Ganondorf Buffed

A Mod for Super Smash Bros. (WiiU)

Updates

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  • Improvement Made various improvements and adjustments to Ganondorf's attacks. View the hack description for all the details.
Ganondorf Buffed v3
Ganondorf Buffed
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Mario and Sonic Guy Joined 2y ago
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2mo
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  • Addition The lower portion of Ganondorf's attacking leg now has an intangible period whenever Ganondorf uses Wizard's Foot, Wizard's Dropkick, or Wizard's Assault.
  • Improvement Increased the heavy armor damage threshold to 10 for Wizard's Dropkick.

Additional Notes
Ganondorf Buffed v2.1
Ganondorf Buffed
Mario and Sonic Guy avatar
Submitter
Mario and Sonic Guy Joined 2y ago
See ya later!
4,982 points Ranked 1044th
17 medals 4 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 20 Gamefiles Medal icon
  • Reached 50 subscribers Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
6mo
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Ganondorf may be the king of darkness, but even he has problems with a few of his attacks. In this case, his special moves have received some adjustments, being a bit more damaging, or even increasing their overall knockback.

Warlock Blade
The sweetspot is now more powerful than Warlock Punch, and it KOs earlier than Warlock Punch as well. Try to score a sweetspot hit with the reverse Warlock Blade, and the damage will be even greater, KOing Mario on the stage center at 11% damage. The sourspots are less damaging (dealing at worst, 15% damage) and they also struggle to make KOs until the target's current damage goes over 200%. As a result, Warlock Blade is like a gambit, and if you land the correct hitbox, the reward can be big. The aerial variant is no stronger than the ground variant, however.

Warlock Thrust
Arguably one of the worst custom special moves out there, Warlock Thrust has been buffed drastically with its knockback. Warlock Thrust is still the weakest Warlock Punch variant, but it can now be used near stage ledges to score early KOs, but you do need to land the sweetspot for the best results. Even the reverse Warlock Thrust is more powerful, as it almost rivals an uncharged f-smash with its KO potential now; the reverse Warlock Thrust KOs Mario on the stage center at around 89% damage. The sourspots are also stronger with their knockback, with the reverse sourspot able to KO Mario at 176% damage and above. However, the aerial variant is no stronger than the ground variant.

Flame Chain
Flame Chain's damage output has been increased for its ground and air variants. Landing all 10 hits on the ground can deal a grand total of 24% damage, but it's still not much of a KO maker until the opponent's current damage goes over 150%.

Dark Dive
The once mighty Dark Dive from the Melee days has been reborn. Dark Dive now deals up to 20% damage if it grabs anyone, and its knockback has been strengthened as well, making it much stronger than Captain Falcon's Falcon Dive. You definitely want to be careful when recovering high, since getting grabbed by Dark Dive can likely lead to a KO once the target's current damage goes over 100%; heavier fighters may be able to survive a bit longer though. The uppercut is also slightly stronger, as it can deal 8% damage, and has slightly stronger knockback, but its power is still inferior to that of Dark Fist's uppercut.

Dark Vault
Dark Vault's damage output and knockback are stronger than before, dealing up to 10% damage. However, Dark Vault is still less powerful than Dark Dive, but it can make KOs far sooner than before, KOing Mario on the stage center at around 198% damage.

Wizard's Foot
Wizard's Foot is more damaging than before, which even applies to the aerial variant. However, it's now just on the balanced side when compared to the other Wizard's Foot customs.

Wizard's Dropkick
Wizard's Dropkick is still the weakest Wizard's Foot custom in the damage department, but it is more damaging than before. The aerial variant is no stronger than the ground variant, but the first set of hitboxes do send opponents flying at a lower angle, which can make KOs sooner than if Wizard's Dropkick is used on the ground. The attack still lacks any meteor smash properties.

Wizard's Assault
Now here's another custom special move that has been given a good amount of buffs. Wizard's Assault is now the strongest Wizard's Foot variation, dealing the most damage, and it also sends opponents flying at a 75 degree angle (instead of behind Ganondorf) when used on the ground. Beware of the aerial Wizard's Assault, as its first set of hitboxes not only have meteor smash properties, but they're also much stronger than the down aerial's meteor smash properties, KOing Mario on the ground as early as 91%, and potentially KOing even sooner than that if Mario is in the air. Wizard's Assault is still hindered by its start-up lag, however, but its damage output and knockback can make Wizard's Foot feel rather weak.

Other Notes
Warlock Punch, Flame Choke, Flame Wave, and Dark Fists have remained unchanged, since they're already quite strong in one way or another. Likewise, the standard attacks have not been changed either.

Anyway, these special move buffs should at least give Ganondorf some more options to work with, but as usual, some moves are better than others.

Major Update

Several months have passed since I've submitted this hack. But now, thanks to Smash Forge, I've taken this moveset hack one stage further by modifying more than just the special moves. As a result, the hack is now called Ganondorf Buffed, instead of Ganondorf's Special Move Buffs. Changes that I've made include the following...
  1. Standard Attack: The attack no longer has sourspots, enabling it to always deal 10% damage, and its knockback has been adjusted as well. Start-up lag has been reduced as well, with the hitbox now being active on frame 5. KOs Mario on Omega Form stage centers at around 176% damage.
  2. F-tilt: The attack no longer has sourspots, always dealing up to 13% damage. Knockback growth is slightly stronger, and the knockback angle is slightly lower. Ending lag has also been reduced. KOs Mario on Omega Form stage centers at around 120% damage.
  3. U-tilt: The attack still has a long start-up duration, but Ganondorf now gains a super armor duration that begins on frame 21. As a result, the attack can't be interrupted so easily now. The sweetspot's KBG has been made stronger, and no longer uses the Sakurai Angle. In fact, the sweetspot can now make KOs sooner than any of Ganondorf's fully charged smash attacks. The large sourspot now deals 20% damage, while the small sourspot has been removed. Windboxes are still present, but have been altered a little bit. The sweetspot can KO Mario on Omega Form stage centers at around 34% damage if the windboxes are ignored. The sourspot KOs Mario at around 73% damage.
  4. D-tilt: All hitboxes now use the same knockback angle. Base knockback is slightly stronger, while the KBG has been reduced a little bit. KOs Mario at around 125% damage.
  5. Dash Attack: The clean hit's knockback angle is now more vertical. It also has a stronger BKB, while the KBG has been reduced. The late hit's BKB and KBG are stronger. Clean hit KOs Mario at around 129% damage, while the late hit makes the KO at around 181% damage.
  6. F-smash: Hitboxes now use the Sakurai Angle, and deal the same amount of knockback. KOs Mario on Omega Form stage centers at around 76% damage. The changes also apply to the up angle and down angle variants of the f-smash.
  7. U-smash: KBG has been made stronger for all the hitboxes, and the sourspot hitbox has been made larger. All hitboxes also gain an electric effect, and use the same knockback angle. The sourspot KOs Mario at around 88% damage, while the sweetspot makes the KO at around 72% damage.
  8. D-smash: Ganondorf no longer has to rely on the second kick for the best results. Now, both of his kicks deal the same amount of damage and knockback, with each kick dealing 16% damage and low angled knockback. While it's no longer possible to land both kicks, they can both KO Mario on Omega Form stage centers at around 105% damage.
  9. N-air: This attack has been altered to be more like how Melee Ganondorf's n-air operated. Both kicks deal 13% damage when clean, and have KO potential, but it's the second kick that delivers the stronger knockback. It's also possible to land both kicks against low damage targets, dealing up to 26% damage, but it's almost impossible to land both kicks against higher damage targets. Late hit periods are also present, which deal 10% damage. Ending lag has been shortened as well. First kick KOs Mario on Omega Form stage centers at around 154% damage when clean, but decreases to 276% damage if late. Second kick KOs Mario on Omega Form stage centers at around 118% damage when clean, but decreases to 199% damage if late.
  10. F-air: The attack no longer has sourspots, with all hitboxes now dealing 19% damage. BKB has been strengthened greatly, but the KBG had to be toned down a bit. Lastly, the attack now has a darkness effect. KOs Mario on Omega Form stage centers at around 97% damage.
  11. B-air: There are no more sourspots, with the attack now dealing 17% damage for all of its hitboxes. The hitboxes also gain electric effects. KOs Mario on Omega Form stage centers at around 102% damage.
  12. U-air: Knockback is now mostly vertical, with the clean hit dealing 13% damage, while the late hit deals 10% damage. The clean hit KOs Mario at around 133% damage, while the late hit makes the KO at around 173% damage.
  13. D-air: The attack now has only one hitbox, which is also a meteor smash hitbox. Deals 20% damage, and can KO Mario when he's on the ground at around 108% damage.
  14. Grab: Ganondorf's grab range is slightly better than before, but it's still on the short side when compared to most other fighters. This applies to his dash grab and turn grab as well.
  15. F-throw: The punch before the throw gains electric effects, while the throw has a darkness effect. Damage and knockback have also been altered, enabling the throw to make KOs more effectively. KOs Mario near stage edges at some point after 105% damage.
  16. B-throw: The kick before the throw gains electric effects, while the throw has a darkness effect. Damage and knockback have also been altered, enabling the throw to make KOs more effectively. KOs Mario near stage edges at some point after 115% damage.
  17. U-throw: The punch before the throw gains electric effects, while the throw has a darkness effect. Damage and knockback have also been altered, enabling the throw to make KOs more effectively. KOs Mario at around 142% damage, rivaling that of my modified u-throw for Palutena.
  18. D-throw: The throw deals 10% damage, and gains a darkness effect. Knockback is low, however, so it's not able to KO Mario on its own until he has around 397% damage. However, despite its lack of KO potential, the d-throw is now set up so that Ganondorf can follow-up with his f-air, or even his n-air if the target is large. Ending lag has also been shortened a bit to make it easier for Ganondorf to perform his follow-up attack.
  19. Warlock Punch (ground): The super armor duration has been extended for the standard and reverse variants of Warlock Punch, and they both deal some shield damage. The standard Warlock Punch's knockback angle is slightly lower than before, while the KBG has been reduced a little bit. The Reverse Warlock Punch's BKB is slightly stronger, and still uses the Sakurai Angle, since the Reverse Warlock Punch is the key to completing Ganondorf's challenge in Smash Wii U. Lastly, Warlock Punch's hitboxes last longer than before. Standard Warlock Punch KOs Mario on Omega Form stage centers at around 56% damage, while the Reverse Warlock Punch makes the KO at around 16% damage.
  20. Warlock Punch (aerial): The aerial version of Warlock Punch now has a super armor duration and longer lasting hitboxes, just like with the ground version. Standard aerial Warlock Punch KOs Mario on Omega Form stage centers at around 10% damage, while the Reverse aerial Warlock Punch makes the KO at around 3% damage.
  21. Flame Choke (ground): Grab hitboxes have been adjusted so that Ganondorf can grab his opponents more easily. Upon grabbing someone, Ganondorf immediately gains super armor, preventing anyone from interrupting him until after the grabbed target has been released. Deals 13% damage.
  22. Flame Choke (aerial): Grab hitboxes have been adjusted so that Ganondorf can grab his opponents more easily. Upon grabbing someone, Ganondorf now gains super armor, which lasts until after the grabbed target has been released. As a result, fighters can no longer interrupt Ganondorf when he's diving down to the ground. Deals 16% damage.
  23. Dark Dive: Ganondorf now gains super armor when he grabs someone, and the super armor lasts until Ganondorf releases his target. The uppercut deals 8% damage, but is less powerful with the knockback than in my first revision of Dark Dive. The grab and throw still deal a grand total of 20% damage, but the knockback angle is now different, enabling it to KO Mario on Omega Form stage centers at around 139% damage.
  24. Wizard's Foot (ground): The attack now has a late hit period, and its knockback is also better than in my first revision of Wizard's Foot. The clean hit deals 18% damage, while the late hit deals 16% damage. When clean, it can KO Mario on Omega Form stage centers at around 116% damage, while the late hit makes the KO at around 132% damage.
  25. Wizard's Foot (aerial): The clean hit is still a meteor smash, which deals 20% damage, but it now KO slightly later than the down aerial, thanks to a knockback increase. The late hit deals 18% damage. Clean hit KOs Mario on the ground at around 112% damage, while the late hit makes the KO at around 146% damage.
  26. Warlock Blade (ground): This move still operates as a high risk, high reward kind of attack, just like in my first revision of Warlock Blade, but with some new adjustments. The sourspot now deals less shield damage, so you pretty much need to land the sweetspot for a guaranteed shield break. The sourspot's KBG is also quite low, despite dealing 20% damage. The standard Warlock Blade's sweetspot has gained stronger knockback than before, continues to deal 33% damage, and the super armor duration is longer too. Sweetspot KOs Mario on Omega Form stage centers at around 46% damage, while the sourspot makes the KO at around 342% damage.
  27. Reverse Warlock Blade (ground): Much like the standard Warlock Blade, the Reverse Warlock Blade also has a longer super armor duration. Sourspot still deals 25% damage, while the sweetspot still deals 42% damage. Sweetspot KOs Mario on Omega Form stage centers at around 11% damage, while the sourspot makes the KO at around 256% damage.
  28. Warlock Blade (aerial): Warlock Blade now deals greater damage when used in the air, and it also has gained the same super armor duration as with the ground version. Sourspot deals 26%, while the sweetspot deals 43% damage. Sweetspot KOs Mario on Omega Form stage centers at around 7% damage, while the sourspot makes the KO at around 232% damage.
  29. Reverse Warlock Blade (aerial): The Reverse aerial Warlock Blade also has a new super armor duration. Sourspot deals 28% damage, while the sweetspot deals 45% damage. In fact, under normal circumstances, landing a Reverse aerial Warlock Blade sweetspot is just about guaranteed to KO anyone at 0% damage on Omega Form stage centers. The sourspot KOs Mario on Omega Form stage centers at around 212% damage.
  30. Flame Wave (ground): Much like with Flame Choke, Flame Wave has received some grab hitbox adjustments to make it easier for Ganondorf to grab someone. Ganondorf immediately gains super armor upon grabbing someone, and deals a grand total of 20% damage upon releasing his target. KOs Mario at around 91% damage if he gets grabbed, but it decreases to 159% damage if it's a collateral hit.
  31. Flame Wave (aerial): Grab hitboxes have been adjusted so that Ganondorf can grab his opponents more easily. Upon grabbing someone, Ganondorf now gains super armor, which lasts until after the grabbed target has been released. As a result, fighters can no longer interrupt Ganondorf when he's diving down to the ground. Deals a grand total of 22% damage on a grabbed target. KOs Mario at around 82% damage if he gets grabbed, but it decreases to 133% damage if it's a collateral hit.
  32. Dark Fists: The first hit's fixed knockback and knockback angle have been adjusted so that it's possible for Ganondorf to land the second hit against anyone under normal circumstances. The uppercut deals 12% damage, increasing its KO potency. KOs Mario at 59% damage if both hits connect.
  33. Wizard's Dropkick: Attack now has a late hit period. Clean hit deals 14% damage, while the late hit deals 12% damage. The attack is not any stronger when used in the air, but it does send opponents flying at a slightly lower angle than the ground version. Clean hit KOs Mario on Omega Form stage centers at around 139% (134% in the air) damage, while the late hit makes the KO at around 165% (157% in the air) damage. On a side note, the clean hit duration is slightly longer for Wizard's Dropkick than with any other Wizard's Foot variant.
  34. Warlock Thrust: The attack now has a super armor duration, just like with the other Warlock Punch variants. It's still the weakest Warlock Punch variant in terms of damage dealt, but its KO potency has been improved even further. Sweetspot deals 18% damage, while the sourspot deals 12% damage. Ending lag has also been reduced greatly, now being the same as that of Warlock Punch. Sweetspot KOs Mario on Omega Form stage centers at around 104% damage, while the sourspot makes the KO at around 291% damage. This attack is not any stronger when used in the air, but the aerial version also gains a super armor duration.
  35. Reverse Warlock Thrust: The attack now has a super armor duration, just like with the other Warlock Punch variants. KO potency has been improved even further as well. Sweetspot deals 24% damage, while the sourspot deals 16% damage. Ending lag has also been reduced greatly, now being the same as that of the Reverse Warlock Punch. Sweetspot KOs Mario on Omega Form stage centers at around 70% damage, which also means that it can make KOs sooner than an uncharged f-smash. Sourspot KOs Mario at around 220% damage. This attack is not any stronger when used in the air, but the aerial version also gains a super armor duration.
  36. Flame Chain (ground): The attack still delivers up to 10 hits on the ground, but now, the first 9 hits have received knockback improvements so that even Bowser can be trapped by the whole attack. Deals a grand total of 24% damage if all 10 hits connect. KOs Mario on Omega Form stage centers at some point after 145% damage.
  37. Flame Chain (aerial): The aerial Flame Chain still deals less hits than the ground version, dealing up to 7 hits. The first 6 hits, however, have received knockback improvements so that even Bowser can be trapped properly. Deals a grand total of 18% damage if all 7 hits connect. KOs Mario on Omega Form stage centers at some point after 150% damage.
  38. Dark Vault: The first set of grab hitboxes now last a few frames longer. As for the second set of grab hitboxes, an additional grab hitbox has been added to make it easier for Ganondorf to grab someone. Upon grabbing a fighter, Ganondorf gains super armor until after he releases his grabbed target. Dark Vault is still the weakest Dark Dive variant, dealing up to 10% damage, but the throw does send fighters flying at a lower angle than with Dark Dive, which can be nasty for anyone who has a poor horizontal recovery. KOs Mario on Omega Form stage centers at around 188% damage.
  39. Wizard's Assault (ground): Much like with my first revision, this attack is still the strongest Wizard's Foot variant, but with some new adjustments. Now, the attack has gained a late hit period, and to compensate for the start-up lag, Ganondorf gains a super armor duration that lasts until the clean hit transitions over to the late hit. Clean hit deals 22% damage, while the late hit deals 20% damage. Knockback is also stronger, enabling the attack to KO Mario at 97% when clean, and 110% when late. The attack also deals high shield damage, but not enough to shatter full shields.
  40. Wizard's Assault (aerial): Ganondorf now gains a super armor duration to compensate for the start-up lag, and it lasts until the clean hit transitions over to the late hit. The clean hit deals 25% damage, and is also a powerful meteor smash that can KO Mario on the ground at around 89% damage. The late hit deals 22% damage, and KOs Mario at around 129% damage. The attack also deals high shield damage, but not enough to shatter full shields.
  41. Beast Ganon: Ganondorf's Final Smash has become a lot more lethal than ever before. Not only can Beast Ganon make potential 1-hit KOs now, but his power has become so great that he can even bypass invincible frames and intangible frames (Beast Ganon shares this trait with Master Giant's grab attack). As a result, along with being unblockable, Beast Ganon's hitboxes can't be dodged at all, and if you think that a Super Star can save you from Beast Ganon's wrath, think again. The paralyzing hitbox is very large, being almost as long as the length of Bridge of Eldin. However, fighters can still avoid this Final Smash if they can stay clear of Beast Ganon's line of sight. It should also be noted that despite this Final Smash's 1-hit KO potential, a 1-hit KO is not 100% guaranteed, as Mario can survive the charge attack if he has less than 2% damage while on the center of any Omega Form stage. Likewise, metal fighters can survive the charge attack while at low damage percentages.
On an additional note, most of Ganondorf's attack are able to deal some degree of shield damage.

Now, since this moveset hack doesn't affect Ganondorf's mechanics and/or attributes, he's still a slow fighter. But considering how strong his attacks are, he pretty much has to be slow in order to avoid being too overpowering.

With that said, this update replaces my old special move adjustments, so you're no longer able to get the first revision.

Ganondorf Buffed v2 Update

Ganondorf may be the great King of Evil, but even he deserves some more improvements to his moveset. This update simply fixes up Ganondorf's issues further, with the following being modified...
  1. F-tilt: The kick receives stronger BKB, but the KBG has been reduced along the way. Some hitbox merging has been done too. KOs Mario on the Omega form stage center at 118% damage.
  2. U-tilt: The super armor that was implemented on the last update has been changed to damage-based heavy armor, with a damage threshold of 20. The heavy armor activates the instant the windboxes activate. The sweetspot's hitboxes have also been merged into a single extended hitbox.
  3. D-tilt: The attack receives better BKB, but gets a KBG reduction along the way. KOs Mario at 124% damage.
  4. F-smash: Some script adjustments have been made for the up angle and down angle variants of the attack. They now use a subroutine action, and reference the side angle f-smash, which uses the ID value, 0x1D1238F2.
  5. N-air: The first kick now occurs on frame 5. I also removed an action that enabled one of the first kick's hitboxes to deal full knockback on even metal fighters; it's the same action ID that I implemented onto Wario-Man's fully charged Wario Waft. Ending lag is also shorter, and some hitbox merging has been done as well.
  6. F-air: One of the hitboxes has been made larger than before. In regards to its auto-cancel issues, that can't be fixed, due to a programming error.
  7. B-air: Some hitbox merging has been made.
  8. U-air: The kick receives stronger BKB, enabling the clean hit to KO Mario at 129% damage, while the late hit makes the KO at 167% damage.
  9. Grab: Grab range adjustments have been made, and the dash grab has slightly less start-up lag than before.
  10. F-throw & U-throw: Some hitbox merging has been implemented for both throws.
  11. D-throw: The throw's knockback is now more vertical, and Ganondorf receives much less ending lag. These two adjustments enable Ganondorf to perform his follow-up attacks more easily. In fact, Ganondorf can follow-up with his n-air against even more opponents, while the f-air is still a viable alternative against lighter targets. The throw itself still has the weakest KO potential, not being able to KO Mario until his current damage hits 372%.
  12. Warlock Punch: Adjusted the size of one of the hitboxes. This applies to the Reverse Warlock Punch, and the aerial variants as well. Additionally, the super armor now transitions over to damage-based heavy armor, once the attack hitboxes activate. The heavy armor's damage threshold is 20. On a side note, the shield damage bonus has been adjusted so that it's consistently set to 5.
  13. Flame Choke: The ending lag upon releasing a fighter has been made shorter, enabling Ganondorf to get a follow-up in more easily before his target has a chance to recover from a knockdown. Ganondorf can even execute a combo on certain fighters, involving the use of Flame Choke and d-tilt. On a side note, Ganondorf still receives super armor the instant he grabs a fighter, even while in the air.
  14. Dark Dive: Upon entering a helpless state, Ganondorf's air speed no longer gets hindered, and he takes less landing lag as well. Ganondorf will still receive super armor when he grabs a fighter, but the duration of the super armor upon releasing a fighter has been made slightly longer.
  15. Wizard's Foot: The damage output for this attack has been reduced. However, to compensate for that nerf, the knockback dealt has been improved. Damage-based heavy armor has also been implemented, with the damage threshold being set to 10. These adjustments also apply to the aerial variant. The ground attack KOs Mario on an Omega form stage center at 112% when clean, and 130% when late. The aerial attack's clean hit still meteor smashes, and can KO Mario at 113% damage if he's on the ground, while the late hit makes the KO at 133% damage.
  16. Warlock Blade: Along with super armor, Ganondorf receives damage-based heavy armor once the attack hitboxes activate. The damage threshold is weaker than that of Warlock Punch, however, only being set to 15. The standard Warlock Blade sweetspot now deals 35% damage, while the other Warlock Blade variations (except the aerial Reverse Warlock Blade) receive stronger BKB for their sweetspots. If Mario is positioned on the center of an Omega form stage, the Warlock Blade sweetspot KOs at 39% damage, the Reverse Warlock Blade sweetspot KOs at 8% damage, the aerial Warlock Blade sweetspot KOs at 4% damage, and the aerial Reverse Warlock Blade sweetspot 1-hit KOs. Shield damage bonuses have also been altered so that the sourspot's shield damage value is 10, while the sweetspot's shield damage value is 50.
  17. Dark Fists: The first hit is now weight independent, but had to receive an increase to its fixed knockback strength so that Ganondorf can successfully land the uppercut against anyone. Also, the super armor period has been extended so that it now lasts until Ganondorf jumps off the ground. KOs Mario at 55% damage if both hits connect.
  18. Wizard's Dropkick: Damage-based heavy armor has been implemented, with the damage threshold being set to 5. Damage dealt has been reduced, but to compensate for the nerf, KBG has been made stronger. And when performed on the ground, the intangibility period for the legs has been extended so that it lasts until the hitboxes activate. The ground attack KOs Mario on Omega form stage centers at 134% damage when clean, and 162% damage when late, while the aerial attack makes the KO at 129% damage when clean, and 154% damage when late.
  19. Warlock Thrust: The frame speed for the start-up period has been adjusted so that Ganondorf can transition over to the Reverse Warlock Thrust quicker. This also causes the super armor to activate faster. The super armor transitions over to damage-based heavy armor once the attack hitboxes activate, with the damage threshold being set to 10. Damage output and knockback remain the same as in the previous revision, with the standard sweetspot KOing Mario on Omega form stage centers at 104% damage, while the reverse sweetspot makes the KO at 70% damage. Shield damage bonus is set to 5 for the sweetspot and sourspot.
  20. Flame Chain: Adjusted the hitbox duration for the looping hitboxes, while still dealing up to 10 hits. This also applies to the aerial variant, which still deals up to 7 hits.
  21. Dark Vault: The second jump's height is now much greater, significantly improving Ganondorf's vertical recovery. The first grab period still lasts for 3 frames, but the second grab period now lasts 3x as long. Upon entering a helpless state, Ganondorf's air speed no longer gets hindered, and the landing lag is shorter. Ganondorf still receives super armor upon grabbing a fighter, and its duration after releasing a fighter is slightly longer than before. Still the least damaging Dark Dive variant.
  22. Wizard's Assault: Instead of super armor, the attack now utilizes damage-based heavy armor, with the threshold being set to 15. Damage dealt has been reduced, but that nerf gets compensated by increased KBG. The ground attack's knockback is now more vertical, and can KO Mario at 91% damage when clean, and 104% when late. The aerial attack's clean hit is still a powerful meteor smash that's more potent than the d-air, KOing Mario at 83% if he's on the ground, while the late hit KOs at 111% damage. The attack still suffers from high start-up lag, but considering its KO potency, the lag pretty much keeps it from being too overpowered.
  23. Beast Ganon: This Final Smash is still highly lethal with its ability to pierce through invincible and intangible frames. But now, the paralyzing hitboxes receive a stronger hitlag multiplier, and have their SDI set to 0. The increased hitlag ensures that even if the target is giant and/or metallic, he/she won't be able to escape the charge attack. However, no matter how much hitlag is implemented onto the paralyzing hitboxes, fighters equipped with the Escape Artist bonus effect will always break free from the paralysis before Beast Ganon prepares to charge. On a side note, one of the hitboxes for the charge attack has been made larger.
The only notable changes to Ganondorf's parameter data are for Dark Dive and its custom variants, all of which have their landing lag and/or helpless air speed multiplier adjusted. Any attacks that I didn't mention will still operate the same way as in the previous revision; this includes the neutral attack hitting on frame 5.

Ganondorf Buffed v2.1 Update

This new update focuses on Ganondorf's Wizard's Foot, and its custom variants. Now, whenever Ganondorf performs Wizard's Foot, Wizard's Dropkick, or Wizard's Assault, while on the ground, bone ID 0x9 (the lower portion of Ganondorf's right leg) will enter an intangible state, once the hitboxes activate. Whereas, for the aerial variants, bone ID 0x5 (the lower portion of Ganondorf's left leg) will become intangible.

I also increased the heavy armor damage threshold to 10 for Wizard's Dropkick, since some u-tilts deal more than 5% damage, easily interrupting the attack. Damage and knockback statistics have not been changed for any of the Wizard's Foot variants.

All changes made in version 2 are still present.

Ganondorf Buffed v3 Update

I have a major update for this hack, which improves a good amount of Ganondorf's moves even further.
  1. Neutral Attack: The ending lag has been reduced a bit. Still hits on frame 5, and KOs Mario at 176% damage when he's placed on an Omega form stage's center.
  2. F-tilt: Hitbox adjustments have been made, while includes splitting the extended hitbox into separate hitboxes. KOs Mario at 118% damage when he's placed on an Omega form stage's center.
  3. U-tilt: Hitbox adjustments have been made, which includes splitting the sweetspot's extended hitbox into separate hitboxes. The sweetspot also receives a small KBG boost, enabling it to KO Mario at 33% damage when he's placed on an Omega form stage's center. The sourspot still KO's Mario at 73% damage.
  4. D-tilt: Some hitboxes have been made bigger than before. Still KOs Mario at 124% damage.
  5. Dash Attack: Adjusted the clean hit and late hit. The knockback angle is now more vertical, and the clean hit receives a KBG boost. The late hit's hitbox is larger as well. The clean hit KOs Mario at 119% damage, while the late hit makes the KO at 178% damage.
  6. F-smash: BKB is stronger than before, enabling the attack to KO Mario at 73% damage when he's placed on an Omega form stage's center.
  7. U-smash: Improved the size of the sweetspot hitboxes. Sweetspot still KOs Mario at 72% damage, while the sourspot makes the KO at 88% damage.
  8. D-smash: Hitbox adjustments have been made. Both kicks now deal 17% damage, but the KBG has been reduced slightly. Both kicks can KO Mario at 101% damage when he's placed on an Omega form stage's center.
  9. N-air: Updated all the hitboxes by splitting the extended hitboxes. Ending lag has been reduced as well. Damage and knockback values remain unchanged for both kicks. When Mario is placed on an Omega form stage's center, the first kick can KO at 154% damage when clean, and 276% damage when late; the second kick KOs at 118% damage when clean, and 199% damage when late.
  10. F-air: Increased the size of the hitboxes, and gave them a tiny KBG boost. KOs Mario at 95% damage when he's placed on an Omega form stage's center.
  11. B-air: Adjusted all the hitboxes, which includes splitting the extended hitboxes, and increasing their sizes. The attack still KOs Mario at 102% damage when he's placed on an Omega form stage's center.
  12. U-air: Adjusted the hitboxes, and improved the KBG for the clean hit. The late hit, however, has its KBG reduced. The clean hit KOs Mario at 125% damage, while the late hit makes the KO at 187% damage.
  13. F-throw: Adjusted the hitboxes by splitting the extended hitboxes. Their sizes have also been increased to ensure that they'll hit the grabbed target. KOs Mario at some point after 95% damage when placed on the edge of an Omega form stage.
  14. B-throw: Increased the size of the hitboxes to ensure that they'll hit the grabbed target. KOs Mario at some point after 110% damage when placed on the edge of an Omega form stage.
  15. U-throw: Adjusted the hitboxes by splitting the extended hitboxes. Their sizes have also been increased to ensure that they'll hit the grabbed target. KOs Mario at 142% damage.
  16. Warlock Punch: Some hitboxes have been made slightly larger. Knockback is also stronger. When Mario is placed on an Omega form stage's center, the ground attack KOs at 51% damage; reversed ground attack KOs at 15% damage; aerial attack KOs at 9% damage; reversed aerial attack KOs at 2% damage.
  17. Flame Choke: Fixed up the super armor period. Apparently there were periods where Ganondorf briefly loses the super armor; having the super armor activate on frame 0 apparently fixed that flaw.
  18. Dark Dive: Fixed up the super armor period by having it activate on frame 0 for the grab and release. The throw also receives a BKB boost, enabling it to KO Mario at 131% damage when he's placed on an Omega form stage's center.
  19. Wizard's Foot (ground): Adjusted the hitboxes, and improved the KBG slightly. When Mario is placed on an Omega form stage's center, the clean hit KOs at 110% damage, while the late hit KOs at 128% damage.
  20. Wizard's Foot (aerial): Knockback adjustments have been made for the late hit. Clean hit KOs Mario at 113% damage when he's on the ground, while the late hit KOs at 132% damage. The landing hitbox also receives knockback improvements, KOing Mario at 170% damage.
  21. Warlock Blade: Improved the sweetspot's knockback a bit more. When Mario is placed on an Omega form stage's center, the ground attack sweetspot KOs at 35% damage; reversed ground attack sweetspot KOs at 7% damage; aerial attack sweetspot KOs at 3% damage; reversed aerial attack sweetspot 1-hit KOs. Sourspots remain unchanged, including their lack of KO power.
  22. Flame Wave: Much like with Flame Choke, the super armor periods have been fixed up by having the super armor activate on frame 0. The ground attack still KOs Mario at 91% damage, while the aerial attack makes the KO at 82% damage.
  23. Wizard's Dropkick: Adjusted the hitboxes. Damage and knockback remain the same for the ground and aerial attacks. When Mario is placed on an Omega form stage's center, the ground attack clean hit KOs at 134% damage, while the late hit KOs at 162% damage; the aerial attack clean hit KOs at 129% damage, while the late hit KOs at 154% damage.
  24. Wizard's Dropkick (landing): Knockback has been improved, KOing Mario at 196% damage when he's placed on an Omega form stage's center.
  25. Warlock Thrust: Slightly improved the KBG for the sweetspot and sourspot. When Mario is placed on an Omega form stage's center, the sweetspot KOs at 98% damage, while the sourspot KOs at 276% damage; when reversed, the sweetspot KOs at 65% damage, while the sourspot KOs at 208% damage.
  26. Dark Vault: Fixed up the super armor period by having it activate on frame 0 for the grab and release. The throw also receives a BKB boost, enabling it to KO Mario at 178% damage when he's placed on an Omega form stage's center.
  27. Wizard's Assault (ground): Adjusted the hitboxes, improved the KBG slightly, and made the knockback angle even more vertical. Clean hit KOs Mario at 88% damage, while the late hit makes the KO at 101% damage.
  28. Wizard's Assault (aerial): Knockback adjustments have been made to the clean hit and late hit. The clean hit KOs Mario at 83% when he's on the ground, while the late hit makes the KO at 107% damage. The landing also receives a knockback boost, KOing Mario at 140% damage.
  29. Beast Ganon: Slightly increased the fixed knockback strength for the paralyzing hit, while the charge attack's BKB gets a small buff. The Final Smash can still pierce through invincible frames and intangible frames, and is likely to KO fighters if all 3 hits connect.
All the other attacks remain the same as in previous revisions.

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  • Duskrune avatar
    Duskrune Joined 2y ago
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    1y
    With all these char buffs you might as well make a modpack with these and other character changes.
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  • Mario and Sonic Guy avatar
    Mario and Sonic Guy Joined 2y ago
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    2y
    Posted by BlueWorldStudios

    I was actually doing something similar to this myself (not publicly of course), including Wizard's Assault being the strongest Wizard's Foot variant and Dark Dive being stronger than Falcon Dive in virtually every way. I didn't touch Dark Vault after it ended up freezing the Wii U when I did something (same goes for Mario's Super Jump Punch) and the other moves have more or less been unchanged aside of new knockback angles.

    More to the point, though, this is a pretty good adjustment to Ganondorf's oft lackluster special moves.
    It's important to remember though, that increasing the damage dealt also plays a factor in how much knockback is dealt to a damaged opponent.

    A perfect example would be my Warlock Thrust adjustments, where even though the reverse Warlock Thrust has the exact same base knockback, knockback growth, and knockback angle values as the standard Warlock Thrust, the reverse Warlock Thrust can KO earlier, due to dealing more damage overall than the standard Warlock Thrust.
    Texture & Moveset Editor
  • BlueWorldStudios avatar
    BlueWorldStudios Joined 2y ago
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    2y
    I was actually doing something similar to this myself (not publicly of course), including Wizard's Assault being the strongest Wizard's Foot variant and Dark Dive being stronger than Falcon Dive in virtually every way. I didn't touch Dark Vault after it ended up freezing the Wii U when I did something (same goes for Mario's Super Jump Punch) and the other moves have more or less been unchanged aside of new knockback angles.

    More to the point, though, this is a pretty good adjustment to Ganondorf's oft lackluster special moves.

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