Editing King Dedede (SSBU)
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{{cquote|''He's not very fast, but he's one of few heavyweight fighters with great recovery. Apparently, a defeat by Kirby inspired him to train hard to learn a move called Hovering, which allows him to float after taking a deep breath.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | |||
'''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. King Dedede is classified as fighter #39. | |||
King Dedede’s voice clips from ''[[Smash 4]]'', where he was voiced by series creator [[Masahiro Sakurai]], have been repurposed for ''Ultimate''. | |||
==How to unlock== | ==How to unlock== | ||
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*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]] | With the exception of the third method, King Dedede must then be defeated on [[Fountain of Dreams]]. | ||
==Attributes== | ==Attributes== | ||
King Dedede is tied for the third heaviest character in the game | King Dedede is tied for the third heaviest character in the game with {{SSBU|Donkey Kong}}, making him a [[Weight|super heavyweight]]. King Dedede shares some typical attributes with other heavyweights, such as: a high damage output, high KO potential, great endurance, quick [[Falling speed|falling]] and 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 | 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 | 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 | 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 | 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 | 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 [[ | 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 | 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 | 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 | 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 | 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''. | ||
King Dedede's aerial | 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 | 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. | ||
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. | |||
===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".}} | |||
===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.}} | |||
{{ | ===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.}} | |||
== | ===Aerial moves=== | ||
King Dedede | *{{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).}} | |||
**{{nerf|Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.}} | |||
*[[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.}} | |||
===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.}} | |||
===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.}} | |||
==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}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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.}} | |||
{{ | |||
==Moveset== | ==Moveset== | ||
*King Dedede can perform [[ | *King Dedede can perform 4 [[midair jump]]s. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.2% | |neutral2dmg=2.2% | ||
|neutralinfdmg=0.5% (loop), 3% (last) | |neutralinfdmg=0.5% (loop), 3% (last) | ||
|neutraldesc=A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. | |neutraldesc=A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. It is much faster than it was in ''SSB4'', and connects more reliably. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=2% (hits 1-4), 3% (hit 5) | |ftiltdmg=2% (hits 1-4), 3% (hit 5) | ||
|ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer | |ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the tip of the hammer. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. 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= | |utiltname= | ||
|utiltdmg= | |utiltdmg=10% (head & neck), 8% (tip of head) | ||
|utiltdesc=An upward | |utiltdesc=An upward headbutt. King Dedede's head and upper body are [[Intangibility|intangible]] while its hitbox is active. Can combo into itself at low percents, and has limited KO potential at very high percents. | ||
|dtiltname=Rolling | |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. | |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 | |dashname=Belly Flop | ||
|dashdmg=16% (clean), 13% (late) | |dashdmg=16% (clean), 13% (late) | ||
|dashdesc=His signature | |dashdesc=His signature belly flopping tackle. A slow and powerful KOing option, it is the strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing middleweights at around 55% near the edge due to its exceptionally high knockback. 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= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (early | |fsmashdmg={{ChargedSmashDmgSSBU|16}} (head, early), {{ChargedSmashDmgSSBU|25}} (head, late), {{ChargedSmashDmgSSBU|18.5}} (handle), {{ChargedSmashDmgSSBU|11}} (shockwave) | ||
|fsmashdesc=Rears his hammer back and | |fsmashdesc=Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game. 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= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body) | |usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body) | ||
|usmashdesc=An | |usmashdesc=An upward hammer swing. A decent anti-air option with great vertical knockback, KOing at middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in ''SSB4''. It also has transcendent priority. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} | |dsmashdmg={{ChargedSmashDmgSSBU|13}} | ||
|dsmashdesc= | |dsmashdesc=A spinning hammer swing around himself. King Dedede's fastest kill move, sending foes at a low angle and can KO around 80% near 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= | |nairname= | ||
|nairdmg=12% (clean), 7% (late) | |nairdmg=12% (clean), 7% (late) | ||
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Splash|splash]]. Dedede's fastest aerial, coming out on frame 7. Functions like a [[sex kick]], but unlike the majority of them, it | |nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Splash|splash]]. Dedede's fastest aerial, coming out on frame 7. Functions like a [[sex kick]], but unlike the majority of them, it has transcendent priority, 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= | |fairname= | ||
|fairdmg=12% | |fairdmg=12% | ||
|fairdesc= | |fairdesc=Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but can be unsafe on hit at lower percents if spaced poorly. This move does not 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= | |bairname= | ||
|bairdmg=16% | |bairdmg=16% | ||
|bairdesc= | |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= | |uairname= | ||
|uairdmg=1% (hits 1-7), 5% (hit 8) | |uairdmg=1% (hits 1-7), 5% (hit 8) | ||
|uairdesc=Thrusts his hammer upward while twirling its head. | |uairdesc=Thrusts his hammer upward while twirling its head. Has tremendous reach above Dedede, 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= | |dairname= | ||
|dairdmg=15% (middle of | |dairdmg=15% (middle of head), 8% (edge of head) | ||
|dairdesc= | |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= | |grabname= | ||
|grabdesc=Reaches out. | |grabdesc=Reaches out. King Dedede's grab range is average. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.6% | |pummeldmg=1.6% | ||
|pummeldesc=A headbutt. | |pummeldesc=A headbutt. Quicker but less damaging than it was in Smash 4, good for racking damage. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 6% (throw) | |fthrowdmg=4% (hit 1), 6% (throw) | ||
|fthrowdesc= | |fthrowdesc=Strikes the opponent forward with his hammer. Can be used to set up an edgeguard or launch the opponent into a [[Gordo Throw|previously thrown Gordo]]. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% (hit 1), 9% (throw) | |bthrowdmg=4% (hit 1), 9% (throw) | ||
|bthrowdesc= | |bthrowdesc=Strikes the opponent backward with his hammer. King Dedede's strongest throw, but due to the fact 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= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 5% (throw) | |uthrowdmg=4% (hit 1), 5% (throw) | ||
|uthrowdesc=A jump set, a technique used in volleyball. | |uthrowdesc=A jump set, a technique used in volleyball. Can lead into up aerial at low to medium percentages, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=A one-handed [[wikipedia:Professional wrestling throws#Body slam|body slam]]. King Dedede's best combo starter, it can initiate true combos into a neutral or forward aerial at very low | |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= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 180: | Line 253: | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc= | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
Line 186: | Line 259: | ||
|edgename= | |edgename= | ||
|edgedmg=10% | |edgedmg=10% | ||
|edgedesc=Performs a kick while climbing up | |edgedesc=Performs a kick while climbing up. | ||
|nspage=Inhale_(King_Dedede) | |nspage=Inhale_(King_Dedede) | ||
|nsname=Inhale | |nsname=Inhale | ||
|nsdmg=12% (spit | |nsdmg=12% (spit) | ||
|nsdesc={{ | |nsdesc={{s|wikirby|Inhale}}s the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. 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 {{ | |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 | |usdesc=His signature jump. It concludes with a [[wikipedia:Professional wrestling aerial techniques#Diving double foot stomp|diving double foot stomp]] that buries grounded opponents and meteor smashes aerial ones. Like [[Yoshi Bomb]], it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second. | ||
|dsname=Jet Hammer | |dsname=Jet Hammer | ||
|dsdmg=12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial) | |dsdmg=12% (uncharged grounded), 11% (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial) | ||
|dsdesc=Activates the afterburner in his hammer to charge up a very powerful | |dsdesc=Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has 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 | |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}} | |||
===[[Idle pose]]s=== | |||
*Puts his hammer on his shoulder. | |||
*Smacks his belly. | |||
===[[ | |||
<gallery> | <gallery> | ||
SSBUKingDededeIdle1.gif|King Dedede's first idle pose | |||
King Dedede | SSBUKingDededeIdle2.gif|King Dedede's second idle pose | ||
</gallery> | </gallery> | ||
===[[ | ===[[Taunts]]=== | ||
*'''Up taunt''': Holds up his hammer in celebration | *'''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, | *'''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 299: | ||
SSBUKingDededeTaunt3.gif|King Dedede's down taunt. | SSBUKingDededeTaunt3.gif|King Dedede's down taunt. | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Swings his hammer twice before turning to the camera and | *'''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 | *'''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 311: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
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. | |||
===Notable players=== | |||
====Active==== | |||
'' | *{{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|ZAKI|Japan}} - The best King Dedede player | |||
====Inactive==== | |||
*{{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}}. Has dropped the character in favor of Banjo&Kazooie.<ref>[https://twitter.com/Atomsk92/status/1174126737803943936]</ref> | |||
*{{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}}. While he did not officially drop the character, he only now uses {{SSBU|Ice Climbers}} in bracket and rarely ever uses King Dedede or any of his other characters anymore. | |||
*{{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}}. Has dropped the character in favor of co-maining Snake and Sonic.<ref>[https://twitter.com/PeliPenguinUK/status/1173170060816453632]</ref> | |||
=={{SSBU|Classic Mode}}: Royal Rumble== | =={{SSBU|Classic Mode}}: Royal Rumble== | ||
Line 326: | Line 326: | ||
King Dedede faces off against characters with royal titles such as kings and princesses. | King Dedede faces off against characters with royal titles such as kings and princesses. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Pirate Ship]]||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}} and {{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem Theme}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''|| | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}} and {{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Underwater Theme - Super Mario Bros.}}''|| | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Find Mii]] ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''|| | ||
|- | |- | ||
|6||{{ | |6||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''|| | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
Line 359: | Line 359: | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|39 | | 39 | ||
|[[File:King Dedede SSBU.png|center|108x108px]] | | [[File:King Dedede SSBU.png|center|108x108px]] | ||
| {{SSBU|King Dedede}} | |||
|{{ | | {{color|#dc1029|Attack}} | ||
|9,000 | | 9,000 | ||
|[[Fountain of Dreams]] ([[Ω form]]) | | [[Fountain of Dreams]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' | | ''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
King Dedede's | King Dedede's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking King Dedede in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, King Dedede makes an appearance as a | Additionally, King Dedede makes an appearance as a Primary Spirit under his Masked Dedede alter ego. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
King Dedede Spirit.png|325. '''''King Dedede''''' | |||
Masked Dedede Spirit.png|353. Masked Dedede | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 411: | Line 411: | ||
|- | |- | ||
|180 | |180 | ||
|{{ | |[[File:Moblin.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Moblin}}Moblin | ||
|•{{SSBU|King Dedede}} Team {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}×4 | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|King Dedede}} Team {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} (×4) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|1,900 | |1,900 | ||
|[[Skyloft]] ([[Battlefield form]]) | |[[Skyloft]] ([[Battlefield form]]) | ||
Line 422: | Line 423: | ||
|- | |- | ||
|312 | |312 | ||
|{{ | |[[File:Raven spirit.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Raphael the Raven}}Raphael the Raven | ||
|''Yoshi series'' | |||
|•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Black}} | |•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|4,000 | |4,000 | ||
|[[Mario Galaxy]] | |[[Mario Galaxy]] | ||
Line 433: | Line 435: | ||
|- | |- | ||
|314 | |314 | ||
|{{ | |[[File:Pak E Derm Spirit.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Pak E. Derm}}Pak E. Derm | ||
|''Yoshi series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,900 | |3,900 | ||
|[[Yoshi's Story]] | |[[Yoshi's Story]] | ||
|•Jump Power ↓ | |•Jump Power ↓ | ||
|•You have reduced jump power<br>•Timed battle | |•You have reduced jump power<br>•Timed battle<br>•Only certain Pokémon will emerge from Poké Balls ([[Alolan Exeggutor]]) | ||
|{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | |{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | ||
|- | |- | ||
|316 | |316 | ||
|{{ | |[[File:Don Bongo.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Don Bongo}}Don Bongo | ||
|''Yoshi series'' | |||
|•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} | |•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,900 | |3,900 | ||
|[[Yoshi's Story]] | |[[Yoshi's Story]] | ||
|•Move Speed ↑<br>•Move Speed ↓ | |•Move Speed ↑<br>•Move Speed ↓ | ||
|•The enemy has increased move speed after a | |•The enemy has increased move speed after a while<br>•The enemy is giant<br>•The enemy has reduced move speed | ||
|{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | |{{SSBUMusicLink|Yoshi|Yoshi's Story (Melee)}} | ||
|- | |- | ||
|340 | |340 | ||
|{{ | |[[File:Kracko.png|center|64x64px]] | ||
|''Kirby'' | |{{anchor|Kracko}}Kracko | ||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}}×2 | |''Kirby series'' | ||
| | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}} (×2) | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|3,500 | |3,500 | ||
|[[Skyworld]] (clouds only) | |[[Skyworld]] (clouds only) | ||
Line 466: | Line 471: | ||
|- | |- | ||
|365 | |365 | ||
|{{ | |[[File:Gordo.png|center|64x64px]] | ||
|''Kirby'' | |{{anchor|Gordo}}[[Gordo]] | ||
|•Clear {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}}×3 | |''Kirby series'' | ||
| | |•Clear {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} (×3) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,800 | |3,800 | ||
|[[Green Greens]] | |[[Green Greens]] | ||
|N/A | |N/A | ||
|•The enemy's [[side special]] has increased power<br>•The enemy favors side specials<br>•The enemy is invisible | |•The enemy's [[side special]] has increased power<br>•The enemy favors side specials<br>•The enemy is invisible | ||
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} | |{{SSBUMusicLink|Kirby|Kirby Retro Medley}} | ||
|- | |- | ||
|386 | |386 | ||
|{{ | |[[File:Peppy Hare Spirit.png|center|64x64px]] | ||
|''Star Fox'' | |{{anchor|Peppy Hare}}[[Peppy Hare]] | ||
|''Star Fox series'' | |||
|•Bunny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} | |•Bunny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|8,800 | |8,800 | ||
|[[Venom]] | |[[Venom]] | ||
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|- | |- | ||
|727 | |727 | ||
| | |[[File:Dyntos Spirit.png|center|64x64px]] | ||
|''Kid Icarus'' | |Dyntos | ||
|''Kid Icarus series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|7,500 | |7,500 | ||
|[[Palutena's Temple]] ([[Battlefield form]]) | |[[Palutena's Temple]] ([[Battlefield form]]) | ||
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|- | |- | ||
|819 | |819 | ||
|{{ | |[[File:Yellow Wollywog Spirit.png|center|64x64px]] | ||
|''Pikmin'' | |{{anchor|Yellow Wollywog}}[[Yellow Wollywog]] | ||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} | |''Pikmin series'' | ||
| | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Green}} (x3) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,800 | |3,800 | ||
|[[Distant Planet]] | |[[Distant Planet]] | ||
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|- | |- | ||
|853 | |853 | ||
| | |[[File:Lyle Spirit.png|center|64x64px]] | ||
|''Animal Crossing'' | |Lyle | ||
|''Animal Crossing series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|1,700 | |1,700 | ||
|[[Smashville]] | |[[Smashville]] | ||
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|- | |- | ||
|1,125 | |1,125 | ||
|{{ | |{{anchor|Fish}}[[File:Fish Spirit.png|center|64x64px]] | ||
|'' | |[[Fish]] | ||
|''Ballon Fight Series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,900 | |3,900 | ||
|[[Balloon Fight]] | |[[Balloon Fight]] | ||
|N/A | |N/A | ||
|•The enemy's neutral special has increased power<br>•Timed | |•The enemy's neutral special has increased power<br>•Timed Battle<br>•The enemy favors neutral specials | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Balloon Fight Medley}} | ||
|- | |- | ||
|1,235 | |1,235 | ||
|{{ | |{{anchor|Chef}}[[File:Chef.png|center|64x64px]] | ||
|''Personal Trainer: Cooking'' | |Chef (Personal Trainer: Cooking) | ||
|''Personal Trainer: Cooking series'' | |||
|•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,500 | |3,500 | ||
|[[PictoChat 2]] | |[[PictoChat 2]] | ||
|•Item: [[Food]] | |•Item: [[Food]] | ||
|•The enemy becomes more powerful after eating<br>•The enemy is easily distracted by items | |•The enemy becomes more powerful after eating<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Personal Trainer: Cooking}} | ||
|- | |- | ||
|1,344 | |1,344 | ||
|{{ | |{{anchor|Gruntilda}}[[File:Gruntilda Spirit.png|center|64x64px]] | ||
|''Banjo-Kazooie'' | |Gruntilda | ||
| | |''Banjo-Kazooie series'' | ||
|•{{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> | |•Defeat the main fighter to win<br>•The floor is poisonous<br>•Stamina battle | ||
|{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}} | |{{SSBUMusicLink|Banjo-Kazooie|Vs. Klungo}} | ||
|} | |} | ||
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===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
! colspan=1| | ! colspan=1|Reference | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
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|- | |- | ||
|343 | |343 | ||
|{{ | |[[File:DarkMatterSpirit.png|center|64x64px]] | ||
|''Kirby'' | |{{anchor|Dark Matter}}Dark Matter | ||
|•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} | |''Kirby series'' | ||
| | |•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}}<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|13,500 | |13,500 | ||
|[[Halberd]] ([[Ω form]]) | |[[Halberd]] ([[Ω form]]) | ||
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|- | |- | ||
|745 | |745 | ||
| | |[[File:Captain Syrup.png|center|64x64px]] | ||
|''Wario Land'' | |Captain Syrup | ||
|''Wario Land series'' | |||
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | |•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,500 | |3,500 | ||
|[[Pirate Ship]] | |[[Pirate Ship]] | ||
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|- | |- | ||
|1,312 | |1,312 | ||
| | |[[File:Yusuke Persona 5.png|center|64x64px]] | ||
|''Persona'' | |[[Yusuke Kitagawa]] | ||
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br> | |''Persona series'' | ||
| | |•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Cyan}} | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|2,500 | |2,500 | ||
|[[Suzaku Castle]] ([[Battlefield form]]) | |[[Suzaku Castle]] ([[Battlefield form]]) | ||
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|- | |- | ||
|1,328 | |1,328 | ||
| | |[[File:Hero's Comrades Spirit.png|center|64x64px]] | ||
|''DRAGON QUEST'' | |Hero's Comrades | ||
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} | |''DRAGON QUEST series'' | ||
| | |•{{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> | |•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]] | ||
| | |||
|} | |} | ||
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<gallery> | <gallery> | ||
SSBU King Dedede Number.png|King Dedede's fighter card. | SSBU King Dedede Number.png|King Dedede's fighter card. | ||
SSBUWebsiteKingDedede1.jpg|King Dedede [[taunting]] on [[Green Greens]]. | |||
SSBUWebsiteKingDedede1.jpg|King Dedede [[ | |||
SSBUWebsiteKingDedede2.jpg|Performing his neutral aerial on [[Magicant]]. | SSBUWebsiteKingDedede2.jpg|Performing his neutral aerial on [[Magicant]]. | ||
SSBUWebsiteKingDedede3.jpg|With a [[Poké Ball]] after performing his forward smash on [[Pokémon Stadium]]. | SSBUWebsiteKingDedede3.jpg|With a [[Poké Ball]] after performing his forward smash on [[Pokémon Stadium]]. | ||
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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=bikxqlRPN64}} | {{#widget:YouTube|id=bikxqlRPN64}} | ||
==Trivia== | ==Trivia== | ||
*King Dedede's prank to the Kongs in {{SSBU|King K. Rool}}'s reveal trailer | *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, | *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 | *King Dedede's pose in his official render resembles one of his [[idle pose]]s. | ||
* | *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. | ||
**Ironically, Both of them are opponents for each other's Classic Mode route. | |||
*King Dedede | *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 the one of the only two antagonists that can be unlocked in the Light Realm, the other being {{SSBU|Bowser}}. | ||
*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 | *King Dedede has the slowest air speed of any character. | ||
* | *Although King Dedede's Classic Mode mostly contains royalties, {{SSBU|Lucina}} and {{SSBU|Chrom}} do not appear as his opponents. | ||
** | **Ironically, he doesn't appear as Bowser's opponents in his Classic Mode despite wearing red, alongside {{SSBU|Villager}} and {{SSBU|Shulk}}. | ||
==References== | |||
{{reflist}} | |||
{{SSBUCharacters}} | {{SSBUCharacters}} |