Editing King Dedede (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E+
|ranking = 79
}}
}}
'''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]].


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


==How to unlock==
==How to unlock==
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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 such as notoriously poor frame data, his moveset's lack of power despite being a super heavyweight, and his special moveset's lack of utility outside of [[Gordo Throw]]. Even in game updates, he infamously received nerfs while not receiving a single buff in return. Possibly as a result of his poorly regarded status, King Dedede has been buffed overall in the transition to ''Ultimate''.
King Dedede was 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 at the [[edge]]. His smash attacks are also more useful, with both [[forward smash|forward]] and [[up smash]] dealing more damage and knockback, and his forward smash is now slightly faster.
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, and the move has less ending lag after a Gordo has been thrown. Additionally, Inhale's new ability to suck in projectiles to spit them out combines well with Gordo Throw, giving King Dedede another way to throw or re-launch Gordos at a faster speed, which gives the projectile much more utility. [[Jet Hammer]] now deals more damage and knockback, has [[shield break]]ing potential, and it now has heavy [[armor]] before the move comes out that resists up to 14%, improving the move as a hard punish option.
King Dedede's 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 recovery move in [[Super Dedede Jump]], and he can potentially use a directional air dodge without having to resort to using his recovery move.
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 extremely minor in comparison to his more useful buffs.
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, with many of these changes failing to alleviate his weaknesses outside of Inhale becoming a pseudo-reflector. Combined with the vast majority of returning veterans also receiving buffs that have improved them, King Dedede has not significantly improved to raise his standing relative to the cast, despite performing much better than in ''SSB4''.
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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|neutral2dmg=2.2%
|neutral2dmg=2.2%
|neutralinfdmg=0.5% (loop), 3% (last)
|neutralinfdmg=0.5% (loop), 3% (last)
|neutraldesc=A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. However, it is the slowest jab in the game, with the first hit coming out at frame 10, and opponents can fall out of the neutral infinite if they are near the edge of the spinning hammer.
|neutraldesc=A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. It is much faster than it was in ''SSB4'' and connects more reliably.
|ftiltname=Extending Hammer ({{ja|のび~るハンマー|Nobiru Hanmā}})
|ftiltname=Extending Hammer ({{ja|のび~るハンマー|Nobiru Hanmā}})
|ftiltdmg=2% (hits 1-4), 3% (hit 5)
|ftiltdmg=2% (hits 1-4), 3% (hit 5)
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|utiltname=Great King Headbutt ({{ja|大王ずつき|Daiō Zutsuki}})
|utiltname=Great King Headbutt ({{ja|大王ずつき|Daiō Zutsuki}})
|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 percentages, and has KO potential at high percentages. Its high knockback makes it the 5th strongest up tilt in the game, being able to KO middleweights below at 120% on Final Destination.
|utiltdesc=An upward 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 ({{ja|ころがり|Korogari}})
|dtiltname=Rolling ({{ja|ころがり|Korogari}})
|dtiltdmg=10% (early), 6% (late)
|dtiltdmg=10% (early), 6% (late)
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|dashname=Belly Flop ({{ja|ずっこけ|Zukkoke}})
|dashname=Belly Flop ({{ja|ずっこけ|Zukkoke}})
|dashdmg=16% (clean), 13% (late)
|dashdmg=16% (clean), 13% (late)
|dashdesc=His signature [[wikirby:Head Slide|running splash]]. A slow and powerful KOing option, it is the strongest dash attack in the game, and is even stronger than some of the cast's smash attacks, KOing some super heavyweights at around 55% near the edge due to its exceptionally high knockback. The attack can be used for a hard read or setting up tech-chases. Can hit every character on the edge after their [[edge]] invincibility has ended. However, its high ending lag causes the attack to be very punishable when missed. Originates from ''Kirby's Dream Land''.
|dashdesc=His signature [[wikirby:Head Slide|running splash]]. A slow and powerful KOing option, it is the strongest dash attack in the game, and is even stronger than some of the cast's smash attacks, KOing 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=Megaton Hammer ({{ja|メガトンハンマー|Megaton Hanmā}})
|fsmashname=Megaton Hammer ({{ja|メガトンハンマー|Megaton Hanmā}})
|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 (such as {{SSBU|Pichu}}) near the edge of Final Destination, and even the heaviest fighters at less than 10%. It is the strongest forward smash in the game by default; when factoring in {{SSBU|Lucario}}'s forward smash at maximum [[Aura]] and {{SSBU|Hero}}'s forward smash with a critical hit, it is the 3rd strongest. Overall, it is the 4th strongest attack of any kind in the entire game by default, being surpassed only by [[Judge]] 9, aerial reverse [[Warlock Punch]], and [[Flare Blade]] when fully charged. It has very slow startup (frame 40), but deceptively short ending lag for its power. It also deals additional shield damage, to the point that its clean hit can break a full shield when fresh, and possesses both transcendent priority and a long-ranged quake hitbox. Originates from ''Kirby's Dream Land''.
|fsmashdesc=Rears his hammer back and 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 maximum [[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=Sweeping Hammer ({{ja|なぎ払いハンマー|Nagiharai Hanmā}})
|usmashname=Sweeping Hammer ({{ja|なぎ払いハンマー|Nagiharai Hanmā}})
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body)
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|dsmashname=Turning Hammer ({{ja|ぶんまわしハンマー|Bunmawashi Hanmā}})
|dsmashname=Turning Hammer ({{ja|ぶんまわしハンマー|Bunmawashi Hanmā}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Spins 360° to perform a horizontal hammer swing around himself. King Dedede's fastest smash attack, it sends foes at a low angle and can KO middleweights around 80% near the edge. Best used for catching rolls as well as edge attacks. It also has transcendent priority. Appears very similar to the Hammer Swing attack from the {{iw|wikirby|Hammer}} ability.
|dsmashdesc=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 Hammer Swing attack from the {{s|wikirby|Hammer}} ability.
|nairname=Belly Drum ({{ja|たいこばら|Taiko Bara}})
|nairname=Belly Drum ({{ja|たいこばら|Taiko Bara}})
|nairdmg=12% (clean), 7% (late)
|nairdmg=12% (clean), 7% (late)
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Splash|splash]]. Dedede's fastest aerial, coming out on frame 7. Functions like a [[sex kick]], but unlike the majority of them, it sends at a much more vertical angle. When coupled with a fast fall, its late hit has followup potential, such as an up tilt at low percentages, neutral, forward or back aerial at mid percentages, and up aerial at higher percentages.
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Splash|splash]], 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=Ice Crusher ({{ja|かちわり|Kachiwari}})
|fairname=Ice Crusher ({{ja|かちわり|Kachiwari}})
|fairdmg=12%
|fairdmg=12%
|fairdesc=A downward hammer swing. Has good range in front of Dedede, but is unsafe on hit at lower percentages if spaced poorly (though due to this, it can also [[lock]] at lower percentages). This move does not autocancel in a short hop and has more ending and landing lag than his back aerial, but starts much earlier. It is capable of performing a pseudo-[[wall of pain]] while edgeguarding, and can be used to edgeguard attempts while recovering, due to its good range reaching through edges. It KOs middleweights at 157%.
|fairdesc=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=Shake Off ({{ja|ふりはらい|Furiharai}})
|bairname=Shake Off ({{ja|ふりはらい|Furiharai}})
|bairdmg=16%
|bairdmg=16%
|bairdesc=Turns around to perform a horizontal hammer swing. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be autocanceled in a short hop, and is also relatively safe on shield when spaced at maximum range.
|bairdesc=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 maximum range.
|uairname=Stirring Up ({{ja|上かき回し|Jō Kakimawashi}})
|uairname=Stirring Up ({{ja|上かき回し|Jō Kakimawashi}})
|uairdmg=1% (hits 1-7), 5% (hit 8)
|uairdmg=1% (hits 1-7), 5% (hit 8)
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|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=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Despite his size, King Dedede's grab range is average.
|grabdesc=Reaches out. King Dedede's grab range is average.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Slow but strong.
|pummeldesc=A headbutt. Has below-average speed, though it is quicker but less damaging than it was in ''SSB4''.
|fthrowname=Golf Swing ({{ja|ゴルフスイング|Gorufu Suingu}})
|fthrowname=Golf Swing ({{ja|ゴルフスイング|Gorufu Suingu}})
|fthrowdmg=4% (hit 1), 6% (throw)
|fthrowdmg=4% (hit 1), 6% (throw)
|fthrowdesc=An upward hammer swing. It can be used to set up an edgeguard or launch the opponent into a [[Gordo Throw|previously thrown Gordo]]. King Dedede's second strongest throw, KOing middleweights at around 160% at the edge of Final Destination.
|fthrowdesc=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=Reverse Golf Swing ({{ja|反転ゴルフスイング|Hanten Gorufu Suingu}})
|bthrowname=Reverse Golf Swing ({{ja|反転ゴルフスイング|Hanten Gorufu Suingu}})
|bthrowdmg=4% (hit 1), 9% (throw)
|bthrowdmg=4% (hit 1), 9% (throw)
|bthrowdesc=Tosses the opponent behind himself and then performs an upward hammer swing. King Dedede's strongest throw, but due to the fact that it launches at a very high angle, it does not KO until very high percentages; it can KO middleweights at around 148% at the edge of Final Destination with no DI, but around 30% later with good DI. It is better at damage racking due to these factors. Like forward throw, it can be used to launch the opponent into a previously thrown Gordo.
|bthrowdesc=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=Receive ({{ja|レシーブ|Recību}})
|uthrowname=Receive ({{ja|レシーブ|Recību}})
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdmg=4% (hit 1), 5% (throw)
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|dthrowname=Beatdown ({{ja|たたき落とし|Tataki Otoshi}})
|dthrowname=Beatdown ({{ja|たたき落とし|Tataki Otoshi}})
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=A one-handed [[wikipedia:Professional wrestling throws#Body slam|body slam]]. King Dedede's best combo starter, it can initiate true combos into a neutral or forward aerial at very low percentages, and back aerial at low to mid percentages. At medium percentages, down throw to up aerial is a KO combo if the opponent DIs incorrectly. It also has slight KO potential at very high percentages, as it can KO middleweights at around 235% on Final Destination.
|dthrowdesc=A one-handed [[wikipedia:Professional wrestling throws#Body slam|body slam]]. King Dedede's best combo starter, it can initiate true combos into a neutral or forward aerial at very low percents, and back 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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|edgename= 
|edgename= 
|edgedmg=10%
|edgedmg=10%
|edgedesc=Performs a kick while climbing up. Reassembles the Slide Kick from the [[Kirby]] series.
|edgedesc=Performs a kick while climbing up.
|nspage=Inhale_(King_Dedede)
|nspage=Inhale_(King_Dedede)
|nsname=Inhale
|nsname=Inhale
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|ssname=Gordo Throw
|ssname=Gordo Throw
|ssdmg=10% (hammer), 14%/12.5%/11%/9.5% (Gordo)
|ssdmg=10% (hammer), 14%/12.5%/11%/9.5% (Gordo)
|ssdesc=Hits a bouncing {{iw|wikirby|Gordo}} with his hammer. The move can be angled upward, forward, or downward, which causes the Gordo's trajectory to behave differently and can be used for [[mindgames]]. By extension, his throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after almost 3 seconds. An upward-angled Gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows [[wall jump]]ing, and is much more consistent than it was in ''SSB4''. They can also be reflected by any attack dealing at least 2%. Of note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also Inhale his own Gordo and spit it out at a considerable speed, or re-catch the Gordo and throw it back, though unless it has been Inhaled before hand, this can be done only up to three times.
|ssdesc=Hits a bouncing {{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. Although Dedede cannot grab edges during his descent, he can do so upon canceling Super Dedede Jump (by pressing the special button or tilting the control stick up). However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
|usdesc=His [[wikirby:Super Dedede Jump|signature jump]], which concludes with a [[wikipedia:Professional wrestling aerial techniques#Diving double foot stomp|diving double foot stomp]]. The stomp buries grounded opponents and meteor smashes aerial ones. Like [[Yoshi Bomb]], it emits stars on both sides after Dedede stomps the ground, which can make it difficult to punish, especially against characters that lack a projectile. Although Dedede cannot grab edges during his descent, he can do so upon canceling Super Dedede Jump. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
|dsname=Jet Hammer
|dsname=Jet Hammer
|dsdmg=12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial)
|dsdmg=12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial)
|dsdesc=Activates the afterburner in his hammer to charge up a very powerful horizontal swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has heavy armor during the swing (resisting up to 14%), and it can hit opponents hanging from the ledge after their invincibility wears off. The hammer will inflict the most amount of knockback if released just before the full charge. Dedede can hold the hammer out indefinitely, but it slowly does recoil damage if he holds it when fully charged up until 100%. A barely fully charged Jet Hammer can KO middleweights around 40% from center stage, whereas a fully charged Jet Hammer can KO opponents around 55% from center stage, as well as break shields.
|dsdesc=Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has heavy armor during the swing (resisting up to 14%), and it can hit opponents hanging from the ledge after their invincibility wears off. The hammer will inflict the most amount of knockback if released just before the full charge. Dedede can hold the hammer out indefinitely, but it slowly does recoil damage if he holds it when fully charged up until 100%. A barely fully charged Jet Hammer can KO middleweights around 40% from center stage, whereas a fully charged Jet Hammer can KO opponents around 55% from center stage, as well as break shields.
|fsname=Dede-Rush
|fsname=Dede-Rush
|fsdmg=8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit)
|fsdmg=8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit)
|fsdesc=Strikes the opponent with his hammer, sending them into his trademark boxing ring with a cage set up. He then assumes his {{iw|wikirby|Masked Dedede}} persona and wields his New Dedede Hammer in order to attack his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals 59.6% in total with considerable knockback, but can only trap 1 opponent at a time.
|fsdesc=Strikes the opponent with his hammer, sending them into his trademark boxing ring with a cage set up. Adopting his {{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.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=127 | rweight=3-4
| dash=1.815 | rdash=63-69
| run=1.496 | rrun=77
| walk=1.029 | rwalk=55
| trac=0.085 | rtrac=79-82
| airfric=0.006 | rairfric=77-78
| air=0.735 | rair=89
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.04 | raddaccel=69-78
| gravity=0.097 | rgravity=37
| fall=1.95 | rfall=2-4
| ff=3.12 | rff=2-3
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32.85 | rjumpheight=43
| shorthop=16.02 | rshorthop=44-45
| djump=32.85 | rdjump=49
}}
}}


===[[Announcer]] call===
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
{{incomplete|Needs announcer calls from other languages.}}
<gallery>
<gallery>
King Dedede English Announcer SSB4-SSBU.wav|English
King Dedede English Announcer SSB4-SSBU.wav|English
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Sits on a palanquin carried by 4 [[Waddle Dee]]s, then jumps off, scattering them.
*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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==In [[competitive play]]==
==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 ''SSB4'' thanks to improvements to [[Gordo Throw]] and stronger KO options, as well as retaining his resilient endurance and disjointed range. This perception would further improve thanks to players such as {{Sm|ZAKI}} and {{Sm|Atomsk}}, both of whom made notable impacts at major tournaments, with the former placing 2nd at {{Trn|Sumabato SP 2}} and the latter placing 25th at {{Trn|Pound 2019}}. As a result, King Dedede became a more popular choice when compared to his appearance in ''SSB4'', most notably in local and regional tournaments. By extension, the general perception casted him as an upper mid tier character, with potential to be a high tier character.
However, as the metagame progressed, game updates removing King Dedede's shield break combinations and shrinking the Gordos' hitboxes started to hurt his perception. Both ZAKI and Atomsk saw a decline in results while other players either dropped King Dedede in favor of others ({{Sm|Big D}}) or relegated him to a secondary ({{Sm|Peli}}). In addition, the combination of King Dedede's poor disadvantage state, inconsistent KO potential, and laggy frame data has caused him to struggle against most top tier and high tier characters, including {{SSBU|Palutena}}, {{SSBU|Mega Man}}, and {{SSBU|Fox}}. Although King Dedede is widely considered to be better than in ''SSB4'', with Peli in particular viewing him as a mid tier character following the buffs he received via game updates,<ref>[https://twitter.com/pelipenguin/status/1285193507670556673?lang=en]</ref> 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 players (SSBU)]]''
''See also: [[:Category:King Dedede professionals (SSBU)]]''
 
*{{Sm|Atomsk|USA}} - One of the best King Dedede players in the world in the game's first few years. At the beginning of the game's lifespan, he boast the best North American results behind ZAKI, placing 25th at {{Trn|Pound 2019}} and after the pandemic, marked a multitude of great regional results such as 3rd at {{Trn|CROSSxUP}} defeating {{Sm|Quidd}} and 4th at {{Trn|Hold The Line}} defeating {{Sm|Light}}, which are some of King Dedede's best wins in the current meta. He retired from competition after mid-2022.
*{{Sm|Castelia|USA}} - A notable King Dedede player who gained notoriety as one of the best King Dedede players in the online metagame, placing 3rd at {{Trn|Dabuz's Galaxy Sized Journey To EVO}} and 7th at {{Trn|Ultimate Naifu Wars 5}}. In the post-pandemic era, she is considered the current best King Dedede player in the United States, placing 33rd at both {{Trn|Glitch - Regen}} and supermajor {{Trn|Get On My Level 2023}}, and has defeated players such as {{Sm|Jake}}, {{Sm|KirbyKid}}, and {{Sm|PkChris}} at other events.
*{{Sm|Peli|UK}} - One of the best King Dedede players in the world before switching mains to {{SSBU|Sonic}}. As a solo-main, he headlined the character in Europe, placing 9th at {{Trn|Valhalla III}} and 25th at {{Trn|Syndicate 2019}}, beating European talent such as {{Sm|iStudying}}, {{Sm|CurryGovernor}}, and {{Sm|Meru}}. He also won {{Trn|VCA 2021}} and while he primarily played Sonic, it marked one of the best runs for a King Dedede player, as Peli used the character to defeat {{Sm|Space}} and {{Sm|Leon}} in his bracket. Currently, he has entered less tournaments and rarely uses King Dedede in bracket.
*{{Sm|ZAKI|Japan}} - The best King Dedede player of all-time. He has been the sole representative of the character throughout the game's entire lifespan and holds the highest King Dedede placements at supermajors such as 25th at multiple Japanese tournaments including {{Trn|Umebura Japan Major 2019}}, {{Trn|Maesuma TOP 14}}, and {{Trn|Sumabato SP 49}}, as well as 33rd at {{Trn|EVO 2019}}, the largest ''Smash'' tournament of all-time. He is the only King Dedede player to be ranked globally, placing 130th on the [[OrionRank 2022]].
 
===Tier placement and history===
At the beginning of ''Ultimate''{{'}}s metagame, many players noticed how, despite retaining some of his weaknesses, King Dedede was overall buffed from ''SSB4'' thanks to improvements to [[Gordo Throw]] and stronger KO options, as well as retaining his resilient endurance and disjointed range. This perception would further improve thanks to players such as {{Sm|ZAKI}} and {{Sm|Atomsk}}, both of whom made notable impacts at major tournaments, with the former placing 2nd at {{Trn|Sumabato SP 2}} and the latter placing 25th at {{Trn|Pound 2019}}. As a result, King Dedede became a more popular choice when compared to his appearance in ''SSB4'', most notably in local and regional tournaments. By extension, the general perception casted him as an upper mid tier character, with potential to be a high tier character.


However, as the metagame progressed, game updates removing King Dedede's shield break combinations and shrinking the Gordos' hitboxes started to hurt his perception. Both ZAKI and Atomsk saw a decline in results while other players either dropped King Dedede in favor of others ({{Sm|Big D}}) or relegated him to a secondary ({{Sm|Peli}}). In addition, the combination of King Dedede's poor disadvantage state, inconsistent KO potential, and laggy frame data has caused him to struggle against most top tier and high tier characters, including {{SSBU|Palutena}}, {{SSBU|Mega Man}}, and {{SSBU|Fox}}. Although King Dedede is widely considered to be better than in ''SSB4'', he still remains a pretty unpopular pick and is ranked 79th on the current tier list. Top Dedede players share a similar opinion on the character with Atomsk and Peli considering him a low tier character and one that is hard to use to get consistent results in tournaments.
*{{Sm|Addy|Mexico}} - Uses King 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}}''||The stage represents King K. Rool's ship, Gangplank 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}}''||The stage represents Bowser's Castle.
|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)}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]s==
==[[Spirit]]s==
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</center>
</center>


==In Spirit Battles==
==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.]].
[[File:DededeRushModelEnd.jpg|thumb|right|300px|A frame from King Dedede's Final Smash. Note the black section in the bottom left.]]
*During King Dedede's Final Smash, while the camera shakes as missiles strike the opponent, the camera will briefly clip into the boxing ring showing darkness under it.
*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 of each other's Classic Mode route.
**Ironically, both King Dedede and King K. Rool are opponents of each other's Classic Mode route.
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*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 the only two fighters having this trait in the European version, but not in the American 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 the only two fighters having this trait in the European version, but not in the American version.
*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 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 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 being locked in hitlag. When this happened, anyone caught in the Inhale from before would teleport into King Dedede's mouth once the explosion ended. {{SSBU|Kirby}} could do this too.
*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}}, {{SSBU|Chrom}}, and {{SSBU|Corrin}} do not appear as opponents in King Dedede's Classic Mode route.
*Despite also having royal titles, {{SSBU|Lucina}} and {{SSBU|Chrom}} do not appear as opponents in King Dedede's Classic Mode route.
**Additionally, [[Ganon]] does not appear as the boss in King Dedede's Classic Mode route despite also having a royal title.
*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).


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