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|Series||The Legend of Zelda|
|First Appearance||The Legend of Zelda (1986)|
|Home Stage||Ganondorf's Tower|
|Final Smash||Beast Ganon|
Ganon, also known as Ganondorf, is the main antagonist of The Legend of Zelda series. He has been present since the first game, The Legend of Zelda, and has been present or referred to in most.
Introduced in The Legend of Zelda simply as a monstrous Prince of Darkness, Ganon's character has seen much development throughout the series, from being a simple monster to a powerful warlock with deeper motives to his actions. As the manifestation of the Demon King Demise's hatred for the Goddess and her Chosen Hero — or, according to Hyrule Historia, the reincarnation of Demise himself - Ganon is destined to eternally reincarnate to pursue world domination. In most cases though, he makes a return after being resurrected or breaking a seal. Four Swords Adventures is a notable exception, featuring a reincarnated Ganondorf. The original Ganondorf from Ocarina of Time appears in the rest of the games, making him stand out from other villains as the same character from game-to-game.
Ganon is the possessor of the Triforce of Power, imbued with the essence of the Goddess Din. This divine relic makes Ganon unimaginably strong and grants him boundless mystical power, making him a grave threat to the land of Hyrule and the world. Additionally, Ganon is the source of darkness. As stated in prophecy, the only one capable of defeating Ganon is the Hero who is chosen by the Goddesses.
Source: Zelda Wiki
- : Thunder Orb - Ganondorf readies himself, before launching a large, powerful orb of lightning. The orb can bounce off the ground and walls. (5% for each hit)
> : Flame Choke- Boosts forward with his hand extended out. Upon contact he grabs the opponent's neck and attacks them with a pulse of darkness before dropping them onto the ground (though an opponent can tech the hit to avoid guaranteed follow-ups, though the move can be tech-chased due to having minimal end lag). In the air, Ganondorf grabs onto and descends holding the opponent before slamming them into the ground, or to the lower blast line in a suicide KO if used off-stage. Much less unwieldy than in Brawl, as Ganondorf will always win if he and the opponent are on their last stocks. This works as a grab move, and as such works through shields and counters. Also can be used for short horizontal recovery, as it grabs onto the ledge. (12% (ground throw), 15% (air throw), 4% (release))
^ : Dark Dive - Ganondorf latches onto an opponent and unleashes electricity onto them before launching off of them with an explosion. Covers a very small amount of horizontal distance, but a decent amount of vertical making it a subpar recovery. If he successfully lands this move against an opponent, he doesn't fall helpless and can use it again. Ganondorf will perform an uppercut with weak knockback and darkness properties if this move misses an opponent. The throw has the worst knockback of any of Ganondorf's moves (not counting Flame Choke's set knockback, which has combo potential to compensate) and does not KO until 170%, though it does KO a bit earlier near the edge and is a decent out of shield move. (1.2% (hits 1-4), 9% (throw), 7% (uppercut), 6% (release))
v : Wizard Kick - Surrounded by darkness, Ganondorf launches himself while extending his leg out, dealing decent damage and knockback, but has lots of cool down. In the air, Ganondorf launches diagonally downwards while extending his leg out below him. A powerful meteor smash during start-up, with a late hit sending opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which has small amount of knockback. Has relatively high shield damage in the air, able to bring shields to a silver of health if all its hitboxes connect. Slows down significantly on impact with anything, has a lot of landing lag, and is extremely risky to use off stage. (12%/10% (ground), 15%/14% (air), 8% (landing))
F : Beast Ganon - Ganondorf becomes his beast form and rams into the opponent. Opponents too close upon initiation are buried, while those otherwise in front will be paralyzed. (10%/5% (appearance), 10% (paralyze), 40%/30% (charge))