Editing King Dedede (SSBB)/Down throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 14: Line 14:
Against a handful of characters, King Dedede can even chaingrab the opponent by standing still. King Dedede simply needs to [[buffer]] a standing grab after performing a down throw to make sure that it comes out as soon as possible. This allows King Dedede to essentially infinite his opponent, down throwing them as many times as the player wants. This can work from center stage or near the edge depending on the character. Against some characters, this is a true infinite depending on where it is set up although on others, the infinite will stop working once down throw becomes too stale, due to the lower hitlag the throw causes when it is too stale, which results in the grab whiffing. The down throw can be un-stalled if King Dedede performs a pummel after the 5th down throw, which can keep the proceeding down throw un-stalled enough to allow the chain grab to work (which can be looped infinitely) although depending on the percent, stronger players may be able to mash out of the pummel before King Dedede gets the chance to down throw his opponent again.  
Against a handful of characters, King Dedede can even chaingrab the opponent by standing still. King Dedede simply needs to [[buffer]] a standing grab after performing a down throw to make sure that it comes out as soon as possible. This allows King Dedede to essentially infinite his opponent, down throwing them as many times as the player wants. This can work from center stage or near the edge depending on the character. Against some characters, this is a true infinite depending on where it is set up although on others, the infinite will stop working once down throw becomes too stale, due to the lower hitlag the throw causes when it is too stale, which results in the grab whiffing. The down throw can be un-stalled if King Dedede performs a pummel after the 5th down throw, which can keep the proceeding down throw un-stalled enough to allow the chain grab to work (which can be looped infinitely) although depending on the percent, stronger players may be able to mash out of the pummel before King Dedede gets the chance to down throw his opponent again.  


There is additionally another way King Dedede can potentially perform a standing infinite with his down throw although it is extremely difficult. If King Dedede buffers a pivot grab (by pressing down back → down → down back → down forward + grab → let go of grab, all within the 10 frame buffer window), he can potentially regrab his opponent in situations his normal grab cannot, due to the greater range on his pivot grab. This can allow King Dedede to infinite characters he normally would not be able to (or at least chain together down throws until the throw becomes too stale). While this is quite a useful tool on paper, it is extremely difficult to perform in practice, due to the fact that the player has to perform a very awkward string of inputs in a very short timespan. Its extreme difficulty to pull off (especially consistently) combined with the fact that it was only useful in a few matchups (with Snake, Wolf, Wario and R.O.B being the only characters in the upper half of the tier list where it could be utilised, with the technique being heavily stage/position dependent on the latter two characters) meant that even top level King Dedede players rarely utilised this technique.  
There is additionally another way King Dedede can potentially perform a standing infinite with his down throw although it is extremely difficult. If King Dedede buffers a pivot grab (by pressing down back → down → down back → down forward + grab → let go of grab, all within the 10 frame buffer window), he can potentially regrab his opponent in situations his normal grab cannot, due to the greater range on his pivot grab. This can allow King Dedede to infinite characters he normally would not be able to (or at least chain together down throws until the throw becomes too stale). While this is quite a useful tool on paper, it is extremely difficult to perform in practice, due to the fact that the player has to perform a very awkward string of inputs in a very short timespan. Its extreme difficulty to pull off (especially consistently) combined with the fact that it was only useful in a few matchups (with Snake and Wolf being the only characters in the upper half of the tier list where it could be utilised) meant that even top level King Dedede players rarely utilised this technique.  


One final thing to note about down throw is that if King Dedede down throw's an opponent with [[RCO lag]], they will suffer from much more lag than usual, due to the extra landing lag caused by RCO. Against characters who are not knocked down by the down throw, this naturally gives King Dedede significantly more time to followup, as the opponent is forced into their landing animation after the down throw's hitstun ends, with no way to avoid it. In most cases, this can lead into a guaranteed dash attack or an up tilt for a potential KO confirm. Against {{SSBB|Wolf}}, {{SSBB|Charizard}} and {{SSBB|Ganondorf}} specifically, King Dedede even has enough time to land a guaranteed forward smash for a KO confirm at very low percents. This is overall situational but it can be useful when applicable.  
One final thing to note about down throw is that if King Dedede down throw's an opponent with [[RCO lag]], they will suffer from much more lag than usual, due to the extra landing lag caused by RCO. Against characters who are not knocked down by the down throw, this naturally gives King Dedede significantly more time to followup, as the opponent is forced into their landing animation after the down throw's hitstun ends, with no way to avoid it. In most cases, this can lead into a guaranteed dash attack for a potential KO confirm. Against {{SSBB|Wolf}}, {{SSBB|Charizard}} and {{SSBB|Ganondorf}} specifically, King Dedede even has enough time to land a guaranteed forward smash for a KO confirm at very low percents. This is overall situational but it can be useful when applicable.  


Overall, King Dedede's down throw is one of the best throws in the entire game due to its high damage racking potentially against a significant portion of the cast. While its effectiveness is heavily dependent on the matchup, the matchups where it is effective, it is highly effective. It is such an important tool in King Dedede's tool that it is flat out a matchup defining tool. Many matchups where King Dedede can utilise the chain grab are considered to be in his favor (sometimes drastically so solely because of the chaingrab) whereas in matchups where he cannot chaingrab, he overall struggles a lot more, potentially heavily losing to higher tiered characters he cannot chain grab. Down throw combined with King Dedede's grabs is overall the main reason why King Dedede is considered a relevant character in the meta, despite all of his shortcomings as a character, as these tools alone allow him to gatekeep many mid and low tier characters.
Overall, King Dedede's down throw is one of the best throws in the entire game due to its high damage racking potentially against a significant portion of the cast. While its effectiveness is heavily dependent on the matchup, the matchups where it is effective, it is highly effective. It is such an important tool in King Dedede's tool that it is flat out a matchup defining tool. Many matchups where King Dedede can utilise the chain grab are considered to be in his favor (sometimes drastically so solely because of the chaingrab) whereas in matchups where he cannot chaingrab, he overall struggles a lot more, potentially heavily losing to higher tiered characters he cannot chain grab. Down throw combined with King Dedede's grabs is overall the main reason why King Dedede is considered a relevant character in the meta, despite all of his shortcomings as a character, as these tools alone allow him to gatekeep many mid and low tier characters.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)