nyuuzyou/wikis huggingface dataset:
Ganondorf (SSBM)/Forward aerial

==Overview==
Ganondorf's forward aerial, often nicknamed the Skull Crusher or The Punch, involves him punching in a downwards motion in front of himself. Compared to the Knee Smash, The Punch is weaker and laggier, which is made up for by its significantly longer range.
The move has many positive traits which make it a widely used move in Ganondorf's metagame, namely its power, good range, and lack of a sourspot. The fact that it hits above Ganondorf means it can easily cover various tech options from opponents on platforms above him, as well as being a very good kill move, being able to kill spacies at below 80% if used near the edge of most competitive stages. Also, if the move is spaced properly, it's very hard to punish out of shield (due to its high shieldstun and shield pushback by virtue of its damage output) if used while falling. 
However, every move has its drawbacks, and The Punch is outclassed by in many areas, being slower, laggier, having less knockback (starting at 106%) and, most importantly, not being able to autocancel in a short hop, which makes it only work as a falling aerial, giving oponents more time to react and potentially whiff punish the attack.
Overall, The Punch is considered a staple of Ganondorf's moveset for its variety of good traits, however, it should not be overused, as it might not always be the most rewarding option for every situation and Ganondorf can be punished hard if the attack fails to connect.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
Summary:
*
*
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	14-19
Ending autocancel 	34-
Interruptible 	35
Animation length 	44
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Ganondorf (SSBM)
Category:Forward aerials (SSBM)
Ganondorf (SSBM)/Forward smash

Ganondorf's forward smash hitbox visualizations.	Ganondorf's forward smash hitbox visualizations.	Ganondorf's forward smash hitbox visualizations.	Ganondorf's forward smash hitbox visualizations.	Ganondorf's forward smash hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hitboxes 	20-24
Interruptible 	60
Animation length	66
Category:Ganondorf (SSBM)
Category:Forward smashes (SSBM)
Ganondorf (SSBM)/Forward tilt

Ganondorf's forward tilt hitbox visualizations.	Ganondorf's forward tilt hitbox visualizations.	Ganondorf's forward tilt hitbox visualizations.	Ganondorf's forward tilt hitbox visualizations.	Ganondorf's forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Animation length	29
Category:Ganondorf (SSBM)
Category:Forward tilts (SSBM)
Ganondorf (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	11-13
Animation length	40
Category:Ganondorf (SSBM)
Category:Grabs (SSBM)
Ganondorf (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Thunder Punch 	
Forward tilt 	Armor Crusher 	
Forward tilt (angled up) 	Armor Crusher 	
Forward tilt (angled down) 	Armor Crusher 	
Up tilt 	Volcano Kick 	
Down tilt 	Sweeping Snake 	
Dash attack 	Iron Shoulder 	
Forward smash 	Nightmare Lunge	
Forward smash (angled up) 	Nightmare Lunge	
Forward smash (angled down)	Nightmare Lunge	
Up smash 	Tornado Kick 	
Down smash 	Leg Whip 	
Neutral aerial 	Swooping Keese 	
Forward aerial 	Skull Crusher 	
Back aerial 	Hidden Gauntlet	
Up aerial 	Vulture Kick 	
Down aerial 	Thunder Drop 	
Neutral special 	Warlock Punch 	
Side special (ground) 	Gerudo Dragon 	
Side special (aerial) 	Gerudo Dragon 	
Side special (ground hit) 	Gerudo Dragon 	
Side special (aerial hit) 	Gerudo Dragon 	
Up special 	Dark Dive 	
Down special (ground) 	Wizard's Foot 	
Down special (aerial) 	Wizard's Foot 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Ganondorf (SSBM)
Category:Hitboxes (SSBM)
Ganondorf (SSBM)/Neutral aerial

==Overview==
Ganondorf performs two aerial roundhouse kicks in rapid succession. At a cursory glance, the move appears to be a copy of Falcon's Rotary Kick with minor tweaks to better fit Ganondorf's character. As compared to Falcon's neutral air, it has the same startup and move duration, more end lag, landing lag, knockback, and damage (on both hits), and autocancels ³⁄₂₀ of a second sooner. Given this, one would think that it would behave similarly in neutral, being a combo-starter and approach tool.
However, there are a lot of flaws with the move that make themselves apparent after attempted use in competitive or semi-competitive matches. The most obvious nerf from Falcon's version is the grand total of 4 active frames split between the two hits, unlike Falcon's 16. In addition, the move has much worse range, barely covering his ankles instead of being slightly disjointed like Falcon. Combined with the over 1.5x higher landing lag, this makes the move terrible at approaching, and much more likely to be stuffed by the opponent. The move is also worse against shields. The best Ganon can be against shield with this move (assuming it's performed frame perfectly, which is an extremely difficult and awkward timing) is -2; his and have much better range and shield pushback, allowing Ganon to pressure shields and attempt a shield poke without fearing the opponent's out of shield options. In the event that he lands the move on an opponent, Ganon is unlikely to get a combo: the 2nd hit is usually too strong and launches opponents too far away for a follow-up, and the 1st hit (unlike Falcon's) lacks fixed knockback, making it unlikely to combo into the 2nd hit at anything above low percents.
However, there is one niche that saves the move from being utterly unusable: extending combos. Ganondorf's moveset is full of strong, high-knockback aerials which are great for starting combos at low percents but terrible for keeping combos up at mid-percents until Ganon can successfully KO. 1st-hit-only neutral air, by contrast, is an amazing juggle tool, owing to the move's comparatively lower knockback and favorable angles, ranging from 55° on his foot to 65° on his hip (colored Blue in the hitbox image), keeping the opponent closer to Ganon. The hip angle can be difficult to land, as the knee hitbox outprioritizes it, requiring Ganon to land the hit while the opponent's hitbox is inside him, though this does allow him to perform a DI mixup by occasionally hitting with the reverse hitbox. Ideally, Ganon will launch the opponent with his , , or , juggle the opponent with this move 1-to-4 times, and finish the combo with his forward or back air, leading to an edgeguard or outright killing them.
==Update history==
 1.0.1
*
**
**
==Hitboxes==
|}
==Timing==
===1.0.0===
Initial autocancel	1-3
Hit 1 	7-8
Hit 2 	16-17
Ending autocancel 	22-
Animation length 	44
|-
===1.0.1+===
Initial autocancel	1-3
Hit 1 	7-8
Hit 2 	20-21
Ending autocancel 	26-
Animation length 	44
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Ganondorf (SSBM)
Category:Neutral aerials (SSBM)
Ganondorf (SSBM)/Neutral special

==Overview==
Ganondorf's Warlock Punch in Melee is largely only used when the opponent's shield has broken, or very situationally as an extremely committal and flashy edgeguard option. This move sees significantly more use in free-for-all's and doubles matches.
==Hitboxes==
|}
==Timing==
Hitbox 	70-72
Animation length	119
==Similar moves==
==Trivia==
* The move has a command in its script to become interruptible on frame 117, however, the animation cannot be interrupted.
Category:Ganondorf (SSBM)
Category:Neutral special moves (SSBM)
Ganondorf (SSBM)/Side special

==Overview==
==Hitboxes==
===Grounded===
|}
|}
===Aerial===
|}
|}
==Timing==
Grounded search
Search 	15-34
Animation length	79
Grounded hit
Hitbox 	4-8
Animation length	25
Aerial search
Search 	18-34
Animation length	79
Aerial hit
Hitbox 	4-8
Animation length	25
Landing lag hit
Animation length	40
Landing lag miss
Animation length	20
==Similar moves==
*Raptor Boost
Category:Ganondorf (SSBM)
Category:Side special moves (SSBM)
Ganondorf (SSBM)/Up aerial

==Overview==
Ganondorf does a bicycle kick in the air, where its knockback and range are shorter than Captain Falcon's up aerial. The move is a major part of Ganondorf's deadly edgeguarding game, with the mid and late hits being low-damage semi-spikes, referred to as the Tipman, which can be used to gimp the opponent. The main part of the move at the front is a decent horizontal edgeguarder due to its power, though usually inferior to . The move is also notable for being Ganon's fastest aerial, coming out a frame faster than neutral air and being interruptible just a frame later than back air
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	6-10
Mid hit 	11-13
Late hit 	14-16
Ending autocancel	22-
Interruptible 	30
Animation length 	33
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
==Similar moves==
*Captain Falcon (SSBM)/Up aerial
Category:Ganondorf (SSBM)
Category:Up aerials (SSBM)
Ganondorf (SSBM)/Up special

==Overview==
 
==Hitboxes, Grabboxes and throw==
===Grabboxes===
|}
===Latch===
|}
===Throw===
|}
==Timing==
===Rising===
Early grabboxes 	13
Late grabbox 	14-33
Animation length	64
===Throw===
Hitboxes 	3, 7, 11, 15
Throw release 	17
Animation length	76
===Landing lag===
Animation length	30
==Similar moves==
*Falcon Dive
Category:Ganondorf (SSBM)
Category:Up special moves (SSBM)
Ganondorf (SSBM)/Up tilt

==Overview==
Known as the Volcano Kick, it consists of Ganondorf lifting his leg into the air and letting it hang there for over a full second, before bringing it down in an explosive heel kick. It is easily the slowest attack in the game, making it unsuitable for any situation outside a shield break or missed puff Rest, or possibly edgeguarding a low opponent with a slow, linear recovery, such as Fox or Falcon. Outside of such niche situations, it has no uses in neutral or moves that can combo into it. As expected for such an attack, its power is extreme, dealing enough knockback at 0% to launch Mario across the entirety of Final Destination with no DI; while it deals less damage than the Warlock Punch, it has greater KO power at low percents (not until about 100% do they have equal power) while being only 11 frames slower and having a larger hitbox; however, unlike Warlock Punch, which can be started in the air, it must be started on the ground, potentially adding to the start-up time. Also, unlike Captain Falcon's up tilt, Ganondorf's Volcano Kick has a hitbox that does not start as soon as the "whooshing" sound begins (meaning his foot is still in the air while harming opponents) and is only located on the ground of where his foot lands.
==Hitboxes==
|}
==Timing==
Hitbox 	81-83
Interruptible 	113
Animation length	114
Category:Ganondorf (SSBM)
Category:Up tilts (SSBM)
Ganondorf (SSBU)/Back aerial

==Overview==
Ganondorf throws a punch behind himself. It is one of the hardest hitting back aerials in the game. Due to Ganondorf's heavy-hitting nature, it is hard to confirm into, but it can be accomplished with a down throw, a dash attack or a down aerial, killing at very low percents. However, the hitbox is very small, and with Ganondorf having very poor dash and air speed, it is relatively hard to hit in any other situations.
It can also shield break combo very easily in combination with up smash.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	10-12
Ending autocancel 	22-
Interruptible 	36
Animation length 	55
|-
===Landing lag===
Interruptible 	12
Animation length	29
Category:Ganondorf (SSBU)
Category:Back aerials (SSBU)
Ganondorf (SSBU)/Back throw

Ganondorf back throw hurtbox and hitbox visualization	Ganondorf back throw hurtbox and hitbox visualization	Ganondorf back throw hurtbox and hitbox visualization	Ganondorf back throw hurtbox and hitbox visualization	Ganondorf back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Ganondorf kicks the opponent behind him. It is one of Ganondorf's two main KO throws at the ledge, along with his forward throw. It has low base knockback but high knockback growth, therefore it is usually used to send opponent offstage to set up for an edgeguard at earlier percents. However, due to its knockback growth, it is capable of being Ganondorf's strongest throw at the center of the stage. Despite having good knockback, it is arguably Ganondorf's worst throw due to its high ending lag.
Ganondorf Back Throw KO%s on Final Destination VS w/Optimal DI	Ganondorf Back Throw KO%s on Final Destination VS w/Optimal DI	Ganondorf Back Throw KO%s on Final Destination VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	179.58% 	153°
At the ledge (max rage) 	154.78% 	153°
Center 	239.84% 	180°
Center (max rage) 	209.54% 	180°
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Turnaround 	11
Hitbox 	12-13
Throw Release 	14
Interruptible 	50
Animation length	63
|-
Category:Ganondorf (SSBU)
Category:Back throws (SSBU)
Ganondorf (SSBU)/Dash attack

==Overview==
Ganondorf performs a shoulder bash. It is one of his most potent burst options, making it very useful in neutral or to catch landings. The strong hit is a combo starter at low percent, letting Ganondorf follow up with a neutral aerial or an up aerial, and becomes a kill move later on. Dash attack also has the ability to cross-up, making it relatively safe if spaced correctly.
This move also shines when it is coupled with Flame Choke, being able to cover multiple options at once and creating a 50-50 when the aerial version is landed.
The late hit is much safer and way less powerful than the early hit, allowing it to consistently lead into neutral aerial and up aerial, or even in certain cases forward aerial and back aerial, making it one of the only ways for Ganondorf to kill confirm. However, it barely extends past his hurtbox, making it trade or lose against a lot of moves, and also causing issues with the jostle mechanics present in Super Smash Bros. Ultimate.
Overall a staple of Ganondorf's toolkit and one of the best in the game.
==Hitboxes==
!Shieldstun
|—
|1.3×
|}
==Timing==
Clean hit 	10-12
Late hit 	13-19
Interruptible 	38
Animation length	60
Category:Ganondorf (SSBU)
Category:Dash attacks (SSBU)
Ganondorf (SSBU)/Down aerial

==Overview==
Ganondorf stomps below him with electricity. It is his slowest aerial, but also his deadliest, with the sweetspot often being a guaranteed kill offstage, and the sourspot around Ganondorf's chest still killing earlier than both his forward and back aerial. It is able to start combos at low percent, with jab and grab being the main follow-ups, and at later percent with any aerial. It is also Ganondorf's prime kill confirm starter when followed up with forward aerial, back aerial, or up smash, though the latter require a precise fast fall. It can also be combined with Flame Choke, covering neutral tech when on the ground and both neutral and getup attack with the aerial version. Its usage as an out of shield is niche, although it can be very effective against dash attacks or repeated use of down tilt, such as against .
However, it is often outclassed in its edgeguarding role by neutral aerial which lasts longer and cover more space with way less endlag, making Ganondorf less vulnerable if the move doesnt connect. Its use cases are also almost nonexistent in neutral due to its long startup and mediocre horizontal range, making it a very high risk high reward option limited to reads and setplay.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	16-18
Ending autocancel 	32-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Interruptible 	17
Animation length	26
Category:Ganondorf (SSBU)
Category:Down aerials (SSBU)
Ganondorf (SSBU)/Down smash

==Overview==
Ganondorf strikes with the handle of his sword in front of him, then strikes behind him with the blade.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 19-38.
Charges between 	4-5
Hit 1 	15-18
Hit 2 	35-38
Interruptible 	60
Animation length	83
Category:Ganondorf (SSBU)
Category:Down smashes (SSBU)
Ganondorf (SSBU)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
===Grounded===
The move disables jostling during frames 16-35, and can crash into walls during frames 17-39. Additionally, if Ganondorf goes off an edge from frame 40 onward, he can interrupt the move earlier.
Hitboxes 	16-35
Interruptible (ground) 	61
Animation length (ground) 	84
Interruptible (off ledge; normal)	69
Interruptible (off ledge; early) 	41
Animation length (off ledge) 	89
!Ground 
|-
!Off ledge (normal) 
|-
!Off ledge (early) 
===Aerial===
The move disables jostling during frames 16-29.
Clean hit 	16-18
Late hit 	19-29
Interruptible 	58
Animation length	57
===Landing===
Hitboxes 	2-3
Interruptible 	45
Animation length	63
===Wall crash===
Animation length	62
==Parameters==
This only applies to the grounded version.
Speed multiplier on hit 	0.75
Maximum speed decreases on hit	4
Friction on ending 	0.5
Category:Ganondorf (SSBU)
Category:Down special moves (SSBU)
Ganondorf (SSBU)/Down throw

Ganondorf down throw hurtbox visualization	Ganondorf down throw hurtbox visualization	Ganondorf down throw hurtbox visualization	Ganondorf down throw hurtbox visualization	Ganondorf down throw hurtbox visualization
 	 	 	 	
==Overview==
Ganondorf slams the opponent into the ground. Though it deals the least damage out of Ganondorf's throws, it is a decent combo starter that can among other things lead into dash attack, neutral aerial, up aerial, or back aerial, depending on the opponent's percentage, weight, fall speed, gravity or hurtbox size/shape. If the opponent DIs away, the move's combo potential is weakened, especially at higher percentages.
==Throw Data==
|}
==Timing==
Invincibility 	1-23
Throw Release 	23
Interruptible 	40
Animation length	64
|-
Category:Ganondorf (SSBU)
Category:Down throws (SSBU)
Ganondorf (SSBU)/Down tilt

==Overview==
A crouching front kick. It is Ganondorf's best tilt and one of his most useful grounded moves. It is best used in Neutral, where its range and safety somewhat compensate Ganondorf's slow stats against more grounded characters (like or ). It also works relatively well with Flame Choke, although it is often outclassed by an instant dash attack. Also functions as a poor man's anti-air because of its surprisingly good vertical reach, as Ganondorf's unusual up tilt isn't suited for the role. However, the reward on hit isn't the best out of Ganondorf's tools, as the upward diagonal angle and relatively strong knockback doesn't allow him to combo out of it, and the kill power is way less potent than the rest of his kit.
==Hitboxes==
|}
==Timing==
Hitboxes 	10-12
Interruptible 	36
Animation length	45
==Trivia==
*The move has a 35% trip chance that can never actually happen, due to its largely vertical launch angle.
*The move is referred to as Leg Sweep in-game, despite Ganondorf's down tilt only having been a sweep in Melee.
Category:Ganondorf (SSBU)
Category:Down tilts (SSBU)
Ganondorf (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ganondorf (SSBU)
Category:Edge attacks (SSBU)
Ganondorf (SSBU)/Forward aerial

==Overview==
An overhand attack with good vertical and horizontal reach and long duration. Because of this and its above average knockback, it is one of Ganondorf's best kill options, hitting further than back aerial while KOing earlier than both up aerial and neutral aerial. It has some niche kill confirm when combined with down aerial and the late hit of dash attack, and works well in advantageous positions, such as ledgetrapping or edgeguarding. It is also a part of one of Ganondorf's deadliest shield break combo when used in combination with up smash. Its use cases in neutral are narrow, but do exist due to its high safety on shield and range, although they are fairly niche and often require the use of double jump to bait out opponents, which can be very commital with Ganondorf's mediocre recovery.
However, this move suffers from its lack of speed, high endlag and inability to be autocanceled out of a jump, making its use cases narrow outside of advantage state, as it is outclassed by neutral aerial which is faster, safer, active longer, has combo potential and is usable when rising, while forward aerial cannot be without compromising on safety.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	14-19
Ending autocancel 	45-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Interruptible 	14
Animation length	31
Category:Ganondorf (SSBU)
Category:Forward aerials (SSBU)
Ganondorf (SSBU)/Forward smash

==Overview==
Ganondorf performs an overhead swipe with his sword, shouting "Sorya!" as he does this. One of Ganondorf's most notorious moves in his arsenal, it is decently disjointed and is one of the strongest forward smashes in the entire game. However, it is rather slow for a smash attack, especially in terms of startup, and is one of Ganondorf's slowest attacks. Because of interpolation, this move has a blindspot above and in front of Ganondorf, making the attack trail rather deceptive.
Due to having longer startup than up smash, and sometimes worse coverage of space, some situations where forward smash appears ideal may be better served by using up smash. Range in front of Ganondorf is still significant for up smash, and having faster frame data results in it typically being the safer choice.
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Early hit 	29
Clean hit 	30-31
Interruptible 	70
Animation length	90
==Trivia==
*The exclamation Ganondorf makes when using the move is often misheard as "Doriyah!" The powerful energy of his voice and the sheer strength of the move itself has led to it becoming a recurring joke in the Smash community.
Category:Ganondorf (SSBU)
Category:Forward smashes (SSBU)
Ganondorf (SSBU)/Forward throw

Ganondorf forward throw hurtbox and hitbox visualization	Ganondorf forward throw hurtbox and hitbox visualization	Ganondorf forward throw hurtbox and hitbox visualization	Ganondorf forward throw hurtbox and hitbox visualization	Ganondorf forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Ganondorf uppercuts the opponent away. It is one of the highest damaging forward throws in the game. While it is useful to send opponents offstage to set up an edgeguard, it is also one of Ganondorf's two main KO throws at the ledge, along with back throw.
Ganondorf Forward Throw KO%s on Final Destination VS w/Optimal DI	Ganondorf Forward Throw KO%s on Final Destination VS w/Optimal DI	Ganondorf Forward Throw KO%s on Final Destination VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	179.06% 	153°
At the ledge (max rage) 	146.86% 	153°
Center 	257.28% 	180°
Center (max rage) 	217.96% 	180°
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	11-12
Throw Release 	13
Interruptible 	40
Animation length	60
|-
Category:Ganondorf (SSBU)
Category:Forward throws (SSBU)