Template:SSB4 to SSBU changelist/King Dedede
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Aesthetics
- Due to the aesthetic used in Ultimate, King Dedede's model features an altered color scheme. His clothing and general design are more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his sash has more depth.
- Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.
- Like many other characters, King Dedede is more expressive. For instance, he now squints in a humorously seductive manner during his crouching animation. King Dedede generally has more furious expressions during attacks, his Screen KO, and his helpless animation.
- Down taunt now has a more exaggerated animation, with the belly-drumming animated to be more obvious.
- Two of King Dedede's victory poses were slightly altered:
- His up-inputted victory pose now shows a Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
- His right-inputted victory pose now finishes with him charging Jet Hammer.
- King Dedede's star KO voice clip has been shortened, as it no longer extends past the KO's animation.
- King Dedede's Boxing Ring alias has been changed to "Self-Made King", a direct translation of the Japanese title, for consistency with its appearance in Kirby Star Allies.
Attributes
- Like all characters, King Dedede's jumpsquat animation takes three frames to complete (down from 6).
- King Dedede runs faster (1.36 → 1.496).
- Initial dash is much faster (1.4 → 1.815), enabling fox-trotting for boosted ground mobility.
- King Dedede walks faster (0.98 → 1.029).
- King Dedede's air speed is much faster (0.63 → 0.735), now being nearly on par with Luigi's.
- King Dedede's gravity is higher (0.08788 → 0.097).
- His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).
- King Dedede is much heavier (119 → 127), allowing him to survive even longer.
- Forward roll has less ending lag (FAF 33 → 32).
- Forward roll grants less intangibility (frames 4-19 → 4-16).
- Back roll has more startup with less intangibility (frames 4-19 → 5-17) and more ending lag (FAF 33 → 37).
- Spot dodge intangibility starts sooner but also ends sooner (frames 4-19 → 3-18).
- Air dodge grants more intangibility (frames 4-29 → 4-32).
- Air dodge has much more ending lag (34 → 43).
Ground attacks
- Neutral attack:
- The first hit has less ending lag (FAF 38 → 33).
- The first two hits of neutral attack can now lock.
- Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.
- Neutral infinite's finisher has less startup lag (6 → 4) and more knockback scaling (150 → 162).
- Neutral infinite's finisher has 2 hitboxes rather than 1 (10u → 7u/7u), and the hitboxes extend farther vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.
- The finisher has more ending lag (FAF 47 → 50).
- Except for the finisher, each hit of neutral attack deals less damage (first hit: 4% → 2.5%, second hit: 4% → 2.2%, neutral infinite: 1% → 0.5%).
- The infinite has gained a shieldstun multiplier of 5×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish King Dedede more easily if they shield 10 hits or more.
- Dash attack:
- Dash attack deals more knockback (40 base/100 scaling → 65/92 (clean), 35 base/100 scaling → 55/92 (late)), improving its already potent KO potential. This is boosted further by the changes to the Sakurai angle on the ground.
- The clean hit and first late hitbox extend further inwards (Z offset: 7.8u-11.8u → 5u-11.8u), improving their ability to hit opponents at the edge, and combined with the changes to jostleing remove its blind spot.
- Dash attack hitbox duration lasts longer with 2 new sourspot hitboxes (Frame 26-36 → 26-42).
- Forward tilt:
- Forward tilt's looping hits have altered angles (25°/96° → 22°/100°) and have altered knockback (20 base/24/80/90 set/100 scaling → 60/50/30/26 set/100 scaling), allowing the move to connect more reliably.
- Forward tilt has an altered animation.
- Up tilt:
- Up tilt has less startup (9 → 7) and ending lag (FAF 44 → 39).
- Up tilt does slightly less damage (12%/10% → 11.5%/9.5%).
- Up tilt deals more knockback (50 base/80 scaling → 65/94), making the move much stronger despite the damage reduction.
- Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.
- Down tilt:
- Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), which combined with the changes to jostle mechanics removes its blind spot.
- Down tilt launches at a lower angle (45˚ → 35˚).
- Forward smash:
- Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).
- Forward smash deals more damage (15%/24%/6% → 16%/18.5%/25%/11%), and all but the shockwave and early hitboxes deal more knockback (30 base/93 scaling → 50/70 base/85/74 scaling).
- There is now a hitbox on the handle during the early hit which instead of launching opponents pushes them into the sourspot of the main hit (which is still stronger than the early hit), making it slightly easier to land the main hit.
- Forward smash has a new sourspot on the hammer's handle that's much weaker (though is still powerful in its own right), and the early hit deals less knockback (30 base/93 scaling → 85/55), hindering its KO potential despite its increased damage.
- Up smash:
- Up smash deals more damage (14%/9% → 16%/10%) with no compensation on knockback, improving its KO ability.
Aerial attacks
- All aerials have less landing lag (15 frames → 9 (neutral), 30 → 18 (forward/down), 21 → 13 (back), 22 → 13 (up).
- Neutral aerial:
- Neutral aerial possesses much greater combo potential due to its reduced landing lag and King Dedede's shorter jumpsquat, especially when hitting with the late hit.
- Neutral aerial causes King Dedede's belly to wobble around during the move.
- Forward aerial:
- Forward aerial has more knockback scaling (90 → 98).
- Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.
- Back aerial:
- Back aerial is now a horizontal hammer swing, which better matches the move's hitboxes.
- Back aerial now has 3 unextended hitboxes rather than 1 extended one (10u → 6.5u/6.5u/6.5u). Compared to the previous hitbox, the new hitboxes have both less vertical range (Y reach: 20u–0u → 16.5u–3.5u), and less horizontal range (Z reach: -25u–1u → 0.5u–-24.5u).
- The hitboxes are now able to interpolate with King Dedede's movement.
- Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.
- Up aerial:
- Down aerial:
- The duration of the hitbox has been slightly increased (22-23 → 22-24).
- It has an altered animation: King Dedede swings his hammer from his right instead of his left. It also has a more forceful animation.
Throws and other attacks
- Grabs:
- All grabs have more startup (frame 7 (standing)/9 (dash)/10 (pivot) → 8/11/12) and ending lag (FAF 36 (standing)/45 (dash)/42 (pivot) → 40/48/43).
- Standing grab's grabbox extends farther (Z2 offset: 11.5 → 12.5), improving its range.
- Dash grab's grabbox extends slightly farther (Z2 offset: 14 → 14.4), slightly improving its range.
- Pivot grab's grabbox does not extend as far outwards (Z2 offset: -19.5 → -19.3), which combined with the changes to jostling hinders its utility.
- Pummel
- Pummel deals more hitlag (5 frames → 16), but has much less startup (frame 9 → 2) and ending lag (FAF 25 → 8), shortening its duration overall as well as making it harder to escape between each pummel.
- Pummel deals less damage (3% → 1.6%).
- Up throw:
- Up throw has improved combo potential due to King Dedede's faster jumpsquat and jump speed.
- Down throw:
- Down throw has an altered animation, with King Dedede slamming his opponent face-first onto the ground.
- Down throw now deals 8 frames of hitlag to King Dedede and the opponent before the throw occurs, rather than dealing 6 frames of hitlag to the opponent only. This makes down throw easier to DI and increases its ending lag, as its total duration was unchanged.
Special moves
- Inhale:
- Inhale has less startup lag (frame 17 → 14).
- Inhale acts as a reflector, giving a 1.5x damage boost to any projectiles spat out. Once Inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.
- Inhale can catch and spit Dedede's own Gordos. This gives him an option to relaunch Gordos that are hit back at him, and manually allows him to launch Gordos forward much further and at a much faster velocity compared to throwing one with Gordo Throw.
- Inhale has a much larger grabbox.
- Inhale's spit deals more damage (10% → 12%).
- Spat out opponents deal more knockback to bystanders (70 base/70 scaling → 77/78).
- Inhale has an updated, more opaque visual effect.
- Gordo Throw:
- Gordos have significantly larger hitboxes on their bodies that don't shrink over time (3.1u/2.9u/2.6u/2.4u → 4u), and also have hitboxes that cover their spikes, considerably improving their area of attack, and doing a much better job at accurately representing the overall size and shape of the Gordos.
- Gordos gain a surprised expression when deflected. Additionally, they have animated spines.
- Gordos have a higher chance of sticking to walls (50% → 60%), improving their edgeguarding potential.
- Gordo Throw has less ending lag (FAF 64 → 59).
- Super Dedede Jump:
- Super Dedede Jump's landing hit deals more damage (11% → 12%).
- It has altered knockback (80 (base)/100/80 (scaling) → 105/100 (base)/70/82 (scaling)).
- Super Dedede Jump will snap to edge when reversed.
- Super Dedede Jump descends more quickly.
- King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.
- Super Dedede Jump's landing hit deals more damage (11% → 12%).
- Jet Hammer:
- Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%).
- Fully charged Jet Hammer deals more knockback (grounded: 5 (base)/66 (scaling) → 60/46, aerial: 10 (base)/70 (scaling) → 60/54).
- Jet Hammer has heavy armor during the swing (frames 1-14) when used on the ground.
- Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).
- The fire from Jet Hammer is blue instead of red.
- Fully charged Jet Hammer triggers Special Zoom upon hitting an opponent.
- Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%).
- Final Smash:
- King Dedede has a new Final Smash called Dede-Rush, which features King Dedede taking his "Masked Dedede" persona from Kirby Super Star Ultra before trapping opponents inside of a caged boxing ring, attacking them with a barrage of missiles, and launching them with his Jet Hammer.
- It deals more damage (46% → 59.6%) and knockback.
- Unlike Dedede Burst in SSB4, it is not possible for opponents to escape once trapped.
- Dede-Rush cannot trap more than one opponent at a time for extra damage.