorf forward smash hitbox visualizations	Ganondorf forward smash hitbox visualizations	Ganondorf forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Hitboxes 	21-26
Interruptible 	60
Animation length	66
Category:Ganondorf (SSBB)
Category:Forward smashes (SSBB)
Ganondorf (SSBB)/Forward tilt

==Overview==
Ganondorf leans back and delivers a forceful forward kick with his left leg. The move is based on a kick Ganondorf and other large enemies use in The Legend of Zelda: Twilight Princess.
The move deals 13% at Ganondorf's foot and 12% on his leg and it is a semi-spike with powerful knockback. The foot KOes at 130% in the middle of Final Destination while the leg KOes him at just over 140%. The move's high knockback and semi-spike angle make it an effective tool to send opponents off stage or to edgeguard them. The move also has fairly large hitboxes that have a slight disjoint although its overall range is shorter than Ganondorf's jab and down tilt. The move comes out on frame 10 and while that is fairly slow for a forward tilt, the move is still one of Ganondorf's faster ground moves. It is even a guaranteed followup after Flame Choke against certain characters which makes it quite useful in certain matchups.
The main downside with the move however is its high ending lag. The move has a total duration of 39 frames which makes it quite punishable both on whiff on and on shield. The move's high startup lag also makes the move fairly easy for approaching opponents to power shield which makes the move even more punishable. 
Overall, forward tilt is a solid move in Ganondorf's kit as while it is fairly slow, it has decent range, good power and a very low launch angle which makes the move rewarding when it lands.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	10-12
Interruptible 	40
Animation length	54
Category:Ganondorf (SSBB)
Category:Forward tilts (SSBB)
Ganondorf (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	29
===Dash grab===
Grab 	11-12
Animation length	39
===Pivot grab===
Grab 	10-11
Animation length	35
Category:Ganondorf (SSBB)
Category:Grabs (SSBB)
Ganondorf (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down)	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Warlock Punch (ground) 	
Neutral special 	Warlock Punch (ground reverse)	
Neutral special 	Warlock Punch (air) 	
Neutral special 	Warlock Punch (air revers) 	
Side special 	Flame Choke (ground) 	
Side special 	Flame Choke (ground hit) 	
Side special 	Flame Choke (air) 	
Up special 	Dark Dive 	
Down special 	Wizard's Foot (ground) 	
Down special 	Wizard's Foot (air) 	
Down special 	Wizard's Foot (air landing) 	
Final Smash 	Beast Ganon 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Ganondorf (SSBB)
Category:Hitboxes (SSBB)
Ganondorf (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 1 	7-8
Late hit 1 	9-13
Clean hit 2 	20-21
Late hit 2 	22-32
Ending autocancel 	41-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Animation length	22
Category:Ganondorf (SSBB)
Category:Neutral aerials (SSBB)
Ganondorf (SSBB)/Neutral special

Ganondorf neutral special hitbox visualizations.	Ganondorf neutral special hitbox visualizations.
Grounded 	Aerial
 	
Grounded reversed 	Aerial reversed
 	
==Overview==
Possessing horribly slow startup and minimal range, this move has borderline no use in one on one matches other than for shield break punishes. Can be reversed, which increases damage and knock back. Theoretically could be landed on an offstage opponent as a stock sacrificing attack, but would nearly always be a suboptimal choice.
==Hitboxes==
===Ground===
|}
===Aerial===
|}
==Timing==
===Normal===
Hitboxes 	70-71
Interruptible 	118
Animation length	119
===Reversed===
Reversal 	10-11
Hitboxes 	80-81
Interruptible 	128
Animation length	129
Category:Ganondorf (SSBB)
Category:Special moves (SSBB)
Category:Neutral special moves (SSBB)
Ganondorf (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	6-10
Mid hit 	11-13
Late hit 	14-16
Ending autocancel	25-
Interruptible 	34
Animation length 	43
|-
===Landing lag===
Animation length	22
Category:Ganondorf (SSBB)
Category:Up aerials (SSBB)
Ganondorf (SSBB)/Up smash

==Overview==
Ganondorf performs an upward kick in front of himself. While this move has sluggish startup (coming out on frame 21), it has deceptive horizontal range (though still much shorter than 's notorious up tilt, for instance) and is able to hit much lower in front of Ganondorf than its animation suggests. It has surprisingly low ending lag for an attack of its type; this makes the move very hard to punish, fairly safe on shield for an attack of its type, and enables it to potentially combo into another move. On top of its aforementioned strengths, it also has decent KO power as well. This makes it one of Ganondorf's best moves overall, much like in SSB4.
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Hitboxes 	21-23
Interruptible 	42
Animation length	54
Category:Ganondorf (SSBB)
Category:Up smashes (SSBB)
Ganondorf (SSBB)/Up special

==Overview==
==Hitbox, grab and throw Data==
===Grab===
|}
===Hitbox===
|}
===Throw===
|}
==Timing==
===Dive===
Grab 	14, 15-28
Hitboxes 	34-36
Animation length	64
===Throw===
Hitboxes 	4, 8, 12, 16
Throw 	17
Animation length	75
Category:Ganondorf (SSBB)
Category:Up special moves (SSBB)
Ganondorf (SSBM)/Air dodge

==Overview==
==Timing==
Intangible 	4-29
Glide toss window	2-4
Animation length 	49
!Intangibility 
|-
!Glide toss 
===Landing Lag===
Animation length	10
==Similar moves==
*
Category:Ganondorf (SSBM)
Category:Dodges (SSBM)
Ganondorf (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	7-9
Late hit 	10-16
Boost grab window	2-4
Interruptible 	38
Animation length 	39
!Hitboxes 
|-
!Boost grab 
==Similar moves==
*
*
*
Category:Ganondorf (SSBM)
Category:Dash attacks (SSBM)
Ganondorf (SSBM)/Down aerial

==Overview==
Ganondorf does a stomp attack, with an identical animation to 's . It does 22% damage, with an electric effect. The move is an extremely powerful meteor smash, being by far the most powerful meteor smash in the game (able to KO grounded opponents at under 100%), and the most powerful aerial attack in the game against an aerial opponent (against a grounded opponent, only a few non-meteor aerials such as hit harder). It also has a very large hitbox to compliment the power - covering all of Ganondorf's body and some area around it, it is possible to meteor smash an opponent by hitting with Ganondorf's head. The attack is also fairly easy to land and surprisingly easy to recover from due to its low ending lag. Because of this, the move is considered the best meteor smash in Melee.
However, the move possesses transcendent priority, preventing it from cancelling out projectiles.
Unlike Captain Falcon's down aerial, it lacks the ability to nipple spike, meaning it is always a meteor smash regardless of what body part his opponent gets hit by.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
Summary:
*
*
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	16-20
Ending autocancel 	36-
Interruptible 	38
Animation length 	44
|-
===Landing lag===
Animation length 	35
L-cancelled animation length	17
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Ganondorf (SSBM)
Category:Down aerials (SSBM)
Category:Stomps (SSBM)
Ganondorf (SSBM)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
===Landing===
|}
==Timing==
===Grounded===
Hitboxes 	14-34
Animation length (ground, off ledge)	77, 69
|Ground 
|-
|Off ledge 
===Aerial===
Hitboxes 	15-29
Animation length	58
===Landing lag===
Hitboxes 	2-3
Animation length	57
==Trivia==
*The aerial version is programmed to be active from frames 15-33 however, it is only active from frames 15-29 as aerial Wizard's Foot's animation only lasts 29 frames. 
Category:Ganondorf (SSBM)
Category:Down special moves (SSBM)
Ganondorf (SSBM)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	20
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Ganondorf (SSBM)
Category:Down throws (SSBM)