Editing King Dedede (SSBU)

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 8: Line 8:
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E+
|ranking = 79
}}
}}
{{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''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as playable along with {{SSBU|Rosalina & Luma}} and the rest of the veterans on June 12th, 2018. King Dedede is classified as [[Fighter number|Fighter #39]].
King Dedede’s voice clips from ''[[Smash 4]]'', where he was voiced by series creator [[Masahiro Sakurai]], have been repurposed for ''Ultimate''.
 
Series creator [[Masahiro Sakurai]]'s portrayal of King Dedede from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''.
 
King Dedede is currently ranked 79th out of 82 on the current ''Ultimate'' [[tier list]], placing him at the top of E+ tier, and the lowest ranked veteran from Brawl. While Dedede was significantly buffed, this is similar to his exceptionally low placement in ''Smash 4'' at 51st out of 54.
 
King Dedede has some of the best endurance out of any fighter on the roster. Dedede is tied with {{SSBU|Donkey Kong}} as the third [[weight|heaviest]] character in the game and has one of the best vertical recoveries due to [[Super Dedede Jump]], allowing him to survive to extremely high percents. Dedede's primary strengths lie in his hammer and deadly [[ledge trap]]s. King Dedede's hammer provides him with large, disjointed [[hitbox]]es on many of his moves, making him one of the few super-heavyweights that can reliably [[space]] his opponent. Dedede's hammer can also be quite powerful, as he boasts some of the strongest [[smash attack]]s and [[aerial]]s in ''Ultimate''. Furthermore, Dedede's [[Gordo Throw]] combined with his various [[tilt]]s and smash attacks can make Dedede one of the most intimidating characters on the [[ledge]]. King Dedede's moves were largely buffed in power, frame data, and [[combo]] ability in their transition to ''Ultimate''. The most significant buff to Dedede's overall moveset is that {{B|Inhale|Dedede}} now serves as a reflector, allowing Dedede to better fight against [[projectile]] [[camping]]. Inhale can also be used in conjunction with his [[Gordo]]s, giving him another way to use his sole projectile against his opponent. 
 
Changes made to the engine in the transition from ''Smash 4'' to ''Ultimate'' have benefited Dedede's limited combo potential and linear [[recovery]]. Universal reductions to [[landing lag]] made [[neutral aerial]] and [[up aerial]] better combo tools than in ''Smash 4''. Changes made to [[jumpsquat]]s and [[air dodging]] enhance Dedede's [[edgeguarding]] and his poor horizontal recovery options. While air dodging was severely nerfed in ''Ultimate'', Dedede is relatively unaffected by these changes due to his multiple jumps and high vertical recovery.
 
However, King Dedede has severe flaws that overshadow most of his positive attributes, especially when in disadvantage. Dedede's awful mobility is the source of many of his problems, with him especially struggling in the air thanks to having the slowest [[air speed]] in the game. While Dedede's overall speed is better than in ''Smash 4'', it's still a challenge for him to [[approach]] or retreat from his opponent. Like many super-heavyweights, King Dedede has a large hitbox and few escape options, making him highly susceptible to combos and [[juggling]]. While this can be somewhat dealt with through Dedede's incredibly fast [[falling speed]], his super-heavyweight attributes only compound the issues his sluggishness presents. Dedede's atrocious air speed in combination with his fast fall speed leave him exceedingly vulnerable offstage, making it troublesome for Dedede to get back to [[stage]] safely. Despite the universal decrease in lag, the slow frame data associated with Dedede's moves make a majority of his moveset highly committal. Dedede's [[special]]s all leave him open to punishment. Inhale and [[Jet Hammer]], despite their newfound uses, still have slow ending lag. Dedede has to be careful when using Gordo Throw, as Gordos can be reflected back by the opponent with any move that does 2% or higher, causing significant damage. Super Dedede Jump is best used if Dedede can connect with the ledge, as the move has exceptionally high ending lag on stage. All of this leads to Dedede having a surprisingly hard time taking off [[stock]]s, as his powerful finishers are unsafe, and his deadly set-ups are difficult to establish in [[Neutral game|neutral]].
 
King Dedede's sheer amount of problems have left him with negative competitive reception. While Dedede was initially viewed as an upper mid tier, his weaknesses only became more apparent as the metagame progressed. Dedede also received notable nerfs to his Gordo hitboxes and [[shield break]] set-ups in subsequent [[List of updates (SSBU)|balance patches]], lowering his competitive standing even further. Though players such as {{Sm|Atomsk}} and {{Sm|ZAKI}} have seen some success with the character, many of Dedede's early mains have either dropped him or relegated him to a [[secondary]].


==How to unlock==
==How to unlock==
Line 31: Line 19:
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Rosalina & Luma}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 4th 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]] (the [[Ω form]] is used in World of Light).
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 alongside {{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]]ing speeds (both tied for second and third fastest respectively), overall sluggish mobility, large size and a high susceptibility to combos. In addition to having an average initial dash and the thirtieth highest [[gravity]], he has the twenty-eighth slowest [[Walk|walking speed]], eleventh slowest [[Dash|dashing speed]], the worst [[air speed]] in the game, and the fourth slowest [[air acceleration]]. To counteract these flaws, however, King Dedede is gifted with four [[midair jump]]s.
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 third fastest [[Fast fall|fast falling]] speeds (both tied for second and third fastest respectively), 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]], the worst [[air speed]] in the game, and the fourth slowest [[air acceleration]]. To counteract these flaws, however, King Dedede is gifted with four [[Double jump|midair jump]]s.


As a super-heavyweight, King Dedede has immense endurance, both vertically and horizontally. His massive weight makes him difficult to launch, and his incredibly fast falling speed lets him return to the ground quickly. Despite having the worst air mobility, his four midair jumps and [[Super Dedede Jump]], the latter of which travels a very long vertical distance and has [[super armor]] during its ascent and descent, gives him great recovery for a heavyweight. Super Dedede Jump also has a [[meteor smash]] hitbox during its descent, making it risky to intercept if he recovers high. His [[tech]] rolls are unusually long-distanced for a character of his size, making him difficult to [[tech-chase]]. Finally, King Dedede's trademark hammer grants him a long disjoint in many of his attacks, allowing him to safely [[space]] his opponents, especially if they are slow and have worse range than him.
As a super-heavyweight, King Dedede has immense endurance, both vertically and horizontally. His massive weight makes him difficult to launch, and his incredibly fast falling speed lets him return to the ground quickly. Despite having the worst air mobility, his four midair jumps and [[Super Dedede Jump]], the latter of which travels a very long vertical distance and has [[super armor]] during its ascent and descent, gives him great recovery for a heavyweight. Super Dedede Jump also has a [[meteor smash]] hitbox during its descent, making it risky to intercept if he recovers high. His [[tech]] rolls are unusually long-distanced for a character of his size, making him difficult to [[tech-chase]]. Finally, King Dedede's trademark hammer grants him a long disjoint in many of his attacks, allowing him to safely [[space]] his opponents.


True to a super heavyweight character, King Dedede is gifted with an abundance of finishers. King Dedede's dash attack is a notable example, as it deals huge damage, and reliably KOs under 100%, while being able to KO as low as below 60% near the ledge. King Dedede's smash attacks all possess great power, great disjointed range, and transcendent priority, while having their own perks: forward smash can reliably KO from 60% and below in most situations, has deceptively short ending lag for an attack of its power, while also being able to deal severe shield damage; up smash reliably KOs from anywhere on-stage around 100ish% without rage, while covering a large space all-around Dedede; lastly, down smash is his fastest smash attack in his arsenal and covers significant horizontal distance around both sides of Dedede, while easily KOing below 100% near the ledge and around 125% from center.
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 with only a slight charge; 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 can be useful for racking up damage, 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.
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 disrupt enemy combos, and its 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 startup speed, and can [[wall of pain]] at lower percents. Back air is a potent kill option with a 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 sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small awkward hitbox.
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, and its 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 sweetspotted, is a powerful meteor smash offstage, but its use onstage is somewhat limited due to its slow startup.  


King Dedede's grab game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His 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]]ing potential, being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees 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 initiating combos with Dedede's neutral, forward, and back aerials.
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 degrees 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 initiating combos with Dedede's neutral, forward, and back aerials.  


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 or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a [[reflection|reflector]], allowing him to contest against projectile campers. The Gordos from [[Gordo Throw]] act as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Lastly, [[Jet Hammer]] is an effective punishing tool with heavy armor that does very high damage and knockback, and with a max charge, it can break full shields.
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, or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a [[reflector]], allowing him to contest against projectile campers. The Gordos from [[Gordo Throw]] act as powerful stage control options with KO potential in their own right at 140% and above, and can set up deadly ledge traps. Lastly, [[Jet Hammer]] is an effective punishing tool with heavy armor that deals very high damage and knockback, and with a max charge it can break full shields.


In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his [[approach]], which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents. King Dedede's below-average dashing speed also makes him over-reliant on [[fox-trotting]] to cover grounded distances, which itself is somewhat predictable.
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. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents. King Dedede's below-average dashing speed also makes him over-reliant on [[fox-trotting]] to cover grounded distances, which itself is somewhat predictable.


Although King Dedede's fast falling speed allows him to easily return to the ground, his slow air speed, large hurtbox, heavy weight and lack of fast-enough escape options renders him vulnerable to combos and juggling. King Dedede's recovery is further hampered by his aforementioned slow air speed and fast falling speed, often 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 maneuverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage.
Although King Dedede's high weight and falling speeds allow him to easily return to the ground, they also render him vulnerable to combos, juggling, and chain throws, while hindering his recovery. King Dedede's recovery is further hampered by his low air speed and jump height, often 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 maneuverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage.  


King Dedede's other specials can work against him as well. Inhale has high ending lag, allowing other characters to easily punish him after he finishes the move. Gordo Toss's Gordos can be reflected back at King Dedede from any attack that does 2% or higher, dealing immense damage to him and potentially resulting in a self-induced KO, requiring him to exercise caution or utilize Inhale on his reflected Gordos. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack, and its high ending lag leaves him vulnerable to punishment from his opponents.
King Dedede's other specials can work against him, as well. Inhale has high ending lag, allowing other characters to easily punish him. Gordo Toss' Gordos can be reflected back at King Dedede from any attack that deals 2% or higher, dealing immense damage to him and potentially resulting in a self-induced KO, requiring him to exercise caution or utilize Inhale on his reflected Gordos. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack, and its high ending lag leaves him vulnerable to punishment from his opponents.


Overall, King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease and survive for a very long time, but his poor overall mobility makes King Dedede's approach somewhat abysmal and renders his recovery somewhat predictable and overly reliant on Super Dedede Jump. Dedede players should be careful to not make a mistake, or else they might potentially risk getting heavily punished.
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 reliant on Super Dedede Jump.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
King Dedede was infamous for being one of the worst characters in ''SSB4'', owing to a large number of weaknesses such as notoriously poor frame data, his moveset's lack of power despite being a super heavyweight, and his special moveset's lack of utility outside of [[Gordo Throw]]. Even in game updates, he infamously received nerfs while not receiving a single buff in return. Possibly as a result of his poorly regarded status, King Dedede has been buffed overall in the transition to ''Ultimate''.
King Dedede was quite infamous for being a bottom tier character in ''Super Smash Bros. 4''. This was made even worse when he received multiple nerfs from game updates but not a single buff in return. Possibly as a result of his notoriety, King Dedede has been significantly buffed in the transition from ''SSB4'' to ''Ultimate''.
 
Among King Dedede's biggest buffs are those to his ground game. [[Neutral attack]]'s KO power was significantly improved, and it has undergone adjustments that make it harder for opponents to fall from the move as easily. [[Forward tilt]] connects much better overall, allowing it to deal its maximum damage more frequently, whereas [[up tilt]] has increased KO power (now having power comparable to its ''Brawl'' incarnation, especially with rage) and [[down tilt]]'s angle was positively adjusted while its hitbox was fixed, which when combined with the changes to [[jostling]] allows it to connect much more frequently. [[Dash attack]] now deals significantly increased knockback and has had its hitbox fixed, now making it a usable (albeit still rather slow) punish option at the [[edge]]. His smash attacks are also more useful, with both [[forward smash|forward]] and [[up smash]] dealing more damage and knockback, and his forward smash is now slightly faster.


King Dedede's aerial game has been improved overall as well. The universal reductions to landing lag improve King Dedede's limited combo and set-up ability, making his [[neutral aerial]] a more potent combo starter, and giving his [[up aerial]]'s looping hits the capacity of starting drag-down followups. Particularly, his up aerial now deals significantly increased knockback, turning it once again into a reliable KOing option despite its angle rendering it more vulnerable to [[LSI]]. [[Forward aerial]] has also increased knockback, improving its ability to edgeguard. His grab game has been slightly buffed as well, thanks to his grabs lasting for one more frame and his standing and dash grabs reaching further, in spite of all his grabs receiving slightly increased startup and increased ending lag.
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, with his neutral aerial in particular being a more potent combo starter. 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's special moveset has also received several miscellaneous buffs, giving him options that either he previously lacked or were outclassed. {{b|Inhale|King Dedede}} has a much larger grabbox and has gained the ability to spit out inhaled projectiles with a one-time increase to their damage, effectively giving him a [[reflection|reflector]], which helps alleviate his vulnerability to projectile camping. Gordo Throw's hitboxes are larger and more accurate, and the move has less ending lag after a Gordo has been thrown. Additionally, Inhale's new ability to suck in projectiles to spit them out combines well with Gordo Throw, giving King Dedede another way to throw or re-launch Gordos at a faster speed, which gives the projectile much more utility. [[Jet Hammer]] now deals more damage and knockback, has [[shield break]]ing potential, and it now has heavy [[armor]] before the move comes out that resists up to 14%, improving the move as a hard punish option.
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 already strong smash attacks are stronger overall, and his previously slow forward smash is much faster overall.


Aside from direct changes, King Dedede also benefits from a few changes to universal gameplay mechanics. The universal increase to mobility has buffed his abysmal horizontal mobility (although it still remains among the worst across the series), while the streamlined jumpsquats and the new limitations to [[air dodge]] mechanics have increased the effectiveness of his aerial moveset, by giving him additional landing options when combined with the reduction on landing lag, and improving his [[edgeguarding]] ability, now making the latter more formidable. The changes to air dodging also don't affect him as much as other characters, thanks to him still boasting multiple jumps and a long-distanced recovery move in [[Super Dedede Jump]], and he can potentially use a directional air dodge without having to resort to using his recovery move.
Altogether, King Dedede is clearly much better than in the previous installment. Thanks to solid results from smashers like {{Sm|ZAKI}}, {{Sm|Big D}}, {{Sm|Atomsk}} and {{Sm|Peli}}, his viability has drastically increased. In fact, most top players consider King Dedede to be one of the best super-heavyweights in the game. General consensus is that King Dedede is a solid mid-tier or high mid-tier, with some players like {{Sm|Mew2King}} even believing him to be a high tier. As such, he is a popular pick amongst all levels of play, more prominently in the local and regional areas of tournaments.


However, King Dedede is not without a few nerfs. His [[back aerial]], despite having a visually more accurate animation, has smaller hitboxes, slightly decreasing its range. His neutral attack and up tilt deal less damage, making the former a less reliable option for racking up excess damage. He has also received some nerfs in game updates, such as his forward smash not breaking shields at once. Despite this, most of his nerfs have all been extremely minor in comparison to his more useful buffs.
===Aesthetics===
*{{change|King Dedede's clothing and general design is more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his obi has more depth.}}
*{{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|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|Two of King Dedede's [[victory pose]]s were slightly altered:}}
**{{change|His hammer spinning [[victory pose]] now finishes with his hammer transforming into the [[Jet Hammer]].}}
**{{change|His 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".}}


Altogether, King Dedede's entire kit has been noticeably improved from ''SSB4'', and while this doesn't change his core playstyle significantly (aside from Inhale becoming a reflector), it allows him to play to his strengths better thanks his moves gaining improved consistency and utility, allowing King Dedede to utilize his strengths better. However, it is important to note that, due to this, King Dedede still retains most of his core weaknesses from the previous game, such as slow movement speed, a lackluster disadvantage state, a vulnerability to some forms of camping, and a high susceptibility to rushdown and combos, with many of these changes failing to alleviate his weaknesses outside of Inhale becoming a pseudo-reflector. Combined with the vast majority of returning veterans also receiving buffs that have improved them, King Dedede has not significantly improved to raise his standing relative to the cast, despite performing much better than in ''SSB4''.
===Attributes===
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{buff|King Dedede [[run]]s 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's [[gravity]] is higher (0.08788 → 0.097).}}
**{{change|His short and full hops are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (full hop).}}
*{{change|King Dedede is much heavier (119 → 127), allowing him to survive even longer, but makes him more susceptible to combos.}}


{{SSB4 to SSBU changelist|char=King Dedede}}
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit has less endlag (FAF 38 → 33).}}
**{{buff|The first two hits of neutral attack can now [[lock]].}}
**{{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 (scaling 150 → 162).}}
**{{buff|Neutral infinite's finisher has 2 medium-large hitboxes rather than 1 large one (10u → 7u/7u), and the hitboxes extend further vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.}}
**{{nerf|The 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 (40 base/100 scaling → 65/92 (clean), 35 base/100 scaling → 55/92 (late)), improving its already potent KO potential. This is boosted further by the changes to the [[Sakurai angle]] on the ground.}}
**{{buff|The clean hit and first late hitbox extend further inwards (Z offset: 7.8u-11.8u → 5u-11.8u), improving their ability to hit opponents at the ledge, and combined with the changes to [[jostle]]ing remove its blindspot.}}
**{{buff|Dash attack hitbox duration lasts longer with 2 new sourspot hitboxes (Frame 26 through 36 → Frame 26 through 42).}}
*[[Forward tilt]]:
**{{buff|Forward tilt's looping hits have altered angles (25°/96° → 22°/100°) and have altered knockback (20 base/24/80/90 set/100 scaling → 60/50/30/26 set/100 scaling), allowing the move to 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).}}
**{{nerf|Up tilt does less damage (12%/10% → 10%/8%).}}
**{{buff|Up tilt deals more knockback (50 base/80 scaling → 65/94), making the move much stronger despite the damage reduction.}}
**{{nerf|Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.}}
*[[Down tilt]]:
**{{buff|Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), removing its blindspot.}}
*[[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 all but the shockwave and early hitboxes deal more knockback (30 base/93 scaling → 50/70 base/85/74 scaling).}}
**{{nerf|Forward smash has a new sourspot on the hammer's handle that's much weaker (though is still powerful in its own right), and the early hit deals less knockback (30 base/93 scaling → 85/55), hindering its KO potential despite its increased damage.}}
*[[Up smash]]:
**{{buff|Up smash deals more damage (14%/9% → 16%/10%) with no compensation on knockback, improving its KO ability.}}


==Update history==
===Aerial moves===
King Dedede received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. The most notable nerfs were to [[Gordo Throw]]: update 2.0.0 shrunk the Gordos' hitboxes, while update 3.0.0 both lowered their shield damage output and removed the Gordo-boosted [[Super Dedede Jump]]. Moreover, this same update further toned down King Dedede's ability to pressure shields by removing forward smash's ability to hit grounded characters twice, which removed its ability to instantly break shields.
*{{buff|All aerials have less landing lag (15 frames → 10 (neutral), 30 → 19 (forward), 21 → 14 (back), 22 → 14 (up), 30 → 19 (down).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial possesses much greater combo potential due to its reduced landing lag and King Dedede's shorter jumpsquat, especially when hitting with the late hit.}}
**{{change|Neutral aerial causes King Dedede's belly to wobble around during the move.}}
*[[Forward aerial]]:
**{{change|Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.}}
*[[Back aerial]]:
**{{change|Back aerial is now a horizontal hammer swing, which better matches the move's hitboxes.}}
**{{nerf|Back aerial now has 3 medium-sized unextended hitboxes rather than 1 large extended one (10u → 6.5u/6.5u/6.5u). Compared to the previous hitbox, the new hitboxes have both less vertical range (Y reach: 20u–0u → 16.5u–3.5u), and less horizontal range (Z reach: -25u–1u → 0.5u–-24.5u).}}
*[[Up aerial]]:
**{{change|Up aerial has altered knockback (50 base/150 scaling → 55/147).}}
**{{nerf|Up aerial launches at a lower angle (70°/80° → 60°), greatly hindering its KO potential close to the upper blast zone, while also making it much more susceptible to [[DI]] and [[LSI]].}}
*[[Down aerial]]:
**{{change|Down aerial has a more forceful animation.}}


Following these nerfs, update 7.0.0 would mark the first time King Dedede was buffed in ''Ultimate'', as his shield was enlarged as part of a near-universal buff. Update 8.0.0 continued this trend by buffing some of King Dedede's moves, primarily in regard to KO potential.<!--Down throw became less susceptible to DI via update 1.0.4 in SSB4--> Up tilt's damage output was increased noticeably, and down tilt's launching angle was lowered. As a result, both moves now function as strong, yet reasonably fast KO options when they are sweetspotted, which King Dedede was sorely lacking up to that point. Forward aerial and especially up aerial gained higher knockback: in addition to improving their KO potentials, with down throw to up aerial now being a KO confirm, this also improved forward aerial's edge-guarding potential.
===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|Standing grab's grabbox extends further (Z offset: 4u-11.5u → 4u-12.5u), improving its range, making it more similar to how it was in ''Brawl''.}}
*{{buff|Dash grab's grabbox extends slightly further (Z offset: 4u-14u → 4u-14.4u), slightly improving its range.}}
*{{nerf|Pivot grab's grabbox extends a slightly shorter distance (Z offset: 4u-19.5u → 4u-19.3u), which combined with the changes to jostling hinders its utility.}}
*{{buff|Due to King Dedede's faster jumpsquat, [[Up throw]] possesses combo potential into moves such as [[up aerial]].}}
*{{change|[[Down throw]] has an altered animation, with him slamming his opponent face-first onto the ground.}}


In addition to his improved offense, King Dedede's defense was improved slightly, thanks to [[Inhale (King Dedede)|Inhale]]'s decreased start-up lag and enlarged grabboxes making it more reliable at catching projectiles and approaches. Lastly, update 11.0.0 buffed Gordo Throw in a few ways: its decreased ending lag and Dedede's faster reflection timing have collectively made it safer, and its edge-guarding potential was improved thanks to the Gordos' increased chance of sticking to edges.
===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 Dedede's own [[Gordo]]s. This gives him 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 larger 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.}} 
**{{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 deals more knockback.}}
**{{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 heavy [[armor]] during the swing (frames 1-14) when used on the ground.}}
**{{buff|Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).}}
**{{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 ''SSB4'', 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.}}


Overall, King Dedede fares slightly better than he did at the launch of ''Ultimate''. Although Dedede retains a lot of his fundamental flaws and did not improve as much as other tepidly received characters that were also buffed via updates, his buffs have nevertheless improved his KO potential and, to a lesser degree, his defensive potential.
==Update history==
King Dedede has been somewhat nerfed during game updates. The most notable nerfs were to Gordo Throw, as Gordos have smaller hitboxes and deal less shield damage, removing some shield break set-ups. Additionally, the Gordo-boosted Super Dedede Jump was removed from the game. Moreover, King Dedede's shield pressure was further reduced by not making his forward smash hitting grounded characters twice, which removes its instant shield breaking properties.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=King Dedede}}
*{{bugfix|Fixed King Dedede's knockback facial expression after [[Inhale (King Dedede)|Inhaling]] an opponent holding an explosive item.}}
*{{nerf|Gordo has smaller hitboxes (4.8u → 3.8u (spikes), 4.5u → 4u (body)).}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=King Dedede}}
*{{nerf|Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.}}
*{{bugfix|Fixed a glitch where using Inhale to [[reflect]] [[Charge Shot]] would launch the opposite 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.}}
*{{change|Aerial Gordo Throw's animation has been adjusted.}}
*{{nerf|Gordo-boosted [[Super Dedede Jump]] has been removed.<ref>https://www.youtube.com/watch?v=tOF_GjolcUo</ref>}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=King Dedede}}
*{{bugfix|Fixed scenarios where the opponent would not escape from Inhale after King Dedede received hitstun at a specific frame.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=King Dedede}}
*{{bugfix|Fixed a glitch where certain projectiles would become stuck at the center of the stage after they were Inhaled.}}
 
*{{bugfix|Fixed a glitch where Gordo would become stuck under King Dedede after he caught it back during invulnerability.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=King Dedede}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=King Dedede}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{UpdateList (SSBU)/9.0.1|char=King Dedede}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=King Dedede}}
 
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=King Dedede}}


==Moveset==
==Moveset==
*King Dedede can perform [[Double jump#Multiple double jumps|4 double jumps]], known as {{iw|wikirby|Hover}}ing.
*King Dedede can perform 4 [[midair jump]]s.
''For a gallery of King Dedede's hitboxes, see [[King Dedede (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Quick Swing ({{ja|ふり抜き|Furinuki}}) / Swing Up ({{ja|ふり上げ|Furi Age}}) / Spinning Hammerhead ({{ja|回転ハンマーヘッド|Kaiten Hanmāheddo}}) / Battering Strike ({{ja|ぶちかまし|Buchikamashi}})
|neutralname=&nbsp;
|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. However, it is the slowest jab in the game, with the first hit coming out at frame 10, and opponents can fall out of the neutral infinite if they are near the edge of the spinning hammer.
|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. It is much faster than it was in ''SSB4'', and connects more reliably.
|ftiltname=Extending Hammer ({{ja|のび~るハンマー|Nobiru Hanmā}})
|ftiltname=&nbsp;
|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's head. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. It is very useful for Dedede's edge traps, as its 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 beat out punish attempts for a landed back aerial.
|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. It is very useful for Dedede's ledge traps as its 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 a landed back aerial.
|utiltname=Great King Headbutt ({{ja|大王ずつき|Daiō Zutsuki}})
|utiltname=&nbsp;
|utiltdmg=11.5% (head and neck), 9.5% (head's tip)
|utiltdmg=10% (head & neck), 8% (tip of head)
|utiltdesc=An upward arcing headbutt. King Dedede's head and upper body are [[Intangibility|intangible]] while its hitbox is active. It has fast start-up lag with low ending lag. This move can combo into itself at low percentages, and has KO potential at high percentages. Its high knockback makes it the 5th strongest up tilt in the game, being able to KO middleweights below at 120% on Final Destination.
|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 limited KO potential at very high percents.
|dtiltname=Rolling ({{ja|ころがり|Korogari}})
|dtiltname=Rolling
|dtiltdmg=10% (early), 6% (late)
|dtiltdmg=10% (early), 6% (late)
|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. It can also lead to itself and other attacks if the opponent does not tech.
|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 does not tech.
|dashname=Belly Flop ({{ja|ずっこけ|Zukkoke}})
|dashname=Belly Flop
|dashdmg=16% (clean), 13% (late)
|dashdmg=16% (clean), 13% (late)
|dashdesc=His signature [[wikirby:Head Slide|running splash]]. 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 some super heavyweights at around 55% near the edge due to its exceptionally high knockback. The attack can be used for a hard read or setting up tech-chases. Can hit every character on the edge after their [[edge]] invincibility has ended. However, its high ending lag causes the attack to be very punishable when missed. Originates from ''Kirby's Dream Land''.
|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. The attack can be used for a hard read or setting up tech-chases. Can hit every character on the ledge after their [[Edge|ledge invincibility]] has ended. However, its high ending lag causes the attack to be very punishable when missed. Originates from ''Kirby's Dream Land''.
|fsmashname=Megaton Hammer ({{ja|メガトンハンマー|Megaton Hanmā}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (early hammerhead), {{ChargedSmashDmgSSBU|25}} (late hammerhead), {{ChargedSmashDmgSSBU|18.5}} (handle),  {{ChargedSmashDmgSSBU|11}} (shockwave)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (head, early), {{ChargedSmashDmgSSBU|25}} (head, late), {{ChargedSmashDmgSSBU|18.5}} (handle),  {{ChargedSmashDmgSSBU|11}} (shockwave)
|fsmashdesc=Rears his hammer back and swings it downward. It can KO as early as 30% near the edge, even when uncharged (which even {{SSBU|Bowser}} and {{SSBU|Ganondorf}} cannot do until 39% and 38%, respectively). When fully charged, it is even capable of OHKOing some lighter characters (such as {{SSBU|Pichu}}) near the edge of Final Destination, and even the heaviest fighters at less than 10%. It is the strongest forward smash in the game by default; when factoring in {{SSBU|Lucario}}'s forward smash at maximum [[Aura]] and {{SSBU|Hero}}'s forward smash with a critical hit, it is the 3rd strongest. Overall, it is the 4th strongest attack of any kind in the entire game by default, being surpassed only by [[Judge]] 9, aerial reverse [[Warlock Punch]], and [[Flare Blade]]. It has very slow startup (frame 40), but deceptively short ending lag for its power. It also deals additional shield damage, to the point that its clean hit can break a full shield when fresh, and possesses both transcendent priority and a long-ranged quake hitbox. Originates from ''Kirby's Dream Land''.
|fsmashdesc=Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game. It can KO as early as 30% near the edge, even when uncharged, and when fully charged, it is even capable of OHKOing some lighter characters like {{SSBU|Pichu}} near the edge of Final Destination. It has very slow startup, but deceptively short endlag and a long-ranged quakebox. It can break shields point blank with only a little bit of charging. Originates from ''Kirby's Dream Land''.
|usmashname=Sweeping Hammer ({{ja|なぎ払いハンマー|Nagiharai Hanmā}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body)
|usmashdesc=An overhead arcing hammer swing. A decent anti-air option with great vertical knockback, KOing 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 ''SSB4''. It also has transcendent priority.
|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 ''SSB4''. It also has transcendent priority.
|dsmashname=Turning Hammer ({{ja|ぶんまわしハンマー|Bunmawashi Hanmā}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Spins 360° to perform a horizontal hammer swing around himself. King Dedede's fastest smash attack, it sends foes at a low angle and can KO middleweights around 80% near the edge. Best used for catching rolls as well as edge attacks. It also has transcendent priority. Appears very similar to the Hammer Swing attack from the {{iw|wikirby|Hammer}} ability.
|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 the 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=Belly Drum ({{ja|たいこばら|Taiko Bara}})
|nairname=&nbsp;
|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 sends at a much more vertical angle. When coupled with a fast fall, its late hit has followup potential, such as an up tilt at low percentages, neutral, forward or back aerial at mid percentages, and up aerial at higher percentages.
|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, meaning that it cannot cancel out projectiles. 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=Ice Crusher ({{ja|かちわり|Kachiwari}})
|fairname=&nbsp;
|fairdmg=12%
|fairdmg=12%
|fairdesc=A downward hammer swing. Has good range in front of Dedede, but is unsafe on hit at lower percentages if spaced poorly (though due to this, it can also [[lock]] at lower percentages). This move does not autocancel in a short hop and has more ending and landing lag than his back aerial, but starts much earlier. It is capable of performing a pseudo-[[wall of pain]] while edgeguarding, and can be used to edgeguard attempts while recovering, due to its good range reaching through edges. It KOs middleweights at 157%.
|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 autocancel in a short hop and has more landing and 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=Shake Off ({{ja|ふりはらい|Furiharai}})
|bairname=&nbsp;
|bairdmg=16%
|bairdmg=16%
|bairdesc=Turns around to perform a horizontal hammer swing. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be autocanceled in a short hop, and is also relatively safe on shield when spaced at maximum range.
|bairdesc=A horizontal hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be autocanceled in a short hop, and is also relatively safe on shield when spaced at max range.
|uairname=Stirring Up ({{ja|上かき回し|Jō Kakimawashi}})
|uairname=&nbsp;
|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. It has very good range above Dedede and can beat out numerous anti-juggling attempts. It is quite strong for a multi-hit move, being able to KO below 115% near the upper blast line. Like his forward aerial, it can hit edgeguarding opponents through edges.
|uairdesc=Thrusts his hammer upward while twirling its head. Has tremendous reach above Dedede, and can beat out numerous down aerials. It is quite strong for a multi-hit move, being able to KO below 130%. Like his forward aerial, it can hit edgeguarding opponents through ledges.
|dairname=Meteor Hammer ({{ja|メテオハンマー|Meteo Hanmā}})
|dairname=&nbsp;
|dairdmg=15% (middle of hammerhead), 8% (hammerhead's edge)
|dairdmg=15% (middle of head), 8% (edge of head)
|dairdesc=Rears back and swings his hammer below himself. The sweetspot is a very powerful aerial-only [[meteor smash]]. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge. However, its usage is limited due to its high startup making it Dedede's slowest aerial.
|dairdesc=A downward hammer swing. The sweetspot is a very powerful aerial-onlyn[[meteor smash]]. 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=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Despite his size, King Dedede's grab range is average.
|grabdesc=Reaches out. King Dedede's grab range is average.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Slow but strong.
|pummeldesc=A headbutt. Quicker but less damaging than it was in Smash 4, good for racking damage.
|fthrowname=Golf Swing ({{ja|ゴルフスイング|Gorufu Suingu}})
|fthrowname=&nbsp;
|fthrowdmg=4% (hit 1), 6% (throw)
|fthrowdmg=4% (hit 1), 6% (throw)
|fthrowdesc=An upward hammer swing. It can be used to set up an edgeguard or launch the opponent into a [[Gordo Throw|previously thrown Gordo]]. King Dedede's second strongest throw, KOing middleweights at around 160% at the edge of Final Destination.
|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=Reverse Golf Swing ({{ja|反転ゴルフスイング|Hanten Gorufu Suingu}})
|bthrowname=&nbsp;
|bthrowdmg=4% (hit 1), 9% (throw)
|bthrowdmg=4% (hit 1), 9% (throw)
|bthrowdesc=Tosses the opponent behind himself and then performs an upward hammer swing. King Dedede's strongest throw, but due to the fact that it launches at a very high angle, it does not KO until very high percentages; it can KO middleweights at around 148% at the edge of Final Destination with no DI, but around 30% later with good 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.
|bthrowdesc=Strikes the opponent backward with his hammer. King Dedede's strongest throw, but due to the fact that 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=Receive ({{ja|レシーブ|Recību}})
|uthrowname=&nbsp;
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdesc=A jump set, a technique used in volleyball. It can lead to 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. It is King Dedede's weakest throw, as it only starts KOing middleweights at around 261% on Final Destination.
|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=Beatdown ({{ja|たたき落とし|Tataki Otoshi}})
|dthrowname=&nbsp;
|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 aerial at very low percentages, and back aerial at low to mid percentages. At medium percentages, down throw to up aerial is a KO combo if the opponent DIs incorrectly. It also has slight KO potential at very high percentages, as it can KO middleweights at around 235% on Final Destination.
|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 aerial at very low percents and back air at low to mid percents. At medium percentages, down throw to up aerial is a KO combo if the opponent DIs incorrectly.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 180: Line 252:
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Performs an inverted leg sweep, striking both sides as he gets up.
|floorbdesc=
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
Line 186: Line 258:
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|edgedesc=Performs a kick while climbing up. Reassembles the Slide Kick from the [[Kirby]] series.
|edgedesc=Performs a kick while climbing up.
|nspage=Inhale_(King_Dedede)
|nspage=Inhale_(King_Dedede)
|nsname=Inhale
|nsname=Inhale
|nsdmg=12% (spit), 1.5× damage (reflected projectiles)
|nsdmg=12% (spit)
|nsdesc={{iw|wikirby|Inhale}}s the opponent. While they have been Inhaled within his stomach, King Dedede can then walk around and spit them out to inflict damage. He will also receive a 0.25× received knockback multiplier, making it almost impossible to KO him while someone is inhaled. Inhale can also be used to [[Item-swallowing|swallow]] items and spit back projectiles, acting as a reflector. The reflector property is quite notable, as unlike the rest of the cast, it has no reflection limit. Another quirk of its reflector is that it doesn't have priority over his hurtbox. As a result, it can't reflect projectiles that travel their full distance in 1 frame, such as a fully charged [[Failnaught]] or a [[Staff]] shot. Inhale is also a good landing mixup to catch [[sidestep]]s and shields.
|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. He will also receive a 0.25x Received Knockback Multiplier, making it almost impossible to KO him while someone is inhaled. Inhale can also be used to [[Item-swallowing|swallow]] items and spit back projectiles, acting as a reflector. The reflector property is quite notable as unlike the rest of the cast, it has no reflect limit. Inhale is also 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 {{iw|wikirby|Gordo}} with his hammer. The move can be angled upward, forward, or downward, which causes the Gordo's trajectory to behave differently and 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 more consistent than it was in ''SSB4''. They can also be reflected by any attack dealing at least 2%. Of 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, or re-catch the Gordo and throw it back, though unless it has been Inhaled before hand, this can be done only up to three times.
|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 ''SSB4''. 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 [[wikirby:Super Dedede Jump|signature jump]], which concludes with a [[wikipedia:Professional wrestling aerial techniques#Diving double foot stomp|diving double foot stomp]]. The stomp buries grounded opponents and meteor smashes aerial ones. Like [[Yoshi Bomb]], it emits stars on both sides after Dedede stomps the ground, which can make it difficult to punish, especially against characters that lack a projectile. Although Dedede cannot grab edges during his descent, he can do so upon canceling Super Dedede Jump (by pressing the special button or tilting the control stick up). However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
|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 horizontal swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has heavy armor during the swing (resisting up to 14%), and it can hit opponents hanging from the ledge after their invincibility wears off. The hammer will inflict the most amount of knockback if released just before the full charge. Dedede can hold the hammer out indefinitely, but it slowly does recoil damage if he holds it when fully charged up until 100%. A barely fully charged Jet Hammer can KO middleweights around 40% from center stage, whereas a fully charged Jet Hammer can KO opponents around 55% from center stage, as well as break shields.
|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 heavy armor during the swing, and it can hit opponents hanging from the ledge after their invincibility wears off. The jet hammer will inflict the most amount of knock back if released just before the full charge. 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, sending them into his trademark boxing ring with a cage set up. He then assumes his {{iw|wikirby|Masked Dedede}} persona and wields his New Dedede Hammer in order to attack his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals 59.6% in total with considerable knockback, but can only trap 1 opponent at a time.
|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]]===
[[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}}


===Stats===
===[[Idle pose]]s===
 
*Puts his hammer on his shoulder.
{{Attributes
*Smacks his belly.
| cast=89
| weight=127 | rweight=3-4
| dash=1.815 | rdash=63-69
| run=1.496 | rrun=77
| walk=1.029 | rwalk=55
| trac=0.085 | rtrac=79-82
| airfric=0.006 | rairfric=77-78
| air=0.735 | rair=89
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.04 | raddaccel=69-78
| gravity=0.097 | rgravity=37
| fall=1.95 | rfall=2-4
| ff=3.12 | rff=2-3
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32.85 | rjumpheight=43
| shorthop=16.02 | rshorthop=44-45
| djump=32.85 | rdjump=49
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
<gallery>
King Dedede English Announcer SSB4-SSBU.wav|English
SSBUKingDededeIdle1.gif|King Dedede's first idle pose
King Dedede Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
SSBUKingDededeIdle2.gif|King Dedede's second idle pose
</gallery>''
 
===[[On-screen appearance]]===
*Sits on a palanquin carried by 4 [[Waddle Dee]]s, then jumps off, scattering them.
<gallery>
KingDededeOnScreenAppearanceSSBU.gif|King Dedede's on-screen appearance
</gallery>
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''Up taunt''': Holds up his hammer in celebration, twirling it and hoisting it upwards three times.
*'''Up taunt''': Holds up his hammer in celebration.
*'''Side taunt''': Twirls his hammer and laughs.
*'''Side taunt''': Twirls his hammer and laughs.
*'''Down taunt''': Spins around in a circle, slapping his belly and chanting.
*'''Down taunt''': Spins around in a circle, chanting.
<gallery>
<gallery>
SSBUKingDededeTaunt1.gif|King Dedede's up taunt.
SSBUKingDededeTaunt1.gif|King Dedede's up taunt.
Line 249: Line 298:
SSBUKingDededeTaunt3.gif|King Dedede's down taunt.
SSBUKingDededeTaunt3.gif|King Dedede's down taunt.
</gallery>
</gallery>
===[[Idle pose]]s===
*Puts his hammer on his shoulder, briefly tapping against his shoulder twice.
*Smacks his belly twice.
<gallery>
SSBUKingDededeIdle1.gif|King Dedede's first idle pose.
SSBUKingDededeIdle2.gif|King Dedede's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:King Dedede Cheer English SSBU.ogg|center]]||[[File:King Dedede Cheer Japanese SSBU.ogg|center]]||[[File:King Dedede Cheer Italian SSBU.ogg|center]]||[[File:King Dedede Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:King Dedede Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:King Dedede Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|De-De-De! De-De-De! Dedededededede! || Dedede! Dedede! Dedededededede! || Ki - ing Dedede! || Dedede! || Roi DaDiDou!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:King Dedede Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:King Dedede Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:King Dedede Cheer Spanish PAL SSBU.ogg|center]]||[[File:King Dedede Cheer Russian SSBU.ogg|center]]||[[File:King Dedede Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Köooooo - nig Dedede! || Rey Dedede! {{NTSC}}<br>Reeeeey De - deeeee - de! {{PAL}} ||Ko - rol' Dedede! || De-De-De! De-De-De! Dedededededede!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Swings his hammer twice before turning to the camera and while smiling smugly.
*'''Left:''' Swings his hammer twice before turning to the camera and posing.
*'''Up:''' Laughs and repeatedly slaps his belly while a [[Waddle Dee]] walks into the scene. The Waddle Dee doesn't appear in Team Battles.
*'''Up:''' Laughs and repeatedly slaps his belly while a [[Waddle Dee]] walks into the scene. The Waddle Dee doesn't appear in Team Battles.
*'''Right:''' Twirls his hammer with a grimace, then charges [[Jet Hammer]].
*'''Right:''' 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 310:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
At the beginning of ''Ultimate'''s metagame, many professionals noticed Dedede's improvements from the previous installment, albeit still retaining some of his weaknesses there. This led to most of the community considering him as a low-mid or even low tier character. However, as the professionals listed below started picking up momentum with great results, most players' perception changed, citing his positive qualities that render him an enduring, stage-controlling character. This led to Dedede becoming a popular choice among all levels of play, most notably in the local and regional areas. Despite (trivial) nerfs from updates, his greatly buffed attributes, as well as being a popular pick in many tournaments, have resulted in most professionals considering him a solid mid or even high tier.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
===Notable players===
 
====Active====
''See also: [[:Category:King Dedede players (SSBU)]]''
*{{Sm|Atomsk|USA}} - One of the best King Dedede players in the United States. Placed 25th at {{Trn|Pound 2019}} and 65th at {{Trn|GENESIS 6}}, beating players such as {{Sm|Gen}}.
 
*{{Sm|Big D|Canada}} - The best King Dedede player in North America and one of the best ones in the world. Placed 4th at both {{Trn|Battle of BC 3}} and {{Trn|Don't Park on the Grass 2018}}, 25th at {{Trn|Get On My Level 2019}}, and 33rd at {{Trn|GENESIS 6}} Has wins over players like {{Sm| Captain L}}, {{Sm|MuteAce}}, {{Sm|dyr}}, and {{Sm|Pandarian}}.
*{{Sm|Atomsk|USA}} - One of the best King Dedede players in the world in the game's first few years. At the beginning of the game's lifespan, he boast the best North American results behind ZAKI, placing 25th at {{Trn|Pound 2019}} and after the pandemic, marked a multitude of great regional results such as 3rd at {{Trn|CROSSxUP}} defeating {{Sm|Quidd}} and 4th at {{Trn|Hold The Line}} defeating {{Sm|Light}}, which are some of King Dedede's best wins in the current meta. He retired from competition after mid-2022.
*{{Sm|Peli|England}} - The best King Dedede player in Europe. Placed 2nd at {{Trn|Schism 3}} and 65th at {{Trn|Frostbite 2019}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|Meru}}, {{Sm|Antheia}}, and {{Sm|T}}.
*{{Sm|Castelia|USA}} - A notable King Dedede player who gained notoriety as one of the best King Dedede players in the online metagame, placing 3rd at {{Trn|Dabuz's Galaxy Sized Journey To EVO}} and 7th at {{Trn|Ultimate Naifu Wars 5}}. In the post-pandemic era, she is considered the current best King Dedede player in the United States, placing 33rd at both {{Trn|Glitch - Regen}} and supermajor {{Trn|Get On My Level 2023}}, and has defeated players such as {{Sm|Jake}}, {{Sm|KirbyKid}}, and {{Sm|PkChris}} at other events.
*{{Sm|ZAKI|Japan}} - The best King Dedede player in the world. Placed 2nd at {{Trn|Sumabato SP 2}}, 5th at {{Trn|Umebura SP 2}}, 25th at {{Trn|2GG: Prime Saga}}, and 33rd at {{Trn|EVO 2019}}.
*{{Sm|Peli|UK}} - One of the best King Dedede players in the world before switching mains to {{SSBU|Sonic}}. As a solo-main, he headlined the character in Europe, placing 9th at {{Trn|Valhalla III}} and 25th at {{Trn|Syndicate 2019}}, beating European talent such as {{Sm|iStudying}}, {{Sm|CurryGovernor}}, and {{Sm|Meru}}. He also won {{Trn|VCA 2021}} and while he primarily played Sonic, it marked one of the best runs for a King Dedede player, as Peli used the character to defeat {{Sm|Space}} and {{Sm|Leon}} in his bracket. Currently, he has entered less tournaments and rarely uses King Dedede in bracket.
*{{Sm|ZAKI|Japan}} - The best King Dedede player of all-time. He has been the sole representative of the character throughout the game's entire lifespan and holds the highest King Dedede placements at supermajors such as 25th at multiple Japanese tournaments including {{Trn|Umebura Japan Major 2019}}, {{Trn|Maesuma TOP 14}}, and {{Trn|Sumabato SP 49}}, as well as 33rd at {{Trn|EVO 2019}}, the largest ''Smash'' tournament of all-time. He is the only King Dedede player to be ranked globally, placing 130th on the [[OrionRank 2022]].
 
===Tier placement and history===
At the beginning of ''Ultimate''{{'}}s metagame, many players noticed how, despite retaining some of his weaknesses, King Dedede was overall buffed from ''SSB4'' thanks to improvements to [[Gordo Throw]] and stronger KO options, as well as retaining his resilient endurance and disjointed range. This perception would further improve thanks to players such as {{Sm|ZAKI}} and {{Sm|Atomsk}}, both of whom made notable impacts at major tournaments, with the former placing 2nd at {{Trn|Sumabato SP 2}} and the latter placing 25th at {{Trn|Pound 2019}}. As a result, King Dedede became a more popular choice when compared to his appearance in ''SSB4'', most notably in local and regional tournaments. By extension, the general perception casted him as an upper mid tier character, with potential to be a high tier character.
 
However, as the metagame progressed, game updates removing King Dedede's shield break combinations and shrinking the Gordos' hitboxes started to hurt his perception. Both ZAKI and Atomsk saw a decline in results while other players either dropped King Dedede in favor of others ({{Sm|Big D}}) or relegated him to a secondary ({{Sm|Peli}}). In addition, the combination of King Dedede's poor disadvantage state, inconsistent KO potential, and laggy frame data has caused him to struggle against most top tier and high tier characters, including {{SSBU|Palutena}}, {{SSBU|Mega Man}}, and {{SSBU|Fox}}. Although King Dedede is widely considered to be better than in ''SSB4'', he still remains a pretty unpopular pick and is ranked 79th on the current tier list. Top Dedede players share a similar opinion on the character with Atomsk and Peli considering him a low tier character and one that is hard to use to get consistent results in tournaments.


=={{SSBU|Classic Mode}}: Royal Rumble==
=={{SSBU|Classic Mode}}: Royal Rumble==
Line 326: Line 323:
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||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Pirate Ship]]||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''||The stage represents King K. Rool's ship, Gangplank Galleon.
|1||{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Pirate Ship]]||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''||
|-
|-
|2||{{CharHead|Marth|SSBU|hsize=20px}} and {{CharHead|Roy|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem Theme}}''||
|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||{{CharHead|Zelda|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''||
|3||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''||
|-
|-
|4||{{CharHead|Peach|SSBU|hsize=20px}} and {{CharHead|Daisy|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Underwater Theme - Super Mario Bros.}}''||
|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||{{CharHead|Bowser|SSBU|hsize=20px}} and {{CharHead|Bowser Jr.|SSBU|hsize=20px}}||[[Find Mii]] ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''||The stage represents Bowser's Castle.
|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||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|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]]
Line 359: Line 356:


===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]]
|King Dedede
| {{SSBU|King Dedede}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{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)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
King Dedede's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after King Dedede has been unlocked. 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. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
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 primary spirit under his Masked Dedede alter ego.
Additionally, King Dedede makes an appearance as a Primary Spirit under his Masked Dedede alter ego.


<center>
<center>
<gallery>
<gallery>
SSBU spirit King Dedede.png|325. '''''King Dedede'''''
King Dedede Spirit.png|325. '''''King Dedede'''''
SSBU spirit Masked Dedede.png|353. Masked Dedede
Masked Dedede Spirit.png|353. Masked Dedede
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===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 408:
|-
|-
|180
|180
|{{SpiritTableName|Moblin|size=64}}
|[[File:Moblin.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Moblin}}Moblin
|•{{SSBU|King Dedede}} Team {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}×4
|''The Legend of Zelda series''
|{{SpiritType|Neutral}}
|•{{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 420:
|-
|-
|312
|312
|{{SpiritTableName|Raphael the Raven|size=64}}
|[[File:Raven spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,000
|4,000
|[[Mario Galaxy]]
|[[Mario Galaxy]]
Line 433: Line 432:
|-
|-
|314
|314
|{{SpiritTableName|Pak E. Derm|size=64}}
|[[File:Pak E Derm Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[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 (1:30)<br>•Only certain Pokémon will emerge from Poké Balls ([[Alolan Exeggutor]])
|•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
|{{SpiritTableName|Don Bongo|size=64}}
|[[File:Don Bongo.png|center|64x64px]]
|''Yoshi'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[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 little while<br>•The enemy is giant<br>•The enemy has reduced move speed
|•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
|{{SpiritTableName|Kracko|size=64}}
|[[File:Kracko.png|center|64x64px]]
|''Kirby'' Series
|{{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''
|{{SpiritType|Grab}}
|•{{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 468:
|-
|-
|365
|365
|{{SpiritTableName|Gordo|link=y|size=64}}
|[[File:Gordo.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Gordo}}[[Gordo]]
|•Clear {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}}×3
|''Kirby series''
|{{SpiritType|Shield}}
|•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]] (hazards off)
|[[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}} (Castle Lololo)
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}}
|-
|-
|386
|386
|{{SpiritTableName|Peppy Hare|link=y|size=64}}
|[[File:Peppy Hare Spirit.png|center|64x64px]]
|''Star Fox'' Series
|{{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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|[[Venom]]
|[[Venom]]
Line 488: Line 492:
|-
|-
|727
|727
|{{SpiritTableName|Dyntos|size=64}}
|[[File:Dyntos Spirit.png|center|64x64px]]
|''Kid Icarus'' Series
|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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|7,500
|7,500
|[[Palutena's Temple]] ([[Battlefield form]])
|[[Palutena's Temple]] ([[Battlefield form]])
Line 499: Line 504:
|-
|-
|819
|819
|{{SpiritTableName|Yellow Wollywog|link=y|size=64}}
|[[File:Yellow Wollywog Spirit.png|center|64x64px]]
|''Pikmin'' Series
|{{anchor|Yellow Wollywog}}[[Yellow Wollywog]]
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}}×3
|''Pikmin series''
|{{SpiritType|Shield}}
|•{{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 516:
|-
|-
|853
|853
|{{SpiritTableName|Lyle|size=64}}
|[[File:Lyle Spirit.png|center|64x64px]]
|''Animal Crossing'' Series
|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}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,700
|1,700
|[[Smashville]]
|[[Smashville]]
Line 521: Line 528:
|-
|-
|1,125
|1,125
|{{SpiritTableName|Fish|link=y|size=64}}
|{{anchor|Fish}}[[File:Fish Spirit.png|center|64x64px]]
|''Balloon Fight'' Series
|[[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}}
|{{SpiritType|Grab}}
|[[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 battle (1:30)<br>•The enemy favors neutral specials
|•The enemy's neutral special has increased power<br>•Timed Battle<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Other|Balloon Fight Medley}}
|{{SSBUMusicLink|Nintendo|Balloon Fight Medley}}
|-
|-
|1,235
|1,235
|{{SpiritTableName|Chef (Personal Trainer: Cooking)|size=64}} {{Flag|North America}}<br>Chef (Cooking Guide) {{Flag|PAL}}
|{{anchor|Chef}}[[File:Chef.png|center|64x64px]]
|''Personal Trainer: Cooking'' Series {{Flag|North America}}<br>''Cooking Guide: Can't Decide What to Eat?'' Series {{Flag|PAL}}
|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}}
|{{SpiritType|Shield}}
|[[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|Other|Personal Trainer: Cooking}}
|{{SSBUMusicLink|Nintendo|Personal Trainer: Cooking}}
|-
|-
|1,344
|1,344
|{{SpiritTableName|Gruntilda|size=64}}
|{{anchor|Gruntilda}}[[File:Gruntilda Spirit.png|center|64x64px]]
|''Banjo-Kazooie'' Series
|Gruntilda
|•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} (250 HP)<br>•Giant {{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (40 HP) {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (45 HP) {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (50 HP)
|''Banjo-Kazooie series''
|{{SpiritType|Attack}}
|{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}}<br>{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Green}} (x3)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,900
|13,900
|[[Find Mii]] ([[Ω form]])
|[[Find Mii]] ([[Ω form]])
|•Hazard: Poison Floor
|•Hazard: Poison Floor
|•Defeat the main fighter to win<br>•The floor is poisonous<br>•[[Stamina battle]]<br>''•The enemy starts the battle with a Star Rod''<br>''•Reinforcements will appear during the battle''
|•Defeat the main fighter to win<br>•The floor is poisonous<br>•Stamina battle
|{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}}
|{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}}
|}
|}
Line 556: Line 566:
===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|Inspiration
! colspan=1|Reference
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 574: Line 585:
|-
|-
|343
|343
|{{SpiritTableName|Dark Matter|size=64}}
|[[File:DarkMatterSpirit.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Dark Matter}}Dark Matter
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} (120 HP)<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} (80 HP)
|''Kirby series''
|{{SpiritType|Attack}}
|•{{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]])
Line 586: Line 598:
|-
|-
|745
|745
|{{SpiritTableName|Captain Syrup|iw=mariowiki|size=64}}
|[[File:Captain Syrup.png|center|64x64px]]
|''Wario Land'' Series
|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}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Pirate Ship]]
|[[Pirate Ship]]
Line 598: Line 611:
|-
|-
|1,312
|1,312
|{{SpiritTableName|Yusuke Kitagawa|link=y|size=64}}
|[[File:Yusuke Persona 5.png|center|64x64px]]
|''Persona'' Series
|[[Yusuke Kitagawa]]
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}}
|''Persona series''
|{{SpiritType|Grab}}
|•{{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]])
Line 610: Line 624:
|-
|-
|1,328
|1,328
|{{SpiritTableName|Hero's Comrades|size=64}}
|[[File:Hero's Comrades Spirit.png|center|64x64px]]
|''DRAGON QUEST'' Series
|Hero's Comrades
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} (120 HP)<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (100 HP)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}} (130 HP)<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (90 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}} (110 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} (100 HP)
|''DRAGON QUEST series''
|{{SpiritType|Shield}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Yggdrasil's Altar]]
|[[Yggdrasil's Altar]]
|N/A
|N/A
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•Stamina battle
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|Rab
|[[dragonquestwiki:Rab|Rab]]
|-
|1,359
|{{SpiritTableName|Kim Kaphwan|size=64}}
|''Fatal Fury'' Series
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=White}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Black}}<br>•Tiny {{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|1,800
|[[King of Fighters Stadium]]
|•Jump Power ↓
|•The enemy's kicks and knee strikes have increased power<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fatal Fury|Let's Go to Seoul! - FATAL FURY 2}}
|[http://snk.fandom.com/wiki/Chang_Koehan Chang Koehan]
|}
|}


Line 652: Line 655:
<gallery>
<gallery>
SSBU King Dedede Number.png|King Dedede's fighter card.
SSBU King Dedede Number.png|King Dedede's fighter card.
King Dedede unlock notice SSBU.jpg|King Dedede's unlock notice.
SSBUWebsiteKingDedede1.jpg|King Dedede [[taunting]] on [[Green Greens]].
SSBUWebsiteKingDedede1.jpg|King Dedede [[taunt]]ing on [[Green Greens]].
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]].
Line 664: Line 666:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=bikxqlRPN64}}
{{#widget:YouTube|id=bikxqlRPN64}}


==Trivia==
==Trivia==
*King Dedede's prank to the Kongs in {{SSBU|King K. Rool}}'s reveal trailer is considered an in-joke within the fandom, as it is perceived as his voice actor, series director [[Masahiro Sakurai]], making a practical joke at the expense of the fans.
*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.
**Ironically, both King Dedede and King K. Rool are opponents of each other's Classic Mode route.
*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 slightly different name in Korean, "Dedede Daewang", which translates to "Dedede the Great". He shares this distinction with {{SSBU|Hero}}.
*King Dedede's pose in his official render resembles one of his [[idle pose]]s.
*In the Chinese version of the game, the Announcer calls him "King Dedede" in the Simplified version, while the Traditional version has the "Dedede" announcement from the Japanese version.
*King Dedede's prank to the Kongs in {{SSBU|King K. Rool}}'s reveal trailer has gained somewhat of a meme status in the fandom, as it is perceived as his voice actor, series director [[Masahiro Sakurai]], making a practical joke at the expense of the fans.
*In the French and European Spanish versions, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''le''' Roi Dadidou and '''el''' Rey Dedede, respectively). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Ice Climbers}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, and the {{SSBU|Mii Fighter}}s. Additionally, he and {{SSBU|Duck Hunt}} are the only two fighters having this trait in the European version, but not in the American version.
*In the Korean version of the game, the [[Announcer]] calls him "King Dedede", despite having a slightly different name in Korean, "Dedede Daewang", which translates to "Dedede King".
*King Dedede is one of the few characters in the entire roster to have different facial expressions when attempting different types of grabs and missing them, being his standing grab (a confused expression) vs. his dash and pivot grabs (a continuously happy expression).  
*King Dedede is the one of the only two antagonists that can be unlocked in the Light Realm, the other being {{SSBU|Bowser}}.
**Others include {{SSBU|Pikachu}} (standing vs. dash vs. pivot) and {{SSBU|Squirtle}} (standing and dash vs. pivot)
*King Dedede is unlocked in {{SSBU|Donkey Kong}}'s Classic Mode unlock column, referencing the fact they're tied as the third heaviest fighters in ''Ultimate'', whereas only King K. Rool & Bowser (the latter of which is unlocked in Donkey Kong's unlock column as well) are each heavier than them.
**Interestingly, King Dedede can also be unlocked by Bowser as they appear in Brawl's event [[Two Trouble Kings]].
**Not to mention, that they both appear in King K. Rool's route alongside Donkey Kong and Charizard.
*Prior to 3.0.0, if King Dedede threw a Smart Bomb at his opponent and tried to Inhale them, the Inhale would not affect anyone until the bomb explosion was over. This glitch may likely have be caused by opponents stuck during the hitstun. When this happened, anyone caught in the Inhale from before will teleport into King Dedede's mouth once the explosion ended. {{SSBU|Kirby}} could do this too. This was patched, where characters can now no longer be put into hitstun during Inhale.
*King Dedede is 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 is 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}}.
*Dedede has his own [[effect|damage effect]] known simply as {{b|Dedede|effect}}, which applies to all hammer-related moves with the exception of Jet Hammer. It is identical to [[normal]].
*King Dedede has the slowest air speed of any character.
*Despite also having royal titles, {{SSBU|Lucina}}, {{SSBU|Chrom}}, and {{SSBU|Corrin}} do not appear as opponents in King Dedede's Classic Mode route.
*Although King Dedede's Classic Mode mostly contains royalties, {{SSBU|Rosalina & Luma}}, {{SSBU|Lucina}} and {{SSBU|Chrom}} do not appear as his opponents.
**Additionally, [[Ganon]] does not appear as the boss in King Dedede's Classic Mode route despite also having a royal title.
**Ironically, he doesn't appear as Bowser's opponents in his Classic Mode despite wearing red, alongside {{SSBU|Villager}} and {{SSBU|Shulk}}.
*Despite Masahiro Sakurai not being credited as a character voice in the credits, his name is listed in the Japanese version of King Dedede's Sound Test. King Dedede shares this distinction with {{SSBU|Yoshi}} (Kazumi Totaka), the [[Pikmin]] (Hajime Wakai), Winged Pikmin (Atsuko Asahi), [[Inkling]] (Yuki Tsuji), and the ''Tekken 7'' announcer (Josh Keller).
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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)

Templates used on this page:

This page is a member of 1 meta category: