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{{cquote|''He's not very fast, but he's one of few heavyweight fighters with great recovery. Apparently, a defeat by Kirby inspired him to train hard to learn a move called Hovering, which allows him to float after taking a deep breath.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | |||
'''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. King Dedede is classified as fighter #39. | |||
King Dedede’s voice clips from ''[[Smash 4]]'', where he was voiced by series creator [[Masahiro Sakurai]], have been repurposed for ''Ultimate''. | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with King Dedede being the 30th character to be unlocked. | *Play [[VS. match]]es, with King Dedede being the 30th character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the fourth character unlocked after {{SSBU|Rosalina & Luma}}. | ||
*Have King Dedede join the player's party in [[World of Light]]. | *Have King Dedede join the player's party in [[World of Light]]. | ||
King Dedede must then be defeated on [[Fountain of Dreams]] | With the exception of the third method, King Dedede must then be defeated on [[Fountain of Dreams]]. | ||
==Attributes== | ==Attributes== | ||
King Dedede is tied for the third heaviest character in the game | King Dedede is tied for the third heaviest character in the game with {{SSBU|Donkey Kong}}, making him a [[Weight|super heavyweight]]. King Dedede shares some typical attributes with other heavyweights, such as: a high damage output, high KO potential, great endurance, quick [[Falling speed|falling]] and [[Fast fall|fast falling]] speeds (both tied for second-third fastest in the game), overall sluggish mobility, and a high susceptibility to combos. In spite of having an average initial dash and the thirtieth highest [[gravity]], King Dedede has the twenty-eighth slowest [[Walk|walking speed]], eleventh slowest [[Dash|dashing speed]], and the worst [[air speed]] in the game. Lastly, King Dedede is also tied for having the sixty-first through seventy-first highest [[air acceleration]] in the game. To counteract these flaws, however, King Dedede is gifted with four [[Double jump|midair jump]]s. | ||
True to a heavyweight character, King Dedede is gifted with an abundance of KO options and finishers. King Dedede's dash attack is a notable example, dealing huge damage, easily killing shields, and being able to KO at a mere 55% on middleweight opponents. King Dedede's smash attacks all possess good damage and knockback, while having their own perks: forward smash can KO at 30%, has deceptively short ending lag, allowing King Dedede to quickly react, while also being able to destroy full shields, due to hitting them twice; up smash KOs at 100% and sports transcendent priority, while coming with good range and speed, easily being able to hit even the smallest of opponents, while dealing great vertical knockback; lastly, down smash is the fastest smash attack in Dedede's arsenal, KOing at 80%, having transcendent priority, and easily [[Punishment|punish]]ing rolling opponents. | |||
The rest of King Dedede's grounded moveset comes with merits: neutral attack is very quick and deals multiple hits, being able to combo into itself, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself, while dealing good damage and leaving King Dedede's body and head [[intangible]]; lastly, down tilt deals good damage and has good range, being able to pursue opponents, or retreat from them. | |||
King Dedede's aerial game is also decent, thanks to his multiple midair jumps which allow him to stall and bait reactions from opponents. Neutral air is his fastest aerial due to coming out on frame 7, which can help disrupt enemy combos. The late hit can also set up combos for Dedede himself, such as up tilt or up air. Forward air has a lot of range in front of Dedede, which is good for spacing with its decent start up speed, and can Wall of Pain at lower percents. Back air is a potent kill option with good range behind Dedede, which is also a good option for spacing and landing. Up air can beat out a lot of down aerials thanks to its long range, and it also has strong KO potential. Down air, when sweet spotted, is a powerful Meteor Smash offstage, but its use onstage is somewhat limited due to its slow startup. | |||
King Dedede's | King Dedede's grab game is less overwhelming than his grounded and aerial attacks, but it is still sufficient. King Dedede's grab only has average range, but this problem can be mitigated by simply [[Dash grab|dash grabbing]]. King Dedede's pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good [[Edgeguard|edgeguarding]] potential, due to sending opponents forward, easily being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback, while having limited degress of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; lastly, down throw's low damage and knockback lend it great combo potential, easily stringing into itself, and initating combos with Dedede's neutral, forward, and back aerials. | ||
King Dedede's | King Dedede's special moves have decent utility as well. Inhale acts as a strong command grab that can be B-Reversed for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovery state by sending them offstage, which is perhaps where Dedede is strongest. The Gordos from Gordo Throw act as powerful stage control options with KO potentional in their own right at 140% and above, and can set up deadly ledge traps. However, they can easily be reflected by attacks which deal at least 2% damage, so caution is needed for effective use of this move. Super Dedede Jump is a fantastic recovery tool that is very difficult to disrupt as it has Super Armor during the ascent and descent, and it travels a very long vertical distance. Lastly, Jet Hammer is an effective punishing tool that deals very high damage and knockback, and with a max charge it can break full shields. Since the move now has Super Armor during the swing, it is a much more viable option in certain situations than it was in previous installments. | ||
King Dedede's | In spite of these strengths, King Dedede still has a few noteworthy drawbacks. King Dedede's biggest problem is his [[approach]], which is among the worst in the game. Despite being buffed, his walking, dashing, and air speeds are still rather sluggish, which is further compounded by his terrible air acceleration. As a result, King Dedede still has immense difficulty catching up to or retreating from his opponents; his mobility issue, combined with his large hurtbox, renders King Dedede extremely vulnerable to combos. King Dedede's below-average dashing speed also makes him over-reliant on [[Fox-trotting|fox-trotting]] to cover grounded distances, which itself is somewhat predictable. | ||
Although King Dedede's high falling and fastfalling speeds allow him to easily return to the ground, they also render him vulnerable to chain throws, while hindering his recovery. King Dedede's recovery is further hampered by his low air speed and jump height, sometimes forcing him to use his Super Dedede Jump to return onstage. Super Dedede Jump itself, in spite of traveling high, also causes King Dedede to descend very quickly; this, coupled with its limited horizontal manueverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage. | |||
King Dedede's other specials can work against him, as well. Inhale still has high ending lag, allowing other characters to easily punish him, while his lost ability to swallow projectiles allows other characters to attack King Dedede with them. Gordo Toss' Gordos can be reflected back at King Dedede, dealing immense damage to him, potentially resulting in a self-induced KO. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack; additionally, its high ending lag leaves him vulnerable to punishment from his opponents. | |||
King Dedede's | Overall, King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease from distances, but his poor overall mobility makes King Dedede's approach somewhat abysmal, and renders his recovery somewhat predictable and overly reliable on Super Dedede Jump. King Dedede's frame data can only be seen as average; a decent slew of his attacks have low or normal startup and ending lag, though some, such as his forward smash, are heavily laggy and predictable. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | |||
Given his notoriety as one of the worst characters in ''Super Smash Bros. 4'', King Dedede has been significantly buffed in the transition from ''Smash 4'' to ''Ultimate''. King Dedede's previously abysmal horizontal mobility has been buffed (although it is still among the worst across the series), while the effectiveness of his aerial moveset has been buffed even further as the reduced landing lag on his aerial attacks gives him landing options, while their increased knockback makes them more effective KO options. Additionally, due to his {{b|Inhale|King Dedede}} gaining the ability to spit out inhaled projectiles, he has effectively gained a [[reflection|reflector]], helping to alleviate his vulnerability to projectile camping. The new reflecting abilities of his Inhale also gives him more safety when using [[Gordo Throw]]. | |||
King Dedede | |||
King Dedede's biggest buffs, however, were to the utility of his ground game. His already good neutral attack has been improved even further, his up and down tilts can now be reversed upon startup (with the former now regaining its ''Brawl'' strength), his already strong smash attacks are stronger overall, and his previously slow forward smash is much faster overall. Altogether, King Dedede is clearly much better than in the previous game, although his viability in tournaments is still unknown. He, however, has achieved great results, thanks to players like {{Sm|ZAKI}}, {{Sm|Big D}}, {{Sm|Atomsk}} and {{Sm|Peli}}. | |||
King Dedede's | ===Aesthetics=== | ||
*{{change|King Dedede's clothing and general design is more cartoonish, with higher contrast colors and simplified detailing on his clothing.}} | |||
*{{change|Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.}} | |||
*{{change|King Dedede's clothes have been given more detail. The fur on his coat and hat appears fluffier and more detailed, and his obi has more depth.}} | |||
*{{change|Like many other characters, King Dedede is more expressive, both with his face and especially his movements. For instance, he now squints during his crouching animation.}} | |||
*{{change|Down [[taunt]] now has a more exaggerated animation.}} | |||
*{{change|King Dedede's hammer spinning [[victory pose]] now finishes with his hammer transforming into the [[Jet Hammer]].}} | |||
*{{change|King Dedede's victory pose where he stands next to a [[Waddle Dee]] and pats his stomach now shows Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.}} | |||
*{{change|King Dedede's [[Star KO]] voice clip has been shortened: it no longer extends past the KO's animation.}} | |||
*{{change|King Dedede's [[Boxing Ring]] alias has been changed to "Self-Made King".}} | |||
King Dedede's | ===Attributes=== | ||
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation now takes three frames to complete (down from 6).}} | |||
*{{buff|King Dedede [[dash]]es faster (1.36 → 1.496).}} | |||
** {{buff|Initial dash is much faster (1.4 → 1.815), enabling [[foxtrotting]] for boosted ground mobility.}} | |||
*{{buff|King Dedede [[walk]]s faster (0.98 → 1.029).}} | |||
*{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}} | |||
*{{change|King Dedede is much heavier (119 → 127), allowing him to survive even longer, but makes him more susceptible to combos.}} | |||
===Ground attacks=== | |||
*[[Neutral attack]]: | |||
**{{buff|The first hit has less endlag (FAF 38 → 33).}} | |||
**{{buff|The first two hits of Neutral attack can jab reset.}} | |||
**{{buff|Neutral infinite has less startup lag (8 → 5), is faster and connects more reliably.}} | |||
**{{buff|Neutral infinite's finisher has less startup lag (6 → 4) and deals significantly more knockback.}} | |||
**{{nerf|Neutral infinite's finisher has more endlag (FAF 47 → 50).}} | |||
**{{nerf|Except for the finisher, each hit of neutral attack deals less damage (first hit: 4% → 2.5%, second hit: 4% → 2.2%, neutral infinite: 1% → 0.5%).}} | |||
*[[Dash attack]]: | |||
**{{buff|Dash attack deals more knockback, remaining the strongest dash attack in the game. This is boosted further by the changes to the [[Sakurai angle]] on the ground.}} | |||
*[[Forward tilt]]: | |||
**{{buff|Forward tilt's hits connect more reliably.}} | |||
**{{change|Forward tilt has an altered animation.}} | |||
*[[Up tilt]]: | |||
**{{buff|Up tilt has less startup (9 → 7), and endlag (FAF 44 → 39).}} | |||
**{{buff|Up tilt deals more knockback.}} | |||
**{{buff|Up tilt can be reversed upon startup.}} | |||
**{{nerf|Up tilt does less damage (12%/10% → 10%/8%).}} | |||
*[[Down tilt]]: | |||
**{{buff|Down tilt deals more damage (6%/10% → 10%) and knockback.}} | |||
**{{buff|Down tilt's blind spot has been removed, meaning the attack will also hit opponents that are very close.}} | |||
**{{buff|Down tilt can be reversed upon startup.}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash has less startup (42 → 40) and endlag (FAF 82 → 78).}} | |||
**{{buff|Forward smash deals more damage (15%/24%/6% → 16%/18.5%/25%/11%), and higher knockback values, improving its already great KO potential.}} | |||
**{{buff|Forward smash hits shields twice, once before the hammer head hits the ground and once afterwards. This allows it to break full shields, even when uncharged.}} | |||
*[[Up smash]]: | |||
**{{buff|Up smash has a larger hitbox.}} | |||
**{{buff|Up smash deals more damage (14%/9% → 16%/10%) and knockback.}} | |||
===Aerial moves=== | |||
*{{buff|All aerials have less landing lag (15 → 10 (Neutral aerial), 30 → 19 (Forward aerial), 21 → 14 (Back aerial), 22 → 14 (Up aerial), 30 → 19 (Down aerial).}} | |||
*[[Neutral aerial]]: | |||
**{{buff|Clean neutral aerial deals more knockback, improving its KO potential, while late neutral aerial remains unchanged, which combined with the reduced landing lag and jumpsquat improves its combo potential significantly.}} | |||
**{{change|Neutral aerial causes King Dedede's belly to wobble around during the move.}} | |||
*[[Forward aerial]]: | |||
**{{change|Forward aerial has a slightly altered animation.}} | |||
*[[Back aerial]]: | |||
**{{change|Back aerial has an altered animation. It is a horizontal hammer swing that better matches the move's hitboxes.}} | |||
**{{buff|Back aerial has reduced endlag.}} | |||
*[[Up aerial]]: | |||
**{{buff|Up aerial has more range.}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial deals much more knockback.}} | |||
**{{change|Down aerial has a slightly altered animation.}} | |||
===Throws/other attacks=== | |||
*{{nerf|All [[grab]]s have more startup (standing/dash/pivot: 7/9/10 → 8/11/12) and endlag (standing/dash/pivot: FAF 36/45/42 → 40/48/43).}} | |||
*{{change|[[Pummel]] is faster but deals less damage (3% → 1.6%).}} | |||
*{{buff|[[Back throw]] has somewhat higher knockback, increasing its KO potential.}} | |||
*{{buff|[[Up throw]] lets King Dedede act sooner, allowing him to set up combos with it, such as into [[up aerial]].}} | |||
*{{change|[[Down throw]] has an altered animation, with him slamming his opponent face-first onto the ground.}} | |||
{{ | ===Special Moves=== | ||
*{{b|Inhale|King Dedede}}: | |||
**{{buff|Inhale acts as a [[reflection|reflector]], giving a 1.5x damage boost to any [[projectiles]] spat out. Once inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.}} | |||
***{{buff|Inhale can catch and spit his own [[Gordo]]s. This gives Dedede an option to relaunch Gordos that are hit back at him, and manually allows him to launch Gordos forward much further and at a much faster velocity compared to throwing one with [[Gordo Throw]].}} | |||
**{{buff|Inhale has a much bigger grabbox.}} | |||
**{{buff|Inhale's spit deals more damage (10% → 12%).}} | |||
**{{change|Inhale has an updated, more opaque visual effect.}} | |||
*[[Gordo Throw]]: | |||
**{{buff|Gordos have significantly larger hitboxes that cover the orb as well as the actual spikes.}} | |||
**{{buff|Gordos have increased knockback.}} | |||
**{{change|Gordos gain a surprised expression when deflected. Additionally, they have animated spines.}} | |||
**{{buff|Gordos stick to the ledge more consistently, significantly improving their edgeguarding potential.}} | |||
**{{buff|Gordo Throw has less endlag (FAF 64 → 61).}} | |||
*[[Super Dedede Jump]]: | |||
**{{buff|Super Dedede Jump's landing hit deals more damage (11% → 12%).}} | |||
**{{buff|Super Dedede Jump will snap to ledge when reversed.}} | |||
**{{buff|Super Dedede Jump has far less endlag when canceled.}} | |||
**{{change|Super Dedede Jump descends more quickly.}} | |||
**{{change|King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.}} | |||
*[[Jet Hammer]]: | |||
**{{buff|Jet Hammer breaks shields when fully charged.}} | |||
**{{buff|Jet Hammer deals more damage (grounded: 11%-38% → 12%-40% ; aerial: 10%-27% → 11%-32%) and knockback.}} | |||
**{{buff|Jet Hammer has [[armor]] during the swing (frames 1-14) when used on the ground.}} | |||
**{{change|The fire from Jet Hammer is blue instead of red.}} | |||
**{{change|Fully charged Jet Hammer triggers Special Zoom upon hitting an opponent.}} | |||
*[[Final Smash]]: | |||
**{{change|King Dedede has a new Final Smash called [[Dede-Rush]], which features King Dedede taking his "Masked Dedede" persona from ''Kirby Super Star Ultra'' before trapping opponents inside of a caged boxing ring, attacking them with a barrage of missiles, and launching them with his Jet Hammer.}} | |||
**{{buff|It deals more damage (46% → 59.6%) and knockback.}} | |||
**{{buff|Unlike [[Dedede Burst]] in ''Smash 4'', it is not possible for opponents to escape once trapped.}} | |||
**{{nerf|Dede-Rush cannot trap more than one opponent at a time for extra damage.}} | |||
**{{change|This new Final Smash deals greater knockback, but deals less damage.}} | |||
==Update history== | ==Update history== | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{bugfix|King Dedede’s knockback facial expression has been fixed after [[Inhale (King Dedede)|inhaling]] an opponent holding any explosion item.}} | ||
*{{nerf|Gordos' hitboxes on its spikes (4.8u → 3.8u) and body (4.5u → 4u) have been reduced.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.}} | ||
*{{bugfix|Fixed reflected [[Charge Shot]] from {{SSBU|Samus}} that would launch the other way using Inhale.}} | |||
*{{bugfix|Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.}} | |||
*{{nerf|Gordo Throw deals less shield damage.}} | |||
*{{nerf|Gordo Boosted Super Dedede Jump was removed.}} <ref>https://www.youtube.com/watch?v=tOF_GjolcUo</ref> | |||
*{{change|Aerial Gordo Throw's animation has been adjusted.}} | |||
{{ | |||
{{ | |||
==Moveset== | ==Moveset== | ||
*King Dedede can perform [[ | * King Dedede can perform 4 [[midair jump]]s. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.2% | |neutral2dmg=2.2% | ||
|neutralinfdmg=0.5% (loop), 3% (last) | |neutralinfdmg=0.5% (loop), 3% (last) | ||
|neutraldesc=A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. | |neutraldesc=A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. Is much faster than it was in Smash 4, more reliably comboing into itself. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=2% (hits 1-4), 3% (hit 5) | |ftiltdmg=2% (hits 1-4), 3% (hit 5) | ||
|ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer | |ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the tip of the hammer. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. Is very useful for Dedede's ledge traps as it's speed, range, and long lasting hitbox allows it to trap rolls and neutral get ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can stuff out punish attempts for landed back air. | ||
|utiltname= | |utiltname= | ||
|utiltdmg= | |utiltdmg=10% | ||
|utiltdesc=An upward | |utiltdesc=An upward headbutt. King Dedede's head and upper body are [[Intangibility|intangible]] while its hitbox is active. Can combo into itself at low percents and has regained a lot of the power lost in Smash 4. | ||
|dtiltname=Rolling | |dtiltname=Rolling | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. | |dtiltdesc=A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. Can also lead into itself and other attacks if the opponent doesn't tech. | ||
|dashname=Belly Flop | |dashname=Belly Flop | ||
|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 middleweights at around 55% 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={{ChargedSmashDmgSSBU| | |fsmashdmg={{ChargedSmashDmgSSBU|18.5}} (handle), {{ChargedSmashDmgSSBU|25}} (head), {{ChargedSmashDmgSSBU|11}} (shockwave) | ||
|fsmashdesc=Rears his hammer back and | |fsmashdesc=Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game, capable of KOing as early as 30% near the edge. It has a very slow startup but with deceptively short endlag and a far reaching quakebox. It can break shields point blank with only a little bit of charging due to it hitting twice. Originates from ''Kirby's Dream Land''. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} | |usmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|usmashdesc=An | |usmashdesc=An upward hammer swing. A decent anti-air option with great vertical knockback, KOing at middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in Smash 4. It also has transcendent priority. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} | |dsmashdmg={{ChargedSmashDmgSSBU|13}} | ||
|dsmashdesc= | |dsmashdesc=A spinning hammer swing around himself. King Dedede's fastest kill move, sending foes at a low angle and can KO around 80% near edge. Best used for catching rolls as well as ledge attacks. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from ''Kirby's Return to Dream Land''. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (clean), 7% (late) | |nairdmg=12% (clean), 7% (late) | ||
|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 | |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, such as an up tilt at low percents, neutral, forward or back air at mid percents, and up air at higher percents. | ||
|fairname= | |fairname= | ||
|fairdmg=12% | |fairdmg=12% | ||
|fairdesc= | |fairdesc=Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but can be unsafe on hit at lower percents if spaced poorly. 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]] and fend off edgeguard attempts while recovering, due to its long range reaching through ledges. | ||
|bairname= | |bairname= | ||
|bairdmg=16% | |bairdmg=16% | ||
|bairdesc= | |bairdesc=An horizontal hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be auto canceled in a short-hop, and is also relatively safe on shield when spaced at max range. | ||
|uairname= | |uairname= | ||
|uairdmg=1% (hits 1-7), 5% (hit 8) | |uairdmg=1% (hits 1-7), 5% (hit 8) | ||
|uairdesc=Thrusts his hammer upward while twirling its head. | |uairdesc=Thrusts his hammer upward while twirling its head. Has tremendous reach above Dedede beating out many down airs. It is quite strong for a multiple hitting move, being able to KO below 130%. Like his Forward Air, it can hit edgeguarding opponents through ledges. | ||
|dairname= | |dairname= | ||
|dairdmg=15% ( | |dairdmg=15% (hammer head), 8% (handle) | ||
|dairdesc= | |dairdesc=A downward hammer swing. The sweetspot is a very powerful [[meteor smash]] only on aerial opponents. The meteor smash only activates at 28% or higher. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. | |grabdesc=Reaches out. Unlike in ''Brawl'', where it was notoriously long ranged, King Dedede's overall grab range is roughly average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.6% | |pummeldmg=1.6% | ||
|pummeldesc=A headbutt. | |pummeldesc=A headbutt. Quicker but less damaging than it was in Smash 4, good for racking damage. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 6% (throw) | |fthrowdmg=4% (hit 1), 6% (throw) | ||
|fthrowdesc= | |fthrowdesc=Strikes the opponent forward with his hammer. Can be used to set up an edgeguard or launch the opponent into a [[Gordo Throw|previously thrown Gordo]]. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% (hit 1), 9% (throw) | |bthrowdmg=4% (hit 1), 9% (throw) | ||
|bthrowdesc= | |bthrowdesc=Strikes the opponent backward with his hammer. King Dedede's strongest throw, but due to the fact it launches at a very high angle, it does not KO until very high percentages, depending on the opponent's weight and DI. It is better at damage racking due to these factors. Like forward throw, it can be used to launch the opponent into a previously thrown Gordo. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 5% (throw) | |uthrowdmg=4% (hit 1), 5% (throw) | ||
|uthrowdesc=A jump set, a technique used in volleyball. | |uthrowdesc=A jump set, a technique used in volleyball. Can lead into up aerial at low to medium percentages, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=A one-handed [[wikipedia:Professional wrestling throws#Body slam|body slam]]. King Dedede's best combo starter, it can initiate true combos into a neutral or forward | |dthrowdesc=A one-handed [[wikipedia:Professional wrestling throws#Body slam|body slam]]. King Dedede's best combo starter, it can initiate true combos into a neutral or forward air at very low percents and back air at low to mid percents. At medium percentages, down throw to up air is a KO combo if the opponent DI's incorrectly. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 180: | Line 235: | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc= | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
Line 186: | Line 241: | ||
|edgename= | |edgename= | ||
|edgedmg=10% | |edgedmg=10% | ||
|edgedesc=Performs a kick while climbing up | |edgedesc=Performs a kick while climbing up. | ||
|nspage=Inhale_(King_Dedede) | |nspage=Inhale_(King_Dedede) | ||
|nsname=Inhale | |nsname=Inhale | ||
|nsdmg=12% (spit | |nsdmg=12% (spit) | ||
|nsdesc={{ | |nsdesc={{s|wikirby|Inhale}}s the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. Can also can also be used to [[Item-swallowing|swallow]] items and spit back projectiles, acting as a reflector. Can also be a good landing mix-up to catch [[Sidestep|sidesteps]] and shields. | ||
|ssname=Gordo Throw | |ssname=Gordo Throw | ||
|ssdmg=10% (hammer), 14%/12.5%/11%/9.5% (Gordo) | |ssdmg=10% (hammer), 14%/12.5%/11%/9.5% (Gordo) | ||
|ssdesc=Hits a bouncing {{ | |ssdesc=Hits a bouncing {{s|wikirby|Gordo}} with his hammer. Its trajectory can be angled upward, forward, or downward, which can be used for [[mindgames]]. By extension, his throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after almost 3 seconds. An upward-angled gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows [[wall jump]]ing, and is much consistent than it was in Smash 4. They can also be reflected by any attack dealing at least 2%. Of further note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also inhale his own Gordo and spit it out at a considerable speed. | ||
|usname=Super Dedede Jump | |usname=Super Dedede Jump | ||
|usdmg=15% (drop), 12% (landing), 5% (stars) | |usdmg=15% (drop), 12% (landing), 5% (stars) | ||
|usdesc=His | |usdesc=His signature jump. It concludes with a [[wikipedia:Professional wrestling aerial techniques#Diving double foot stomp|diving double foot stomp]] that buries grounded opponents and meteor smashes aerial ones. Like [[Yoshi Bomb]], it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second. | ||
|dsname=Jet Hammer | |dsname=Jet Hammer | ||
|dsdmg=12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial) | |dsdmg=12% (uncharged grounded), 11% (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial) | ||
|dsdesc=Activates the afterburner in his hammer to charge up a very powerful | |dsdesc=Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has super armor during the swing, and it can hit opponents hanging from the ledge after their invincibility wears off. Dedede can hold the hammer out indefinitely, but it slowly deals recoil damage if he holds it when fully charged up until 100%. A fully charged Jet Hammer can easily KO opponents below 50% near the edge, and is able to break shields with a full charge. | ||
|fsname=Dede-Rush | |fsname=Dede-Rush | ||
|fsdmg=8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit) | |fsdmg=8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit) | ||
|fsdesc=Strikes the opponent with his hammer | |fsdesc=Strikes the opponent with his hammer sending them into his trademark boxing ring with a cage set up. Adopting his Masked Dedede persona, he attacks his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals approximately 60% in total with considerable knockback, but can only trap one opponent at a time. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
* | [[File:KingDededeUltimateEntrance.jpg|thumb|King Dedede's on-screen appearance.]] | ||
*Is carried in on a palanquin by four [[Waddle Dee]]s, then jumps off, scattering them. | |||
{{clrl}} | |||
===[[ | ===[[Taunts]]=== | ||
*'''Up | *'''Up Taunt''': Holds up his hammer in celebration. | ||
*'''Side | *'''Side Taunt''': Twirls his hammer and laughs. | ||
*'''Down | *'''Down Taunt''': Spins around in a circle, chanting. | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* | *Swings his hammer twice before turning to the camera and posing. | ||
* | *Laughs and repeatedly slaps his belly while a [[Waddle Dee]] walks into the scene. | ||
* | *Twirls his hammer with a grimace, then activates the [[Jet Hammer]]. | ||
[[File:KirbyUniverseTheme.ogg|thumb|The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''.]] | [[File:KirbyUniverseTheme.ogg|thumb|The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''.]] | ||
<gallery> | <gallery> | ||
Line 306: | Line 280: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
<!-- | <!--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 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.--> | ||
*{{Sm|Atomsk|USA}} - One of the best King Dedede players in the United States. Placed 65th at {{Trn|GENESIS 6}}, and 25th at {{Trn|Pound 2019}} beating such players as {{Sm|Gen}}. | |||
*{{Sm|Big D|Canada}} - One of the best King Dedede players in the world. Placed 4th at both {{Trn|Battle of BC 3}} and {{Trn|Don't Park on the Grass 2018}}, 33rd at {{Trn|GENESIS 6}} Has wins over players like {{Sm| Captain L}}, {{Sm|MuteAce}}, {{Sm|Dyr}} and {{Sm|Pandarian}}. | |||
*{{Sm|Peli|England}} - The best King Dedede player in England. Placed 2nd at {{Trn|Schism 3}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|Meru}} and {{Sm|Antheia}}. | |||
*{{Sm|Atomsk|USA}} - One of the best King Dedede players in the | *{{Sm|ZAKI|Japan}} - One of the best King Dedede players in the world. Placed 5th at {{Trn|Umebura SP 2}}, 2nd at {{Trn|Sumabato SP 2}} and 25th at {{Trn|2GG: Prime Saga}}. | ||
*{{Sm| | |||
*{{Sm|Peli| | |||
*{{Sm|ZAKI|Japan}} - | |||
=={{SSBU|Classic Mode}}: Royal Rumble== | =={{SSBU|Classic Mode}}: Royal Rumble== | ||
King Dedede faces off against characters with royal titles such as kings and princesses. | King Dedede faces off against characters with royal titles such as kings and princesses. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Pirate Ship]]||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}} and {{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem Theme}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''|| | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}} and {{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Underwater Theme - Super Mario Bros.}}''|| | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Find Mii]] ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''|| | ||
|- | |- | ||
|6||{{ | |6||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''|| | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' | |Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}''||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand, and the track ''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' plays during the battle. | ||
|} | |} | ||
[[Credits]] roll after completing Classic Mode. Completing it as King Dedede has ''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as King Dedede has ''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' accompany the credits. | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
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During the opening cutscene, King Dedede was present on the cliffside when [[Galeem]] unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}. | During the opening cutscene, King Dedede was present on the cliffside when [[Galeem]] unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}. | ||
Dedede can only be accessed in a sub-area themed after the [[Gourmet Race]] minigame from ''Kirby Super Star'', where the player must collect | Dedede can only be accessed in a sub-area themed after the [[Gourmet Race]] minigame from ''Kirby Super Star'', where the player must collect 11 amounts of scattered food for him to appear. | ||
{{clrl}} | {{clrl}} | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|39 | | 39 | ||
|[[File:King Dedede SSBU.png|center|108x108px]] | | [[File:King Dedede SSBU.png|center|108x108px]] | ||
| {{SSBU|King Dedede}} | |||
|{{ | | {{color|#dc1029|Attack}} | ||
|9,000 | | 9,000 | ||
|[[Fountain of Dreams]] ([[Ω form]]) | | [[Fountain of Dreams]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' | | ''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
King Dedede's | King Dedede's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking King Dedede in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, King Dedede makes an appearance as a | Additionally, King Dedede makes an appearance as a Primary Spirit under his Masked Dedede alter ego. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
King Dedede Spirit.png|325. '''''King Dedede''''' | |||
Masked Dedede Spirit.png|353. Masked Dedede | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 411: | Line 375: | ||
|- | |- | ||
|180 | |180 | ||
|{{ | |[[File:Moblin.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Moblin}}Moblin | ||
|•{{SSBU|King Dedede}} Team {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}×4 | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|King Dedede}} Team {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} (×4) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|1,900 | |1,900 | ||
|[[Skyloft]] ([[Battlefield form]]) | |[[Skyloft]] ([[Battlefield form]]) | ||
Line 422: | Line 387: | ||
|- | |- | ||
|312 | |312 | ||
|{{ | |[[File:Raven spirit.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Raphael the Raven}}Raphael the Raven | ||
|''Yoshi series'' | |||
|•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Black}} | |•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|4,000 | |4,000 | ||
|[[Mario Galaxy]] | |[[Mario Galaxy]] | ||
Line 433: | Line 399: | ||
|- | |- | ||
|314 | |314 | ||
|{{ | |[[File:Pak E Derm Spirit.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Pak E. Derm}}Pak E. Derm | ||
|''Yoshi series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,900 | |3,900 | ||
|[[Yoshi's Story]] | |[[Yoshi's Story]] | ||
|•Jump Power ↓ | |•Jump Power ↓ | ||
|•You have reduced jump power<br>•Timed battle | |•You have reduced jump power<br>•Timed battle<br>•Only certain Pokémon will emerge from Poké Balls ([[Alolan Exeggutor]]) | ||
|{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | |{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | ||
|- | |- | ||
|316 | |316 | ||
|{{ | |[[File:Don Bongo.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Don Bongo}}Don Bongo | ||
|''Yoshi series'' | |||
|•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} | |•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,900 | |3,900 | ||
|[[Yoshi's Story]] | |[[Yoshi's Story]] | ||
|•Move Speed ↑<br>•Move Speed ↓ | |•Move Speed ↑<br>•Move Speed ↓ | ||
|•The enemy has increased move speed after a | |•The enemy has increased move speed after a while<br>•The enemy is giant<br>•The enemy has reduced move speed | ||
|{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | |{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | ||
|- | |- | ||
|340 | |340 | ||
|{{ | |[[File:Kracko.png|center|64x64px]] | ||
|''Kirby'' | |{{anchor|Kracko}}Kracko | ||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}}×2 | |''Kirby series'' | ||
| | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}} (×2) | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|3,500 | |3,500 | ||
|[[Skyworld]] (clouds only) | |[[Skyworld]] (clouds only) | ||
Line 466: | Line 435: | ||
|- | |- | ||
|365 | |365 | ||
|{{ | |[[File:Gordo.png|center|64x64px]] | ||
|''Kirby'' | |{{anchor|Gordo}}[[Gordo]] | ||
|•Clear {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}}×3 | |''Kirby series'' | ||
| | |•Clear {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} (×3) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,800 | |3,800 | ||
|[[Green Greens]] | |[[Green Greens]] | ||
|N/A | |N/A | ||
|•The enemy's [[side special]] has increased power<br>•The enemy favors side specials<br>•The enemy is invisible | |•The enemy's [[side special]] has increased power<br>•The enemy favors side specials<br>•The enemy is invisible | ||
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} | |{{SSBUMusicLink|Kirby|Kirby Retro Medley}} | ||
|- | |- | ||
|386 | |386 | ||
|{{ | |[[File:Peppy Hare Spirit.png|center|64x64px]] | ||
|''Star Fox'' | |{{anchor|Peppy Hare}}[[Peppy Hare]] | ||
|''Star Fox series'' | |||
|•Bunny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} | |•Bunny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|8,800 | |8,800 | ||
|[[Venom]] | |[[Venom]] | ||
Line 488: | Line 459: | ||
|- | |- | ||
|727 | |727 | ||
| | |[[File:Dyntos Spirit.png|center|64x64px]] | ||
|''Kid Icarus'' | |Dyntos | ||
|''Kid Icarus series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|7,500 | |7,500 | ||
|[[Palutena's Temple]] ([[Battlefield form]]) | |[[Palutena's Temple]] ([[Battlefield form]]) | ||
Line 499: | Line 471: | ||
|- | |- | ||
|819 | |819 | ||
|{{ | |[[File:Yellow Wollywog Spirit.png|center|64x64px]] | ||
|''Pikmin'' | |{{anchor|Yellow Wollywog}}[[Yellow Wollywog]] | ||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} | |''Pikmin series'' | ||
| | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} (x3) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,800 | |3,800 | ||
|[[Distant Planet]] | |[[Distant Planet]] | ||
Line 510: | Line 483: | ||
|- | |- | ||
|853 | |853 | ||
| | |[[File:Lyle Spirit.png|center|64x64px]] | ||
|''Animal Crossing'' | |Lyle | ||
|''Animal Crossing series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|1,700 | |1,700 | ||
|[[Smashville]] | |[[Smashville]] | ||
Line 521: | Line 495: | ||
|- | |- | ||
|1,125 | |1,125 | ||
|{{ | |{{anchor|Fish}}[[File:Fish Spirit.png|center|64x64px]] | ||
|'' | |[[Fish]] | ||
|''Ballon Fight Series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,900 | |3,900 | ||
|[[Balloon Fight]] | |[[Balloon Fight]] | ||
|N/A | |N/A | ||
|•The enemy's neutral special has increased power<br>•Timed | |•The enemy's neutral special has increased power<br>•Timed Battle<br>•The enemy favors neutral specials | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Balloon Fight Medley}} | ||
|- | |- | ||
|1,235 | |1,235 | ||
|{{ | |{{anchor|Chef}}[[File:Chef.png|center|64x64px]] | ||
|''Personal Trainer: Cooking | |Chef (Personal Trainer: Cooking) | ||
|''Personal Trainer: Cooking Series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,500 | |3,500 | ||
|[[PictoChat 2]] | |[[PictoChat 2]] | ||
|•Item: [[Food]] | |•Item: [[Food]] | ||
|•The enemy becomes more powerful after eating<br>•The enemy is easily distracted by items | |•The enemy becomes more powerful after eating<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Personal Trainer: Cooking}} | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
! colspan=1| | ! colspan=1|Reference | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
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|- | |- | ||
|343 | |343 | ||
|{{ | |[[File:DarkMatterSpirit.png|center|64x64px]] | ||
|''Kirby'' | |{{anchor|Dark Matter}}Dark Matter | ||
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} | |''Kirby series'' | ||
| | |•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|13,500 | |13,500 | ||
|[[Halberd]] ([[Ω form]]) | |[[Halberd]] ([[Ω form]]) | ||
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|- | |- | ||
|745 | |745 | ||
| | |[[File:Captain Syrup.png|center|64x64px]] | ||
|''Wario Land'' | |Captain Syrup | ||
|''Wario Land series'' | |||
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,500 | |3,500 | ||
|[[Pirate Ship]] | |[[Pirate Ship]] | ||
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|- | |- | ||
|1,312 | |1,312 | ||
| | |[[File:Yusuke Persona 5.png|center|64x64px]] | ||
|''Persona'' | |[[Yusuke Kitagawa]] | ||
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br> | |''Persona series'' | ||
| | |•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|2,500 | |2,500 | ||
|[[Suzaku Castle]] ([[Battlefield form]]) | |[[Suzaku Castle]] ([[Battlefield form]]) | ||
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|{{SSBUMusicLink|Persona|Last Surprise}} | |{{SSBUMusicLink|Persona|Last Surprise}} | ||
|[https://megamitensei.fandom.com/wiki/Goemon Goemon] | |[https://megamitensei.fandom.com/wiki/Goemon Goemon] | ||
|} | |} | ||
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<gallery> | <gallery> | ||
SSBU King Dedede Number.png|King Dedede's fighter card. | SSBU King Dedede Number.png|King Dedede's fighter card. | ||
SSBUWebsiteKingDedede1.jpg|King Dedede [[taunting]] on [[Green Greens]]. | |||
SSBUWebsiteKingDedede1.jpg|King Dedede [[ | |||
SSBUWebsiteKingDedede2.jpg|Performing his neutral aerial on [[Magicant]]. | SSBUWebsiteKingDedede2.jpg|Performing his neutral aerial on [[Magicant]]. | ||
SSBUWebsiteKingDedede3.jpg|With a [[Poké Ball]] after performing his forward smash on [[Pokémon Stadium]]. | SSBUWebsiteKingDedede3.jpg|With a [[Poké Ball]] after performing his forward smash on [[Pokémon Stadium]]. | ||
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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=bikxqlRPN64}} | {{#widget:YouTube|id=bikxqlRPN64}} | ||
==Trivia== | ==Trivia== | ||
*King Dedede's | *During the segment of the Nintendo E3 Direct that focused on King Dedede's Final Smash, his eyes are normal colored while he is wearing his mask. In the final game, his eyes are yellow. | ||
* | *King Dedede is one of four characters to have appeared since ''Brawl'' to have a different Final Smash across every installment; the other three are [[Pit]], [[Zero Suit Samus]], and [[R.O.B.]]. | ||
*In the Korean version of the game, the [[Announcer]] calls him "King Dedede", despite having a | *King Dedede's pose in his official render resembles one of his [[idle pose]]s. | ||
* | *In the Korean version of the game, the [[Announcer]] calls him "King Dedede", despite having a different name in Korean, "Dedede Daewang", which translates to "Dedede King". | ||
*King Dedede is the one of the only two antagonists that can be unlocked in the Light Realm, the other being {{SSBU|Bowser}}. | |||
*There appears to be a new King Dedede glitch only discovered after update 2.0.0, where if King Dedede throws a Smart Bomb at his opponent and tries to Inhale them, the Inhale will not affect anyone until the bomb explosion is over. This glitch may likely be caused by opponents stuck during the hitstun. When this happens, anyone caught in the Inhale from before will teleport into King Dedede's mouth. {{SSBU|Kirby}} can do this too. This has been patched in 3.0.0. where characters can no longer be put into hitstun during Inhale. | |||
*King Dedede one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being {{SSBU|Link}}, {{SSBU|Kirby}}, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}. | |||
*King Dedede | |||
==References== | |||
{{reflist}} | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
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[[Category:King Dedede (SSBU)| ]] | [[Category:King Dedede (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||