Super Smash Bros. Brawl

King Dedede (SSBB)/Neutral attack/Infinite: Difference between revisions

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(New Page: {{ArticleIcons|ssbb=y}} ==Overview== {{competitive expertise}} ==Hitboxes== {{technical data}} ==Timing== Animation length is only for the finisher. {|class="wikitable" !Hitboxes |7, 1...)
 
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:KingDededeJabRapidSSBB.gif|thumb|400px|Hitbox visualization showing King Dedede's neutral infinite.]]
==Overview==
{{SSBB|King Dedede}} twirls his hammer. While the multihits themselves are inconsistent, on [[shield]], the move is quite beneficial. Using the wide window to begin the rapid jab from the [[King Dedede (SSBB)/Neutral attack/Hit 2|second hit]] is also a decent way to force Dedede's way through shield. It's also -7 on shield, making this a relatively low-risk option to go for. Due to the high animation length overall, however, it's generally not good outside of this scenario, with [[King Dedede (SSBB)/Forward tilt|forward tilt]] almost always being a better option.


==Overview==
{{competitive expertise}}
==Hitboxes==
==Hitboxes==
{{technical data}}
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|bn=55
|id=0
|damage=2%
|angle=30
|fkv=0
|ks=20
|sd=0
|bk=30
|r=240000
|xpos=-240000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111010110000110001111000000000
}}
{{BrawlHitboxTableRow
|bn=55
|id=1
|damage=2%
|angle=30
|fkv=0
|ks=20
|sd=0
|bk=30
|r=240000
|xpos=240000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111010110000110001111000000000
}}
{{BrawlHitboxTableRow
|bn=55
|id=2
|damage=2%
|angle=30
|fkv=0
|ks=20
|sd=0
|bk=30
|r=300000
|xpos=540000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111010110000110001111000000000
}}
{{BrawlHitboxTableRow
|bn=55
|id=3
|damage=2%
|angle=30
|fkv=0
|ks=20
|sd=0
|bk=30
|r=420000
|xpos=1020000
|ypos=0
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111010110000110001111000000000
}}
|}
 
==Timing==
==Timing==
Animation length is only for the finisher.
Animation length is only for the finisher.

Latest revision as of 23:07, May 21, 2024

Hitbox visualization showing King Dedede's neutral infinite.

Overview[edit]

King Dedede twirls his hammer. While the multihits themselves are inconsistent, on shield, the move is quite beneficial. Using the wide window to begin the rapid jab from the second hit is also a decent way to force Dedede's way through shield. It's also -7 on shield, making this a relatively low-risk option to go for. Due to the high animation length overall, however, it's generally not good outside of this scenario, with forward tilt almost always being a better option.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 2% 0 AngleIcon30.png 30 20 0 4.0 55 -4.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png
1 0 2% 0 AngleIcon30.png 30 20 0 4.0 55 4.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png
2 0 2% 0 AngleIcon30.png 30 20 0 5.0 55 9.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png
3 0 2% 0 AngleIcon30.png 30 20 0 7.0 55 17.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png

Timing[edit]

Animation length is only for the finisher.

Hitboxes 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43, 46
Animation length 12
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point