Ganondorf vs Kazuya

Kazuya Matchup (Ganondorf)

Ganondorf vs Kazuya

Ganondorf vs Kazuya is most reliable when Ganondorf avoids close-range scrambles, wins first contact at midrange, and keeps punishing Kazuya's landing and recovery.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

This matchup is extremely volatile because both characters can end stocks early, but the close-range scramble heavily favors Kazuya, whose point-blank damage and reversal options punish Ganondorf for accepting tight grounded guesses.
Ganondorf therefore wins by staying just outside crouch-dash entry range, using retreating nair, bair, and whiff punishes to stop Kazuya from getting free grounded access before converting one clean hit into stage control.
Many of the listed jabs, tilts, dash attack, and smashes are punishable on shield, but Ganondorf’s real out-of-shield speed is still slow, so the stable answer is to take grab, nair, or uair first instead of forcing the biggest punish every time.
Once Kazuya is airborne, his weak air mobility and recovery become much easier to pressure, so prioritize covering landing spots and ledge space until he is forced back into disadvantage again.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldGanondorf OOS Candidate MovesBarely Missed Moves
Jab 1 (1)6-11
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (+2)
  • Up B (+3)
Jab 1 (2)29Unblockable
Jab 27-15
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+2)
Jab 37-20
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab (1)10-25
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab (2)12-23
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab (3)23-24
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab (4)15-24
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab (5)18-25
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Jab (6)16-26
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Forward Tilt12-17
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (+2)
  • Up Smash (+3)
Up Tilt9/24-14/-18
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+3)
Down Tilt16-15
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+2)
Dash Attack15-19
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (+1)
Forward Smash25-16/-13
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (+1)
Up Smash12-22
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)
Down Smash17-16
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (+1)
  • OOS Dair (+3)
Up B5+15-22
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Bair (13f)
  • Up B (14f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • Up Smash (20f)

Win Condition Checklist

  • Hold spacing just outside crouch-dash entry range, and make Kazuya walk into retreating nair, bair, or a whiff punish instead of letting him start point-blank offense.
  • After blocking jab strings, tilts, dash attack, or smashes, take the shortest guaranteed punish first with grab, nair, or uair.
  • Once Kazuya is launched, cover his landing path, ledge options, and Up B landing point before he can reset to grounded pressure.
  • Preserve stage position and do not stay in close-range shield guesses longer than necessary.

Actions to Avoid

  • Sitting in shield at point-blank range and accepting Kazuya’s highest-value close-range mixups.
  • Swinging slow grounded buttons directly into crouch-dash entries and letting him beat the startup.
  • Skipping guaranteed punishes because you only want the biggest possible answer on block.
  • Chasing too deep offstage, losing stage control, and giving up the ledge trap that is supposed to keep Kazuya pinned.

Reference Links

Related Pages