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==Attributes== | ==Attributes== | ||
King Dedede is the [[weight|third-heaviest]] character | King Dedede is the [[weight|third-heaviest]] character in the game. Like {{SSB4|Ganondorf}}, King Dedede is the epitome of the archetypical heavyweight: he has a large frame, below average [[walking]] speed, the seventh slowest [[dash]]ing speeds, below average [[traction]], the slowest [[air speed]], tied for the fifth slowest [[air acceleration]] in the game, the second fastest [[falling speed]] and average [[gravity]]. | ||
Unsurprisingly, King Dedede's greatest strength is his impressive endurance, which is often considered to be the overall best in the game. His very fast falling speed gives him the best vertical endurance, while his weight and great [[recovery]] makes his horizontal endurance one of the best. In addition, he is notoriously difficult to [[edgeguard]] and [[gimp]]. Despite his very high falling speed and extremely slow air speed, he possesses four [[midair jump]]s. These help him stall his fall and cover long distances, as well as allowing him to edgeguard safely. His [[recovery]] does not end with his midair jumps. His up special, [[Super Dedede Jump]], grants a very large amount of vertical distance and a good amount of horizontal distance. It also has [[super armor]] and can [[meteor smash]], making it extremely dangerous to intercept, especially if the opponent uses an aerial attack. | Unsurprisingly, King Dedede's greatest strength is his impressive endurance, which is often considered to be the overall best in the game. His very fast falling speed gives him the best vertical endurance, while his weight and great [[recovery]] makes his horizontal endurance one of the best. In addition, he is notoriously difficult to [[edgeguard]] and [[gimp]]. Despite his very high falling speed and extremely slow air speed, he possesses four [[midair jump]]s. These help him stall his fall and cover long distances, as well as allowing him to edgeguard safely. His [[recovery]] does not end with his midair jumps. His up special, [[Super Dedede Jump]], grants a very large amount of vertical distance and a good amount of horizontal distance. It also has [[super armor]] and can [[meteor smash]], making it extremely dangerous to intercept, especially if the opponent uses an aerial attack. | ||
His potent [[punishment]] game also supplements his great endurance. Most of his attacks deal high amounts of damage and can leave opponents vulnerable to more of his attacks. His most useful moves at that include, but are not limited to, down tilt, down smash and his grab game. The former is also very quick for a super heavyweight, and can | His potent [[punishment]] game also supplements his great endurance. Most of his attacks deal high amounts of damage and can leave opponents vulnerable to more of his attacks. His most useful moves at that include, but are not limited to, down tilt, down smash and his [[grab]] game. The former is also very quick for a super heavyweight, and can assist him in fending off opponents and set up edgeguards. His [[pummel]] is damaging, making it good for inflicting good damage before throwing the opponent. His [[forward throw]] can reliably launch opponents offstage for edgeguards and can KO at high precents while edgeguarding, while his [[back throw]] deals exceptional damage. Lastly, his [[down throw]] can combo into up tilt, up smash and one of King Dedede's aerial attacks excluding his down aerial, making it extrmely reliable for damage-racking and giving him combos that most fellow heavyweights lack. He also has a plethora of extremely powerful moves, including his forward and down smashes, his up, back and down aerials, and [[Jet Hammer]], all of which are capable of KOing easily if they connect. Because of these advantages, he is also one of the characters to benefit the most from [[rage]], as it allows his powerful moves to put the opponent in a disadvantageous situation most of the time, and can allow him to initiate a comeback, which is further complemented by his endurance. | ||
Another positive King Dedede possesses is his range. Unlike his fellow super heavyweights, his hammer grants a majority of his moves disjointed ranges and enables him to out-space opponents with poor range, such as {{SSB4|Mario}} and {{SSB4|Ness}}. Prominent examples of this are his forward tilt, all of his smash attacks, and all of his aerials except neutral aerial, but said move's poor reach is compensated for, courtesy of its decent KO potential when clean. It should be also noted that moves that do not utilize his hammer also have long duration, such as his up and down tilts, and the aforementioned neutral aerial, which can also make him difficult to punish if the opponent stands too close to him and mistimes its punish. | Another positive King Dedede possesses is his range. Unlike his fellow super heavyweights, his hammer grants a majority of his moves disjointed ranges and enables him to out-space opponents with poor range, such as {{SSB4|Mario}} and {{SSB4|Ness}}. Prominent examples of this are his forward tilt, all of his smash attacks, and all of his aerials except neutral aerial, but said move's poor reach is compensated for, courtesy of its decent KO potential when clean. It should be also noted that moves that do not utilize his hammer also have long duration, such as his up and down tilts, and the aforementioned neutral aerial, which can also make him difficult to punish if the opponent stands too close to him and mistimes its punish. | ||
True to a super heavyweight, King Dedede is gifted with an aforementioned 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 100% without rage, while covering a large space all-around Dedede; finally, [[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. | |||
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 [[special move]]set has 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. 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. Lastly, [[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. | |||
However, King Dedede suffers from numerous weaknesses. His most prominent one is his underwhelming frame-data, which is among the worst in the game. This makes Dedede prone to punishment, and due to his vulnerability to combos and juggles, he will have to [[read]] his opponents more often than not to safely land a move. However, it should be noted that King Dedede's moveset is among, if not the overall, the weakest of the super heavyweights; only a few of his moves are capable of reliably KOing before 80%, with such moves being nearly limited to back aerial, [[Jet Hammer]], and forward smash, all of which are easily telegraphed and extremely punishable, despite back aerial being able to [[auto-cancel]] from a short hop. His fastest moves are incapable of KOing until very high percentages, and his slowest moves are among the most predictable and most punishable in the game, with notable examples being forward smash and up tilt. These factors make said moves being easy to punish before or after they connect. While the fastest of his moves, his down tilt and neutral aerial, come out on frame 6, repeated use of them can render him a predictable opponent. | |||
Another one of King Dedede's most prominent weaknesses is his sluggish mobility, hindering his ability to [[approach]] and combat [[spacing]] and [[camping]], as well as the prevelance of speed demons, such as {{SSB4|Sonic}} and {{SSB4|Captain Falcon}}, easily outrunning him. The latter problem is more serious, as he lacks useful counters against [[projectiles]], with Dedede's projectile being ineffective and overall unreliable to combat [[camp]]ing altogether. His sluggish overall mobility leaves him vulnerable to getting juggled horizontally, while his extremely quick vertical mobility also leaves him vulnerable to combos, and he has a hard time escaping from them once he enters enough knockback, with a move that grants super armor, [[Super Dedede Jump]], coming out way too slowly to render him invulnerable to heavy damage once an opponent gets a combo in. In turn, this makes it very simple for other characters with reliable combo games, such as {{SSB4|Luigi}} and {{SSB4|Bayonetta}}, to easily rack up damage on him. | |||
King Dedede | Another flaw King Dedede faces is his [[approach]]. His aforementioned sluggish mobility significantly hinder his ability to get close to characters safely, considering the aforementioned factors of the overwhelming start-up and ending lag on his attacks, sluggish mobility regardless if grounded or in the air, and his noticeable nerfs from game's updates (one of which has reduced his sluggish [[air speed]], which made Dedede the slowest character in the air), which have all further impaired his poor offensive game. Most notably, his grabs' drastically reduced ranges and the removal of [[chain grab]]bing are collectively considered to be his fatal flaw: they not only hinder his chances to rack up damage efficiently, but also almost completely remove his chances of reliably KOing his opponents or keeping his opponents at bay with his grabs. | ||
Despite their flexible versatility, his [[special move]]set also faces some issues, as it is riddled with significant drawbacks. Gordo Throw is often considered his best special move, as it can be useful as a KO option at high percents, can grant strong stage control if spaced and timed correctly, and can be used as a set-up into several other options if the opponent is sent toward Dedede. It can also aid his edgeguard attempts if the Gordo gets stuck on a wall or edge, allowing him to score a KO. Finally, it can be used to edge trap the opponent, giving them few options to retaliate and get back to safety. However, it has one major flaw, arguably enough to counterbalance all of the Gordo's benefits: it can be [[Reflection|reflected]] by any attack that deals at least 2%, which can limit its otherwise great utility and stage control potential and renders it a risky move, even when performed from a safe distance. As a result of this, King Dedede's [[neutral game]] is risky due to being committal. | |||
True to its name, Super Dedede Jump is an amazing [[recovery]] due to its considerable distance and super armor, but its usage is almost limited exclusively to recovering. However, the move's landing induces high shield damage, average [[shieldstun]], and emits stars upon meeting the ground, which can make the move surprisingly difficult to punish, despite the move's high ending lag. Inhale can be used to pressure the opponent and possibly score a [[sacrificial KO#Grab-based sacrificial KOs|Dededecide]], but it is telegraphed, laggy, and unsafe due to the removal of grab armor. Lastly, [[Jet Hammer]] is best useful only when attempting to punish an unsafe get-up attempt or when breaking a shield. | |||
King Dedede benefits a fair bit from his [[Character customization|custom moves]]. Topspin Gordo has consistent power and has quicker movement, which allows King Dedede to force the opponent to react with little risk of his Gordo being useable against him, due to its high speed. However, it does not last as long, and it removes almost all combos with the Gordo itself, as it cannot be usable for traps, and moving the control stick barely changes its trajectory. Bouncing Gordo is considerably weaker, but it lasts much longer, and enables King Dedede to apply stage control and gives him more time to perform Gordo-based combos. The Gordo's trajectory changes greatly when the player tilts the control stick. Rising Dedede covers more vertical distance, maintains the default's super armor, and can even function as an (albeit risky) [[out of shield]] option due to its hitbox while ascending. However, it cannot meteor smash, as King Dedede becomes helpless at the apex of its jump, which also makes it less safe, especially if King Dedede tries to land on the stage. Dash Jet Hammer does far less damage, but King Dedede dashes forward when he attacks, enabling it to function as a mindgame tool. It can also function as a viable horizontal recovering option, which can ameliorate his glacial air speed. | |||
All of his other custom moves have situational merits and are overshadowed by their disadvantages, with Dedede Storm, Taste Test, and Armored Jet Hammer being the most notorious examples. Dedede Storm has much slower start-up and ending lag than [[Inhale]], removes Dededecide, is a multi-hitting move that cannot connect after 100%, and lacks strong hitboxes, preventing it from KOing even well beyond 200%. Taste Test spits opponents out instantly, preventing Dedede from sending the opponent off-stage, which allows them to exploit his vulnerability. Armored Jet Hammer offers super armor on charge, but causes [[recoil damage]] faster, is drastically weaker to the point where a fully charged blow is weaker than an uncharged hit by the default, and has severe ending lag to the point where one can jump from the top of {{SSB4|Battlefield}} and use it and then be unable to move until Dedede lands on the primary platform. | |||
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. In addition, due to his very sluggish frame-data, risky neutral game and poor approach, his optimal playstyle is a defensive combination of zoning and baiting and punishing. | |||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== |
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