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(→Special moves: 11.0.0) |
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''Ultimate'', King Dedede's model features | *{{change|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.}} | ||
**{{change|Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.}} | **{{change|Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.}} | ||
*{{change|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.}} | *{{change|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.}} | ||
*{{change|Down [[taunt]] now has a more exaggerated animation.}} | *{{change|Down [[taunt]] now has a more exaggerated animation, with the belly-drumming animated to be more obvious.}} | ||
*{{change|Two of King Dedede's [[victory pose]]s were slightly altered:}} | *{{change|Two of King Dedede's [[victory pose]]s 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 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. | ||
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*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}} | *{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}} | ||
*{{buff|King Dedede [[run|runs]] faster (1.36 → 1.496).}} | *{{buff|King Dedede [[run|runs]] faster (1.36 → 1.496).}} | ||
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[ | **{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[fox-trotting]] for boosted ground mobility.}} | ||
*{{buff|King Dedede [[walk|walks]] faster (0.98 → 1.029).}} | *{{buff|King Dedede [[walk|walks]] faster (0.98 → 1.029).}} | ||
*{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}} | *{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}} | ||
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**{{change|His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).}} | **{{change|His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).}} | ||
*{{buff|King Dedede is much heavier (119 → 127), allowing him to survive even longer.}} | *{{buff|King Dedede is much heavier (119 → 127), allowing him to survive even longer.}} | ||
*{{buff|Forward [[roll]] has less ending lag (FAF 33 → 32).}} | |||
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-19 → 4-16).}} | |||
*{{nerf|Back roll has more startup with less intangibility (frames 4-19 → 5-17) and more ending lag (FAF 33 → 37).}} | |||
*{{change|[[Spot dodge]] intangibility starts sooner but also ends sooner (frames 4-19 → 3-18).}} | |||
*{{buff|[[Air dodge]] grants more intangibility (frames 4-29 → 4-32).}} | |||
*{{nerf|Air dodge has much more ending lag (34 → 43).}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{buff|The first two hits of neutral attack can now [[lock]].}} | **{{buff|The first two hits of neutral attack can now [[lock]].}} | ||
**{{buff|Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.}} | **{{buff|Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.}} | ||
**{{buff|Neutral infinite's finisher has less startup lag (6 → 4) and | **{{buff|Neutral infinite's finisher has less startup lag (6 → 4) and more knockback scaling (150 → 162).}} | ||
**{{buff|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.}} | **{{buff|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.}} | ||
**{{nerf|The finisher has more ending lag (FAF 47 → 50).}} | **{{nerf|The finisher has more ending lag (FAF 47 → 50).}} | ||
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**{{nerf|Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.}} | **{{nerf|Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), | **{{buff|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.}} | ||
**{{buff|Down tilt launches at a lower angle (45˚ → 35˚).}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).}} | **{{buff|Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag (15 frames → | *{{buff|All aerials have less landing lag (15 frames → 9 (neutral), 30 → 18 (forward/down), 21 → 13 (back), 22 → 13 (up).}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|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.}} | **{{buff|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.}} | ||
**{{change|Neutral aerial causes King Dedede's belly to wobble around during the move.}} | **{{change|Neutral aerial causes King Dedede's belly to wobble around during the move.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has more knockback scaling (90 → 98).}} | |||
**{{change|Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.}} | **{{change|Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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**{{nerf|Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.}} | **{{nerf|Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{ | **{{buff|Up aerial's final hit deals more knockback (50 base/150 scaling → 55/167).}} | ||
**{{nerf|Up aerial launches at a lower angle (70°/80° → 60°), | **{{nerf|Up aerial launches at a lower angle (70°/80° → 60°), hindering its KO potential close to the upper blast zone, while also making it much more susceptible to [[DI]] and [[LSI]].}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{change| | **{{buff|The duration of the hitbox has been slightly increased (22-23 → 22-24).}} | ||
**{{change|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=== | ===Throws and other attacks=== | ||
*{{nerf|All | *[[Grab]]s: | ||
* | **{{nerf|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).}} | ||
*{{buff|Standing grab's grabbox extends farther ( | **{{buff|Standing grab's grabbox extends farther (Z2 offset: 11.5 → 12.5), improving its range.}} | ||
*{{buff|Dash grab's grabbox extends slightly farther ( | **{{buff|Dash grab's grabbox extends slightly farther (Z2 offset: 14 → 14.4), slightly improving its range.}} | ||
*{{nerf|Pivot grab's grabbox | **{{nerf|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.}} | ||
*{{buff| | *[[Pummel]] | ||
*{{change| | **{{buff|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.}} | ||
**{{nerf|Pummel deals less damage (3% → 1.6%).}} | |||
*[[Up throw]]: | |||
**{{buff|Up throw has improved combo potential due to King Dedede's faster jumpsquat and jump speed.}} | |||
*[[Down throw]]: | |||
**{{change|Down throw has an altered animation, with King Dedede slamming his opponent face-first onto the ground.}} | |||
**{{nerf|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=== | ===Special moves=== | ||
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**{{change|Inhale has an updated, more opaque visual effect.}} | **{{change|Inhale has an updated, more opaque visual effect.}} | ||
*[[Gordo Throw]]: | *[[Gordo Throw]]: | ||
**{{buff|Gordos have significantly larger hitboxes that cover their | **{{buff|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.}} | ||
**{{change|Gordos gain a surprised expression when deflected. Additionally, they have animated spines.}} | **{{change|Gordos gain a surprised expression when deflected. Additionally, they have animated spines.}} | ||
**{{buff|Gordos | **{{buff|Gordos have a higher chance of sticking to walls (50% → 60%), improving their edgeguarding potential.}} | ||
**{{buff|Gordo Throw has less ending lag (FAF 64 → 59).}} | **{{buff|Gordo Throw has less ending lag (FAF 64 → 59).}} | ||
*[[Super Dedede Jump]]: | *[[Super Dedede Jump]]: | ||
**{{buff|Super Dedede Jump's landing hit deals more damage (11% → 12%).}} | **{{buff|Super Dedede Jump's landing hit deals more damage (11% → 12%).}} | ||
**{{ | ***{{change|It has altered knockback (80 (base)/100/80 (scaling) → 105/100 (base)/70/82 (scaling)).}} | ||
**{{buff|Super Dedede Jump will snap to edge when reversed.}} | **{{buff|Super Dedede Jump will snap to edge when reversed.}} | ||
**{{change|Super Dedede Jump descends more quickly.}} | **{{change|Super Dedede Jump descends more quickly.}} | ||
**{{change|King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.}} | **{{change|King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.}} | ||
*[[Jet Hammer]]: | *[[Jet Hammer]]: | ||
**{{buff|Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%).}} | |||
**{{buff|Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%) | ***{{buff|Fully charged Jet Hammer deals more knockback (grounded: 5 (base)/66 (scaling) → 60/46, aerial: 10 (base)/70 (scaling) → 60/54).}} | ||
**{{buff|Jet Hammer has heavy [[armor]] during the swing (frames 1-14) when used on the ground.}} | **{{buff|Jet Hammer has heavy [[armor]] during the swing (frames 1-14) when used on the ground.}} | ||
**{{buff|Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).}} | **{{buff|Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).}} |
edits