Editing King Dedede (SSBU)
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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
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'''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''' ({{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 ''[[Super Smash Bros. 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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==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 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 [[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, especially if they are slow and have worse range than him. | ||
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==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 | King Dedede was infamous for being one of the worst characters in ''SSB4'', owing to a large number of considerable nerfs he received both at ''SSB4''{{'}}s launch and via game updates while not receiving a single buff in return, and his large amount of weaknesses, including 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]]. Possibly as a result of his poorly regarded status, King Dedede has been buffed overall 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 | 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. 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 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 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 | 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. Lastly, [[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. | ||
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 | 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. | ||
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 | 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 minor in comparison to his more useful buffs. | ||
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, | 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. Although King Dedede was initially considered among the best super heavyweights in the game, and remains a decent choice across all levels of play, his representation remains lackluster at top level, despite efforts from players such as {{Sm|ZAKI}}, {{Sm|Atomsk}}, and {{Sm|Peli}} achieving solid results in nationals and regionals. His vulnerabilities are also compounded by most top-tier and high-tier characters, such as {{SSBU|Mario}}, {{SSBU|Palutena}}, and {{SSBU|Pikachu}}, among others. As a result, players have debated on whether King Dedede is as effective as originally imagined, with the current general consensus being that he is somewhere around mid-tier to low-tier, since his improvements from ''SSB4'' haven't fully addressed his weaknesses. In the end, King Dedede's true viability remains questionable. | ||
{{SSB4 to SSBU changelist|char=King Dedede}} | {{SSB4 to SSBU changelist|char=King Dedede}} | ||
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|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'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 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. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11.5% (head and neck), 9.5% (head's tip) | |utiltdmg=11.5% (head and neck), 9.5% (head's tip) | ||
|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 | |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 percents, and has KO potential at high percents. Its high knockback makes it the fifth strongest up tilt in the game, being able to KO middleweights below at 120% on Final Destination. | ||
|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. 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. It can also lead to 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 [[wikirby:Head Slide| | |dashdesc=His signature [[wikirby:Head Slide|belly slam]]. 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 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''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (early hammerhead), {{ChargedSmashDmgSSBU|25}} (late hammerhead), {{ChargedSmashDmgSSBU|18.5}} (handle), {{ChargedSmashDmgSSBU|11}} (shockwave) | |fsmashdmg={{ChargedSmashDmgSSBU|16}} (early hammerhead), {{ChargedSmashDmgSSBU|25}} (late hammerhead), {{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 | |fsmashdesc=Rears his hammer back and swings it downward. The second most damaging but still the strongest forward smash in the game (and the third strongest forward smash overall, behind {{SSBU|Lucario}}'s at max [[Aura]] and {{SSBU|Hero}} with a critical hit), but has transcendent priority. 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 like {{SSBU|Pichu}} near the edge of Final Destination, and even the heaviest fighters at less than 10%. Overall, it is the 4th strongest attack 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 endlag for its power and a long-ranged quake hitbox. It also deals additional shield damage, to the point the clean hit can break a full shield when fresh. Originates from ''Kirby's Dream Land''. | ||
|usmashname= | |usmashname= | ||
|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 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. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} | |dsmashdmg={{ChargedSmashDmgSSBU|13}} | ||
|dsmashdesc= | |dsmashdesc=Swings his hammer 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 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 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 | |nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Splash|splash]], involving Dedede sticking his arms & legs out to attack with his belly. 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 percents, neutral, forward or back aerial at mid percents, and up aerial at higher percents. | ||
|fairname= | |fairname= | ||
|fairdmg=12% | |fairdmg=12% | ||
|fairdesc= | |fairdesc=Swings his hammer downward. Has good range in front of Dedede, but is unsafe on hit at lower percents 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%. | ||
|bairname= | |bairname= | ||
|bairdmg=16% | |bairdmg=16% | ||
|bairdesc= | |bairdesc=Swings his hammer 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. 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. 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. | ||
|dairname= | |dairname= | ||
|dairdmg=15% (middle of hammerhead), 8% (hammerhead's edge) | |dairdmg=15% (middle of hammerhead), 8% (hammerhead's edge) | ||
|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=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. | ||
|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. Has below-average speed, though it is quicker but less damaging than it was in ''SSB4''. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 6% (throw) | |fthrowdmg=4% (hit 1), 6% (throw) | ||
|fthrowdesc= | |fthrowdesc=Swing his hammer against the opponent. 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. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% (hit 1), 9% (throw) | |bthrowdmg=4% (hit 1), 9% (throw) | ||
|bthrowdesc= | |bthrowdesc=Moves behind the opponent and swings his hammer against them. 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. | ||
|uthrowname= | |uthrowname= | ||
|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. 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. | ||
|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 aerial at low to mid percents. 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 percents, as it can KO middleweights at around 235% on Final Destination. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc= | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
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|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), 1.5× damage (reflected projectiles) | |nsdmg=12% (spit), 1.5× damage (reflected projectiles) | ||
|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. | |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. Thus 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. | ||
|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. | |ssdesc=Hits a bouncing {{iw|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 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. | ||
|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. | |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. 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 (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 and break shields. | ||
|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. | |fsdesc=Strikes the opponent with his hammer, sending them into his trademark boxing ring with a cage set up. Adopting his {{iw|wikirby|Masked Dedede}} persona and wielding his New Dedede Hammer, he attacks 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 one opponent at a time. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Sits on a palanquin carried by | *Sits on a palanquin carried by four [[Waddle Dee]]s, then jumps off, scattering them. | ||
<gallery> | <gallery> | ||
KingDededeOnScreenAppearanceSSBU.gif|King Dedede's on-screen appearance | KingDededeOnScreenAppearanceSSBU.gif|King Dedede's on-screen appearance | ||
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*Smacks his belly twice. | *Smacks his belly twice. | ||
<gallery> | <gallery> | ||
SSBUKingDededeIdle1.gif|King Dedede's first idle pose | SSBUKingDededeIdle1.gif|King Dedede's first idle pose | ||
SSBUKingDededeIdle2.gif|King Dedede's second idle pose | SSBUKingDededeIdle2.gif|King Dedede's second idle pose | ||
</gallery> | </gallery> | ||
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</gallery> | </gallery> | ||
==In [[ | ==In competitive play== | ||
At the beginning of ''Ultimate''{{'}}s metagame, many players noticed how, despite retaining some of his weaknesses, King Dedede was overall buffed from ''Smash 4'' 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 ''Smash 4'' incarnation, most notably in local and regional tournaments, and the general perception casted him as an upper mid-tier character, with potential to be high-tier. | |||
However, as the metagame progressed, 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 the character in favor of others ({{Sm|Big D}}) or relegated the character to a secondary ({{Sm|Peli}}). Due to the decline, King Dedede's representation has significantly dropped, with most players reconsidering him to be a low-tier character. In addition, King Dedede's poor disadvantage state, inconsistent KO potential, and laggy frame data have caused him to struggle against most top-tier and high-tier characters, including Palutena, {{SSBU|Mega Man}}, and {{SSBU|Fox}}. Although King Dedede is widely considered to be better than his previous incarnation, his true viability in ''Ultimate'' remains to be seen. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--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 --> | <!--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 --> | ||
''See also: [[:Category:King Dedede | ''See also: [[:Category:King Dedede professionals (SSBU)]]'' | ||
*{{Sm|Addy|Mexico}} - Uses Dedede as a co-main alongside {{SSBU|Wario}} and is considered the best King Dedede player in Mexico. Placed 4th at {{Trn|BIT MASTER MTY 5}}, 9th at both {{Trn|BIT MASTER MTY 7}} and {{Trn|SKL: Open Primavera 2020}}, and 33rd at {{Trn|Smash Factor 8}} with a win over {{Sm|AC}}. Currently ranked 29th on the [[Mexican Power Rankings]]. | |||
*{{Sm|Atomsk|USA}} - One of the best King Dedede players in the world. Placed 3rd at {{Trn|CROSSxUP}}, 13th at both {{Trn|Smashadelphia 2019}} and {{Trn|The Comeback}}, 25th at {{Trn|Pound 2019}}, and 65th at {{Trn|GENESIS 7}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Sinji}}, and {{Sm|Gen}}. Ranked 6th at the [[New Jersey Power Rankings|New Jersey Smash Ultimate Power Rankings]]. Online, placed 3rd at {{Trn|The Box: Lunch Box 7}}, 5th at {{Trn|Frame Perfect Series 4: ONLINE}}, and 13th at {{Trn|Beyond the Spectrum}}. Formerly ranked 39th on the [[Wi-Fi Warrior Rank v6]]. | |||
*{{Sm|El_Bardo|Spain}} - Placed 5th at {{Trn|Codec Call 4}}, 7th at {{Trn|Codec Call 3}}, 9th at {{Trn|Tizona}}, and 33rd at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|MVL}}, {{Sm|Oración}}, and {{Sm|ForTseKe}}. Currently ranked 17th in the [[Spanish Power Rankings|Spanish Smash Ultimate Power Rankings]]. | |||
*{{Sm|Peli|UK}} - One of the best King Dedede players in the world but has since relegated the character as a counterpick in favor of {{SSBU|Sonic}}. Placed 2nd at {{Trn|Super SmashPoint 3}}, 3rd at {{Trn|UKIE Ultimate Circuit Finale}}, 9th at {{Trn|Valhalla III}}, and 25th at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|T}}, {{Sm|Leon}}, {{Sm|Larry Lurr}}, {{Sm|Space}}, {{Sm|Meru}}, and {{Sm|marisa}}. Currently ranked 23rd on the [[European Smash Rankings]]. | |||
*{{Sm|Riley|USA|p=New York}} - One of the best King Dedede players in the online metagame. Placed 3rd at {{Trn|Dabuz's Galaxy Sized Journey To EVO}}, 7th at {{Trn|Ultimate Naifu Wars 5}}, 17th at {{Trn|Gaming For Tots}}, and 25th at {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. Formerly ranked 34th on the [[Wi-Fi Warrior Rank v4]]. Offline, placed 13th at {{Trn|ALPHA III}} with wins over players such as {{Sm|Secret}} and {{Sm|PkChris}}. Currently ranked 4th on the [[New York Power Rankings]]. | |||
*{{Sm|ZAKI|Japan}} - One of the best King Dedede players in the world. Placed 2nd at {{Trn|Sumabato SP 2}}, 5th at {{Trn|Maesuma TOP 4}}, 25th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|2GG: Prime Saga}}, and 33rd at {{Trn|EVO 2019}} with wins over players such as {{Sm|Gackt}}, {{Sm|kameme}}, {{Sm|Lea}}. Currently ranked 39th on the [[Japan Player Rankings]]. | |||
=={{SSBU|Classic Mode}}: Royal Rumble== | =={{SSBU|Classic Mode}}: Royal Rumble== | ||
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!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}}''|| | |1||{{CharHead|King K. Rool|SSBU|hsize=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||{{CharHead|Marth|SSBU|hsize=20px}} and {{CharHead|Roy|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Fire Emblem Theme}}''|| | ||
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|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||{{CharHead|Peach|SSBU|hsize=20px}} and {{CharHead|Daisy|SSBU|hsize=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}}''|| | |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}}''|| | ||
|- | |- | ||
|6||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''|| | |6||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''|| | ||
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|''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' | |''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ''Conditions in italic aren't listed on the Spirit Battle preview screen.'' | ||
===As the main opponent=== | ===As the main opponent=== | ||
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|•Items will be pulled toward the enemy<br>•The enemy is giant<br>•The enemy is easily distracted by items | |•Items will be pulled toward the enemy<br>•The enemy is giant<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}} | |{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}} | ||
|{{iw|mariowiki|Genie|Wario Land: Super Mario Land 3}} | |[[mariowiki:Bobo|Bobo]]/{{iw|mariowiki|Genie|Wario Land: Super Mario Land 3}} | ||
|- | |- | ||
|1,312 | |1,312 | ||
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|•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 | |1,359 | ||
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==Trivia== | ==Trivia== | ||
*During the segment of the Nintendo E3 Direct that focused on King Dedede's Final Smash, his eyes are normal colored while he is wearing his mask. In the final game, his eyes are yellow. | |||
*King Dedede is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in all of them; the other three are [[Pit]], [[Zero Suit Samus]], and [[R.O.B.]]. | |||
*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 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. | *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. | ||
**Ironically, both King Dedede and King K. Rool are opponents | **Ironically, both King Dedede and King K. Rool are opponents for each other's Classic Mode route. | ||
*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}}. | *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}}. | ||
*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. | *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. | ||
*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 | *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 only two fighters having this trait in the European version, but not in the American version. | ||
*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 one of the only two antagonists that can be unlocked in the Light Realm, the other being {{SSBU|Bowser}}. | ||
*King Dedede is the 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). | |||
**Others include {{SSBU|Pikachu}} (standing vs. dash vs. pivot) and {{SSBU|Squirtle}} (standing and dash vs. pivot) | **Others include {{SSBU|Pikachu}} (standing vs. dash vs. pivot) and {{SSBU|Squirtle}} (standing and dash vs. pivot) | ||
*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 been 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]]. | *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]]. | ||
*Despite also having royal titles, {{SSBU|Lucina}} | *Despite also having royal titles, {{SSBU|Lucina}} and {{SSBU|Chrom}} do not appear as opponents in King Dedede's Classic Mode route. | ||
*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). | *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). | ||