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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
King Dedede has been [[nerf]]ed | King Dedede has been ultimately [[nerf]]ed in the transition from ''Brawl'' to ''SSB4''. Several of his moves have been heavily altered or changed entirely, which has resulted in both positive and negative changes to his playstyle, though despite his buffs, his nerfs are much more prevalent due to his worse frame-data and the loss of most of the traits that made him a formidable character in ''Brawl''. | ||
The most notable positives that these changes bring are his new [[down tilt]], new side special [[Gordo Throw]], and his down special, [[Jet Hammer]]. Dedede's new down tilt has faster start-up and travels a long distance, making it one of his best defensive moves (out of shield, after a smash attack, etc) at the cost of its spacing potential. Unlike [[Waddle Dee Toss]], Gordo Throw deals a consistent amount of damage, fairly high knockback, and can even be used to "pinball" opponents by using their tumbling momentum to Dedede's advantage by trapping them between a Gordo and Dedede due to the ability to angle a Gordo's trajectory, which improves his neutral game. Lastly, Jet Hammer has been noticeably buffed in terms of range and the recoil damage, and due to the addition of [[rage]] combined with his high endurance and weight, it is a much better move both onstage and for edge-guarding. As a result, these moves are more versatile than their previous iterations in ''Brawl'' | The most notable positives that these changes bring are his new [[down tilt]], new side special, [[Gordo Throw]], and his down special, [[Jet Hammer]]. Dedede's new down tilt has faster start-up and travels a long distance, making it one of his best defensive moves ([[out of shield]], after a smash attack, etc.) at the cost of its spacing potential. Unlike [[Waddle Dee Toss]], Gordo Throw deals a consistent amount of damage, fairly high knockback, and can even be used to "pinball" opponents by using their tumbling momentum to Dedede's advantage by trapping them between a Gordo and Dedede due to the ability to angle a Gordo's trajectory, which improves his neutral game. Lastly, Jet Hammer has been noticeably buffed in terms of range and the recoil damage, and due to the addition of [[rage]], combined with his high endurance and weight, it is a much better move both onstage and for edge-guarding. As a result, these moves are more versatile than their previous iterations in ''Brawl''. | ||
''Smash 4''{{'}}s adjusted mechanics have also benefited Dedede. He is now less susceptible to [[projectile camping]] due to being universally toned down (although he still arguably has the hardest time against camping), and he can benefit from the aforementioned rage extremely effectively due to his considerable endurance, which supplements his high power. The changes to [[hitstun canceling]] is also considered a double-edged sword for Dedede: when combined with his considerable size and weight, this makes him much more vulnerable to combos. Conversely, this also improves King Dedede's own combo game and allows him to perform various set-ups with his new side special, Gordo Throw. The removal of [[meteor canceling]] is also universally beneficial for Dedede, since his new [[down aerial]] is a strong [[meteor smash]] when sweetspotted, this makes Dedede's intimidating [[edgeguarding]] game more prevelant combined with Gordo Throw. Dedede is also one of the least affected characters by the loss of [[momentum canceling]] due to his aforementioned excellent endurance, and since the rest of the other characters lost the ability to momentum cancel, this allows King Dedede to acheive KOs slightly more easily without leaving them means to avoid succumbing to them, especially with the existence of rage. | |||
However, King Dedede has received several dominating nerfs. The most significant of these came with his new [[down throw]]. One positive change down throw received is that it now launches opponents vertically that gives it greater followup potential, however, down throw no longer has [[set knockback]], making its followups percentage-dependent, and the removal of [[chain grab]]bing has heavily impaired down throw's utility as it can no longer be useable to (infinitely depending on the character) chain grab opponents. While it is still a decent throw overall, it is nowhere near what the move's predecessor was that was so powerful that it alone completely nullified certain characters. Dedede's grabs are also slower and have less range, making it harder for him to land a grab and when he does, the reward he receives have been greatly reduced. Despite possessing a less polarized moveset than ''Brawl'', several of his attacks have received alterations to either make them worse or grant them flaws that overshadow their benefits. | |||
As a result of these changes, King Dedede | Another one of Dedede's best moves that was altered for the worse was his [[back aerial]]. The move went from a quick, powerful, and disjointed [[sex kick]] to a more powerful, but drastically laggier and more misleading reversed hammer-swing that is more difficult to land. While the move is still decent, it is no longer one of the best back aerials in the game and one of Dedede's best tools in his kit. [[Up tilt]] was also noticeably nerfed as it is laggier, lingers for less time and has much less KO power. His new moves, despite bringing nice buffs, have also brought some drawbacks as well, such as his down tilt losing its KO power and possessing worse spacing capabilities, his new forward aerial no longer [[auto-cancel]]ing in a short hop (despite its faster start-up lag and more favorable hitbox placement) and being weaker and Gordo Throw being able to be reflected by any hitbox that deals at least 2%, which also negatively impacts the previous anti-camping abilities the Waddle Dee Toss had in ''Brawl''. Finally, Dedede's terrible [[air speed]] has been reduced even further (to the point that it is now slower than [[Monado Arts|Shield]]-boosted {{SSB4|Shulk}}), which is especially hindering as most other returning veterans had their air speed increased. In addition, King Dedede's improved grounded mobility still remains slow relative to the cast to compensate. Altogether, all of these changes have nerfed Dedede's approaching potential, especially in the air. | ||
As a result of these changes, King Dedede fares significantly worse compared to ''Brawl'', as his overall frame-data was nerfed and a lot of his moves were completely changed with his two best moves (back aerial and down throw) being altered for the worse, and he is one of the few characters who suffered more from the changes to ''Smash 4''{{'}}s mechanics than he benefited from them. He was one of the characters to have been the most drastically nerfed in his transition from ''Brawl'', and despite having never been considered a strong character, Dedede was directly nerfed in patches, receiving nerfs to his forward aerial, down throw, Gordos and his air speed, the latter of which now renders Dedede the slowest character in the air. While this was somewhat balanced out with other top--tiers receiving nerfs, other lower-tiered characters had been buffed and DLC characters, such as {{SSB4|Cloud}} and (more importantly) {{SSB4|Bayonetta}} were introduced to the game, further worsening King Dedede's competitive standing relative to the cast. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', King Dedede has a sleeker design, his overall color scheme is more vibrant, and his attire's fur trim is of a significantly higher visual quality than in ''Brawl''. His pupils are also smaller. Altogether, these changes make King Dedede appear more in line with his official artwork for ''{{s|wikirby|Kirby Super Star Ultra}}'' and ''{{s|wikirby|Kirby Mass Attack}}''.}} | *{{change|Due to the aesthetic used in ''SSB4'', King Dedede has a sleeker design, his overall color scheme is more vibrant, and his attire's fur trim is of a significantly higher visual quality than in ''Brawl''. His pupils are also smaller. Altogether, these changes make King Dedede appear more in line with his official artwork for ''{{s|wikirby|Kirby Super Star Ultra}}'' and ''{{s|wikirby|Kirby Mass Attack}}''.}} | ||
*{{change|King Dedede is more expressive.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}} | *{{change|King Dedede is more expressive.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>}} | ||
*{{change|Up taunt's voice clip is now in sync with its animation, regardless of the direction he is facing.}} | *{{change|Up taunt's voice-clip is now in sync with its animation, regardless of the direction he is facing.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Like other large characters, such as {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, King Dedede's general size in proportion to the other playable characters is | *{{change|Like other large characters, such as {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, King Dedede's general size in proportion to the other playable characters is greater than in previous installments. This improves his [[range]], but makes his hurtbox larger.}} | ||
*{{change|King Dedede is [[Weight|heavier]] (112 → 119). This improves his endurance, but makes him more susceptible to combos.}} | *{{change|King Dedede is [[Weight|heavier]] (112 → 119). This improves his endurance, but makes him more susceptible to combos.}} | ||
*{{buff|King Dedede [[walk]]s faster (0.95 → 0.98).}} | *{{buff|King Dedede [[walk]]s faster (0.95 → 0.98).}} | ||
*{{buff|King Dedede [[dash]]es faster (1.22 → 1.36).}} | *{{buff|King Dedede [[dash]]es faster (1.22 → 1.36).}} | ||
*{{nerf|King Dedede's [[air speed]] | *{{nerf|King Dedede's [[air speed]] is even slower (0.658 → 0.63), despite being the slowest in the game by a considerable margin (to the point that it is now slower than [[Monado Arts|Shield]]-boosted {{SSB4|Shulk}}). This is especially poor as most other veterans had their air speed increased.}} | ||
*{{buff|As with almost all returning veterans, King Dedede's [[fast fall]]ing speed is faster (2.73 → 3.12), improving his air game and making him less susceptible to juggling.}} | *{{buff|As with almost all returning veterans, King Dedede's [[fast fall]]ing speed is faster (2.73 → 3.12), improving his air game and making him less susceptible to juggling.}} | ||
*{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.087885). This improves his aerial mobility, but hinders his endurance and makes him more susceptible to combos.}} | *{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.087885). This improves his aerial mobility, but hinders his endurance and makes him more susceptible to combos.}} | ||
*{{nerf|[[Roll]] | *{{nerf|[[Roll]]s have more ending lag (FAF 32 → 33).}} | ||
*{{nerf|[[Spot dodge]] has | *{{nerf|[[Spot dodge]] has more start-up lag with a shorter duration (frames 2-20 → 4-19) and more ending lag (FAF 28 → 29).}} | ||
*{{buff|[[Air dodge]] has | *{{buff|[[Air dodge]] has less ending lag (FAF 40 → 35) although relative to the cast, it has gone from one of the fastest air dodges to one of the slowest as its intangibility was unchanged.}} | ||
*{{buff|[[ | *{{buff|King Dedede's [[jump]]ing height has been increased.}} | ||
*{{buff|Soft landing is faster (5 frames → 2).}} | *{{buff|Soft landing is faster (5 frames → 2).}} | ||
*{{buff|[[Item throw]] is stronger (1 → 1.063).}} | *{{buff|[[Item throw]] is stronger (1 → 1.063).}} | ||
*{{change|The removal of [[chain grab]]bing both | *{{change|The removal of [[chain grab]]bing both benefits and hinders King Dedede. It significantly improves his endurance, but removes his own chain grabs.}} | ||
*{{ | *{{change|The changes to [[hitstun canceling]] both significantly hinder and benefit King Dedede. It makes him much more susceptible to combos and removes his ability to momentum cancel, hindering his endurance in spite of his heavier weight. However, he still has the best vertical endurance among the cast, and it improves his own combo game like the other returning veterans, although the only moves that benefit from the changes to hitstun canceling are down throw and, to a lesser extent, up tilt and up throw.}} | ||
**{{buff|Since the other characters lost the ability to momentum cancel, King Dedede can score KOs more easily without leaving the opponent means to prevent succumbing to them.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack's first hit has decreased start-up lag (frame 12 → 10). Its neutral infinite has also received a finisher, an upward hammer swing.}} | **{{buff|Neutral attack's first hit has decreased start-up lag (frame 12 → 10).}} | ||
**{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}} | **{{buff|Its neutral infinite has also received a finisher, an upward hammer-swing.}} | ||
**{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) | **{{buff|The weakening of [[Smash directional influence|SDI]] makes the neutral infinite significantly more difficult to escape from.}} | ||
**{{change|Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop)) and altered angles ([[Sakurai angle|361°]]/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)). This makes the first hit connect into the second hit more reliably but makes it harder to [[jab lock]] with.}} | **{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)).}} | ||
**{{nerf|It has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)).}} | |||
**{{nerf|The second hit can no longer [[Tripping|trip]] opponents.}} | |||
**{{change|Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop)) and altered angles ([[Sakurai angle|361°]]/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)). This makes the first hit connect into the second hit more reliably, but makes it harder to [[jab lock]] with.}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one.}} | |||
**{{buff|It has a much larger hitbox (4.5u → 8u).}} | |||
**{{buff|The hitbox has a slightly longer duration (frames 12-22 → 12-23).}} | |||
**{{buff|The last hit has increased knockback (20 (base)/80/100 (scaling) → 30/190), granting it KO potential at high percentages.}} | |||
**{{nerf|King Dedede now holds his hammer from the middle of the handle, instead of the end of it, decreasing its range and making it less disjointed.}} | **{{nerf|King Dedede now holds his hammer from the middle of the handle, instead of the end of it, decreasing its range and making it less disjointed.}} | ||
**{{nerf|Forward tilt has increased ending lag (FAF 43 → 49).}} | **{{nerf|Forward tilt has increased ending lag (FAF 43 → 49).}} | ||
**{{change|Forward tilt's final hit has an altered angle (65° → 50°).}} | **{{change|Forward tilt's final hit has an altered angle (65° → 50°).}} |
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