Editing King Dedede (PM)
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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = King Dedede | |name = King Dedede | ||
|image | |image = [[Image:King Dedede SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = King Dedede (SSBB) | |moveset1 = King Dedede (SSBB) | ||
|altcostume = | |altcostume = Shogun Dedede | ||
|tier = Mid | |||
|ranking = 16 | |||
}} | }} | ||
[[Image:Samurai Dedede PM.png|thumb|right|Dedede's Samurai Costume in Project M 3.5]] | |||
'''King Dedede''' (known as simply '''Dedede''' in-game) is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities. | '''King Dedede''' (known as simply '''Dedede''' in-game) is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities. | ||
King Dedede ranks | King Dedede ranks 36th out of 41 on the official tier list, near the bottom of C tier. This is a large drop from his position on the ''Brawl'' tier list, where he's ranked 12th out of 38. | ||
==Attributes== | ==Attributes== | ||
King Dedede is a character whose strengths lie in his offense. Every one of his attacks boasts speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as his up throw and combo finishers such as his forward aerial. He also has superb camping abilities due to his aforementioned reach and hitbox placements, as well as his versatile Waddle Dee Toss. He also has a highly above average recovery thanks to his many jumps, the new airdodge physics, and his useful Super Dedede Jump. However, Dedede's biggest boon is his back aerial; despite it | <!--attributes paragraph--> | ||
King Dedede is a character whose strengths lie in his offense. Every one of his attacks boasts speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as his up throw and combo finishers such as his forward aerial. He also has superb camping abilities due to his aforementioned reach and hitbox placements, as well as his versatile Waddle Dee Toss. He also has a highly above average recovery thanks to his many jumps, the new airdodge physics, and his useful Super Dedede Jump. However, Dedede's biggest boon is his back aerial; despite it being weaker than ''Brawl'', this allows it to wall of pain better, combined with his higher air speed and the removal of hitstun canceling. It also maintains its minimal lag, long duration, and hitbox placement. | |||
However, Dedede has numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average vertical endurance despite being a super heavyweight due to his average gravity and slightly above average falling speed. He also suffers from his recovery being somewhat predictable due to it mainly being linear. Dedede is also very easy to combo due to his aforementioned weight and size, as well as his gravity only being slightly lower than his falling speed. | However, Dedede has numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average vertical endurance despite being a super heavyweight due to his average gravity and slightly above average falling speed. He also suffers from his recovery being somewhat predictable due to it mainly being linear. Dedede is also very easy to combo due to his aforementioned weight and size, as well as his gravity only being slightly lower than his falling speed. | ||
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==Changes from ''Brawl'' to PM== | ==Changes from ''Brawl'' to PM== | ||
King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon | King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon, and most agree he is a slightly worse character overall, despite technically receiving more buffs. | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}} | *{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}} | ||
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}} | *{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}} | ||
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]] | *{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, because the entire roster received increased fall speeds, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits ( | *{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits (first hit: IASA 38 → 22, second hit: IASA 50 → 21). The rapid jab also ends significantly faster and each hit of neutral attack connecting better.}} | ||
*{{nerf|Rapid jab of neutral attack comes out slower (frame 2 → 7), though this is heavily compensated by the various buffs it received.}} | |||
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback | *{{change|The second hit of neutral attack has altered knockback (20 base/50 growth → 55/0) and angle (85° → 90°) properties.}} | ||
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback growth (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}} | |||
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}} | *{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}} | ||
*{{buff|[[Up tilt]] has less ending lag ( | *{{buff|[[Up tilt]] has a longer duration (frame 7-15 → 7-17) and has less ending lag (IASA 40 → 34).}} | ||
*{{ | *{{buff|[[Down tilt]] has slightly less ending lag (IASA 36 → 35).}} | ||
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)) | *{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)).}} | ||
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede | *{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede [[super armor]] between frames 8-29, significantly improving it's utility.}} | ||
*{{ | *{{change|Dash attack sends opponents at a different angle (361° → 35°).}} | ||
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16% | *{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%).}} | ||
*{{nerf|Forward smash has a shorter duration (frame 42-54 → 42-50).}} | *{{nerf|Forward smash has a slightly shorter duration (frame 42-54 → 42-50).}} | ||
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag ( | *{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (IASA 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback growth (95/96 → 79/80).}} | ||
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now | *{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback growth (82 → 79). It also has much less ending lag (IASA 53 → 47).}} | ||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by | *{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by L-cancelling.}} | ||
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}} | *{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}} | ||
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] | *{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] from a [[short hop]].}} | ||
*{{buff|King Dedede's increased air speed and the | *{{buff|King Dedede's increased air speed and the more edgeguarding-friendly physics also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}} | ||
*{{buff|Neutral aerial has less ending lag ( | *{{buff|Neutral aerial has less ending lag (IASA 40 → 38).}} | ||
*{{ | *{{change|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°).}} | ||
*{{buff|Forward aerial has less start-up with a longer duration ( | *{{buff|Forward aerial has less start-up with a longer duration (frame 16-18 → frame 13-18) longer range, and more knockback growth (90 → 100).}} | ||
*{{nerf|Forward aerial has slightly increased ending lag ( | *{{nerf|Forward aerial has slightly increased ending lag (IASA 37 → 40).}} | ||
*{{nerf|Back aerial has less range (8.5u → 5.534983u | *{{nerf|Back aerial has less range (8.5u → 5.534983u), and a slightly shorter duration (frame 6-25 → 6-21).}} | ||
*{{buff|Up aerial is now a single hit, which gives it increased | *{{buff|Up aerial is now a single hit, which gives it increased [[juggling]] potential for combos and KOing from the more combo-friendly physics despite it technically dealing less knockback (50 base/130 growth → 40/30 base/85 growth).}} | ||
*{{nerf|Up aerial deals less damage ( | *{{nerf|Up aerial deals less damage (19% → 12%/9%) and has a slightly shorter duration (frame 10-25 → 10-24).}} | ||
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag ( | *{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (IASA 48 → 38) and can now auto-cancel from a short hop.}} | ||
*{{nerf|The final hit of down aerial deals less damage (5% → 3% | *{{nerf|The final hit of down aerial deals less damage (5% → 3%), resulting in the move dealing 2% less damage if all hits connect (17% → 15%).}} | ||
*{{change|Down aerial SFX changed to match up aerial SFX.}} | *{{change|Down aerial SFX changed to match up aerial SFX.}} | ||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 base/80 growth → 80/75).}} | |||
*{{buff|[[Back throw]] has drastically more knockback growth (65 → 94), and sends opponents at a much more horizontal angle (60° → 45°), making it among the strongest throws in the game.}} | |||
*{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 | *{{nerf|Back throw deals slightly less damage (16% → 15%).}} | ||
*{{buff|[[Back throw]] has | *{{buff|[[Up throw]] has less base knockback (70 → 60), and less ending lag, combined with the more combo-friendly physics, this makes up throw a significantly better option to follow-up into moves, and can even be used to [[chaingrab]] fast-fallers.}} | ||
*{{nerf|Back throw deals slightly less damage ( | *{{nerf|[[Down throw]] sends opponents at a more downward angle towards the floor (20° → 32°), removing his ability to [[chain throw]] with it, making it act like how it does on lightweight characters in ''Brawl''.}} | ||
*{{buff|[[Up throw]] has less base knockback (70 → 60) | |||
*{{nerf|[[Down throw]] sends opponents at a | |||
===Special Moves=== | ===Special Moves=== | ||
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*{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}} | *{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}} | ||
*{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}} | *{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}} | ||
*{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag ( | *{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (IASA 77 → 57) when uncharged, as well as dealing more knockback on all stages of charge (uncharged: 20 base/100 growth → 40/80, fully charged: 30 base/80 growth → 40/75). Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%).}} | ||
==Revisions== | ==Revisions== | ||
===v2.1=== | ===v2.1=== | ||
*{{buff|Dedede can grab the edge towards the end of his Up-B cancel flip.}} | *{{buff|Dedede can grab the edge towards the end of his Up-B cancel flip.}} | ||
*{{change|Dedede's | *{{change|Dedede's spotdodge animation was smoothed out.}} | ||
===v2.5b=== | ===v2.5b=== | ||
*{{buff|Dedede's | |||
*{{buff|Dedede's | *{{buff|Dedede's Dash Attack hitboxes adjusted for better coverage.}} | ||
*{{buff|Dedede's | *{{buff|Dedede's Up-Tilt belly hitboxes adjusted for better coverage.}} | ||
*{{buff|Dedede's Neutral | *{{buff|Dedede's Forward-Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.}} | ||
*{{buff|Dedede's Neutral | *{{buff|Dedede's Neutral-Air weak hitbox match the size of the strong hitboxes for better coverage.}} | ||
*{{buff|Dedede's Forward | *{{buff|Dedede's Neutral-Air IASA fixed to occur slightly before the animation ends.}} | ||
*{{buff|Dedede's Forward-Air IASA fixed to occur slightly before the animation ends.}} | |||
*{{buff|Dedede's Side-B can toss waddles at more noticeable angles.}} | *{{buff|Dedede's Side-B can toss waddles at more noticeable angles.}} | ||
*{{buff|Dedede's Side-B default throw speed decreased, and strong throw speed increased.}} | *{{buff|Dedede's Side-B default throw speed decreased, and strong throw speed increased.}} | ||
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===v2.6b=== | ===v2.6b=== | ||
*{{buff|Dash | *{{buff|Dash Attack has medium armor which lasts through the strong hit.}} | ||
*{{buff|Up | *{{buff|Up-Tilt's endlag is slightly faster.}} | ||
*{{buff|Down | *{{buff|Down-Aerial has smaller gaps between each hit.}} | ||
*{{buff|Forward | *{{buff|Forward-Throw's damage has been increased slightly, knockback decreased slightly to compensate.}} | ||
*{{buff|Down | *{{buff|Down-Throw can be interrupted earlier.}} | ||
*{{buff|Neutral-B has more mobility in the air than previously.}} | *{{buff|Neutral-B has more mobility in the air than previously.}} | ||
*{{buff|Up-B has a hitbox at the beginning of Dedede's ascent.}} | *{{buff|Up-B has a hitbox at the beginning of Dedede's ascent.}} | ||
*{{buff|Up-B has medium armor during the same timeframe as the hitbox.}} | *{{buff|Up-B has medium armor during the same timeframe as the hitbox.}} | ||
*{{nerf|Turn | *{{nerf|Turn-Grab range reduced slightly, and has a bit more startup to match other Turn Grabs.}} | ||
*{{change|Neutral | *{{change|Neutral-Aerial's 1st hit angle is slightly higher.}} | ||
===v3.0=== | ===v3.0=== | ||
*{{buff|Forward | *{{buff|Forward-Smash’s meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).}} | ||
*{{nerf|Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.}} | *{{nerf|Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.}} | ||
*{{change|Forward | *{{change|Forward-Air’s hitboxes were cleaned up and polished to match the animation better.}} | ||
===v3.5=== | ===v3.5=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Big D|Canada}}-33rd at [[Paragon Los Angeles 2015]]. | |||
*{{Sm|Fly Amanita|USA}}-Formerly ranked 1st on the SoCal Project M Power Rankings. | |||
*{{Sm|Heysuess|USA}}-Formerly ranked 2nd on the Arizona Project M Power Rankings. Does not actively engage in competition often, but plays for fun and to help people become better. | |||
*{{Sm| | *{{Sm|KO Kingpin|USA}} | ||
*{{Sm| | *{{Sm|Ripple|USA}}-The best Dedede player in the world. Ranked 1st on the Illinois Project M Power Rankings and 29th on the PMRank 2016. | ||
*{{Sm|Dumshiny|USA}}-Best SoCal Dedede player. Placed 7th at Don't Sleep and has wins over players like {{Sm|Aidan}} and {{Sm|Strong Bad}}. | |||
==Alternate costumes== | ==Alternate costumes== | ||
Dedede's alternate costumes remain unchanged from ''Brawl''. He obtained a costume based on his appearance in the Samurai Kirby minigame. | Dedede's alternate costumes remain unchanged from ''Brawl''. He obtained a costume based on his appearance in the Samurai Kirby minigame. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=12|[[ | |colspan=12|[[Image:King Dedede Palette (PM).png|frame|center|King Dedede's alternate costumes in PM]] | ||
|- | |- | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadPinkSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadGreenSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadPurpleSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadBlueSSBB.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadBrownSSBB.png]] | ||
|- | |- | ||
|colspan=3| | |colspan=3| | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadSamuraiPM.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadSamuraiGreenPM.png]] | ||
|colspan=2|[[ | |colspan=2|[[Image:KingDededeHeadSamuraiBluePM.png]] | ||
|colspan=3| | |colspan=3| | ||
|} | |} | ||
{{Project M}} | {{Project M}} | ||
[[Category:King Dedede]] | [[Category:King Dedede]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |