King Dedede (SSB4): Difference between revisions

Line 118: Line 118:
**{{buff|Neutral aerial has increased knockback (30 (base)/85 (scaling) → 40/95 (clean), 30 (base) → 40 (late)) and slightly larger hitboxes (9u → 10u (clean), 5u → 6u (late)).}}
**{{buff|Neutral aerial has increased knockback (30 (base)/85 (scaling) → 40/95 (clean), 30 (base) → 40 (late)) and slightly larger hitboxes (9u → 10u (clean), 5u → 6u (late)).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%), has more ending lag (FAF 22 27) and a longer autocancel frame (frame 34 → 40). This results in it being unable to autocancel from a short hop.}}
**{{nerf|King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%) hindering its KO potential, has more ending lag (FAF 37 42) and [[auto-cancel]]s later (frame 34 → 40). This results in it being unable to auto-cancel in a short hop.}}
**{{buff|Forward aerial has less startup lag (frame 16 → 13) and increased range (7.5u/4u → 8u/5u). This considerably improves its utility, especially for combos.}}
**{{buff|Forward aerial has less startup lag (frame 16 → 13) and increased range (7.5u/4u → 8u/5u) making it somewhat easier to land.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|King Dedede has a new back aerial, an upward hammer swing. It deals 3% more damage (13/9% → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lowered knockback (20 (base)/100 (scaling) → 30/88).}}
**{{buff|King Dedede has a new back aerial, an upward hammer swing. It deals 3% more damage (13% (clean), 9% (late) → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lowered knockback (20 (base)/100 (scaling) → 30/88).}}
**{{nerf|Back aerial has significantly more startup (frame 6 → 17), ending lag (FAF 8 20), a shorter duration (frame 6-21 → 17-19), and autocancels later (frame 26 → 33). It also cannot trip opponents. This makes it much less versatile compared to the previous back aerial. Additionally, it has much less horizontal range and far less disjointed hitboxes, hindering its spacing potential.}}
**{{nerf|Back aerial has significantly more startup lag with a shorter duration (frames 6-8 (clean), 9-21 (late) → 17-19), ending lag (FAF 33 38), a shorter duration and auto-cancels later (frame 26 → 33). It also cannot trip opponents due to its increased strength. This makes it much less versatile compared to the previous back aerial. Additionally, it has much less horizontal range and far less disjointed hitboxes, hindering its spacing potential.}}
**{{change|Back aerial has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
**{{change|Back aerial has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
*[[Up aerial]]:
*[[Up aerial]]:
6,611

edits