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Editing King Dedede (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D
|tier = E+
|ranking = 77
|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 77th out of 82 on the current ''Ultimate'' [[tier list]], placing him towards the center of the D tier as the lowest ranked veteran from Brawl. While Dedede was buffed overall, this is similar to his exceptionally low placement in ''Smash 4'' at 51st out of 54.
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]] and [[Jet Hammer]] 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.   
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.
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]].  
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]].
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]].
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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, incredible 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 [[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.


True to a super heavyweight character, King Dedede is gifted with an abundance of finishers. King Dedede's dash attack is a notable example, as it deals huge damage, and reliably KOs under 100%, while being able to KO as low as below 60% near the ledge. King Dedede's smash attacks all possess great power, great disjointed range, and transcendent priority, while having their own unique perks: forward smash can reliably KO from 60% and below in most situations, has deceptively short ending lag for an attack of its power, while also being able to deal severe shield damage; up smash reliably KOs from anywhere on-stage around 100ish% without rage, while covering a large space all-around Dedede; lastly, down smash is his fastest smash attack in his arsenal and covers significant horizontal distance around both sides of Dedede, while easily KOing below 100% near the ledge and around 125% from center.
True to a super heavyweight character, King Dedede is gifted with an abundance of finishers. King Dedede's dash attack is a notable example, as it deals huge damage, and reliably KOs under 100%, while being able to KO as low as below 60% near the ledge. King Dedede's smash attacks all possess great power, great disjointed range, and transcendent priority, while having their own perks: forward smash can reliably KO from 60% and below in most situations, has deceptively short ending lag for an attack of its power, while also being able to deal severe shield damage; up smash reliably KOs from anywhere on-stage around 100ish% without rage, while covering a large space all-around Dedede; lastly, down smash is his fastest smash attack in his arsenal and covers significant horizontal distance around both sides of Dedede, while easily KOing below 100% near the ledge and around 125% from center.


The rest of King Dedede's grounded moveset comes with merits: neutral attack can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head [[intangible]]; lastly, down tilt deals good damage and has good range, being able to pursue opponents or retreat from them.
The rest of King Dedede's grounded moveset comes with merits: neutral attack can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head [[intangible]]; lastly, down tilt deals good damage and has good range, being able to pursue opponents or retreat from them.


King Dedede's aerial game is also decent, thanks to his multiple midair jumps which allow him to stall and bait reactions from opponents. Neutral air is his fastest aerial due to coming out on frame 7, which can disrupt enemy combos, and its late hit can also set up combos for Dedede himself, such as up tilt or up air. Forward air has a lot of range in front of Dedede, which is good for spacing and edgeguarding with its decent startup speed, and can [[wall of pain]] at lower percents. Back air is a potent kill option with a good range behind Dedede, which is also a good option for spacing and landing. Up air can beat out a lot of down aerials thanks to its long-range, and it also has strong KO potential. Down air, when sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small awkward hitbox.
King Dedede's aerial game is also decent, thanks to his multiple midair jumps which allow him to stall and bait reactions from opponents. Neutral air is his fastest aerial due to coming out on frame 7, which can disrupt enemy combos, and its late hit can also set up combos for Dedede himself, such as up tilt or up air. Forward air has a lot of range in front of Dedede, which is good for spacing with its decent startup speed, and can [[wall of pain]] at lower percents. Back air is a potent kill option with a good range behind Dedede, which is also a good option for spacing and landing. Up air can beat out a lot of down aerials thanks to its long-range, and it also has strong KO potential. Down air, when sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small awkward hitbox.


King Dedede's grab game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good [[edgeguard]]ing potential, being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; lastly, down throw's low damage and knockback lend it great combo potential, easily stringing into itself, and initiating combos with Dedede's neutral, forward, and back aerials.
King Dedede's grab game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good [[edgeguard]]ing potential, being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; lastly, down throw's low damage and knockback lend it great combo potential, easily stringing into itself, and initiating combos with Dedede's neutral, forward, and back aerials.


King Dedede's special moves have decent utility as well. [[Inhale]] acts as a strong command grab that can be B-Reversed for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovery state by sending them offstage or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a [[reflection|reflector]], allowing him to contest against projectile campers. The Gordos from [[Gordo Throw]] act as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Lastly, [[Jet Hammer]] is an effective punishing tool and great with heavy armor that does very high damage and knockback, which kills at relatively low percents. With a max charge, it can break full shields.
King Dedede's special moves have decent utility as well. [[Inhale]] acts as a strong command grab that can be B-Reversed for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovery state by sending them offstage or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a [[reflection|reflector]], allowing him to contest against projectile campers. The Gordos from [[Gordo Throw]] act as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Lastly, [[Jet Hammer]] is an effective punishing tool with heavy armor that does very high damage and knockback, and with a max charge, it can break full shields.


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


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.


King Dedede's aerial game has been improved overall as well. The universal reductions to landing lag improve 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 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. [[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 in [[Super Dedede Jump]], and he can potentially use a directional air dodge without having to resort to using his recovery move.
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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 to his moves gaining improved consistency and utility. 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 mobility, a lackluster disadvantage state, mediocre out of shield options, a vulnerability to some forms of camping, and a high susceptibility to rushdown and combos, with many of his buffs 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 in ''Ultimate'', despite performing better compared to ''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, 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''.


{{SSB4 to SSBU changelist|char=King Dedede}}
{{SSB4 to SSBU changelist|char=King Dedede}}
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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Quick Swing ({{ja|ふり抜き|Furinuki}}, ''Shake-Off'')<br>Swing Up ({{ja|ふり上げ|Furi Age}}, ''Swinging Lift'')<br>Rotating Hammerhead ({{ja|回転ハンマーヘッド|Kaiten Hanmāheddo}})<br>Battering Strike ({{ja|ぶちかまし|Buchikamashi}}, ''Striking the Biter'')
|neutralname=Quick Swing ({{ja|ふり抜き|Furinuki}}) / Swing Up ({{ja|ふり上げ|Furi Age}}) / Spinning Hammerhead ({{ja|回転ハンマーヘッド|Kaiten Hanmāheddo}}) / Battering Strike ({{ja|ぶちかまし|Buchikamashi}})
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.2%
|neutral2dmg=2.2%
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|ftiltdmg=2% (hits 1-4), 3% (hit 5)
|ftiltdmg=2% (hits 1-4), 3% (hit 5)
|ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer's head. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. It is very useful for Dedede's edge traps, as its speed, range, and long-lasting hitbox allows it to trap rolls and neutral get-ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can beat out punish attempts for a landed back aerial.
|ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer's head. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. It is very useful for Dedede's edge traps, as its speed, range, and long-lasting hitbox allows it to trap rolls and neutral get-ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can beat out punish attempts for a landed back aerial.
|utiltname=Great King Headbutt ({{ja|大王ずつき|Dai'ō 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 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.
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|dtiltdmg=10% (early), 6% (late)
|dtiltdmg=10% (early), 6% (late)
|dtiltdesc=A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. It can also lead to itself and other attacks if the opponent does not tech.
|dtiltdesc=A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. It can also lead to itself and other attacks if the opponent does not tech.
|dashname=Belly Flop ({{ja|ずっこけ|Zukkoke}}, ''Slip Down'')
|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]], first seen in ''Kirby's Dream Land''. 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. It also deals a good chunk of shield damage, which can apply shield pressure with Gordo setups. However, it's also the slowest dash attack in the game in both startup and ending lag, making it incredibly punishable; it is thus best used for a hard read or setting up tech-chases. Due to its low-reaching sweetspot and lingering hitboxes, it can hit every character on the edge after their [[edge]] invincibility has ended, making it a potent [[2 frame punish]] tool.
|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''.
|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. 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}}, ''Mow-Down Hammer'')
|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)
|usmashdesc=An overhead arcing hammer swing. A decent anti-air option with great vertical knockback, KOing middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in ''SSB4''. It also has transcendent priority.
|usmashdesc=An overhead arcing hammer swing. A decent anti-air option with great vertical knockback, KOing middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in ''SSB4''. It also has transcendent priority.
|dsmashname=Turning Hammer ({{ja|ぶんまわしハンマー|Bunmawashi Hanmā}}, ''Wave-Around Hammer'')
|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=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.
|nairname=Belly Drum ({{ja|たいこばら|Taiko Bara}}, ''Drum Belly'')
|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]]. 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.
|fairname=Ice Crusher/Chipper ({{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=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%.
|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=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.
|uairname=Up Stirring ({{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)
|uairdesc=Thrusts his hammer upward while twirling its head. It has very good range above Dedede and can beat out numerous anti-juggling attempts. It is quite strong for a multi-hit move, being able to KO below 115% near the upper blast line. Like his forward aerial, it can hit edgeguarding opponents through edges.
|uairdesc=Thrusts his hammer upward while twirling its head. It has very good range above Dedede and can beat out numerous anti-juggling attempts. It is quite strong for a multi-hit move, being able to KO below 115% near the upper blast line. Like his forward aerial, it can hit edgeguarding opponents through edges.
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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=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.
|bthrowname=Reverse Golf Swing ({{ja|反転ゴルフスイング|Hanten Gorufu Suingu}}, ''Inversion Golf Swing'')
|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=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.
|uthrowname=Receive ({{ja|レシーブ|Reshību}})
|uthrowname=Receive ({{ja|レシーブ|Recību}})
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdesc=A jump set, a technique used in volleyball. It can lead to up aerial at low to medium percentages, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo. It is King Dedede's weakest throw, as it only starts KOing middleweights at around 261% on Final Destination.
|uthrowdesc=A jump set, a technique used in volleyball. It can lead to up aerial at low to medium percentages, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo. It is King Dedede's weakest throw, as it only starts KOing middleweights at around 261% on Final Destination.
|dthrowname=Beatdown ({{ja|たたき落とし|Tataki Otoshi}}, ''Thrashing Dropper'')
|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 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.
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| shorthop=16.02 | rshorthop=44-45
| shorthop=16.02 | rshorthop=44-45
| djump=32.85 | rdjump=49
| djump=32.85 | rdjump=49
| ellag=6 | rellag=87-89
}}
}}


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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:King Dedede Cheer English SSB4 SSBU.ogg|center]]||[[File:King Dedede Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:King Dedede Cheer Italian SSB4 SSBU.ogg|center]]||[[File:King Dedede Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:King Dedede Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:King Dedede Cheer French PAL SSBU.ogg|center]]
|[[File:King Dedede Cheer English SSBU.ogg|center]]||[[File:King Dedede Cheer Japanese SSBU.ogg|center]]||[[File:King Dedede Cheer Italian SSBU.ogg|center]]||[[File:King Dedede Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:King Dedede Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:King Dedede Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:King Dedede Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:King Dedede Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:King Dedede Cheer Spanish PAL SSBU.ogg|center]]||[[File:King Dedede Cheer Russian SSBU.ogg|center]]||[[File:King Dedede Cheer Korean SSBU.ogg|center]]
|[[File:King Dedede Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:King Dedede Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:King Dedede Cheer Spanish PAL SSBU.ogg|center]]||[[File:King Dedede Cheer Russian SSBU.ogg|center]]||[[File:King Dedede Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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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===
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''See also: [[:Category:King Dedede players (SSBU)]]''
''See also: [[:Category:King Dedede players (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|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}} - 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|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 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|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 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]].
*{{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.
===Tier placement and history===
*{{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]].
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, King Dedede's glaring issues on his poor disadvantage state, inconsistent KO potential, and laggy frame data were only further highlighted in his struggle against nearly all top- and high-tier characters, which was only further exacerbated with the addition of DLC characters and no major breakthroughs to his metagame prospects, which hurt his already small representation in high-level tournaments. Despite King Dedede being widely considered to be better than in ''SSB4'', he remains an unpopular pick and is once again considered to be one of the worst characters of the game, ranking 80th on the first tier list before rising one spot up to 79th on the second tier list. Top Dedede players share a similar opinion on the character, with Atomsk and Peli noting his numerous flaws that cause players great difficulty in achieving consistently  results in tournaments. However, with a small uptick in usage and results throughout 2024, he rose to 77th on the third and current tier list.


=={{SSBU|Classic Mode}}: Royal Rumble==
=={{SSBU|Classic Mode}}: Royal Rumble==
[[File:SSBU Congratulations King Dedede.png|thumb|King Dedede's [[congratulations screen]].]]
[[File:SSBU Congratulations King Dedede.png|thumb|King Dedede's congratulations screen.]]
King Dedede faces off against characters with royal titles such as kings and princesses.
King Dedede faces off against characters with royal titles such as kings and princesses.


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==[[Spirit]]s==
==[[Spirit]]s==
King Dedede's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as King Dedede. It is also available periodically for purchase in the shop for 300 Gold, but only after King Dedede has been unlocked. Unlocking King Dedede in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
King Dedede's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after King Dedede has been unlocked. Unlocking King Dedede in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


Additionally, King Dedede makes an appearance as a primary spirit under his Masked Dedede alter ego.
Additionally, King Dedede makes an appearance as a primary spirit under his Masked Dedede alter ego.
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*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.
*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.]].
*In the Korean version of the game, the [[Announcer]] calls him "King Dedede", despite having a slightly different name in Korean, "Dedede Daewang", which translates to "Dedede the Great". He shares this distinction with {{SSBU|Hero}}.
*In the Korean version of the game, the [[Announcer]] calls him "King Dedede", despite having a slightly different name in Korean, "Dedede Daewang", which translates to "Dedede the Great". He shares this distinction with {{SSBU|Hero}}.
*In the Chinese version of the game, the Announcer calls him "King Dedede" in the Simplified version, while the Traditional version has the "Dedede" announcement from the Japanese version.
*In the Chinese version of the game, the Announcer calls him "King Dedede" in the Simplified version, while the Traditional version has the "Dedede" announcement from the Japanese version.

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