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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''. | |||
King Dedede is ranked 79th out of 82 on the current ''Ultimate'' [[tier list]], placing at the top of E+ tier. This is very similar to his low tier placement in ''Smash 4'', at 51st out of 54. King Dedede has some of the best endurance out of all fighters on the roster. Dedede is tied with {{SSBU|Donkey Kong}} as the [[weight|third-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 [[Ledgetrapping|ledge traps]]. King Dedede's hammer provides him with large, [[disjointed hitbox]]es on most of his moveset, making him one of the few super heavyweights that can reliably [[Spacing|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 attack|tilts]] 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 improvement to Dedede's overall moveset is that {{b|Inhale|King Dedede}} now serves as a reflector, allowing Dedede to better fight against [[Camping|projectile camping]]. Inhale can also be used in conjunction with his [[Gordo]]s, giving him another method to use his sole [[projectile]] against his opponent. | |||
However, King Dedede has severe flaws that overshadow most of his | However, King Dedede has severe flaws that overshadow most of his strengths, especially when in disadvantage. Dedede has awful mobility, with him especially struggling in the air due to possessing the slowest [[air speed]] in the game, making it a challenge for him to [[approach]] or retreat from his opponent. Like several super heavyweights, King Dedede has a large hurtbox and a few evasive options, making him extremely susceptible to combos and [[juggling]]. While this can be somewhat dealt with through Dedede's incredibly quick [[falling speed]], his attributes of a super heavyweight only compound the issues his sluggishness presents. Dedede's atrocious air speed in combination with his fast falling speed leave him extremely vulnerable offstage, making it troublesome for Dedede to return to stage safely. In addition, the slow frame-data associated with Dedede's moveset make a majority of his moveset very committal. Dedede's [[special move]]s all leave him open to punishment. Dedede alsod has to be careful when using Gordo Throw, as Gordos can be reflected back by the opponent by dealing at least 2% on it, causing significant damage. Super Dedede Jump is best useful if Dedede can connect with the ledge, as the move has exceptionally high ending lag onstage and cannot snap to ledges during descent. All of this leads to Dedede having a surprisingly hard time taking off [[Stock|stocks]], as his powerful finishers are unsafe, and his deadly set-ups are difficult to establish in [[Neutral game|neutral]]. | ||
King Dedede's | King Dedede's competitive percetion has shifted throughout ''Ultimate''{{'}}s metagame. At launch, Dedede was considered an upper mid-tier due to his received buffs, as well as the utility of [[Gordo Throw]] and his [[shield break]]ing set-ups, which led to a large playerbase. However, Dedede received notable nerfs to Gordo's hitboxes and [[shield break]] set-ups in subsequent [[List of updates (SSBU)|balance patches]], leading to a decline in his competitive standing and most of Dedede's early mains have either dropping him in favour of better characters, such as {{Sm|Peli}}, or relegating him to a [[secondary]]. However, King Dedede continues to receive moderate success from dedicated players, such as [[Smasher:Atomsk|Atomsk]] and [[Smasher:ZAKI|ZAKI]]. | ||
==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 | 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 archetypical 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 2nd and 3rd fastest, respectively), overall sluggish mobility, large size and a high susceptibility to combos. In addition to possessing an average [[initial dash]] and the 30th highest [[gravity]], he has the 28th slowest [[Walk|walking speed]], 11th slowest [[Dash|dashing speed]], the slowest [[air speed]] in the game, and is tied for the 5th slowest [[air acceleration]]. To counteract these flaws, however, King Dedede is gifted with four [[Double jump|midair jump]]s. | ||
As a super | As a super heavyweight, King Dedede boasts 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 considerable 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 unnaturally 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 several of his attacks, allowing him to safely [[space]] his opponents, especially if they are slow and have worse range than him. | ||
True to a super heavyweight | True to a super heavyweight, King Dedede is gifted with an abundance of finishers. King Dedede's [[dash attack]] is a notable example, as it deals huge damage, and reliably KOs under 100%, while being able to KO as low as below 60% near the ledge. King Dedede's [[smash attack]]s all possess great power, great disjointed range, and [[transcendent priority]], while possessing their own perks: [[forward smash]] can reliably KO from 60% and below in most situations, has deceptively short ending lag for an attack of its power, while also being able to deal severe [[shield damage]], making it an intimidating shield pressuring tool; up smash reliably KOs from anywhere on-stage around 100ish% without rage, while covering a large space all-around Dedede; lastly, down smash is his fastest smash attack in his arsenal and covers significant horizontal distance around both sides of Dedede, while easily KOing below 100% near the ledge and around 125% from center. | ||
The rest of King Dedede's grounded moveset comes with merits: neutral attack can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head [[intangible]]; | The rest of King Dedede's grounded moveset comes with merits: [[neutral attack]] can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's [[forward tilt]] sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; [[up tilt]] has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head [[intangible]]; finally, down tilt deals good damage and has good range, being able to pursue opponents or retreat from them. | ||
King Dedede's aerial game is also decent, thanks to his multiple midair jumps | King Dedede's aerial game is also decent, thanks to his multiple midair jumps that allow him to stall and bait reactions from opponents. [[Neutral aerial]] is his fastest aerial due to coming out on frame 7, which can disrupt the opponent's combos, and its late hit can also set up combos for Dedede himself, such as up tilt or up air. [[Forward aerial]] has a lot of range in front of Dedede, which is good for spacing with its decent startup lag, and can lead into a [[wall of pain]] at lower percents. [[Back aerial]] is a potent KOing option with a good range behind Dedede, which is also a good option for spacing and landing. [[Up aerial]] can beat out a lot of down aerials thanks to its long range, and it also has strong KO potential. [[Down aerial]], when sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small and awkward hitbox. | ||
King Dedede's grab game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good [[edgeguard]]ing potential, being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; | King Dedede's [[grab]] game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His [[pummel]] is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; [[forward throw]] has good [[edgeguard]]ing potential, being able to follow up with Gordo Toss; [[back throw]] is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; [[up throw]] can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; finally, [[down throw]]'s low damage and knockback lend it great combo potential, easily stringing into itself, and initiating combos with Dedede's neutral, forward, and back aerials. As a cherry on top, both forward and back throw can KO at higher precents at the edge, although the latter is mitigated by DI due to its awkward launching angle. | ||
King Dedede's special | King Dedede's [[special move]]set has decent and flexible utility as well. [[Inhale]] functions as a strong command grab that can be [[B-reverse]]d for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovering state by sending them offstage or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a [[reflection|reflector]], allowing him to contest against projectile-campers. The Gordos from [[Gordo Throw]] function as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Finally, [[Jet Hammer]] is an effective punishing tool with heavy armor that deals excellent damage and knockback, and with a maximum charge, it can break full shields. | ||
In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his [[approach]], which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents. King Dedede's | In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his [[approach]], which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents, as well as speed demons, such as {{SSBU|Sonic}} and {{SSBU|Fox}}, easily outpacing him. King Dedede's poor grounded mobility also makes him over-reliant on [[fox-trotting]] to cover grounded distances, which itself is somewhat predictable. In addition, King Dedede is also brought down by his underwhelming frame-data, which is among the slowest in ''Ultimate'', which makes him vulnerable to punishes should Dedede throw out a move with considerable lag, which further burdens his comittal approach. | ||
Although King Dedede's fast falling speed allows him to easily | Although King Dedede's fast falling speed allows him to easily land, his glacial air speed, large hurtbox, heavy weight and lack of quick evasive options renders him vulnerable to combos and juggling. King Dedede's recovery is further burdened by his aforementioned sluggish air speed and fast falling speed, often forcing him to be reliant on Super Dedede Jump to return onstage. Super Dedede Jump itself, in spite of traveling at a considerable vertical distance, also causes King Dedede to descend extremely quickly; this, coupled with its limited horizontal maneuverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage. In addition, King Dedede is incapable of grabbing ledges during its descent and/or after Super Dedede Jump has travelled enough distance, forcing him to cancel the move while recovering to prevent unintentional [[self-destruct]]s, which is often risky. | ||
King Dedede's other | King Dedede's other [[special move]]s can work against him as well. Inhale has high ending lag, allowing other characters to easily punish him after he finishes the move. Gordo Toss's Gordos can be reflected back at King Dedede via inflicting 2% against the Gordd or higher, dealing immense damage to him and potentially resulting in a self-induced KO, requiring him to exercise caution or utilize Inhale on his reflected Gordos. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack, and its high ending lag leaves him vulnerable to punishment from his opponents. | ||
Overall, King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease and survive for a very long time, but his poor overall mobility makes King Dedede's approach somewhat abysmal and renders his recovery somewhat predictable and | Overall, King Dedede is characterized as a zoner powerhouse. King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease and survive for a very long time, but his poor overall mobility makes King Dedede's approach somewhat abysmal and renders his recovery somewhat predictable and over-reliant on Super Dedede Jump. Dedede players should be careful to not make a mistake, or else they might potentially risk getting heavily punished. | ||
==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 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'', albeit not enough to significantly change his standing. | ||
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 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. | ||
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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 extremely 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 | 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 relative to the cast, despite performing much better than in ''SSB4''. | ||
{{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. | |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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|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]] | |fsmashdesc=Rears his hammer back and swings it downward. It can KO as early as 30% near the edge, even when uncharged (which even {{SSBU|Bowser}} and {{SSBU|Ganondorf}} cannot do until 39% and 38%, respectively). When fully charged, it is even capable of OHKOing some lighter characters (such as {{SSBU|Pichu}}) near the edge of Final Destination, and even the heaviest fighters at less than 10%. It is the strongest forward smash in the game by default; when factoring in {{SSBU|Lucario}}'s forward smash at maximum [[Aura]] and {{SSBU|Hero}}'s forward smash with a critical hit, it is the 3rd strongest. Overall, it is the 4th strongest attack of any kind in the entire game by default, being surpassed only by [[Judge]] 9, aerial reverse [[Warlock Punch]], and [[Flare Blade]]. It has very slow startup (frame 40), but deceptively short ending lag for its power. It also deals additional shield damage, to the point that its clean hit can break a full shield when fresh, and possesses both transcendent priority and a long-ranged quake hitbox. Originates from ''Kirby's Dream Land''. | ||
|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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|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. | |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. | |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) | ||
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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 | ||
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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. | |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) | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===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 80th on the first and 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. | |||
===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 --> | ||
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''See also: [[:Category:King Dedede players (SSBU)]]'' | ''See also: [[:Category:King Dedede players (SSBU)]]'' | ||
*{{Sm| | *{{Sm|Addy|Mexico}} - Considered the best King Dedede player in Mexico. He has a notable amount of results in regards to regional tournaments such as 4th at {{Trn|BIT MASTER MTY 5}} and 9th at {{Trn|SKL: Open Primavera 2020}}, garnering wins over {{Sm|Ang}} and {{Sm|Nery}}. His supermajor results are more rare, but he has placed 33rd at {{Trn|Smash Factor 8}} with a win over {{Sm|AC}}, and more recently 65th at {{Trn|Smash Factor X}}. He was ranked 29th on the [[Mexican Power Rankings]], being the only King Dedede player to be ranked in the country. | ||
*{{Sm|Castelia|USA}} - | *{{Sm|Atomsk|USA}} - One of the best King Dedede players in the world when he was active. Has a multitude of great regional results such as 3rd at {{Trn|CROSSxUP}} with a win over {{Sm|Quidd}} and 4th at {{Trn|Hold The Line}} where he defeated {{Sm|Light}}, which are some of King Dedede's best wins in the current meta. He also has some solid major results which include a 25th at {{Trn|Pound 2019}}, 33rd at {{Trn|Glitch 8.5 - Konami Code}}, and 65th at {{Trn|GENESIS 7}}. He was formerly ranked as high as 5th at the [[New Jersey Power Rankings|New Jersey Smash Ultimate Power Rankings]]. During the pandemic era, he became a very notable Wi-Fi Warrior, placing 3rd at {{Trn|The Box: Lunch Box 7}} and 5th at {{Trn|Frame Perfect Series 4: ONLINE}}, as well as being formerly ranked 39th on the [[Wi-Fi Warrior Rank v6]]. | ||
*{{Sm|Peli|UK}} - One of the best King Dedede players in the world before | *{{Sm|Castelia|USA}} - The current best King Dedede player in the United States. She 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}}, 7th at {{Trn|Ultimate Naifu Wars 5}}, and 25th at {{Trn|SWT: NA Northeast Ultimate Online Qualifier}} and was formerly ranked 34th on the [[Wi-Fi Warrior Rank v4]]. In the post-pandemic era, she was previously ranked as high as 4th on the Upstate [[New York Power Rankings]] and placed 33rd at a few offline events such as {{Trn|Glitch - Regen}} and {{Trn|Get On My Level 2023}} with wins over players such as {{Sm|Jake}}, {{Sm|KirbyKid}}, and {{Sm|PkChris}} at other events. | ||
*{{Sm|ZAKI|Japan}} - The best King Dedede player | *{{Sm|El_Bardo|Spain}} - One of the best King Dedede players in Europe. He has shown a lot of results in region as a King Dedede player with top 8 at multiple Spanish events and wins over {{Sm|Tropped}} and {{Sm|ForTseKe}}. Additionally, he has placed 33rd at {{Trn|Syndicate 2019}} and {{Trn|GLORY 3}}. He is currently ranked 45th in the [[Spanish Power Rankings|Spanish Smash Ultimate Power Rankings]]. | ||
*{{Sm|Peli|UK}} - One of the best King Dedede players in the world before dropping the character in favor of solo-maining {{SSBU|Sonic}}. Back when he mained the character, he was ranked 23rd on the [[European Power Rankings]] and placed 3rd at {{Trn|UKIE Ultimate Circuit Finale}}, 9th at {{Trn|Valhalla III}}, and 25th at {{Trn|Syndicate 2019}}, using King Dedede to beat 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. | |||
*{{Sm|ZAKI|Japan}} - The best King Dedede player in the world. His best performance to date is 2nd at {{Trn|Sumabato SP 2}} where he defeated {{Sm|Sigma}} and {{Sm|Gackt}}. He has placed top 8 at multiple other Japanese tournaments such as 5th at {{Trn|Maesuma TOP 4}} where he beat {{Sm|HIKARU}} and {{Sm|Kome}}, as well as other Sumabatos such as {{Trn|Sumabato SP 19}}, {{Trn|Sumabato SP 26}}, and {{Trn|Sumabato SP 30}}. He also holds the highest solo King Dedede placements at supermajors such as 25th at {{Trn|Umebura Japan Major 2019}} and 33rd {{Trn|EVO 2019}}. Currently ranked 38th on the [[Experimental Smash Player Rankings]]. | |||
=={{SSBU|Classic Mode}}: Royal Rumble== | =={{SSBU|Classic Mode}}: Royal Rumble== | ||
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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|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]]. |