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'''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on January 10th, 2014, which also commemorated ''{{s|wikirby|Kirby: Triple Deluxe}}'' being released in Japan on the same day. [[Masahiro Sakurai]] reprises his role as King Dedede's voice actor, albeit via a filter being applied to his ''Brawl'' voice clips. | '''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on January 10th, 2014, which also commemorated ''{{s|wikirby|Kirby: Triple Deluxe}}'' being released in Japan on the same day. [[Masahiro Sakurai]] reprises his role as King Dedede's voice actor, albeit via a filter being applied to his ''Brawl'' voice clips. | ||
King Dedede is ranked | King Dedede is currently ranked 52nd out of 55 on the [[tier list]], placing him at the top of the G tier. This is a significant drop from his high-tier placement in ''Brawl'', where he was ranked 12th out of 38. Dedede's primary strength is his large, disjointed range, courtesy of his hammer. In addition to his range, he also possesses some very powerful [[punish]]ing moves, such as his forward smash, down smash, back aerial and down aerial, with the latter two also functioning as good edgeguarding moves. | ||
Dedede also boasts arguably the greatest overall endurance in the game, being the most difficult character to KO vertically, due to having the third highest [[weight]] and the second fastest [[falling speed]], and also very difficult to KO horizontally despite being a fast-falling character with slow [[air speed]], which is also due to his high weight and the fact that he boasts an impressive [[recovery]], due to his multiple [[midair jump]]s and [[Super Dedede Jump]]. | |||
However, King Dedede's tier drop is largely due to the weakening or total removal of moves and/or mechanics that were important to his neutral game. The most notable examples are the removal of [[chain grab]]bing and his former back aerial, as well as his significantly worsened grab game, which has gone from one of the best to below average. Additionally, he retains his poor mobility and sluggish frame data from ''Brawl'': he has among the slowest [[walk]]ing and [[dash]]ing speeds, while his air speed, which was already the slowest in ''Brawl'', has become even slower. | |||
King Dedede's moveset also has among the slowest moves in the game, with only his down tilt, neutral aerial and standing grab being active before frame 9. These traits not only hinder Dedede offensively, but defensively as well; alongside his large size, considerable weight and fast falling speed, Dedede's mobility and frame data issues result in him being among the characters that are most vulnerable to rushdowns, combos, and [[camping]], with only his moderate [[gravity]] enabling him to not be as vulnerable as other heavyweights or fast-fallers would be to them. Dedede is also no longer capable of camping himself due to his new side special, [[Gordo Throw]], being [[reflect]]ed by any attack that deals at least 2%. Finally, Dedede suffers from disproportionately weak strength for a super heavyweight: his fastest moves fail to KO until very high percentages, whereas his slowest moves are among the most punishable in the game. | |||
As a result of his glaring flaws, King Dedede's perception and results are both poor, although they are somewhat better in the European scene. While King Dedede maintains a decently sized playerbase that has brought about great advancements to his metagame, he is widely considered to be nonviable in the current metagame, to the point that he is perceived by some players as one of the worst characters in ''SSB4''. | |||
==Attributes== | ==Attributes== | ||
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Unsurprisingly, King Dedede's greatest strength is his impressive endurance, which is often considered to be the overall best in the game. His very fast falling speed gives him the best vertical endurance, while his weight and great [[recovery]] makes his horizontal endurance one of the best. In addition, he is notoriously difficult to [[edgeguard]] and [[gimp]]. Despite his very high falling speed and extremely slow air speed, he possesses four [[midair jump]]s. These help him stall his fall and cover long distances, as well as allowing him to edgeguard safely. His [[recovery]] does not end with his midair jumps. His up special, [[Super Dedede Jump]], grants a very large amount of vertical distance and a good amount of horizontal distance. It also has [[super armor]] and can [[meteor smash]], making it extremely dangerous to intercept, especially if the opponent uses an aerial attack. | Unsurprisingly, King Dedede's greatest strength is his impressive endurance, which is often considered to be the overall best in the game. His very fast falling speed gives him the best vertical endurance, while his weight and great [[recovery]] makes his horizontal endurance one of the best. In addition, he is notoriously difficult to [[edgeguard]] and [[gimp]]. Despite his very high falling speed and extremely slow air speed, he possesses four [[midair jump]]s. These help him stall his fall and cover long distances, as well as allowing him to edgeguard safely. His [[recovery]] does not end with his midair jumps. His up special, [[Super Dedede Jump]], grants a very large amount of vertical distance and a good amount of horizontal distance. It also has [[super armor]] and can [[meteor smash]], making it extremely dangerous to intercept, especially if the opponent uses an aerial attack. | ||
His potent [[punishment]] game also supplements his great endurance. | His potent [[punishment]] game also supplements his great endurance. Almost all of his attacks deal high amounts of damage and can put opponents at a disadvantage. His most useful moves at that include, but are not limited to, down tilt, down smash and his grab game. The former is also very quick for a super heavyweight, and can help him fend off opponents and set up edgeguards. His [[pummel]] is highly damaging, making it good for adding up damage before throwing the opponent. His forward throw can reliably launch opponents off-stage, while his back throw deals very high damage. Lastly, his down throw can combo into up tilt, up smash and any aerial attack bar his down aerial, making it very reliable for damage racking and giving him combos that most fellow heavyweights do not have. He also has a plethora of very powerful moves, including his forward and down smashes, his up, back and down aerials, and [[Jet Hammer]], all of which are capable of KOing easily if they connect. Because of these advantages, he is also one of the characters to benefit the most from [[rage]], as it allows his powerful moves to put the opponent in a disadvantageous situation most of the time, and can allow him to initiate a comeback, which is further complimented by his endurance. | ||
Another | Another advantage King Dedede possesses is his range. Unlike his fellow super heavyweights, he possesses a weapon in the form of his signature hammer, which grants the majority of his moves disjointed ranges and enables him to out-space opponents with poor ranges, such as {{SSB4|Jigglypuff}} and {{SSB4|Ness}}. Prominent examples of this are his forward tilt, all of his smash attacks, and all of his aerials except neutral aerial, but said move's poor reach is compensated for, courtesy of its decent KO potential when clean. It should be also noted that moves that do not utilize his hammer also have long duration, such as his up and down tilts, and the aforementioned neutral aerial, which can also make him difficult to punish if the opponent stands too close to him and mistimes its punish. | ||
However, King Dedede has numerous weaknesses, to | However, King Dedede has numerous weaknesses, which are significant enough to outweigh his strengths. His most prominent one is his underwhelming frame data, which is notably among the worst in the game, a problem shared with {{SSB4|Shulk}}, Ganondorf and {{SSB4|Palutena}}. Despite their power, the majority of his moves are among the slowest, making Dedede prone to punishment, and due to his vulnerability to combos and juggles, he will have to [[read]] his opponents more often than not to land a move and avoid being punished. However, it should be noted that his moveset is among, if not the overall, weakest of the super heavyweights; very few of his moves are capable of reliably KOing before 80%, with such moves being nearly limited to back aerial, [[Jet Hammer]], and forward smash, all of which are easily telegraphed and highly punishable, despite back aerial being able to [[autocancel]] from a short hop. His fastest moves are incapable of KOing until very high percentages, and his slowest moves are among the most predictable and most punishable in the game, with notable examples being forward smash and up tilt. These factors make said moves being easy to punish before or after they connect. While the fastest of his moves, his down tilt and neutral aerial, come out on frame 6, repeated use of them can render him a predictable opponent. | ||
Another one of King Dedede's most prominent weaknesses is his polarized mobility. All of his attributes work against him, as they give him very slow horizontal movement, hindering his ability to [[approach]] and combat [[spacing]] and [[camping]]. The latter problem is more serious, as he has no useful counters against [[projectiles]], with Dedede's projectile being ineffective and overall unreliable to combat [[camp]]ing altogether. His slow horizontal mobility leaves him vulnerable to getting juggled horizontally, while his very quick vertical mobility also leaves him vulnerable to combos, and he has a hard time escaping from them once he enters enough knockback, with a move that grants super armor, [[Super Dedede Jump]], coming out way too slowly to render him invulnerable to heavy damage once an opponent gets a combo in. In turn, this makes it very simple for other characters with reliable combo games, such as {{SSB4|Luigi}} and {{SSB4|Bayonetta}}, to easily rack up damage on him. | Another one of King Dedede's most prominent weaknesses is his polarized mobility. All of his attributes work against him, as they give him very slow horizontal movement, hindering his ability to [[approach]] and combat [[spacing]] and [[camping]]. The latter problem is more serious, as he has no useful counters against [[projectiles]], with Dedede's projectile being ineffective and overall unreliable to combat [[camp]]ing altogether. His slow horizontal mobility leaves him vulnerable to getting juggled horizontally, while his very quick vertical mobility also leaves him vulnerable to combos, and he has a hard time escaping from them once he enters enough knockback, with a move that grants super armor, [[Super Dedede Jump]], coming out way too slowly to render him invulnerable to heavy damage once an opponent gets a combo in. In turn, this makes it very simple for other characters with reliable combo games, such as {{SSB4|Luigi}} and {{SSB4|Bayonetta}}, to easily rack up damage on him. | ||
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Another flaw King Dedede faces is his [[approach]]. All of his attributes significantly hinder his ability to get close to characters safely, considering the aforementioned factors of the overwhelming start-up and ending lag on his attacks, fairly poor mobility regardless if grounded or in the air, and his noticeable nerfs from game updates, which have all decreased his already poor offensive game. Most notably, his grabs' drastically reduced ranges and the removal of [[chain grab]]bing are collectively considered to be his fatal flaw: they not only hinder his chances to rack up damage efficiently, but also almost completely remove his chances of reliably KOing his opponents or keeping his opponents at bay with his grabs. | Another flaw King Dedede faces is his [[approach]]. All of his attributes significantly hinder his ability to get close to characters safely, considering the aforementioned factors of the overwhelming start-up and ending lag on his attacks, fairly poor mobility regardless if grounded or in the air, and his noticeable nerfs from game updates, which have all decreased his already poor offensive game. Most notably, his grabs' drastically reduced ranges and the removal of [[chain grab]]bing are collectively considered to be his fatal flaw: they not only hinder his chances to rack up damage efficiently, but also almost completely remove his chances of reliably KOing his opponents or keeping his opponents at bay with his grabs. | ||
His special moveset also faces some issues, as it is | His special moveset also faces some issues, as it is arguably half-functional. Gordo Throw is often considered his best special move, as it can be used for a KO option at high percents, can grant strong stage control if spaced and timed correctly, and can be used as a set-up into many other options if the opponent is sent toward Dedede. It can also aid his edgeguard attempts if the Gordo gets stuck on a wall or edge, allowing him to score a KO. Finally, it can be used to edge trap the opponent, giving them few options to retaliate and get back to safety. However, it has one major flaw, arguably enough to counterbalance all of the Gordo's benefits: it can be [[Reflection|reflected]] by any attack that deals at least 2%, which can limit its otherwise great utility and stage control potential and renders it a risky move, even when used from a safe distance. As a result of this, King Dedede's [[neutral game]] is risky due to being so committal. | ||
Super Dedede Jump is an amazing recovery move due to its distance and super armor, but its use is almost limited exclusively to recovering. However, the move's landing induces high shield damage, average [[shieldstun]], and emits stars upon meeting the ground, which can make the move surprisingly difficult to punish, despite the move's high | Super Dedede Jump is an amazing recovery move due to its distance and super armor, but its use is almost limited exclusively to recovering. However, the move's landing induces high shield damage, average [[shieldstun]], and emits stars upon meeting the ground, which can make the move surprisingly difficult to punish, despite the move's high end lag. Inhale can be used to pressure the opponent and possibly score a [[sacrificial KO#Grab-based sacrificial KOs|Dededecide]], but it is easily telegraphed, laggy, and unsafe due to the removal of grab armor. Lastly, [[Jet Hammer]] is best used only when trying to punish an unsafe get-up attempt or when breaking a shield. | ||
King Dedede benefits a fair bit from his [[Character customization|custom moves]]. Topspin Gordo has consistent power and moves much faster, which allows King Dedede to force the opponent to react with little risk of his Gordo being used against him, due to its high speed. However, it does not last as long, and it removes almost all combos with the Gordo itself, as it cannot be used for traps, and moving the control stick barely changes its trajectory. Bouncing Gordo is considerably weaker, but it lasts much longer, and enables King Dedede to apply stage control and gives him more time to use Gordo combos. The Gordo's trajectory changes greatly when the player tilts the control stick. Rising Dedede covers more vertical distance, maintains the default's super armor, and can even function as an (albeit risky) out of shield option due to its hitbox while ascending. However, it cannot meteor smash, as King Dedede becomes helpless at the apex of its jump, which also makes it less safe, especially if King Dedede tries to land on the stage. Dash Jet Hammer does far less damage, but King Dedede dashes forward when he attacks, enabling it to function as a mindgame tool. It can also function as a viable horizontal recovery option, which can ameliorate his glacial air speed. | King Dedede benefits a fair bit from his [[Character customization|custom moves]]. Topspin Gordo has consistent power and moves much faster, which allows King Dedede to force the opponent to react with little risk of his Gordo being used against him, due to its high speed. However, it does not last as long, and it removes almost all combos with the Gordo itself, as it cannot be used for traps, and moving the control stick barely changes its trajectory. Bouncing Gordo is considerably weaker, but it lasts much longer, and enables King Dedede to apply stage control and gives him more time to use Gordo combos. The Gordo's trajectory changes greatly when the player tilts the control stick. Rising Dedede covers more vertical distance, maintains the default's super armor, and can even function as an (albeit risky) out of shield option due to its hitbox while ascending. However, it cannot meteor smash, as King Dedede becomes helpless at the apex of its jump, which also makes it less safe, especially if King Dedede tries to land on the stage. Dash Jet Hammer does far less damage, but King Dedede dashes forward when he attacks, enabling it to function as a mindgame tool. It can also function as a viable horizontal recovery option, which can ameliorate his glacial air speed. | ||
All of his other custom moves have very situational advantages and are overshadowed by their disadvantages, with Dedede Storm, Taste Test, and Armored Jet Hammer being the most notorious examples. Dedede Storm has much slower start-up and ending lag than [[Inhale]], removes Dededecide, is a multi-hitting move that cannot connect after 100%, and lacks strong hitboxes, preventing it from KOing even well beyond 200%. Taste Test spits opponents out instantly, preventing Dedede from sending the opponent off-stage, which allows them to exploit his vulnerability. Armored Jet Hammer offers super armor on charge, but causes [[recoil damage]] faster, is drastically weaker to the point where a fully charged blow is weaker than an uncharged hit by the default, and has severe ending lag to the point where one can jump from the top of {{SSB4|Battlefield}} and use it and then be unable to move until Dedede lands on the main platform. | All of his other custom moves have very situational advantages and are overshadowed by their disadvantages, with Dedede Storm, Taste Test, and Armored Jet Hammer being the most notorious examples. Dedede Storm has much slower start-up and ending lag than [[Inhale]], removes Dededecide, is a multi-hitting move that cannot connect after 100%, and lacks strong hitboxes, preventing it from KOing even well beyond 200%. Taste Test spits opponents out instantly, preventing Dedede from sending the opponent off-stage, which allows them to exploit his vulnerability. Armored Jet Hammer offers super armor on charge, but causes [[recoil damage]] faster, is drastically weaker to the point where a fully charged blow is weaker than an uncharged hit by the default, and has severe ending lag to the point where one can jump from the top of {{SSB4|Battlefield}} and use it and then be unable to move until Dedede lands on the main platform. His overall ineffective custom moves, mixed with his poor attributes by default, lends to him frequently being considered one of the worst character in the game when customs are enabled, alongside {{SSB4|Zelda}} and {{SSB4|Jigglypuff}}. | ||
Overall, King Dedede's weaknesses | Overall, King Dedede's weaknesses outweigh his strengths. Due to his very sluggish frame data, risky neutral game and poor approach, his optimal playstyle is a defensive combination of zoning as well as baiting and punishing. The prominence of his flaws has also resulted in very low tournament representation and a poor perception despite the decent size of his playerbase, as only {{Sm|Big D}} has achieved arguably notable results in the Western scene, while {{Sm|El_Bardo}} has achieved some notable tournament results in the European scene. However, outside of their efforts, Dedede has fairly poor tournament results. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
King Dedede has been | King Dedede has been [[nerf]]ed significantly in the transition from ''Brawl'' to ''SSB4''. Several of his moves have been heavily altered or changed entirely, which has resulted in both positive and negative changes to his playstyle, though despite his buffs, his nerfs are much more prevalent due to his worse frame data and the loss of many of the traits that made him a formidable character in ''Brawl''. | ||
The most notable positives that these changes bring are his new [[down tilt]], new side special [[Gordo Throw]], and his down special, [[Jet Hammer]]. Dedede's new down tilt has faster start-up and travels a long distance, making it one of his best defensive moves (out of shield, after a smash attack, etc) | The most notable positives that these changes bring are his new [[down tilt]], new side special [[Gordo Throw]], and his down special, [[Jet Hammer]]. Dedede's new down tilt has faster start-up and travels a long distance, making it one of his best defensive moves (out of shield, after a smash attack, etc). Unlike [[Waddle Dee Toss]], Gordo Throw deals a consistent amount of damage, fairly high knockback, and can even be used to "pinball" opponents by using their tumbling momentum to Dedede's advantage by trapping them between a Gordo and Dedede due to the ability to angle a Gordo's trajectory, which improves his neutral game. Lastly, Jet Hammer has been noticeably buffed in terms of range and the recoil damage, and due to the addition of [[rage]] combined with his high endurance and weight, it is a much better move both onstage and for edge-guarding. As a result, these moves are more versatile than their previous iterations in ''Brawl''. Some of the gameplay changes brought about by ''SSB4'' have also helped Dedede. He is now less susceptible to projectile camping due to the universal nerf to projectile camping, and he can utilize the rage mechanic very effectively due to his considerable weight, which supplements his high power. | ||
However, the aforementioned new move alterations and changes to gameplay mechanics have also brought drawbacks that drastically outweigh the aforementioned positives, despite having a less polarized moveset than ''Brawl''. The most | However, the aforementioned new move alterations and changes to gameplay mechanics have also brought drawbacks that drastically outweigh the aforementioned positives, despite having a less polarized moveset than ''Brawl''. The most notable examples are his [[up tilt]], new [[back aerial]], and especially his new [[down throw]] all losing their versatility due to the former losing its KO power, the second losing its fast startup and lingering hitbox (both up tilt and back aerial also lost their consistent strength), and the latter being affected by ''SSB4''{{'}}s removal of [[chain grab]]bing. Dedede's renowned grab game was also nerfed even further due to his grab range being reduced. His new moves, despite bringing nice buffs, have also brought some drawbacks as well, such as his down tilt losing its KO power, his new forward aerial no longer autocanceling from a short hop (despite its faster start-up lag and more favorable hitbox placement) and Gordo Throw being able to be reflected by any hitbox that deals at least 2%, which also hurts the previous anti-camping abilities the Waddle Dee Toss had in ''Brawl''. The latter two points coupled with the removal of chain grabbing have all significantly nerfed Dedede's approach. | ||
Despite zoning having been universally nerfed, Dedede still arguably has the hardest time dealing with it. His excellent recovery has also got both buffs and nerfs, as Super Dedede Jump can now grab edges, but his already poor air speed was lowered even further. The latter nerf also worsens his already poor mobility overall, despite his improved ground mobility and fast-falling speed. Lastly, the changes to [[hitstun canceling]] also significantly harm Dedede, as they weaken his vertical endurance and make him an easy victim of combos, which is further compounded by the introduction of more versatile combo throws than he has. | |||
As a result of these changes, King Dedede | As a result of these changes, King Dedede is one of the characters to have been unarguably nerfed in his transition from ''Brawl'', alongside {{SSB4|Jigglypuff}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, {{SSB4|Marth}} and fellow series representative {{SSB4|Meta Knight}}. However, it is important to note that the latter two have received noticeable, direct buffs over time by game updates, while Dedede has been directly nerfed in them. Due to this, and unlike these characters, he is overall seen as non-viable in competitive play. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{buff|King Dedede [[walk]]s faster (0.95 → 0.98).}} | *{{buff|King Dedede [[walk]]s faster (0.95 → 0.98).}} | ||
*{{buff|King Dedede [[dash]]es faster (1.22 → 1.36).}} | *{{buff|King Dedede [[dash]]es faster (1.22 → 1.36).}} | ||
*{{nerf|King Dedede's [[air speed]] | *{{nerf|King Dedede's [[air speed]] is slower (0.658 → 0.63).}} | ||
*{{buff| | *{{buff|King Dedede's [[fast fall]]ing speed is faster (2.73 → 3.12), improving his air game and making him less susceptible to juggling.}} | ||
*{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.087885). This improves his aerial mobility, but hinders his endurance | *{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.087885). This improves his aerial mobility, but hinders his horizontal endurance.}} | ||
*{{nerf|[[Roll]] has increased ending lag (FAF 32 → 33).}} | *{{nerf|[[Roll]] has increased ending lag (FAF 32 → 33).}} | ||
*{{nerf|[[ | *{{nerf|[[Sidestep]] has increased start-up and ending lag (FAF 27 → 28). It also has a shorter duration (frame 2-20 → 4-19).}} | ||
*{{buff|[[Air dodge]] has decreased ending lag (FAF | *{{buff|[[Air dodge]] has decreased ending lag (FAF 39 → 34).}} | ||
*{{buff|[[Jump]] is higher.}} | *{{buff|[[Jump]] is higher.}} | ||
*{{buff|Soft landing is faster (5 frames → 2).}} | *{{buff|Soft landing is faster (5 frames → 2).}} | ||
*{{buff|[[Item throw]] is stronger (1 → 1.063).}} | *{{buff|[[Item throw]] is stronger (1 → 1.063).}} | ||
*{{change|The removal of [[chain grab]]bing both helps and hinders King Dedede. It significantly improves his endurance, but | *{{change|The removal of [[chain grab]]bing both helps and hinders King Dedede. It significantly improves his endurance, but significantly hinders his combo potential.}} | ||
*{{nerf|The changes to [[hitstun canceling]] significantly hinder King Dedede. They make him very susceptible to combos and remove his ability to momentum cancel, | *{{nerf|The changes to [[hitstun canceling]] significantly hinder King Dedede. They make him very susceptible to combos and remove his ability to momentum cancel, and hinder his vertical endurance in spite of his heavier weight. However, he still has the best vertical endurance among the cast.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}} | **{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}} | ||
**{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) and has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)). The second hit can also no longer [[Tripping|trip]] opponents.}} | **{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) and has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)). The second hit can also no longer [[Tripping|trip]] opponents.}} | ||
**{{change|Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop)) and altered angles ([[Sakurai angle|361°]]/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)) | **{{change|Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop)) and altered angles ([[Sakurai angle|361°]]/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one. Additionally, it has a much larger hitbox (4.5u → 8u) and a slightly longer duration (frame 12-22 → 12-23). Lastly, its last hit has increased knockback (20 (base)/80/100 (scaling) → 30/190), granting it KO potential at high percentages.}} | |||
**{{buff|Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one. Additionally, it has a much larger hitbox (4.5u → 8u) and a slightly longer duration ( | **{{nerf|Forward tilt has increased ending lag (FAF 20 → 26). King Dedede also now holds his hammer from the middle of its handle, instead of at the end of it, decreasing its range and making it less disjointed.}} | ||
**{{nerf|Forward tilt has increased ending lag (FAF | **{{change|Forward tilt has an altered angle (65° → 50°).}} | ||
**{{change|Forward tilt | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has noticeably increased horizontal range (6u → 8u) and considerably more combo potential | **{{buff|Up tilt has noticeably increased horizontal range (6u → 8u) and considerably more combo potential.}} | ||
**{{nerf|Up tilt has received a sourspot that deals 2% less damage (12% → 10%) and | **{{nerf|Up tilt has received a sourspot that deals 2% less damage (12% → 10%) and has increased start-up (frame 7 → 9) and ending lag (FAF 25 → 29). It also has significantly decreased knockback (30 (base)/120 (scaling) → 50/80), hindering its KO potential.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{change|King Dedede has a new down tilt, a cartwheeling tackle. Compared to the previous down tilt, it deals different knockback (20/10 (base)/100 (scaling) → 60/75).}} | **{{change|King Dedede has a new down tilt, a cartwheeling tackle. Compared to the previous down tilt, it deals different knockback (20/10 (base)/100 (scaling) → 60/75).}} | ||
**{{buff|Down tilt has larger hitboxes (6u/4u → 7u/5u) and slightly less startup lag (frame 7 → 6). | **{{buff|Down tilt has larger hitboxes (6u/4u → 7u/5u) and slightly less startup lag (frame 7 → 6). It also moves Dedede forward a bit, significantly increasing its range and allowing Dedede to pseudo-[[crawl]].}} | ||
**{{nerf|Down tilt launches opponents at a higher angle (361° → 45°), making it less effective at KOing at very high percentages compared to the previous down tilt. It also has a shorter duration (10 frames → 8), has more ending lag (FAF 25 → 27), and can whiff if used too close to the opponent.}} | |||
**{{nerf|Down tilt launches opponents at a higher angle (361° → 45°), making it less effective at KOing at very high percentages compared to the previous down tilt. It also has a shorter duration (frames | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Clean dash attack now deals consistent damage | **{{buff|Clean dash attack now deals consistent damage (16%/14% → 16%). When combined with dash attack's increased knockback (35 (base)/95 (scaling) → 40/100), this improves its KO potential. It also has larger hitboxes (5u → 7u/6u).}} | ||
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve dash attack's shield pressuring potential.}} | **{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve dash attack's shield pressuring potential.}} | ||
**{{nerf|Dash attack has received a late hitbox that deals slightly less damage (14% → 13%) compared to the previous body hitbox | **{{nerf|Dash attack has received a late hitbox that deals slightly less damage (14% → 13%) compared to the previous body hitbox. Dash attack can now also whiff if used too close to the opponent, hindering its safety.}} | ||
**{{ | **{{change|Dash attack has increased [[Freeze frames|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Sourspotted forward smash deals slightly more damage (13% → 15% (early), 5% → 6% (late)) and the early hit has increased knockback scaling (90 → 93), though they are still drastically weaker than the sweetspot. Sweetspotted forward smash also has a slightly larger hitbox (5.7u → 6u).}} | **{{buff|Sourspotted forward smash deals slightly more damage (13% → 15% (early), 5% → 6% (late)) and the early hit has increased knockback scaling (90 → 93), though they are still drastically weaker than the sweetspot. Sweetspotted forward smash also has a slightly larger hitbox (5.7u → 6u).}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve clean forward smash's shield pressuring potential, to the point where it can break most shields if used properly.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve clean forward smash's shield pressuring potential, to the point where it can break most shields if used properly.}} | ||
**{{nerf|Sweetspotted forward smash has | **{{nerf|Sweetspotted forward smash has reduced knockback (55 (base)/90 (scaling) → 30/93), hindering its KO potential. However, it is still the strongest forward smash in the game.}} | ||
**{{change|Late forward smash has an altered angle (80° → 60°).}} | **{{change|Late forward smash has an altered angle (80° → 60°).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has decreased startup lag | **{{buff|Up smash has decreased startup lag and a longer duration (frame 20-24 → 17-24).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has altered angles (105°/80°/50° → 30°/361°), making it capable of [[semi-spike|semi-spiking]] opponents. This grants it edgeguarding potential.}} | **{{buff|Down smash has altered angles (105°/80°/50° → 30°/361°), making it capable of [[semi-spike|semi-spiking]] opponents. This grants it edgeguarding potential.}} | ||
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*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf|King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%) hindering its KO potential, has more ending lag (FAF 37 → 42) and [[auto-cancel]]s later (frame 34 → 40). This results in it being unable to auto-cancel in a short hop.}} | **{{nerf|King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%) hindering its KO potential, has more ending lag (FAF 37 → 42) and [[auto-cancel]]s later (frame 34 → 40). This results in it being unable to auto-cancel in a short hop.}} | ||
**{{buff|Forward aerial has less startup lag (frame 16 → 13) and increased range (7.5u/4u → 8u/5u) making it easier to land.}} | **{{buff|Forward aerial has less startup lag (frame 16 → 13) and increased range (7.5u/4u → 8u/5u) making it somewhat easier to land.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{ | **{{buff|King Dedede has a new back aerial, an upward hammer swing. It deals 3% more damage (13% (clean), 9% (late) → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lowered knockback (20 (base)/100 (scaling) → 30/88).}} | ||
**{{nerf|Back aerial has significantly more startup lag with a shorter duration (frames 6-8 (clean), 9-21 (late) → 17-19), ending lag (FAF 33 → 38), a shorter duration and auto-cancels later (frame 26 → 33). It also cannot trip opponents due to its increased strength. This makes it much less versatile compared to the previous back aerial. Additionally, it has much less horizontal range and far less disjointed hitboxes, hindering its spacing potential.}} | |||
**{{nerf|Back aerial has significantly more startup lag with a shorter duration (frames 6-8 (clean), 9- | **{{change|Back aerial has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
**{{ | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (19% → 12%).}} | **{{nerf|Up aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (19% → 12%).}} | ||
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*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased startup lag, a shorter duration (frame 9-27 → 22-23), and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). Altogether, these changes make it much worse at pressuring and anti-juggling compared to the previous down aerial.}} | **{{nerf|King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased startup lag, a shorter duration (frame 9-27 → 22-23), and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). Altogether, these changes make it much worse at pressuring and anti-juggling compared to the previous down aerial.}} | ||
**{{buff|Down aerial [[meteor smash]]es aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches opponents at the [[Sakurai angle]] otherwise. | **{{buff|Down aerial [[meteor smash]]es aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches opponents at the [[Sakurai angle]] otherwise. This makes it a very powerful edgeguarding option and a strong, albeit situational, on-stage KOing option compared to the previous down aerial. It also has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u).}} | ||
**{{ | **{{change|Sweetspotted down aerial has increased hitlag (1× → 1.5×). This makes it safer on shield, but easier to DI.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|All grabs have decreased ranges | *{{nerf|All grabs have decreased ranges.}} | ||
*{{nerf|Standing and pivot grabs have increased start-up lag (frame 6 → 7 (standing), frame 7 → 10 (pivot)) | *{{nerf|Standing and pivot grabs have increased start-up lag (frame 6 → 7 (standing), frame 7 → 10 (pivot)).}} | ||
*{{buff|Dash grab has slightly decreased ending lag.}} | |||
*{{change|Dash grab's animation has changed. King Dedede no longer stumbles over when he misses it.}} | *{{change|Dash grab's animation has changed. King Dedede no longer stumbles over when he misses it.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf|Forward throw deals less damage (12% → 10%).}} | **{{nerf|Forward throw deals less damage (12% → 10%).}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw has increased knockback scaling (65 → 79).}} | **{{buff|Back throw has increased knockback scaling (65 → 79), improving its KO potential.}} | ||
**{{nerf|Back throw deals less damage ( | **{{nerf|Back throw deals less damage (16% → 13%).}} | ||
**{{change|Back throw has an altered angle (45° → 60°).}} | **{{change|Back throw has an altered angle (45° → 60°).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|The changes to [[hitstun]] canceling improve up throw's combo potential into up aerial at low percentages.}} | **{{buff|The changes to [[hitstun]] canceling improve up throw's combo potential into up aerial at low percentages.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|King Dedede has a new down throw, a one-handed body slam. Compared to the previous down throw, it launches opponents at a vertical angle (20° → 80° | **{{buff|King Dedede has a new down throw, a one-handed body slam. Compared to the previous down throw, it launches opponents at a vertical angle (20° → 80°), making it better for combos from low to medium percentages.}} | ||
**{{ | **{{change|Down throw does not have set knockback like the previous down throw (80 (set)/100 (scaling) → 70 (base)/82 (scaling)).}} | ||
**{{nerf| | **{{nerf|New down throw removes Dedede's infinite chaingrab on most characters due to the removal of chaingrabs and the move's set knockback, significantly harming the move's utility.}} | ||
**{{nerf|Down throw deals less damage ( | **{{nerf|Down throw deals less damage (8% → 6%).}} | ||
*[[Floor attack]]: | *[[Floor attack]]: | ||
**{{ | **{{change|Floor attack deals 1% more damage (6% → 7%), though its knockback scaling was compensated (50 → 48).}} | ||
**{{change|Floor attack has an altered angle ([[Sakurai angle|361°]] → 48°).}} | **{{change|Floor attack has an altered angle ([[Sakurai angle|361°]] → 48°).}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
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===Special moves=== | ===Special moves=== | ||
*{{b|Inhale|King Dedede}}: | *{{b|Inhale|King Dedede}}: | ||
**{{nerf|The removal of grab armor hinders | **{{nerf|The removal of grab armor hinders King Dedede's utility as a defensive landing option, as trades will now result in Dedede getting hit instead of Inhaling the opponent.}} | ||
*[[Gordo Throw]]: | *[[Gordo Throw]]: | ||
**{{buff|King Dedede has a new side special, Gordo Throw. Compared to [[Waddle Dee Toss]], Gordo Throw is much more consistent both as a projectile and in regard to power.<ref name="Direct"/> Additionally, Gordo Throw's ability to bounce the Gordos in different trajectories also make it better at trapping. The hammer swing used to perform the move also produces a hitbox on the hammer that deals 12%, which can also hit opponents into the subsequently tossed Gordo. Lastly, Gordo Throw can hit twice, depending on the opponent's position.}} | **{{buff|King Dedede has a new side special, Gordo Throw. Compared to [[Waddle Dee Toss]], Gordo Throw is much more consistent both as a projectile and in regard to power.<ref name="Direct"/> Additionally, Gordo Throw's ability to bounce the Gordos in different trajectories also make it better at trapping. The hammer swing used to perform the move also produces a hitbox on the hammer that deals 12%, which can also hit opponents into the subsequently tossed Gordo. Lastly, Gordo Throw can hit twice, depending on the opponent's position.}} | ||
**{{nerf|Gordo Throw deals less damage (22% → 14% | **{{nerf|Gordo Throw deals 8% less damage (22% → 14%) and much less knockback compared to Waddle Dee Toss' Gordos. Unlike Waddle Dee Toss, Gordo Throw lacks anti-camping potential, due to its Gordos being reflected by any hitbox that deals at least 2%.<ref name="Direct"/>}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun make Gordo Throw significantly better at breaking shields compared to Waddle Dee Toss.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun make Gordo Throw significantly better at breaking shields compared to Waddle Dee Toss.}} | ||
*[[Super Dedede Jump]]: | *[[Super Dedede Jump]]: | ||
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**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Super Dedede Jump's shield pressuring potential, although its landing hit's [[shield damage]] was compensated (3 → 0).}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Super Dedede Jump's shield pressuring potential, although its landing hit's [[shield damage]] was compensated (3 → 0).}} | ||
**{{change|Due to King Dedede's faster fast falling speed, Super Dedede Jump descends faster. It is also now canceled by tilting the [[Control stick|control stick/circle pad]] up, instead of down.}} | **{{change|Due to King Dedede's faster fast falling speed, Super Dedede Jump descends faster. It is also now canceled by tilting the [[Control stick|control stick/circle pad]] up, instead of down.}} | ||
*[[Jet Hammer]]: | *[[Jet Hammer]]: | ||
**{{buff|Jet Hammer has a larger hitbox (7u → 7.5u). Uncharged Jet Hammer has increased base knockback (20 → 30) and decreased start-up lag (frame 29 → 27).}} | **{{buff|Jet Hammer has a larger hitbox (7u → 7.5u). Uncharged Jet Hammer has increased base knockback (20 → 30) and decreased start-up lag (frame 29 → 27).}} | ||
**{{buff|Fully charged grounded Jet Hammer deals 8% more damage (30%/20% → 38%/28%), although its knockback was compensated (30 (base)/80 (scaling) → 5/66).}} | **{{buff|Fully charged grounded Jet Hammer deals 8% more damage (30%/20% → 38%/28%), although its knockback was compensated (30 (base)/80 (scaling) → 5/66).}} | ||
**{{nerf|Sweetspotted fully charged aerial Jet Hammer deals 1% less damage (28% → 27%) and has decreased knockback (30 (base)/80 (scaling) → 10/70), hindering its KO potential.}} | **{{nerf|Sweetspotted fully charged aerial Jet Hammer deals 1% less damage (28% → 27%) and has decreased knockback (30 (base)/80 (scaling) → 10/70), hindering its KO potential. Uncharged Jet Hammer also has a shorter duration (3 frames → 2).}} | ||
**{{buff|The changes to edge mechanics improve [[Jet Hammer]]'s edgeguarding potential.}} | **{{buff|The changes to edge mechanics improve [[Jet Hammer]]'s edgeguarding potential.}} | ||
**{{buff|Fully charged Jet Hammer's [[recoil damage]] caps earlier (150% → 100%). When coupled with the introduction of [[rage]], its recoil damage is now a double-edged sword, instead of solely being a hindrance.}} | **{{buff|Fully charged Jet Hammer's [[recoil damage]] caps earlier (150% → 100%). When coupled with the introduction of [[rage]], its recoil damage is now a double-edged sword, instead of solely being a hindrance.}} | ||
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==Update history== | ==Update history== | ||
Despite his poorly regarded status, King Dedede has been nerfed in game updates. Update [[1.0.4]] weakened Dedede's forward aerial, which made the move even more punishable than already was. | Despite his poorly regarded status, King Dedede has been nerfed in game updates, being one of the only two non-top tier fighters to have never received a single buff (the other being {{SSB4|Jigglypuff}}). Update [[1.0.4]] weakened Dedede's forward aerial, which made the move even more punishable than already was. It also strengthened his down throw, which makes follow-ups harder to perform and did not grant it KO potential in return. The most infamous of his nerfs, however, are to [[Gordo Throw]]. The Gordos have now become slightly smaller, and require even less damage to be reflected, which is now 2%. With this change, even rapid jabs and neutral attacks are capable of reflecting Gordos. [[Dedede Burst]] was tweaked to the point that it can now be avoided by [[Air dodge|air dodging]]. | ||
On the other hand, King Dedede indirectly benefits from the changes to shield mechanics brought by update [[1.1.1]], as his moves are safer on shield due to their high damage outputs, high [[hitlag]] | On the other hand, King Dedede indirectly benefits from the changes to shield mechanics brought by update [[1.1.1]], as his moves are safer on shield due to their high damage outputs, high [[hitlag]] and/or multi-hitting properties. Additionally, with the use of certain Gordo Throw setups or his fully charged forward smash, King Dedede can break shields or wear them down quickly. However, this does not properly compensate for his previously received nerfs. | ||
Lastly, King Dedede was nerfed once again in update [[1.1.4]], with his air speed having been reduced to the point that it is now slower than [[Monado Arts|Shield]]-boosted {{SSB4|Shulk}}. As a result, King Dedede is noticeably worse than at the game's release, due to the large majority of the cast receiving major beneficial changes, while King Dedede has not received any similar changes. | Lastly, King Dedede was nerfed once again in update [[1.1.4]], with his air speed having been reduced to the point that it is now slower than [[Monado Arts|Shield]]-boosted {{SSB4|Shulk}}. As a result, King Dedede is noticeably worse than at the game's release, due to the large majority of the cast receiving major beneficial changes, while King Dedede has not received any similar changes. | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
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|dashname= | |dashname= | ||
|dashdmg=16% (clean), 13% (late) | |dashdmg=16% (clean), 13% (late) | ||
|dashdesc=His signature | |dashdesc=His signature belly flopping tackle. A slow and powerful KOing option, it is the strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing at around 80% near the edge due to its exceptionally high knockback. Can hit every character on the ledge after their [[Edge|ledge invincibility]] has ended. Originates from ''Kirby's Dream Land''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|24}} (clean), {{ChargedSmashDmgSSB4|6}} (late) | |fsmashdmg={{ChargedSmashDmgSSB4|15}} (early), {{ChargedSmashDmgSSB4|24}} (clean), {{ChargedSmashDmgSSB4|6}} (late) | ||
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|nairname= | |nairname= | ||
|nairdmg=12% (clean), 7% (late) | |nairdmg=12% (clean), 7% (late) | ||
|nairdesc= | |nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Splash|splash]]. Dedede's fastest aerial, coming out on frame 7. Functions like a [[sex kick]], but unlike the majority of them, it has transcendent priority. When coupled with a fast fall, its late hit has follow-up potential, most notably a grab at 0%, up tilt at low percents, neutral, forward or back air at mid percents, and up air at higher percents. The latter works until high percents, making it one of Dedede's only guaranteed kill combos. | ||
|fairname= | |fairname= | ||
|fairdmg=12% | |fairdmg=12% | ||
|fairdesc=Somersaults to perform a downward hammer swing. Is unsafe on hit at lower percents. This move does not auto cancel in a short-hop and has more landing/ending lag than his back aerial, but starts much earlier. Is capable of performing a pseudo [[wall of pain]] while edgeguarding. It can also [[lock]]. | |fairdesc=Somersaults to perform a downward hammer swing. Is unsafe on hit at lower percents. This move does not auto cancel in a short-hop and has more landing/ending lag than his back aerial, but starts much earlier. Is capable of performing a pseudo [[wall of pain]] while edgeguarding. It can also [[lock]]. | ||
|bairname= | |bairname= | ||
|bairdmg=16% | |bairdmg=16% | ||
|bairdesc=An upward hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 130%. Can be auto canceled in a short-hop, and, if [[Buffer|buffered]], can be double jumped out of before Dedede lands, which can be used for tricky mix-ups. Is also relatively safe on shield when spaced at max range. | |bairdesc=An upward hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 130%. Can be auto canceled in a short-hop, and, if [[Buffer|buffered]], can be double jumped out of before Dedede lands, which can be used for tricky mix-ups. Is also relatively safe on shield when spaced at max range. | ||
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|nspage=Inhale (King Dedede) | |nspage=Inhale (King Dedede) | ||
|nsdefdmg=5% (release), 10% (spit) | |nsdefdmg=5% (release), 10% (spit) | ||
|nsdefdesc={{s|wikirby|Inhale}}s the opponent | |nsdefdesc={{s|wikirby|Inhale}}s the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out as stars to inflict damage. Can also can also be used to [[Item-swallowing|swallow]] projectiles and items, but unlike {{SSB4|Kirby}}'s [[Inhale (Kirby)|Inhale]], Dedede will not be healed upon Inhaling non-explosive items, but will still take damage for eating explosive ones. This can be a good landing mix-up to catch [[Sidestep|sidesteps]] and shields. Inhaled opponents instead take minor release damage if Dedede is struck by an attack, or no damage if they break free. Like Kirby, the star’s damage depends on the inhaled opponent’s weight. | ||
|nsc1name=Dedede Storm | |nsc1name=Dedede Storm | ||
|nsc1dmg=2% (loop), 3% (outer hit) | |nsc1dmg=2% (loop), 3% (outer hit) | ||
|nsc1desc=Instead of Inhaling opponents, King Dedede will vacuum the opponent toward him, which hits multiple times, before exhaling them upward with the last hit. Will stop connecting reliably around the 100% range on most characters and usually cannot KO until the 200% range due to its lack of strong hitboxes throughout its duration. | |nsc1desc=Instead of Inhaling opponents, King Dedede will vacuum the opponent toward him, which hits multiple times, before exhaling them upward with the last hit. Will stop connecting reliably around the 100% range on most characters and usually cannot KO until the 200% range due to its lack of strong hitboxes throughout its duration. | ||
|nsc2name=Taste Test | |nsc2name=Taste Test | ||
|nsc2dmg=5% (release), 12% (spit) | |nsc2dmg=5% (release), 12% (spit) | ||
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|fsdesc=Inhales the opponent into place, strikes them three times with his hammer aflame, then fires a bomb out of it, launching the opponent diagonally in a spray of fireworks. It can KO at 47%, however, this Final Smash can be escaped with an [[air dodge]] halfway through, making it unreliable to use on low-damage opponents. | |fsdesc=Inhales the opponent into place, strikes them three times with his hammer aflame, then fires a bomb out of it, launching the opponent diagonally in a spray of fireworks. It can KO at 47%, however, this Final Smash can be escaped with an [[air dodge]] halfway through, making it unreliable to use on low-damage opponents. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|victory-theme=KirbyUniverseTheme.ogg | |victory-theme=KirbyUniverseTheme.ogg | ||
|victory-desc=A flourished remix of the short, recurring theme that debuted in ''{{s|wikirby|Kirby's Dream Land}}'' and which plays when [[Kirby]] completes a stage or defeats a boss. | |victory-desc=A flourished remix of the short, recurring theme that debuted in ''{{s|wikirby|Kirby's Dream Land}}'' and which plays when [[Kirby]] completes a stage or defeats a boss. | ||
|desc-1=Slaps his belly | |desc-1=Slaps his belly twice with the sound of a bongo drumbeat as he leans on his hammer with one arm and a Waddle Dee stands nearby. Afterward, he continues to rub his belly with his free hand as he laughs gloatingly. | ||
|desc-2=Slams his hammer down on both sides of him, then smiles while looking towards the screen. | |desc-2=Slams his hammer down on both sides of him, then smiles while looking towards the screen. | ||
|desc-3=Spins his hammer into the air while sporting a strained expression and then strikes a pose while sporting {{GameIcon|ssb4-3ds}}an angry expression that quickly adjusts to a tense expression, or {{GameIcon|ssb4-u}}an angry expression. | |desc-3=Spins his hammer into the air while sporting a strained expression and then strikes a pose while sporting {{GameIcon|ssb4-3ds}}an angry expression that quickly adjusts to a tense expression, or {{GameIcon|ssb4-u}}an angry expression. | ||
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|set10=2312 | |set10=2312 | ||
}} | }} | ||
' | ===Notable players=== | ||
====Active==== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, however, please refrain from removing Girthquake, Hello and Jdawg, as they're among the few notable players in the current metagame.--> | |||
*{{Sm|Andy|Mexico|p=Mexico}} - The best King Dedede in Mexico, ranking 19th on the [[Mexican Smash 4 Power Rankings]] with wins on {{Sm|Regi}} and {{Sm|Max Ketchum}}. | |||
*{{Sm|Bryce|USA}} - Ranked 7th on the South Jersey PR. Has wins over {{Sm|James}}, {{Sm|Vivid}}, {{Sm|The Great Gonzales}}, {{Sm|Biddy}}, and other notable players from New Jersey. | |||
*{{Sm|El_Bardo|Spain}} - Ranked 12th on the [[Spanish Power Rankings]], placing 9th at [[Icarus III]] and 13th at [[B.E.A.S.T 7]]. | |||
*{{Sm|Girthquake|USA}} - 13th place at [[Tournament:Port Priority: A Pacific Northwest Regional|Port Priority]]. | |||
*{{Sm|Jdawg|USA}} - Formerly ranked 18th on the [[MD/VA/DE Power Rankings|Smash 4 MD/VA/DE Power Rankings]] and placed 65th at [[Pound 2016]]. | |||
*{{Sm|King James|USA}} - The best King Dedede player in the Midwest. Has a win over {{Sm|Zinoto}}. | |||
*{{Sm|PWNAGEPOLICE|USA}} - Best King Dedede in New England, placing 33rd at [[Shine 2016]], [[Overclocked]] and 4th at [[GUMS 18]]. | |||
*{{Sm|Whiteout|USA}} - Has wins over [[WaDi]] and [[Trela]]. | |||
*{{Sm|ZAKI|Japan}} - The best King Dedede player in the world. Ranked 53rd on the [[JAPAN Power Rankings]]. Some of his most notable placements include 17th at [[KSB 2017]], 13th at [[Hirosuma: Revolution]], 5th at [[Sumabato 19]], and 17th at {{Trn|Smash 'N' Splash 4}} and [[2GG: Hyrule Saga]]. Has wins over {{Sm|MkLeo}}, {{Sm|Charlie}}, and {{Sm|Rags}}. | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm|Big D|Canada}} - Co-mained King Dedede with {{SSB4|Mario}} and {{SSB4|Captain Falcon}} and is considered one of the best King Dedede players in the world along with {{Sm|ZAKI}}, with wins on {{Sm|Larry Lurr}}, {{Sm|Mew2King}} and {{Sm|Tyrant}}. Ranked 1st on the [[British Columbia Smash 4 Power Rankings]], notably above {{Sm|Locus}}. Now co-mains only Mario and Captain Falcon, and only uses Dedede against certain match-ups. | |||
*{{Sm|Fire|France}} | |||
*{{Sm| | *{{Sm|Hello|USA}} | ||
*{{Sm| | *{{Sm|Vex Kasrani|USA}} | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Upon the game's release, players quickly noticed King Dedede's nerfs in the transition from ''[[Brawl]]'', most notably the loss of [[chain grab]]bing, though some | Upon the game's release, players quickly noticed King Dedede's nerfs in the transition from ''[[Brawl]]'', most notably the loss of [[chain grab]]bing, though they also argued some of his buffs would help compensate in the long run, with players perceiving his new forward aerial, Gordo Throw and down tilt as more useful than the previous respective moves in ''Brawl''. However, as the metagame progressed, King Dedede's weaknesses became more apparent, and players realized the changes to game mechanics not only significantly hurt Dedede, but that he had indeed lost much more than what he gained from ''Brawl'' as well. Despite the good results gained by players like {{Sm|Big D}} and {{Sm|El_Bardo}} (with the former getting 17th at [[Paragon Los Angeles 2015]]), expectations of him would become worse as time passed. As a result, King Dedede was ranked 46th on the first [[tier list]], confirming his status as a bottom-tier character. | ||
Despite the great advancements brought to his metagame as well as decent results, however, Dedede's air speed was nerfed in update [[1.1.4]]. While minor, this nerf is notable in two ways: it worsened his neutral game and recovery, and it is now the slowest in the game, even slower than that of Shulk while using the [[Monado Arts|Shield Art]]. As a result of this, Dedede's results became much worse, and as a result he dropped to 52nd on the second tier list. Since the tiers had expanded by then, it this placement drop resulted in him becoming the second highest ranking bottom-tier character, having lost his position as the highest ranking bottom-tier character to {{SSB4|Charizard}}. On the third tier list, Dedede remained ranked as 52nd, although he is now assessed as a low-tier character due to the bottom-tier being abolished, and once again remains ranked at 52nd on the fourth and current tier list, though this placing is notable for confirming his status as the fourth worst character in the game, after the exclusion of Miis from the most recent tier list. | |||
As the meta went on, the other characters in King Dedede's tier {{SSB4|Ganondorf}}, {{SSB4|Zelda}} and {{SSB4|Jigglypuff}} have all started to earn much more impressive and consistent results than King Dedede. Due to this, some smashers such as {{sm|ESAM}} are starting to debate that King Dedede could potentially be the absolute worst character in the game and not Jigglypuff. This however, is highly debatable as {{sm|zaki}} has been attending big tournaments and recently had huge wins over top players {{sm|MKLeo}}, {{sm|Charlie}}, and {{sm|Rags}} leading some people to not only refute the claims of Dedede being the worst, but to some saying that he should be even higher than he currently is due to his results being more impressive than most of the low and even some of the mid-tier characters. {{sm|Raito}} being an example as he ranked Dedede 46th on his tier list. {{sm|ESAM}} also ranks Dedede higher than {{SSB4|Ganondorf}}, {{SSB4|Kirby}} and {{SSB4|Bowser Jr.}} on his tier list | |||
==Trophies== | |||
:'''King Dedede''' | |||
::{{flag|ntsc}} ''He calls himself the King of Dream Land, but he doesn't have a lot of interest in ruling. He really loves to eat, so it's no surprise he's a heavyweight fighter. Despite his size and low speed, he can easily recover with his four jumps. His Jet Hammer will leave a mark on everyone he meets.'' | |||
::{{flag|pal}} ''Being a self-proclaimed king, Dedede clearly doesn't care too much about the whole "politics" thing. He's just a bit greedy. In this game, his weight and hefty hammer make him slow, but he can still jump four times in mid-air anyway, making it easy for him to get back to the stage. Fully charge his Jet Hammer for ultimate destruction.'' | |||
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=3DS|game2=Kirby: Triple Deluxe (05/2014)}} | |||
:'''King Dedede (Alt.)''' | |||
::{{flag|ntsc}} ''For the Gordo Throw side special, King Dedede sends a Gordo bouncing with a hammer strike. It bounces off walls—or sometimes gets stuck in them. After a while it'll disappear. If an enemy hits one, it'll bounce back toward you. Use the special again to whack it back at them!'' | |||
::{{flag|pal}} ''For the Gordo Throw side special, King Dedede hits a Gordo with his hammer, sending it bouncing along the stage. It'll bounce off walls, or sometimes get stuck in them. Then, after a while, it'll disappear. If an enemy hits the Gordo with an attack, it'll fly back towards you. Use the special again to whack it back at them!'' | |||
{{Trophy games|console1=GB|game1=Kirby's Dream Land (08/1992)|console2=3DS|game2=Kirby: Triple Deluxe (05/2014)}} | |||
:'''Dedede Burst''' | |||
::{{flag|ntsc}} ''For Dedede's Final Smash, he takes a deep breath, pulling his foes toward him. Once he's gotten them right where he wants them, he'll unleash blows from his giant burning hammer. Topping things off is an explosive from the end of the hammer, sending enemies flying. Could this be worse for his foes? Yes! He's invincible the whole time too!'' | |||
::{{flag|pal}} ''For Dedede's Final Smash, he inhales fiercely to pull foes towards him. Once he's got them right where he wants them, he thrashes them with a giant burning hammer. Then, to top it off, he fires an explosive from his hammer, sending them blasting off. Could it get any worse? Well... yes - Dedede's invincible the entire time.'' | |||
<center> | |||
<gallery> | |||
KingDededeTrophy3DS.png|Classic (3DS) | |||
KingDededeAltTrophy3DS.png|Alt. (3DS) | |||
KingDededeTrophyWiiU.png|Classic (Wii U) | |||
KingDededeAltTrophyWiiU.png|Alt. (Wii U) | |||
DededeBurstTrophyWiiU.png|[[Dedede Burst]] | |||
</gallery> | |||
</center> | |||
== | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[All-Star Battle: Brawl]]''': King Dedede is one of the opponents fought in this event. All opponents debuted in ''Brawl''. | *'''[[All-Star Battle: Brawl]]''': King Dedede is one of the opponents fought in this event. All opponents debuted in ''Brawl''. | ||
*'''[[Kirby's Crazy Appetite]]''': As {{SSB4|Kirby}}, the player must heal by eating [[food]] on the stage while three King Dededes try to hinder his progress. | *'''[[Kirby's Crazy Appetite]]''': As {{SSB4|Kirby}}, the player must heal by eating [[food]] on the stage while three King Dededes try to hinder his progress. | ||
*'''{{SSB4|The Final Battle}}''': The player must defeat King Dedede, {{SSB4|Bowser}} and {{SSB4|Ganondorf}}. | *'''{{SSB4|The Final Battle}}''': The player must defeat King Dedede, {{SSB4|Bowser}} and {{SSB4|Ganondorf}}. | ||
*'''[[The King Strikes Back]]''': King Dedede must defeat Kirby in a [[Stamina Mode|Stamina Battle]]. | *'''[[The King Strikes Back]]''': King Dedede must defeat Kirby in a [[Stamina Mode|Stamina Battle]]. | ||
===Co-op Events=== | |||
*'''[[Final Battle Team-Up]]''': King Dedede appears as an opponent to be defeated. | *'''[[Final Battle Team-Up]]''': King Dedede appears as an opponent to be defeated. | ||
*'''[[Food Fight]]''': A damaged King Dedede and Kirby must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and {{SSB4|Pac-Man}}. | *'''[[Food Fight]]''': A damaged King Dedede and Kirby must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and {{SSB4|Pac-Man}}. | ||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
*'''[[Wrecking Bros.]]''': {{SSB4|Mario}} and {{SSB4|Luigi}} must destroy the entirety of [[Wrecking Crew]] while King Dedede and Wario try to interfere. | *'''[[Wrecking Bros.]]''': {{SSB4|Mario}} and {{SSB4|Luigi}} must destroy the entirety of [[Wrecking Crew]] while King Dedede and Wario try to interfere. | ||
==[[Alternate costume (SSB4)#King Dedede|Alternate costumes]]== | ==[[Alternate costume (SSB4)#King Dedede|Alternate costumes]]== | ||
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SSB4 - King Dedede Screen-5.jpg|Using [[Super Dedede Jump]]. | SSB4 - King Dedede Screen-5.jpg|Using [[Super Dedede Jump]]. | ||
SSB4 - King Dedede Screen-6.jpg|Charging Jet Hammer while approaching {{SSB4|Fox}} using [[Fire Fox]]. | SSB4 - King Dedede Screen-6.jpg|Charging Jet Hammer while approaching {{SSB4|Fox}} using [[Fire Fox]]. | ||
King Dedede Dash Attack.png|Using his dash attack on {{SSB4|Little Mac}}. | File:King Dedede Dash Attack.png|Using his dash attack on {{SSB4|Little Mac}}. | ||
SSB4 - King Dedede Screen-7.jpg|King Dedede while [[stun]]ned. | SSB4 - King Dedede Screen-7.jpg|King Dedede while [[stun]]ned. | ||
SSB4 - King Dedede Screen-8.jpg|King Dedede crouching in front of {{SSB4|Wii Fit Trainer}}... | SSB4 - King Dedede Screen-8.jpg|King Dedede crouching in front of {{SSB4|Wii Fit Trainer}}... | ||
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*King Dedede has the longest [[star KO]] voice clip in the game. Its duration is so long that it can still be heard briefly even after the star KO. He and {{SSB4|Cloud}} are the only two characters with this quirk. | *King Dedede has the longest [[star KO]] voice clip in the game. Its duration is so long that it can still be heard briefly even after the star KO. He and {{SSB4|Cloud}} are the only two characters with this quirk. | ||
*If King Dedede is [[footstool]]ed while performing his side taunt on the ''3DS'' version, the taunt will be cancelled, but Dedede's mouth will stay open for the same duration as the taunt usually lasts. | *If King Dedede is [[footstool]]ed while performing his side taunt on the ''3DS'' version, the taunt will be cancelled, but Dedede's mouth will stay open for the same duration as the taunt usually lasts. | ||
==References== | ==References== | ||
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{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Kirby universe}} | {{Kirby universe}} | ||
[[Category:King Dedede (SSB4) | [[Category:King Dedede (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||