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Ganondorf Up B SSBU

Ganondorf using Dark Dive in Super Smash Bros. Ultimate.

Dark Dive (雷神掌, Raijin Palm) is the up special move used by Ganondorf, introduced in Super Smash Bros. Melee. It is similar in function to Captain Falcon's Falcon Dive, but instead of the opponent getting hurt by fire, they will be shocked by electricity if Ganondorf connects with them. Like his side special, Flame Choke, it counts as a grab, so it cannot be shielded or countered. Like the Falcon Dive, it can be used repeatedly if successful, and Ganondorf can grab a ledge at the peak height of this move when facing the other direction. This helps to sweet spot and prevents some forms of edge momentum shifting such as the cape glide in Brawl. However, the move suffers from predictability, poor distance, lack of protection, and in the case of Brawl, low attack power.

Customizations[]

  • Dark Fists: Instead of grabbing the enemy, Ganondorf gains a hitbox on the move's start-up. The first hit, dealing 6% damage, is thrown before the jump, and has set knockback. If it connects it will usually chain victims into the second hit, dealing 11% damage for a total of 17% damage, which is thrown at the apex of the jump and has formidable damage and knockback, able to KO as low as 80% anywhere on the stage and 110% from underneath the stage while the opponent is on ground level, making it very risky to intercept. It is generally considered superior to Dark Dive and Dark Vault due to having legitimate offensive use, improved distance thanks its somewhat slow start-up allowing for better horizontal reach, and the start-up also possessing armor which further bolsters its anti-edge-guarding capabilities and can even be used as a pseudo-counter. However, the lack of a grab means that the move cannot be used in rapid succession should it hit an opponent.
  • Dark Vault: Vaults upward twice, but does not give a noticeable amount of increased distance, and can only grab during the beginning of either vault, and has no ending uppercut. Has less horizontal distance, the electrocution ends faster but deals drastically less damage (1% electrocution, 3% throw, 4% total), and the explosion has less knockback power that KOs at 400% instead. There also is some lag between the two vaults, making it much easier to edge-guard.

See also[]

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