23-
Ganondorf
Last Updated:
May 11th, 2021
Notes on the Young Link vs Ganondorf MU
Attributes
Air Acceleration: 0.04 (#81)
Air Speed: 0.83 (#85)
Fall Speed: 1.65/2.64 (#33)
Dash Speed: 1.87 (#51)
Run Speed: 1.34 (#85)
Walk Speed: 0.767 (#81)
Weight: 118 (#5)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Win Conditions
Ganondorf's Win Conditions:
Establish pressure at midrange, which is Young Link’s “deadzone.” Use Wizard's Foot to punish Young Link landing with projectiles in the corner, and use the implied threat of Wizard's Foot to force Young Link in the air/to the corner. Trap Young Link on platforms, and catch his option with USmash/FSmash. Capitalize on edgeguards and gimps.
Young Link’s Win Conditions:
Keep Ganondorf outside of midrange/stay out of his threat bubble (unreactable area of coverage around him). When in the corner or at the ledge, don’t commit to something Ganondorf can punish/challenge, opt for defensive movement to return to center stage. Use safe extensions in advantage state. Capitalize on edgeguards and gimps.
Out of Shield
Jab (-8):
NAir (Frame 7)
FTilt (-16):
GSA (Frame 9)
Grab (Frame 16)
UTilt (-14):
Shield Breaker
DTilt (-12):
GSA (Frame 9)
Dash Attack (-9):
NAir (Frame 7)
(This move can cross up)
FSmash (-24):
Grab (Frame 16)
Dash Attack (Frame 19)
USmash (-25):
Grab (Frame 16)
Dash Attack (Frame 19)
DSmash (-39/-13):
GSA (Frame 9)
USmash (Frame 10)
(The second hit can be spaced)
NAir (-6):
Unpunishable
(Safe on shield, can be spaced)
FAir (-7):
NAir (Frame 7)
BAir (-4):
Unpunishable
(Safe on shield)
UAir (-6):
Unpunishable
(Safe on shield)
DAir (-9):
NAir (Frame 7)
GSA (Frame 9)
Warlock Punch (-20/-14):
GSA (Frame 9)
Grab (Frame 16)
(This move does a lot of shield damage)
Aerial Warlock Punch (-14/-12)
GSA (Frame 9)
(This move does a lot of shield damage)
Flame Choke (--):
Command Grab
Dark Dive (--):
Command Grab
Wizard's Foot (-29):
GSA (Frame 9)
USmash (Frame 10)
(This move can cross up)
Aerial Wizard's Foot (-34):
FSmash (Frame 26)
(This move does a lot of shield damage, and can shield poke)
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Aerials, Jab, Grab, Flame Choke, Wizard's Foot, Dark Dive, FTilt, DTilt.
Kill Moves: Smash Attacks, Aerials, Tilts, Jab, Specials.
Kill Confirms: Late Dash Attack > UAir, late reverse UAir > DSmash, DThrow > BAir, DAir > FAir, NAir1 > FTilt.
Ganondorf’s attacks consistently beat out Young Link’s at a close range. He wants to close the distance in the MU, using his priority to cover Young Link in both midrange and close quarters combat. From this range, Ganondorf can safely pressure Young Link with landing Aerials, Jab, and DTilt. Young Link wants to stay out of Ganondorf’s threat bubble (the unreactable area around him). ZAir and Grab are the only exceptions to this rule.
Young Link wants to keep Ganondorf at a distance, walling out and trapping him with projectiles. He struggles at reaching burst range, where he is strongest, due to his slow physics.
When playing at burst range against Ganondorf, be wary of him overshooting with Wizard's Foot or Dash Attack on an attempted dashback. Just because Ganondorf is close up does not mean he will pick an aggressive option right away. He may shield or jump first to block/avoid/clank projectiles.
Ganondorf uses the implied threat of these burst options, or rather, the opponent’s change in actions to avoid the burst options to take stage control/create opportunities for anti-airs.
Since Ganondorf is a slow and large character, he gets walled out by Young Link. Boomerang makes it difficult for Ganondorf to approach through the air. Keep track of how he navigates through Boomerang and Fire Arrows to cover the new solutions the opponent uses.
Fire Arrow covers space quickly vs Ganondorf, shutting out approaches on the ground. Fire Arrow also conditions him to shield or use an offensive option to break through it.
Ganondorf’s Special burst options (Flame Choke, Wizard's Foot) are his only bursts of speed in his slow kit. Visualize their threat range and anticipate when they’ll be used (Wizard's Foot is used more in neutral due to the hitbox).
Z-Drop Bomb on the ground will explode if Ganondorf moves over it with Wizard's Foot. This means that Bomb can be used to passively cover it, allowing Young Link to free up his movement that otherwise would be used to help avoid Wizard's Foot.
Ganondorf can use Wizard's Foot to beat out projectiles and to close the distance/hit Young Link. At long range, projectiles will lose to the strong hit of it. To counter these options, anticipate them when Ganondorf is in range to use them. Be ready to shield/Grab/ZAir.
Only a fresh, Smash Boomerang and Bomb can beat Wizard's Foot. If Boomerang is staled even once, it will lose.
Once Ganondorf has conditioned shield from the opponent with his burst options, he can use Flame Choke or Dark Dive to beat shields. Ganondorf creates a cycle of conditioning at burst range between his burst options and Command Grabs. Anticipate and note what Ganondorf does at the burst range, and how he gets to it.
Ganondorf can use his USmash to anti-air Young Link’s fullhops and aerial approaches. It has a low profile during the startup animation, which can let him avoid some rising aerials.
Be wary of shield damage when fighting Ganondorf. After a single USmash or FSmash, he can find shield break opportunities using another Smash Attack or a different move. Likewise, it takes only one aerial + USmash/FSmash for Ganondorf to break shields.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Ganondorf can use USmash can be used to catch jumps and rolls out of shield.
Be wary of shield damage after shielding an USmash.
Flame Choke is a horizontal burst Command Grab. When Ganondorf lands a Flame Choke on the ground, it places the opponent in front of him in a tech chase situation. If Ganondorf lands an Aerial Flame choke, the opponent can’t tech it.
Ganondorf can use his prior information on the opponents tech options to punish them with Flame Choke, by prediction or ruling out an option and reacting to the rest.
Against Flame Choke, the opponent can mix up their options (roll in, roll out, getup attack, getup, tech) and the timing that those options are chosen.
Ganondorf can pressure in the corner with BAir, NAir, FAir, and spaced DTilt.
Ganon’s BAir is potent at calling out Young Link’s jumps in the corner, and his NAir has higher priority than most of Young Link’s options.
Use jump or roll to escape the corner if Ganondorf overcommits.
Avoid committing in the corner outside of whiff punishing. Opting for defensive movement around Ganondorf gives Young Link more time and options to move around him, and get to center stage.
Platform Pressure
(What tools do they have? How can we escape this pressure?)
The late hit of Ganondorf's Dash Attack sets up for platform tech chases at low-mid %s.
Ganondorf can punish shielding on platforms with Flame Choke (creating platform tech chase situations) or Dark Dive (kills). To not get hit by Command Grabs, you’d need to avoid shielding, but to avoid USmash and FSmash, your best option is shield. Ganondorf can mix the opponent up by switching his choice of pressure.
Ganondorf’s Aerial Flame Choke on a platform forces a 50/50 situation, in which he can cover a tech roll to either side by USmash. Young Link’s tech roll away does not get hit by USmash, though Ganondorf can beat it with FTilt or dash USmash, making the situation a 50/50.
At kill %s, Ganon’s DThrow sets up for platform tech chases, where he can use USmash to platform tech chase or Flame Choke or Dark Dive to beat out shield.
Ganondorf’s FSmash and USmash can cover entire platform widths. This means that he can cover multiple or all tech options using these moves, in addition to covering landings onto them.
After shielding Ganon’s Smash attack, you can retreat off and away from the platform or drop through the plat to punish/shield pressure Ganon.
Landing
(How do they cover it? What are my best options?):
Ganondorf can punish landing Fire Arrow and Boomerang from afar with Wizard's Foot. The potential usage of it means that to avoid it, the opponent will move around its potential range by giving up stage control (moving back for safety) or being airborne.
ZAir as a landing tool is safe and outranges Ganondorf. It beats Wizard's Foot consistently, unlike Boomerang and Fire Arrow, which are vulnerable commitments due to Ganondorf’s counterplay to projectiles in advantage state.
In most situations where Young Link would land with NAir to escape tumble and throw out a hitbox, Ganondorf can punish it with his higher priority.
If possible, land away from Ganondorf. Landing on top of him is high-risk due to his priority on attacks and killpower. Ganondorf can cover the immediate area around him with USmash.
Ganondorf’s UAir can trade/may beat out Young Link DAir.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Wizard's Foot can edge cancel. Using the edge cancel, Ganondorf can use the burst of speed from the move to edgeguard faster, or immediately throw out NAir/UAir/FAir to cover the area around the ledge.
This sets up perfectly for intercepting Young Link tethering to the ledge.
Avoid recovering at a low angle if possible to get around Ganondorf’s DAir. If Young Link has to go low and DAir is anticipated, time an airdodge.
When Ganondorf lands a NAir at ledge at low %s, it sends the opponent directly below the ledge. After a NAir at low %s, Ganondorf can edgeguard by following up with a DAir.
If the opponent is below Ganondorf when he covers the area around the ledge with NAir, he can then cover the low recovery with UAir.
Directional airdodge can be used to move through Ganondorf covering the ledge with NAir at the same time to avoid it.
Ledge:
Ganondorf can hit Young Link at ledge with DTilt and Smash Attacks.
Ganondorf can ledge cancel the endlag on his USmash when using it slightly-charged at the ledge. This lets Ganondorf follow-up with Flame Choke to deal with shields, or BAir to kill/break shields.
Ledge jump NAir won’t beat out most of Ganondorf’s attacks, making it a risky option in this MU. Use it to punish an overcommitment at the ledge.
Ganondorf’s USmash/FSmash cover ledge jump and roll in. He can opt for spacing his Smash Attacks from ledge to cover all options. Avoid the Smash Attack by mixing up the timing on ledge options.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
When holding center stage vs Ganondorf, be wary of Wizard's Foot/Flame Choke from the corner.
The implied threat of Wizard's Foot means that to avoid it, the opponent will move around its potential range by giving up stage control (moving back for safety) or being airborne. Ganondorf can use this implied threat to help him win back stage control.
Since ZAir cleanly beats out Ganondorf’s burst Specials and aerials, using a SH provides a reactionary window, where if at any time Ganondorf uses either burst option, Young Link can react with ZAir.
While corner pressuring Ganondorf, stay out of his unreactable threat bubble (range where his moves are unreactable). Moving into that space, or Ganondorf getting to that space is giving up strong corner pressure.
Ganondorf can land with aerials (NAir, FAir, BAir, DAir), Aerial Wizard's Foot (slow, punishable, heavy shield damage), and airdodge.
Ganondorf’s priority on his aerials means that Young Link suffers high-risk from trying to directly challenge Ganondorf in the air horizontally. From below, UAir can outspace these options.
Be patient when corner pressuring Ganondorf. The goal is to keep him there and prevent him from escaping. His slow speed means that his options are slightly more reactable/predictable.
Due to Ganondorf's size, rising SH BAir true combos into GSA at low/starting %s.
Offstage:
Ganondorf’s recovery is vulnerable in that he has low airspeed, and Dark Dive that doesn’t go far. He is required more often on average to burn his directional airdodge to recover.
Ganondorf in this instance can’t mix up his aerial drift much. Young Link’s best option for edgeguarding is to gimp Ganondorf with NAir.
Mix up timing and angles when approaching Ganondorf offstage. If Young Link takes the same route to edgeguard him each time, Ganondorf can intercept with NAir, UAir, or a preemptive Dark Dive.
Ganondorf’s recovery is made more difficult to edgeguard if he gets the opportunity to hug the stage while recovering. Cover that area preemptively if a low recovery is anticipated.
Throwing a Bomb downwards offstage and using it to combo into NAir can counter Ganondorf hugging the stage while recovering on some stages.
Ganondorf can hold down while using Dark Dive to grab/hit the opponent standing at the ledge as a mix-up.
Ganondorf can use Wizard's Foot as a recovery mix-up to quickly position himself lower, allowing Ganondorf to hug the stage while recovering.
If Ganondorf is recovering low, use ledge slip or dashback FH B-Reverse Fire Arrow from the ledge to create strong positioning for an edgeguard.
When Ganondorf has a stock lead, he can use Flame Choke offstage to exchange stocks. This will win him the game if the opponent has 1 stock left and he has more than 1. Ganon can fish for this by repeatedly using Side-B into the ledge.
Ganondorf can use Flame Choke, NAir, or FAir from a double jump off of the ledge.
Due to Ganondorf’s ledge hang and high-priority aerials, it’s safer for Young Link to use stage control to ledgetrap, spacing away from the ledge due to Ganondorf’s threat bubble.
At low %s, Young Link can challenge the ledge with less risk, using NAir and BAir to stuff immediate getups. At kill %s, use approaches to the ledge as a way to bait Ganondorf off of the ledge.
If unable to kill Ganondorf from a ledgetrap, prioritize sending him offstage to gain an edgeguard situation.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Doesn’t Hit
DSmash: DSmash (very specific)
FTilt: Doesn’t Hit
Most Reliable Move: DSmash
Animation Info: N/A
Note: Very hard, tight spacing required on DSmash.
Because Ganondorf is hard to hit at the ledge, opt for punishing ledge hangs with either returning Boomerang, ledge trump, or Z-Drop Bomb at the ledge.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt > ASA @ Ledge %s: 128, 111
FD FThrow @ Ledge %s: 197, 169
FD Milkshake %s: 118-166, 106-139
Ganondorf Kill Throws: BThrow, Dark Dive, Aerial Flame Choke
Young Link’s GSA, when spaced facing away from Ganondorf’s shield, can low-profile Ganondorf’s Dark Dive out of shield.
Stages
Battlefield:
Terrible. This stage presents the issue of Young Link having to land on platforms most of the time, which leaves him vulnerable to Ganondorf’s Command Grabs and Smash Attacks. This forces Young Link to ledge more often.
Final Destination:
Good. Young Link can trap Ganondorf’s landings easier here, since he doesn’t have any platforms to land on. His neutral becomes a little more linear as well, since he has less opportunities to jump in, making it easier to anticipate Wizard's Foot. Edgeguarding him is easy if he doesn’t get to hug the ledge while recovering.
Smashville:
Terrible. This stage’s center platform makes it difficult for Young Link to land when concerned with the threat of Ganondorf’s Smash Attacks, forcing Young Link to ledge or the corner more often. There isn’t enough space to comfortably keep distance against Ganondorf, either.
Town & City:
Great. This stage offers enough space to play away from Ganondorf comfortably. The high ceiling increases survivability against USmash. Ganondorf can’t hug the stage while recovering here, either. Be wary of Ganondorf using Dark Dive to catch shielding on the side platforms.
Lylat Cruise:
Indifferent. The slants and platform layout strengthen Young Link’s ability to wall out Ganondorf and wall him in the corner. However, his platform coverage (USmash, UAir and others) is very strong on this stage, though the stage size is good for us.
Pokémon Stadium 2:
Great. This stage provides a wealthy amount of space to wall out Ganondorf, and Young Link is not forced to land on platforms.
Kalos Pokémon League:
Great. The platforms near the ledges give Young Link more options in ledge disadvantage. The walls on the sides prevent Ganondorf from hugging the ledge to get to the stage freely (catch it with a Bomb thrown down). The amount of space is very gracious, making it hard for Ganondorf to get in, and the large blast zones increase Young Link's survivability.
Yoshi’s Story:
Bad. Same as BF, slants and walls may slightly help in disadvantage, but still best to avoid.
Sets & Resources
Hivesteel’s Young Link vs Ganondorf VOD Playlist: Young Link vs Ganondorf
(Ganoncord Resources) Ganondorf's ULTIMATE Spreadsheet Citadel
Reference Images