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'''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. 4]]''. His | '''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on January 10th, 2014, which also commemorated ''{{s|wikirby|Kirby: Triple Deluxe}}'' being released in Japan on the same day. [[Masahiro Sakurai]] reprises his role as King Dedede's voice actor, albeit via a filter being applied to his ''Brawl'' voice clips. | ||
King Dedede is ranked 51st out of 54 on the [[tier list]], placing him at the top of the G tier. This is a significant drop from his high-tier placement in ''Brawl'', where he was ranked 12th out of 38 and is tied with [[King Dedede (SSBU)|his later iteration from ''Ultimate'']] as his worst placement in the ''Smash'' series. Dedede's primary strength is most of his attacks | King Dedede is ranked 51st out of 54 on the [[tier list]], placing him at the top of the G tier. This is a significant drop from his high-tier placement in ''Brawl'', where he was ranked 12th out of 38 and is roughly tied with [[King Dedede (SSBU)|his later iteration from ''Ultimate'']] as his worst placement in the ''Smash'' series. Dedede's primary strength is most of his attacks having large, disjointed range, courtesy of his hammer. In addition, he also possesses some very powerful attacks, such as his forward smash, down smash, back aerial and down aerial, with the latter two also functioning as good edgeguarding moves. Dedede also boasts arguably the greatest overall endurance in the game, being the most difficult character to KO vertically, due to having the third highest [[weight]] and the second fastest [[falling speed]], and also very difficult to KO horizontally despite being a fast-falling character with slow [[air speed]], which is also due to his high weight and the fact that he boasts an impressive [[recovery]], due to his multiple [[midair jump]]s and [[Super Dedede Jump]]. | ||
Dedede | However, King Dedede is among the slowest characters in the game, possessing one of the slowest [[walk]]ing, [[dash]]ing, and air speeds in the game. Likewise, his moveset is among the slowest in the game, with only his down tilt, neutral aerial and standing grab being active before frame 9. These traits not only hinder Dedede offensively, but defensively as well; alongside his large size, considerable weight and fast falling speed, Dedede's mobility and frame data issues result in him being among the characters that are most vulnerable to rushdowns, combos, and [[camping]], with only his moderate [[gravity]] enabling him to not be as vulnerable as other heavyweights or fast-fallers would be to them. Dedede is also no longer capable of camping himself due to his new side special, [[Gordo Throw]], being [[reflect]]ed by any attack that deals at least 2%. Finally, Dedede suffers from disproportionately weak strength for a super heavyweight: his fastest moves fail to KO until very high percentages, whereas his slowest moves are among the most punishable in the game. | ||
As a result of his glaring flaws and the weakening or total removal of moves and/or mechanics that were important to his neutral game in ''Brawl'', such as his [[chain grab]] and his old back aerial, King Dedede is widely considered to be nonviable throughout ''SSB4''{{'}}s competitive metagame, with most players considering him one of the worst characters in ''SSB4''. As such, he commands a small playerbase with extremely sparse results, although some King Dedede players such as {{Sm|ZAKI}} have been able to put up some noteworthy performances at superregionals and majors. | |||
==Attributes== | ==Attributes== | ||
King Dedede is the [[ | King Dedede is the third [[Weight|heaviest]] character and, like {{SSB4|Ganondorf}}, is the epitome of the archetypal heavyweight: he has a large frame, slow [[walking]] and [[dash]]ing speeds (despite them being increased), below average [[traction]], the slowest [[air speed]], one of the slowest [[air acceleration]] values, 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 | 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 help him fend off opponents and set up edgeguards. His [[pummel]] is highly damaging, making it good for adding up damage before throwing the opponent. His forward throw can reliably launch opponents off-stage, while his back throw deals very high damage. Lastly, his down throw can combo into up tilt, up smash and any aerial attack bar his down aerial, making it very reliable for damage racking and giving him combos that most fellow heavyweights do not have. He also has a plethora of very 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. | ||
However, King Dedede has numerous weaknesses, to the point where they significantly outweigh his strengths. 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 his moveset is among, if not the overall, weakest of the super heavyweights; very 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 highly punishable, despite back aerial being able to [[autocancel]] 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 | Another one of King Dedede's most prominent weaknesses is his polarized mobility. All of his attributes work against him, as they give him very slow horizontal movement, hindering his ability to [[approach]] and combat [[spacing]] and [[camping]]. The latter problem is more serious, as he has no useful counters against [[projectiles]], with Dedede's projectile being ineffective and overall unreliable to combat [[camp]]ing altogether. His slow horizontal mobility leaves him vulnerable to getting juggled horizontally, while his very 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. | ||
Another flaw King Dedede faces is his [[approach]]. | Another flaw King Dedede faces is his [[approach]]. All of his attributes 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, fairly poor mobility regardless if grounded or in the air, and his noticeable nerfs from game updates, which have all decreased his already 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. | ||
His special moveset also faces some issues, as it is riddled with significant drawbacks. Gordo Throw is often considered his best special move, as it can be used for 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 many 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 used from a safe distance. As a result of this, King Dedede's [[neutral game]] is risky due to being committal. | |||
Super Dedede Jump is an amazing recovery move due to its distance and super armor, but its use 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 endlag. 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 used only when trying 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 | King Dedede benefits a fair bit from his [[Character customization|custom moves]]. Topspin Gordo has consistent power and moves much faster, which allows King Dedede to force the opponent to react with little risk of his Gordo being used 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 used 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 use Gordo 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 recovery option, which can ameliorate his glacial air speed. | ||
All of his other custom moves have situational | All of his other custom moves have very situational advantages 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 main platform. | ||
Overall, | Overall, King Dedede's weaknesses heavily outweigh his strengths. Due to his very sluggish frame data, risky neutral game and poor approach, his optimal playstyle is a defensive combination of zoning as well as baiting and punishing. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
King Dedede has been | King Dedede has been heavily [[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 many 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''. Some of the gameplay changes brought about by ''SSB4'' have also helped Dedede. He is now less susceptible to projectile camping due to the universal nerf to projectile camping (although he still arguably has the hardest time against camping), and he can utilize the rage mechanic very effectively due to his considerable weight, which supplements his high power. | |||
However, | However, the aforementioned new move alterations and changes to gameplay mechanics have also brought drawbacks that drastically outweigh the aforementioned positives, despite having a less polarized moveset than ''Brawl''. The most significant of these came with his new [[down throw]]. Dedede's grabs are slower and have less range making it harder for him to land a grab and when he does, the reward he receives has been greatly decreased. One positive change down throw received is that it now launches opponents vertically which 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 harmed down throw as it can no longer be used to (infinitely depending on the character) chaingrab opponents. While it is still a decent throw overall, it is nowhere near what his ''Brawl'' down throw was which was so powerful that it alone completely nullified certain characters. | ||
Another one of Dedede's best moves | Another one of Dedede's best moves which was changed for the worse was his [[back aerial]]. The move went from a fast, powerful, disjointed [[sex kick]] to a more powerful but much laggier and more difficult to land backward hammer swing. 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 moves. [[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 having worse spacing capabilities, his new forward aerial no longer auto-canceling 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 hurts the previous anti-camping abilities the Waddle Dee Toss had in ''Brawl''. Dedede's already terrible air speed was decreased even further which is especially poor as most other returning veterans had their air speed increased. Altogether, all of these changes have nerfed Dedede's approach potential. Lastly, the changes to [[hitstun canceling]] also significantly harm Dedede, as they weaken his endurance despite his increased weight and make him an easy victim of combos. | ||
As a result of these changes, King Dedede | As a result of these changes, King Dedede is significantly worse than he was in ''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 changed 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 is arguably the most severely nerfed character 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. 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 added to the game, further worsening his matchup spread. Due to this, Dedede went from a polarizing high tier who heavily struggled against some of the top tiers but completely annihilated many mid and low tiers to a non-viable bottom tier character who loses to almost every character ranked above him and only slightly beats some of the characters ranked below him. | ||
===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 | *{{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 greater than in previous installments. This improves his [[range]], but makes his hurtbox larger.}} | *{{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 also 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]] is even slower (0.658 → 0.63 | *{{nerf|King Dedede's [[air speed]] which was already the slowest in the game by a considerable margin is even slower (0.658 → 0.63). 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]] has increased ending lag (FAF 32 → 33).}} | ||
*{{nerf|[[Spot dodge]] has | *{{nerf|[[Spot dodge]] has increased start-up lag with a shorter duration (frames 2-20 → 4-19) and it has more ending lag (FAF 28 → 29).}} | ||
*{{buff|[[Air dodge]] has | *{{buff|[[Air dodge]] has decreased 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|[[Jump]] is higher.}} | ||
*{{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 helps and hinders King Dedede. It significantly improves his endurance, but removes his own chain grabs.}} | ||
*{{ | *{{nerf|The changes to [[hitstun canceling]] significantly hinder King Dedede. They make him very susceptible to combos and remove 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. The only moves that benefit from the changes to hitstun canceling are down throw and to a lesser extent up tilt and up throw.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack's first hit has decreased start-up lag (frame 12 → 10). | **{{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|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}} | |||
**{{buff|The weakening of [[Smash directional influence|SDI]] makes | **{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) and has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)). The second hit can also no longer [[Tripping|trip]] opponents.}} | ||
**{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) | **{{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.}} | ||
**{{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 | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{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.}} | ||
**{{buff|Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one. Additionally, it has a much larger hitbox (4.5u → 8u) and a slightly longer duration (frames 12-22 → 12-23). Lastly, its last hit has increased knockback (20 (base)/80/100 (scaling) → 30/190), granting it KO potential at high percentages.}} | |||
**{{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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**{{buff|King Dedede has a new side special, Gordo Throw. Compared to [[Waddle Dee Toss]], Gordo Throw is much more consistent both as a projectile and in regard to power.<ref name="Direct"/> Additionally, Gordo Throw's ability to bounce the Gordos in different trajectories also make it better at trapping. The hammer swing used to perform the move also produces a hitbox on the hammer that deals 12%, which can also hit opponents into the subsequently tossed Gordo. Lastly, Gordo Throw can hit twice, depending on the opponent's position.}} | **{{buff|King Dedede has a new side special, Gordo Throw. Compared to [[Waddle Dee Toss]], Gordo Throw is much more consistent both as a projectile and in regard to power.<ref name="Direct"/> Additionally, Gordo Throw's ability to bounce the Gordos in different trajectories also make it better at trapping. The hammer swing used to perform the move also produces a hitbox on the hammer that deals 12%, which can also hit opponents into the subsequently tossed Gordo. Lastly, Gordo Throw can hit twice, depending on the opponent's position.}} | ||
**{{nerf|Gordo Throw deals less damage (22% → 14% (clean)/12.5% (mid early)/11% (mid late)/9.5% (late)), less knockback (65 (base)/70 (scaling) → 70/66) and launches opponents at a less favorable angle (70° → 60°) significantly hindering their KO potential compared to Waddle Dee Toss' Gordos. Unlike Waddle Dee Toss, Gordo Throw lacks anti-camping potential, due to its Gordos being reflected by any hitbox that deals at least 2%.<ref name="Direct"/>}} | **{{nerf|Gordo Throw deals less damage (22% → 14% (clean)/12.5% (mid early)/11% (mid late)/9.5% (late)), less knockback (65 (base)/70 (scaling) → 70/66) and launches opponents at a less favorable angle (70° → 60°) significantly hindering their KO potential compared to Waddle Dee Toss' Gordos. Unlike Waddle Dee Toss, Gordo Throw lacks anti-camping potential, due to its Gordos being reflected by any hitbox that deals at least 2%.<ref name="Direct"/>}} | ||
**{{nerf|Gordo Throw cannot be [[B-reversing|B-reversed]].}} | |||
**{{buff|The 19% damage increase to shields and the increase to shieldstun make Gordo Throw significantly better at breaking shields compared to Waddle Dee Toss.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun make Gordo Throw significantly better at breaking shields compared to Waddle Dee Toss.}} | ||
*[[Super Dedede Jump]]: | *[[Super Dedede Jump]]: | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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*{{Sm|Bryce|USA}} - The best King Dedede player in the United States. Placed 13th at both {{Trn|Olympus}} and {{Trn|Smashadelphia 2017}} as well as 25th at both {{Trn|KTAR XX}} and {{Trn|Royal Flush}} with wins over players such as {{Sm|Shoyo James}}, {{Sm|Vivid}}, and {{Sm|The Great Gonzales}}. Formerly ranked 11th on the [[New Jersey Power Rankings]]. | *{{Sm|Bryce|USA}} - The best King Dedede player in the United States. Placed 13th at both {{Trn|Olympus}} and {{Trn|Smashadelphia 2017}} as well as 25th at both {{Trn|KTAR XX}} and {{Trn|Royal Flush}} with wins over players such as {{Sm|Shoyo James}}, {{Sm|Vivid}}, and {{Sm|The Great Gonzales}}. Formerly ranked 11th on the [[New Jersey Power Rankings]]. | ||
*{{Sm|El_Bardo|Spain}} - Co-mains King Dedede with {{SSB4|Sonic}} and is considered the best King Dedede player in Europe. Placed 9th at {{Trn|ICARUS III}} and 13th at both {{Trn|Tech Republic 2}} and {{Trn|B.E.A.S.T 7}}. Ranked 12th on the [[Spanish Power Rankings]]. | *{{Sm|El_Bardo|Spain}} - Co-mains King Dedede with {{SSB4|Sonic}} and is considered the best King Dedede player in Europe. Placed 9th at {{Trn|ICARUS III}} and 13th at both {{Trn|Tech Republic 2}} and {{Trn|B.E.A.S.T 7}}. Ranked 12th on the [[Spanish Power Rankings]]. | ||
*{{Sm|ZAKI|Japan}} - The best King Dedede player in the | *{{Sm|ZAKI|Japan}} - The best King Dedede player of all-time and the only King Dedede player who made any major impact on the global scene. He is best known for his 2018 tour in the United States, especially his performance at {{Trn|2GG: Hyrule Saga}}, where he upset {{Sm|MkLeo}} to place 17th; he also placed 17th at {{Trn|Smash 'N' Splash 4}} and 33rd at {{Trn|MomoCon 2018}}, some of the best major results for King Dedede. | ||
===Tier placement and history=== | |||
Upon the game's release, players quickly noticed King Dedede's nerfs in the transition from ''[[Brawl]]'', most notably the loss of [[chain grab]]bing, though some players argued that his buffs, as well as new and improved moves such as forward aerial, Gordo Throw, and down tilt, would compensate the nerfs in the long run. However, as the metagame progressed, King Dedede's weaknesses became more apparent, and players realized the changes to game mechanics not only significantly hurt the character, but that he had indeed lost more than what he gained from the transition. Despite good results from players such as {{Sm|Big D}} and {{Sm|El_Bardo}}, with the former notably placing 17th at {{Trn|Paragon Los Angeles 2015}}, expectations of him worsened as time passed. As a result, King Dedede was ranked 46th on the first [[tier list]], confirming his status as a bottom-tier character. | |||
Despite the great advancements brought to his metagame as well as decent results, King Dedede's air speed was nerfed in update [[1.1.4]]. Although the nerf seemed minor, it made King Dedede the slowest character in the air, worsening both his neutral game and recovery. As a result, opinions on him declined even further, with many players considering him one of the worst characters in the game. This negative reputation led to a drop to 52nd on the second and third tier lists. Although due to the bottom-tier being abolished in the third tier list, he has since been reassessed as a low-tier character. He would see a slight rise to 51st on the fourth and final tier list. | |||
It wasn't until the final year of ''Smash 4''{{'}}s active competitive lifespan when opinions on King Dedede finally saw a shift. {{Sm|ZAKI}}, a King Dedede player from Japan, made his debut outside of his country, placing 17th at both {{Trn|Smash 'N' Splash 4}} and {{Trn|2GG: Hyrule Saga}}, notably defeating {{Sm|MkLeo}} in the latter. Although it may be the result of matchup inexperience, as ZAKI performed worse back in Japan, his results convinced several players such as {{Sm|Raito}} that King Dedede was not the worst character in the game, due to King Dedede's improved representation compared to other low- and mid-tier characters. Nevertheless, King Dedede is seen as a shell of his former ''Brawl'' self and is considered non-viable in the competitive metagame. | |||
==In Solo Modes== | |||
===[[All-Star Mode]]=== | |||
In All-Star Mode, King Dedede is fought in Stage 4 in both versions alongside {{SSB4|Kirby}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, and {{SSB4|Sonic}}. | |||
==={{GameIcon|SSB4-U}}[[Event Match]]es=== | |||
====Solo Events==== | |||
*'''[[All-Star Battle: Brawl]]''': King Dedede is one of the opponents fought in this event. All opponents debuted in ''Brawl''. | |||
*'''[[Kirby's Crazy Appetite]]''': As {{SSB4|Kirby}}, the player must heal by eating [[food]] on the stage while three King Dededes try to hinder his progress. | |||
*'''{{SSB4|The Final Battle}}''': The player must defeat King Dedede, {{SSB4|Bowser}} and {{SSB4|Ganondorf}}. | |||
*'''[[The King Strikes Back]]''': King Dedede must defeat Kirby in a [[Stamina Mode|Stamina Battle]]. | |||
====Co-op Events==== | |||
*'''[[Final Battle Team-Up]]''': King Dedede appears as an opponent to be defeated. | |||
*'''[[Food Fight]]''': A damaged King Dedede and Kirby must defeat {{SSB4|Wario}}, {{SSB4|Yoshi}}, and {{SSB4|Pac-Man}}. | |||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
*'''[[Wrecking Bros.]]''': {{SSB4|Mario}} and {{SSB4|Luigi}} must destroy the entirety of [[Wrecking Crew]] while King Dedede and Wario try to interfere. | |||
===[[Congratulations screen]]s=== | |||
<center> | |||
====3DS==== | |||
<gallery> | |||
SSB4-3DS Congratulations Classic King Dedede.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star King Dedede.png|All-Star Mode | |||
</gallery> | |||
====Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic King Dedede.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star King Dedede.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
King Dedede's default trophy is obtained by clearing Classic Mode as King Dedede. His alternate trophy is obtained by clearing All-Star Mode as King Dedede in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Dedede Burst trophy is obtained only in the Wii U version by clearing All-Star Mode as King Dedede. | |||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=King Dedede | |name=King Dedede | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==[[Alternate costume (SSB4)#King Dedede|Alternate costumes]]== | ==[[Alternate costume (SSB4)#King Dedede|Alternate costumes]]== |
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