Stealing your format again
Note:
NOW UPDATED WITH ACTUAL NAMES AND DESCRIPTIONS
This time it's the Gerudo King,
Ganondorf
Who would dare to take up arms against the king of light and shadow...?
Neutral Special 1 (Warlock Punch)
"Channel dark energy into a devastating punch. Difficult to interrupt."
One of the strongest specials in the game, if not THE strongest. Packs a wallop! Now with super armor!
Neutral Special 2 (Warlock Blade)
"Draw a sword and thrust it forward. The blade's tip deals the most damage."
Like the warlock punch, but it sacrifices damage and knockback for range. It's very similar to falcon punch in power. Also, he uses the sword (albeit awkwardly).
Neutral Special 3 (Warlock Thrust)
"A faster, explosive Warlock Punch. Make sure your fist hits home for max damage."
Much much faster chargeup, with an AOE blast in front of him that does less damage and less knockback. Great for racking up damage, but not great for KOing your enemies.
Side Special 1 (Flame Choke)
"Rush forward to grab an enemy. Grabbed enemies will be thrown straight down."
The famous chokeslam from brawl. Dashes to the side, grabs your opponent by the neck/face, and them slams them to the ground without ground bounce. Your opponents can tech-roll out of it, but if they don't know better, you can follow up with a down tilt for decent knockback. If you can predict which way they'll roll, you can usually follow up with something else. If you use it in the air, it spikes them all the way to the ground. If you use it off stage, you both KO (them first!)
Side Special 2 (Flame Wave)
"Dash forward to grab an enemy and blast them into the air into other enemies."
Same as the normal one, but instead of slamming them to the ground, it know causes upward knockback. Can be used as a KO move at roughly 120%+ on some characters. If you use it in the air, it also spikes to the ground, but with MUCH more KO power, since they hit the floor, too.
Side Special 3 (Flame Chain)
"Dash forward and strike enemies repeatedly rather than grab them."
Instead of grabbing the opponent, it now dashes THROUGH the opponent causing multiple hits and next to no knockback. It's really good at piling on damage, so if you don't mean to use the chokeslam as a mechanism to combo into a KO move, then this is a great substitute for % building.
Up Special 1 (Dark Dive)
"Jump up and grab an enemy, and then shock and launch them."
Same as brawl, similar to captain falcon's. This special move has you leap into the air, grabbing any opponent you come into contact with. Once you grab them, you deal extra damage and knock them away a little bit. I'm not particularly a fan of this move, but it's a decent way of racking up percent on your opponent.
Up Special 2 (Dark Fists)
"Punch opponents into the air, and then hit them in midair to send them higher."
This one loses its ability to grab your opponent, but it knocks the opponent upward at the start into (hopefully) a second 'shoryuken' punch at the apex of the move. It has decent knockback, but does less damage than the default. Yes, it's actually connecting in that second picture. That's how large the hitbox is for it.
Up Special 3 (Dark Vault)
"Jump extra high, but you can only grab at the beginning or end of the attack."
This one is weird, it's like the first one, but it stops 1/4 of the way up to do a second jump w/ the same effects. This means that you can't grab your opponent at any point other than at the beginning and the end, but you seem to go higher up. I believe it deals slightly less damage as well, in exchange for the greater height. I need to play around with it more to figure out what other differences there are. Hard to show in pictures, but imagine him doing his up special twice in a row, with the first one only going about 6 feet high. The pictures show the apex of each one, if used from the ground.
Down Special 1 (Wizard's Foot)
"A magic kick that flies straight when on the ground and diagonally down when airborne."
Ganondorf's version of the falcon kick. Slower startup, but more damage and knockback. Can be used as a KO move at higher percentages. If used on the ground it goes about halfway across the stage, horizontally. If used in the air, it comes down diagonally. It does an extra hit once ganondorf lands, in case you miss the kick part in the air. Causes about 12% damage and can KO at above 150% usually. Ganondorf's position does not indicate the trajectory. The visual effects (at an angle) indicate the trajectory.
Down Special 2 (Wizard's Dropkick)
"Jump low into the air before doing the flying kick."
Blue-er flames! If used on the ground, it forces Ganondorf into the air and he comes down at a diagonal. If used in the air, it moves at a wider angle than the default and covers more horizontal distance. Once he lands (even after the kick animation/hitbox is over) the force causes damage and knockback. Does less damage and less knockback, but the incoming angle tends to make it harder to avoid. It also seems to execute a bit faster. Using it in the air seems to have more knockback than on the ground. Again, the visual effects note the trajectory, if it's too hard to see in pictures.
Down Special 3 (Wizard's Assault)
"A faster flying kick that goes through foes. In the air, the kick goes straight down."
This one has a longer startup but it covers more distance. The best part about this one, however, is that if you use it in the air, it spikes straight down, rather than at an angle. The longer startup means it does more knockback than the others. It also covers more distance. Once again, the visual effects indicate trajectory. Ganondorf may be in the same position as he is in the normal one, but if you look at the VFX, you can see it's clearly going more perpendicular to the stage than the normal one.
Final Thoughts
Well, I'm going to use the sword out of principle. It still has the super armor, and it seems easier to hit with. I like all of his side specials, honestly, they each have their place. I think i'll also pick his 3rd up special, as it seems to have better recovery, which is all that matters to me from his up special. His down specials all seem really good, but I like his 3rd one since it allows me to kick straight down. It also covers more ground when used on the ground.
My loadout is probably 2233. Mainly because the normal flame choke is too hard to follow online, so using the one w/ KO potential might be really good.