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{{ArticleIcons|pm=y}} | {{ArticleIcons|pm=y|p+=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name | |name = King Dedede | ||
|image | |image = {{tabber|title1=Classic (PM)|content1=[[File:King Dedede SSBB.jpg|250x250px]]|title2=Classic (P+)|content2=[[File:PPlus Dedede.png|250x250px]]|title3=Samurai (PM)|content3=[[File:Samurai Dedede PM.png|250x250px]]}} | ||
|mod | |mod = Project M | ||
|base | |base = SSBB | ||
|moveset1 | |moveset1 = King Dedede (SSBB) | ||
| | |altcostume = Samurai Dedede | ||
}} | }} | ||
'''King Dedede''' (known as simply '''Dedede''' in-game) is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities. | |||
'''King Dedede''' (known as simply '''Dedede''' in-game) is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. | |||
King Dedede ranks 34th out of 41 on the [[Project M#Tier list|official]] [[tier list]], near the top of the D tier. This is a large drop from his position on the ''Brawl'' tier list, where he is ranked 12th out of 38. In the official [[Project +]] tier list, he places 41th out of 42, placing in D tier. | |||
==Attributes== | ==Attributes== | ||
King Dedede is a character whose strengths lie in his offense. Every one of his attacks boasts speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as his up throw and combo finishers such as his forward aerial. He also has superb camping abilities due to his aforementioned reach and hitbox placements, as well as his versatile Waddle Dee Toss. He also has a highly above average recovery thanks to his many jumps, the new airdodge physics, and his useful Super Dedede Jump. However, Dedede's biggest boon is his back aerial; despite it having less range than in ''Brawl'', his higher air speed and the removal of [[hitstun canceling]] allow it to wall of pain better. It also maintains its minimal lag, long duration, power, and still has a favorable hitbox placement. | |||
King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM | However, Dedede has numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average vertical endurance despite being a super heavyweight due to his average gravity and slightly above average falling speed. He also suffers from his recovery being somewhat predictable due to it mainly being linear. Dedede is also very easy to combo due to his aforementioned weight and size, as well as his gravity only being slightly lower than his falling speed. | ||
Dedede overall fares worse in ''PM'' than ''Brawl'' as a result of the flaws created in the transition, as well as the significantly harsher environment which is no longer subject to his chainthrows. | |||
==Changes from ''Brawl'' to PM== | |||
King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon. Despite having been slightly buffed overall, he is considered to be worse relative to the cast due to the loss of his chain throw and many characters gaining new options to outclass his own. | |||
===Attributes=== | |||
*{{buff|King Dedede's hurtboxes are smaller.}} | |||
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}} | |||
*{{change|King Dedede's [[traction]] is higher (0.0484 → 0.07).}} | |||
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}} | |||
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}} | |||
*{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.095).}} | |||
*{{buff|[[Spot dodge]] has a longer duration (frames 2-20 → 2-21).}} | |||
*{{nerf|Spot dodge has a new animation where Dedede now moves out of the Z axis as soon as his intangibility has worn off making his spot dodge much easier to punish.}} | |||
===Ground Attacks=== | |||
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits (FAF 38 → 28 (hit 1), 28 → 25 (hit 2)). The first hit now has a hitbox which launches vertically (361° → 80°) and the second hit now has consistent knockback (20 (base), 50 (scaling) → 55/0) and its angle has been altered (85° → 90°) making it connect better.}} | |||
*{{nerf|Neutral attack's multi hits have smaller hitboxes.}} | |||
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback scaling (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}} | |||
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}} | |||
*{{buff|[[Up tilt]] has less ending lag (FAF 40 → 34).}} | |||
*{{nerf|Up tilt now only grants intangibility to Dedede's head as opposed to his whole body. The universally increased falling speeds combined with the altered knockback formula also hinder its KO potential against most characters.}} | |||
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)) and can no longer [[trip]].}} | |||
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede heavy [[armor]] between frames 8-29, significantly improving its utility. It also sends opponents at a different angle (361° → 35°) now being a [[semi-spike]].}} | |||
*{{nerf|Dash attack now has a weaker late hit which deals less damage (16%/14% → 10%).}} | |||
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%) and the late hit deals more damage (5% → 12%) and knockback (100 (base), 30 (scaling) → 40/70). The late hit can also now hit aerial opponents.}} | |||
*{{nerf|Forward smash has a shorter duration (frame 42-54 → 42-50).}} | |||
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (FAF 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback scaling (95/96 → 79/80).}} | |||
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now consistently sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback scaling (82 → 79). It also has less ending lag (FAF 53 → 47).}} | |||
===Aerial Attacks=== | |||
*{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by [[L-cancelling]].}} | |||
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}} | |||
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] in a [[short hop]] due to Dedede's higher gravity/falling speed as well as the latter auto-canceling later (frame 35 → 41).}} | |||
*{{buff|King Dedede's increased air speed and the changes to hitstun/falling speeds/air-dodging also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}} | |||
*{{buff|Neutral aerial has less ending lag (FAF 40 → 38).}} | |||
*{{buff|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°). When combined with the changes to the game's mechanics, this significantly improves its combo potential.}} | |||
*{{buff|Forward aerial has less start-up with a longer duration (frames 16-18 → 13-18) longer range, and higher knockback scaling (90 → 100).}} | |||
*{{nerf|Forward aerial has slightly increased ending lag (FAF 37 → 40).}} | |||
*{{nerf|Back aerial has less range (8.5u → 5.534983u (clean), 7u → 4.92 (late)). The late hit also has a shorter duration (frames 9-25 → 9-21) now matching its animation and the move can no longer cause tripping. Lastly, Dedede can no longer perform two back aerials in a short hop due to his lower short hop.}} | |||
*{{buff|Up aerial is now a single hit, which gives it increased reliability and [[juggling]] potential.}} | |||
*{{nerf|Up aerial deals less damage (2% (hits 1-7) 19% (hit 8) → 12% (clean)/9% (late)) with its knockback compensated (50 (base), 130 (scaling) → (4/30)/85) and has a slightly shorter duration (frame 10-25 → 10-24).}} | |||
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (FAF 48 → 38) and auto-cancels earlier (frame 44 → 34) now doing so in a short hop.}} | |||
*{{nerf|The final hit of down aerial deals less damage (5% → 3%) and knockback (50 (base), 140 (scaling) → 70/105), resulting in the move dealing 2% less damage if all hits connect (17% → 15%) and hindering its KO potential.}} | |||
*{{change|Down aerial SFX changed to match up aerial SFX.}} | |||
*{{buff| | ===Grabs and Throws=== | ||
*{{buff| | *{{buff|Dash grab has more range.}} | ||
*{{buff| | *{{nerf|Standing (frame 6 → 7) and pivot grab (frame 7 → 9) have more startup lag. Standing grab also has more ending lag (FAF 30 → 31) and pivot grab has less range.}} | ||
*{{ | *{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 (base). 80 (scaling) → 80/75).}} | ||
*{{buff| | *{{buff|[[Back throw]] has much higher knockback scaling (65 → 94) making it among the strongest throws in the game.}} | ||
*{{buff| | *{{nerf|Back throw deals slightly less damage (10% → 9% (throw), 16% → 15% (total)).}} | ||
*{{ | *{{buff|[[Up throw]] has less base knockback (70 → 60). When combined with the changes to the game's mechanics, this makes up throw a significantly better option to follow-up into moves, and can even be used to [[chaingrab]] fast-fallers.}} | ||
*{{buff| | *{{buff|Down throw has less ending lag (FAF 42 → 36).}} | ||
*{{buff| | *{{nerf|[[Down throw]] sends opponents at a higher angle (20° → 32°) and has altered knockback (0 (base), 80 (set), 100 (scaling) → 50/80/40) now putting every character into [[tumble]]. This removes Dedede's ability to chaingrab with it, making it act like how it does on lightweight characters in ''Brawl''. As a result, it is a significantly inferior throw by comparison; no longer nullifying certain characters.}} | ||
===Special Moves=== | |||
*{{buff|King Dedede has significantly more momentum in the air when using {{b|Inhale|King Dedede}}, improving its utility.}} | |||
*{{buff|[[Waddle Dee]]s can be thrown in 3 different angles with different strengths, and can now perform the "Waddle Dash" by repeatedly throwing and picking up a Waddle Dee or [[Waddle Doo]], King Dedede moves forward at a very fast rate, significantly improving his mobility, recovery, and approach.}} | |||
*{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}} | *{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}} | ||
*{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}} | *{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}} | ||
*{{ | *{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (FAF 77 → 57) when uncharged. It also now semi-spikes (361° → 35°) which along with its altered (albeit overall decreased) knockback (uncharged: 20 (base), 100 (scaling) → 40/80, fully charged: 30/80 → 40/75) improves its edgeguarding potential. Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%) and fully charged Jet Hammer now deals consistent damage (30%/20% → 30%) and it has a new (albeit extremely weak) late hit signinificantly lengthening its duration (frames 9-11 → 9-33).}} | ||
==Revisions== | ==Revisions== | ||
===v2.1=== | ===v2.1=== | ||
*{{buff|Dedede can grab the edge towards the end of his Up-B cancel flip.}} | *{{buff|Dedede can grab the edge towards the end of his Up-B cancel flip.}} | ||
*{{change|Dedede's | *{{change|Dedede's spot dodge animation was smoothed out.}} | ||
===v2.5b=== | ===v2.5b=== | ||
*{{buff|Dedede's dash attack hitboxes adjusted for better coverage.}} | |||
*{{buff|Dedede's | *{{buff|Dedede's up tilt belly hitboxes adjusted for better coverage.}} | ||
*{{buff|Dedede's | *{{buff|Dedede's forward smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.}} | ||
*{{buff|Dedede's | *{{buff|Dedede's Neutral air weak hitbox match the size of the strong hitboxes for better coverage.}} | ||
*{{buff|Dedede's Neutral | *{{buff|Dedede's Neutral air IASA fixed to occur slightly before the animation ends.}} | ||
*{{buff|Dedede's Neutral | *{{buff|Dedede's Forward air IASA fixed to occur slightly before the animation ends.}} | ||
*{{buff|Dedede's Forward | |||
*{{buff|Dedede's Side-B can toss waddles at more noticeable angles.}} | *{{buff|Dedede's Side-B can toss waddles at more noticeable angles.}} | ||
*{{buff|Dedede's Side-B default throw speed decreased, and strong throw speed increased.}} | *{{buff|Dedede's Side-B default throw speed decreased, and strong throw speed increased.}} | ||
Line 60: | Line 100: | ||
===v2.6b=== | ===v2.6b=== | ||
*{{buff|Dash | *{{buff|Dash attack has medium armor which lasts through the strong hit.}} | ||
*{{buff|Up | *{{buff|Up tilt's endlag is slightly faster.}} | ||
*{{buff|Down | *{{buff|Down aerial has smaller gaps between each hit.}} | ||
*{{buff|Forward | *{{buff|Forward throw's damage has been increased slightly, knockback decreased slightly to compensate.}} | ||
*{{buff|Down | *{{buff|Down throw can be interrupted earlier.}} | ||
*{{buff|Neutral-B has more mobility in the air than previously.}} | *{{buff|Neutral-B has more mobility in the air than previously.}} | ||
*{{buff|Up-B has a hitbox at the beginning of Dedede's ascent.}} | *{{buff|Up-B has a hitbox at the beginning of Dedede's ascent.}} | ||
*{{buff|Up-B has medium armor during the same timeframe as the hitbox.}} | *{{buff|Up-B has medium armor during the same timeframe as the hitbox.}} | ||
*{{nerf|Turn | *{{nerf|Turn grab range reduced slightly, and has a bit more startup to match other Turn Grabs.}} | ||
*{{change|Neutral | *{{change|Neutral aerial's 1st hit angle is slightly higher.}} | ||
===v3.0=== | ===v3.0=== | ||
*{{buff|Forward | *{{buff|Forward smash's meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).}} | ||
*{{nerf|Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.}} | *{{nerf|Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.}} | ||
*{{change|Forward | *{{change|Forward air's hitboxes were cleaned up and polished to match the animation better.}} | ||
===v3.5=== | |||
*{{buff|Stars produced when landing after Super Dedede Jump are slightly bigger.}} | |||
*{{buff|Wavedashing ability significantly improved.}} | |||
*{{nerf|Super Dedede Jump now depletes all jumps.}} | |||
*{{change|Dash attack now has a flash overlay to denote knockback armor and screen shakes on faceplant.}} | |||
*{{change|Super Dedede Jump now has a flash overlay at startup to denote knockback armor.}} | |||
*{{bugfix|Fixed the vertical positioning when charging Jet Hammer on the ground.}} | |||
*{{bugfix|Adjusted ledge jump animations to prevent warping.}} | |||
==Moveset== | ==Moveset== | ||
Up to date as of version | Up to date as of version 3.6. | ||
{|class="wikitable" | {|class="wikitable" | ||
! !!Name!!Damage!!Description | ! colspan=2| !!Name!!Damage!!Description | ||
|- | |- | ||
!Neutral attack | ! colspan=2 rowspan=3 | Neutral attack | ||
| || | | rowspan=3 | || 6% || rowspan=3 | Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it. | ||
|- | |- | ||
|5% | |||
| | |||
|- | |- | ||
|2% (loop) | |||
| | |||
|- | |- | ||
!Down tilt | ! colspan=2| Forward tilt | ||
| ||10% ||Does a sweeping kick low to the ground. | | || 12% (clean), 9% (late) || Extends his hammer forward and spins it quickly. | ||
|- | |||
! colspan=2| Up tilt | |||
| || 12% || Sets his hammer down and quickly jumps upwards while headbutting. Dedede's head has some [[intangibility]] frames while the hitboxes are out. | |||
|- | |||
! colspan=2| Down tilt | |||
| || 10% (clean), 6% (late) || Does a sweeping kick low to the ground. | |||
<!--Crawl attack--> | <!--Crawl attack--> | ||
|- | |- | ||
!Dash attack | ! colspan=2| Dash attack | ||
| ||16% ||Trips and | | || 16% (clean body), 14% (clean head), 10% (late) || Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages. | ||
|- | |- | ||
!Forward smash | ! colspan=2| Forward smash | ||
| ||{{ChargedSmashDmgSSBM| | | || {{ChargedSmashDmgSSBM|16}} (early), {{ChargedSmashDmgSSBM|24}} (clean), {{ChargedSmashDmgSSBM|12}} (late), {{ChargedSmashDmgSSBM|5}} (shockwave) || Raises his hammer over his head and swings it at the ground in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be [[meteor smash]]ed. | ||
|- | |- | ||
!Up smash | ! colspan=2| Up smash | ||
| ||{{ChargedSmashDmgSSBM| | | || {{ChargedSmashDmgSSBM|20}} (hammer), {{ChargedSmashDmgSSBM|17}} (body) || Pulls his hammer back then swings it vertically over his head. | ||
|- | |- | ||
!Down smash | ! colspan=2| Down smash | ||
| ||{{ChargedSmashDmgSSBM|15}} ||Swings his hammer near the ground | | || {{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|15}} (back) || Swings his hammer near the ground, performing a low spinning hammer attack. | ||
|- | |- | ||
!Neutral aerial | ! colspan=2| Neutral aerial | ||
| ||12% | | || 12% (clean), 7% (late) || Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after. | ||
|- | |- | ||
!Forward aerial | ! colspan=2| Forward aerial | ||
| ||15% ||Pulls his hammer back slightly then swings it in front of him upwards | | || 15% || Pulls his hammer back slightly then swings it in front of him upwards. | ||
|- | |- | ||
!Back aerial | ! colspan=2| Back aerial | ||
| ||13% | | || 13% (clean), 9% (late) || Extends one foot backward. Has [[sex kick]] properties. | ||
|- | |- | ||
!Up aerial | ! colspan=2| Up aerial | ||
| ||12% ||Spins his hammer above his head. | | || 12% (clean), 9% (late) || Spins his hammer above his head. | ||
|- | |- | ||
!Down aerial | ! colspan=2| Down aerial | ||
| ||2% | | || 2% (hits 1-6), 3% (hit 7) || Extends his hammer below him and spins it, dealing multiple hits. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
<!--Glide attack--> | <!--Glide attack--> | ||
|- | |- | ||
!Grab | ! colspan=2| Grab | ||
| ||—|| | | || — || | ||
|- | |- | ||
!Pummel | ! colspan=2| Pummel | ||
| ||3% | | || 3% || Lays his hammer down and headbutts the opponent. | ||
|- | |- | ||
!Forward throw | ! colspan=2| Forward throw | ||
| || | | || 6% (hit), 8% (throw) || Hits opponent forward with his hammer. | ||
|- | |- | ||
!Back throw | ! colspan=2| Back throw | ||
| || | | || 6% (hit), 9% (throw) || Hits opponent with his hammer behind himself. | ||
|- | |- | ||
!Up throw | ! colspan=2| Up throw | ||
| || | | || 4% (hit), 5% (throw) || Throws his opponent above his head, then pushes them upwards. | ||
|- | |- | ||
!Down throw | ! colspan=2| Down throw | ||
| || | | || 4% (hit), 4% (throw) || Slams opponent on ground and sits on top of them. | ||
|- | |- | ||
!Floor attack (front) | ! colspan=2| Floor attack (front) | ||
| || 6% || | | || 6% || Gets up and kicks both sides. | ||
|- | |- | ||
!Floor attack (back) | ! colspan=2| Floor attack (back) | ||
| || 6% || | | || 6% || Gets up and kicks both sides. | ||
|- | |- | ||
!Floor attack (trip) | ! colspan=2| Floor attack (trip) | ||
| || 5% || | | || 5% || Gets up and swings his hammer both sides of himself. | ||
|- | |- | ||
!Edge attack (fast) | ! colspan=2| Edge attack (fast) | ||
| ||8% ||Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him. | | || 8% (foot), 6% (body) || Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him. | ||
|- | |- | ||
!Edge attack (slow) | ! colspan=2| Edge attack (slow) | ||
| ||10% ||Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him. | | || 10% || Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him. | ||
|- | |- | ||
!Neutral special | ! colspan=2| Neutral special | ||
| | | {{b|Inhale|King Dedede}} || 5% (release), 10% (spit), 9-18% (star) || Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight. | ||
|- | |- | ||
!Side special | ! colspan=2| Side special | ||
|[[Waddle Dee Toss]]||5% Waddle Dee, 7% Waddle Doo, 22% Gordo ||Pulls one of his minions out of his sleeve and throws them forward. Unlike in ''Brawl'', the minion can be thrown in three different trajectories, much like {{SSBB|Snake}}'s hand grenades | | [[Waddle Dee Toss]] || 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) || Pulls one of his minions out of his sleeve and throws them forward. Unlike in ''Brawl'', the minion can be thrown in three different trajectories, much like {{SSBB|Snake}}'s hand grenades. | ||
|- | |- | ||
!Up special | ! colspan=2| Up special | ||
|[[Super Dedede Jump]]||6% | | [[Super Dedede Jump]] || 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) || Jumps extremely high and comes crashing down. Unlike ''Brawl'', if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move. | ||
|- | |- | ||
!Down special | ! colspan=2| Down special | ||
|[[Jet Hammer]]||11 | | [[Jet Hammer]] || 11% (uncharged), 30%/7% (fully charged/late) || Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge. | ||
|- | |- | ||
!Final Smash | ! colspan=2| Final Smash | ||
|[[Waddle Dee Army]]|| | | [[Waddle Dee Army]] || 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) || Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible. | ||
|} | |} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Most historically significant players=== | ||
*{{Sm| | ''See also: [[:Category:King Dedede players (PM)]]'' | ||
*{{Sm| | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
*{{Sm|Dumshiny|USA}} - The best King Dedede player in the world. Ranked 6th on the [[SoCal Power Rankings|SoCal ''Project M'' Power Rankings]] and 42nd on [[PMRank 2019]], being the highest ranking Dedede player on the latter. | |||
*{{Sm|Ripple|USA}} - Formerly the best Dedede player in the world, with his 29th ranking on the [[2016 PMRank]] being the highest a Dedede player ever ranked on PMRank. He was also the only other Dedede player besides Dumshiny to be ranked the [[2019 PMRank]], ranking at 45th. Also an honorable mention on [[PMRank 2023]]. | |||
==Alternate costumes== | |||
===Project M=== | |||
Dedede's alternate costumes remain unchanged from ''Brawl''. He obtained a costume based on his appearance in the Samurai Kirby minigame. | |||
{|style="margin:1em auto 1em auto;text-align:center" | |||
|- | |||
|colspan=12|[[File:King Dedede Palette (PM).png|frame|center|King Dedede's alternate costumes in PM]] | |||
|- | |||
|colspan=2|[[File:KingDededeHeadSSBB.png]] | |||
|colspan=2|[[File:KingDededeHeadPinkSSBB.png]] | |||
|colspan=2|[[File:KingDededeHeadGreenSSBB.png]] | |||
|colspan=2|[[File:KingDededeHeadPurpleSSBB.png]] | |||
|colspan=2|[[File:KingDededeHeadBlueSSBB.png]] | |||
|colspan=2|[[File:KingDededeHeadBrownSSBB.png]] | |||
|- | |||
|colspan=3| | |||
|colspan=2|[[File:KingDededeHeadSamuraiPM.png]] | |||
|colspan=2|[[File:KingDededeHeadSamuraiGreenPM.png]] | |||
|colspan=2|[[File:KingDededeHeadSamuraiBluePM.png]] | |||
|colspan=3| | |||
|} | |||
===Project+=== | |||
King Dedede gains additional color schemes and new team colors. His second green one has an obi featuring sprites of the ''Kirby'' series enemy [[wikirby:Sparky|Sparky]], a light-blue and purple color based on concept designs for Parallel Dedede, and a black color scheme with an obi that features the eye shape of one of his possessors, [[wikirby:Dark Matter|Dark Matter]]. His Samurai Kirby-inspired costume also gains two additional color swaps. In 2.4, his Samurai Kirby-inspired costume receives visual touch-ups while also having him throw a [[wikirby:Key Dee|Key Dee]], a Waddle Doo as it appears in the aforementioned Sub-Game (with a yellow complexion to match the enemy Waddle Doos in ''Kirby Super Star''), and a [[wikirby:Blado|Blado]]. | |||
[[File:King Dedede Palette (P+).png|800px|thumb|center|King Dedede's alternate costumes in P+]] | |||
'''Secret costumes:''' | |||
[[File:Dedede R_P+.png|160px]] | |||
'''Z-Secret Costume:''' Kirby 64 Dedede: Based on King Dedede's appearance in ''Kirby 64: The Crystal Shards'', which became the basis for his appearances in ''Kirby and the Forgotten Land'' and ''Kirby's Return to Dream Land Deluxe''. Extra details include the white crown-like fluff on his hat, his eyes and beak having a different shape, and the removal of his usual kimono. As of 2.4.1, the Waddle Dees he throws now resemble the [[wikirby:Waddle Dee (Kirby 64: The Crystal Shards)|individual character]], the Waddle Doos he throws now resembles the transformed form of said Waddle Dee after being possessed by [[wikirby:Dark Matter (cloud)|Dark Matter]], and the Gordos he throws now resemble the versions from ''Kirby 64: The Crystal Shards'' right down to the cyan spikes and wider eyes that look more cross-eyed than how they generally look in most other games. | |||
'''R-Secret Costume:''' Shadow Dedede: Based on Shadow Dedede, an entity hailing from the Mirror World in ''Kirby: Triple Deluxe''. Extra details include the monochrome bull's-eye emblem in place of King Dedede's own emblem, blank eyes always in an angry expression, and a different colored version of the Super Dedede Hammer normally wielded by Masked Dedede in place of the king's usual wooden hammer. | |||
== | ==Trivia== | ||
Dedede' | *His original Z-Secret Costume was based on [[wikirby:Masked Dedede|Masked Dedede]], a form he takes on at the end of ''Kirby Super Star Ultra's'' [[wikirby:Revenge of the King|Revenge of the King]] Sub-Game, and would later appear as part of his Final Smash, [[Dede-Rush]], in Ultimate. The mask that was part of the costume appears as part of an Easter egg from 2.3 onwards. | ||
[[ | |||
==External links== | ==External links== | ||
*[ | *[https://pmunofficial.com/en/characters/king-dedede/ King Dedede's page at the Project M website] | ||
*[https://www.reddit.com/r/SSBPM/comments/lsb2fo/labbing_discord_results_king_dedede/ Labbing Discord Tech Post] | |||
{{Project M}} | {{Project M}} | ||
[[Category:King Dedede]] | [[Category:King Dedede]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |
Latest revision as of 20:55, July 24, 2024
King Dedede in Project M and Project+ | |
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Universe | Kirby |
Base game appearance | Brawl |
Moveset inspiration | King Dedede (SSBB) |
Alternate costume | Samurai Dedede |
King Dedede (known as simply Dedede in-game) is a playable character in the Brawl mod Project M. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities.
King Dedede ranks 34th out of 41 on the official tier list, near the top of the D tier. This is a large drop from his position on the Brawl tier list, where he is ranked 12th out of 38. In the official Project + tier list, he places 41th out of 42, placing in D tier.
Attributes[edit]
King Dedede is a character whose strengths lie in his offense. Every one of his attacks boasts speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as his up throw and combo finishers such as his forward aerial. He also has superb camping abilities due to his aforementioned reach and hitbox placements, as well as his versatile Waddle Dee Toss. He also has a highly above average recovery thanks to his many jumps, the new airdodge physics, and his useful Super Dedede Jump. However, Dedede's biggest boon is his back aerial; despite it having less range than in Brawl, his higher air speed and the removal of hitstun canceling allow it to wall of pain better. It also maintains its minimal lag, long duration, power, and still has a favorable hitbox placement.
However, Dedede has numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average vertical endurance despite being a super heavyweight due to his average gravity and slightly above average falling speed. He also suffers from his recovery being somewhat predictable due to it mainly being linear. Dedede is also very easy to combo due to his aforementioned weight and size, as well as his gravity only being slightly lower than his falling speed.
Dedede overall fares worse in PM than Brawl as a result of the flaws created in the transition, as well as the significantly harsher environment which is no longer subject to his chainthrows.
Changes from Brawl to PM[edit]
King Dedede gained both buffs and nerfs from Brawl to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon. Despite having been slightly buffed overall, he is considered to be worse relative to the cast due to the loss of his chain throw and many characters gaining new options to outclass his own.
Attributes[edit]
King Dedede's hurtboxes are smaller.
King Dedede has significantly faster air speed (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.
King Dedede's traction is higher (0.0484 → 0.07).
Number of midair jumps reduced (4 → 3), somewhat worsening his recovery, making it more difficult to land safely, and enforcing more use of Super Dedede Jump.
King Dedede falls much faster (1.95 → 2.25), however, Dedede falls much slower relative to the rest of the cast than in Brawl, going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in Brawl, and gives him a much better SHFFL.
King Dedede's gravity is higher (0.0837 → 0.095).
Spot dodge has a longer duration (frames 2-20 → 2-21).
Spot dodge has a new animation where Dedede now moves out of the Z axis as soon as his intangibility has worn off making his spot dodge much easier to punish.
Ground Attacks[edit]
The first two hits of neutral attack have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster interruptibility frames on both hits (FAF 38 → 28 (hit 1), 28 → 25 (hit 2)). The first hit now has a hitbox which launches vertically (361° → 80°) and the second hit now has consistent knockback (20 (base), 50 (scaling) → 55/0) and its angle has been altered (85° → 90°) making it connect better.
Neutral attack's multi hits have smaller hitboxes.
Forward tilt deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback scaling (80/100 → 70/80). It also deals more shield damage (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).
Forward tilt now sends opponents at a Sakurai angle (65° → 361°).
Up tilt has less ending lag (FAF 40 → 34).
Up tilt now only grants intangibility to Dedede's head as opposed to his whole body. The universally increased falling speeds combined with the altered knockback formula also hinder its KO potential against most characters.
Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)) and can no longer trip.
Dash attack has a larger hitbox (5u → 6.9u), and now gives King Dedede heavy armor between frames 8-29, significantly improving its utility. It also sends opponents at a different angle (361° → 35°) now being a semi-spike.
Dash attack now has a weaker late hit which deals less damage (16%/14% → 10%).
Forward smash has more range, and the tip meteor smashes characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%) and the late hit deals more damage (5% → 12%) and knockback (100 (base), 30 (scaling) → 40/70). The late hit can also now hit aerial opponents.
Forward smash has a shorter duration (frame 42-54 → 42-50).
Up smash has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (FAF 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback scaling (95/96 → 79/80).
The front hit of down smash deals more damage (15% → 18%), and the move now consistently sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback scaling (82 → 79). It also has less ending lag (FAF 53 → 47).
Aerial Attacks[edit]
Neutral aerial, forward aerial, and back aerial have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by L-cancelling.
Up aerial and down aerial have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).
Neutral aerial and forward aerial no longer auto-cancel in a short hop due to Dedede's higher gravity/falling speed as well as the latter auto-canceling later (frame 35 → 41).
King Dedede's increased air speed and the changes to hitstun/falling speeds/air-dodging also makes forward aerial and back aerial much more effective at wall of pain combos.
Neutral aerial has less ending lag (FAF 40 → 38).
Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°). When combined with the changes to the game's mechanics, this significantly improves its combo potential.
Forward aerial has less start-up with a longer duration (frames 16-18 → 13-18) longer range, and higher knockback scaling (90 → 100).
Forward aerial has slightly increased ending lag (FAF 37 → 40).
Back aerial has less range (8.5u → 5.534983u (clean), 7u → 4.92 (late)). The late hit also has a shorter duration (frames 9-25 → 9-21) now matching its animation and the move can no longer cause tripping. Lastly, Dedede can no longer perform two back aerials in a short hop due to his lower short hop.
Up aerial is now a single hit, which gives it increased reliability and juggling potential.
Up aerial deals less damage (2% (hits 1-7) 19% (hit 8) → 12% (clean)/9% (late)) with its knockback compensated (50 (base), 130 (scaling) → (4/30)/85) and has a slightly shorter duration (frame 10-25 → 10-24).
Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (FAF 48 → 38) and auto-cancels earlier (frame 44 → 34) now doing so in a short hop.
The final hit of down aerial deals less damage (5% → 3%) and knockback (50 (base), 140 (scaling) → 70/105), resulting in the move dealing 2% less damage if all hits connect (17% → 15%) and hindering its KO potential.
Down aerial SFX changed to match up aerial SFX.
Grabs and Throws[edit]
Dash grab has more range.
Standing (frame 6 → 7) and pivot grab (frame 7 → 9) have more startup lag. Standing grab also has more ending lag (FAF 30 → 31) and pivot grab has less range.
Forward throw deals more damage (12% → 14%) and more knockback (70 (base). 80 (scaling) → 80/75).
Back throw has much higher knockback scaling (65 → 94) making it among the strongest throws in the game.
Back throw deals slightly less damage (10% → 9% (throw), 16% → 15% (total)).
Up throw has less base knockback (70 → 60). When combined with the changes to the game's mechanics, this makes up throw a significantly better option to follow-up into moves, and can even be used to chaingrab fast-fallers.
Down throw has less ending lag (FAF 42 → 36).
Down throw sends opponents at a higher angle (20° → 32°) and has altered knockback (0 (base), 80 (set), 100 (scaling) → 50/80/40) now putting every character into tumble. This removes Dedede's ability to chaingrab with it, making it act like how it does on lightweight characters in Brawl. As a result, it is a significantly inferior throw by comparison; no longer nullifying certain characters.
Special Moves[edit]
King Dedede has significantly more momentum in the air when using Inhale, improving its utility.
Waddle Dees can be thrown in 3 different angles with different strengths, and can now perform the "Waddle Dash" by repeatedly throwing and picking up a Waddle Dee or Waddle Doo, King Dedede moves forward at a very fast rate, significantly improving his mobility, recovery, and approach.
Super Dedede Jump now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against edge-guarders.
Super Dedede Jump no longer has super armor, only having medium armor throughout the rising portion.
Jet Hammer applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (FAF 77 → 57) when uncharged. It also now semi-spikes (361° → 35°) which along with its altered (albeit overall decreased) knockback (uncharged: 20 (base), 100 (scaling) → 40/80, fully charged: 30/80 → 40/75) improves its edgeguarding potential. Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%) and fully charged Jet Hammer now deals consistent damage (30%/20% → 30%) and it has a new (albeit extremely weak) late hit signinificantly lengthening its duration (frames 9-11 → 9-33).
Revisions[edit]
v2.1[edit]
Dedede can grab the edge towards the end of his Up-B cancel flip.
Dedede's spot dodge animation was smoothed out.
v2.5b[edit]
Dedede's dash attack hitboxes adjusted for better coverage.
Dedede's up tilt belly hitboxes adjusted for better coverage.
Dedede's forward smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.
Dedede's Neutral air weak hitbox match the size of the strong hitboxes for better coverage.
Dedede's Neutral air IASA fixed to occur slightly before the animation ends.
Dedede's Forward air IASA fixed to occur slightly before the animation ends.
Dedede's Side-B can toss waddles at more noticeable angles.
Dedede's Side-B default throw speed decreased, and strong throw speed increased.
Dedede's Up-B hitboxes adjusted for better coverage.
Dedede's Up-B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased.
Dedede's Up-B landing stars have more base knockback.
Dedede's Down-B self-damage cap is 100% (down from 150%).
v2.6b[edit]
Dash attack has medium armor which lasts through the strong hit.
Up tilt's endlag is slightly faster.
Down aerial has smaller gaps between each hit.
Forward throw's damage has been increased slightly, knockback decreased slightly to compensate.
Down throw can be interrupted earlier.
Neutral-B has more mobility in the air than previously.
Up-B has a hitbox at the beginning of Dedede's ascent.
Up-B has medium armor during the same timeframe as the hitbox.
Turn grab range reduced slightly, and has a bit more startup to match other Turn Grabs.
Neutral aerial's 1st hit angle is slightly higher.
v3.0[edit]
Forward smash's meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).
Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.
Forward air's hitboxes were cleaned up and polished to match the animation better.
v3.5[edit]
Stars produced when landing after Super Dedede Jump are slightly bigger.
Wavedashing ability significantly improved.
Super Dedede Jump now depletes all jumps.
Dash attack now has a flash overlay to denote knockback armor and screen shakes on faceplant.
Super Dedede Jump now has a flash overlay at startup to denote knockback armor.
Fixed the vertical positioning when charging Jet Hammer on the ground.
Adjusted ledge jump animations to prevent warping.
Moveset[edit]
Up to date as of version 3.6.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 6% | Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it. | ||
5% | ||||
2% (loop) | ||||
Forward tilt | 12% (clean), 9% (late) | Extends his hammer forward and spins it quickly. | ||
Up tilt | 12% | Sets his hammer down and quickly jumps upwards while headbutting. Dedede's head has some intangibility frames while the hitboxes are out. | ||
Down tilt | 10% (clean), 6% (late) | Does a sweeping kick low to the ground. | ||
Dash attack | 16% (clean body), 14% (clean head), 10% (late) | Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages. | ||
Forward smash | 16% (early), 24% (clean), 12% (late), 5% (shockwave) | Raises his hammer over his head and swings it at the ground in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be meteor smashed. | ||
Up smash | 20% (hammer), 17% (body) | Pulls his hammer back then swings it vertically over his head. | ||
Down smash | 18% (front), 15% (back) | Swings his hammer near the ground, performing a low spinning hammer attack. | ||
Neutral aerial | 12% (clean), 7% (late) | Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after. | ||
Forward aerial | 15% | Pulls his hammer back slightly then swings it in front of him upwards. | ||
Back aerial | 13% (clean), 9% (late) | Extends one foot backward. Has sex kick properties. | ||
Up aerial | 12% (clean), 9% (late) | Spins his hammer above his head. | ||
Down aerial | 2% (hits 1-6), 3% (hit 7) | Extends his hammer below him and spins it, dealing multiple hits. | ||
Grab | — | |||
Pummel | 3% | Lays his hammer down and headbutts the opponent. | ||
Forward throw | 6% (hit), 8% (throw) | Hits opponent forward with his hammer. | ||
Back throw | 6% (hit), 9% (throw) | Hits opponent with his hammer behind himself. | ||
Up throw | 4% (hit), 5% (throw) | Throws his opponent above his head, then pushes them upwards. | ||
Down throw | 4% (hit), 4% (throw) | Slams opponent on ground and sits on top of them. | ||
Floor attack (front) | 6% | Gets up and kicks both sides. | ||
Floor attack (back) | 6% | Gets up and kicks both sides. | ||
Floor attack (trip) | 5% | Gets up and swings his hammer both sides of himself. | ||
Edge attack (fast) | 8% (foot), 6% (body) | Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him. | ||
Edge attack (slow) | 10% | Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him. | ||
Neutral special | Inhale | 5% (release), 10% (spit), 9-18% (star) | Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight. | |
Side special | Waddle Dee Toss | 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) | Pulls one of his minions out of his sleeve and throws them forward. Unlike in Brawl, the minion can be thrown in three different trajectories, much like Snake's hand grenades. | |
Up special | Super Dedede Jump | 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) | Jumps extremely high and comes crashing down. Unlike Brawl, if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move. | |
Down special | Jet Hammer | 11% (uncharged), 30%/7% (fully charged/late) | Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge. | |
Final Smash | Waddle Dee Army | 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) | Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible. |
In competitive play[edit]
Most historically significant players[edit]
See also: Category:King Dedede players (PM)
Dumshiny - The best King Dedede player in the world. Ranked 6th on the SoCal Project M Power Rankings and 42nd on PMRank 2019, being the highest ranking Dedede player on the latter.
Ripple - Formerly the best Dedede player in the world, with his 29th ranking on the 2016 PMRank being the highest a Dedede player ever ranked on PMRank. He was also the only other Dedede player besides Dumshiny to be ranked the 2019 PMRank, ranking at 45th. Also an honorable mention on PMRank 2023.
Alternate costumes[edit]
Project M[edit]
Dedede's alternate costumes remain unchanged from Brawl. He obtained a costume based on his appearance in the Samurai Kirby minigame.
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Project+[edit]
King Dedede gains additional color schemes and new team colors. His second green one has an obi featuring sprites of the Kirby series enemy Sparky, a light-blue and purple color based on concept designs for Parallel Dedede, and a black color scheme with an obi that features the eye shape of one of his possessors, Dark Matter. His Samurai Kirby-inspired costume also gains two additional color swaps. In 2.4, his Samurai Kirby-inspired costume receives visual touch-ups while also having him throw a Key Dee, a Waddle Doo as it appears in the aforementioned Sub-Game (with a yellow complexion to match the enemy Waddle Doos in Kirby Super Star), and a Blado.
Secret costumes:
Z-Secret Costume: Kirby 64 Dedede: Based on King Dedede's appearance in Kirby 64: The Crystal Shards, which became the basis for his appearances in Kirby and the Forgotten Land and Kirby's Return to Dream Land Deluxe. Extra details include the white crown-like fluff on his hat, his eyes and beak having a different shape, and the removal of his usual kimono. As of 2.4.1, the Waddle Dees he throws now resemble the individual character, the Waddle Doos he throws now resembles the transformed form of said Waddle Dee after being possessed by Dark Matter, and the Gordos he throws now resemble the versions from Kirby 64: The Crystal Shards right down to the cyan spikes and wider eyes that look more cross-eyed than how they generally look in most other games.
R-Secret Costume: Shadow Dedede: Based on Shadow Dedede, an entity hailing from the Mirror World in Kirby: Triple Deluxe. Extra details include the monochrome bull's-eye emblem in place of King Dedede's own emblem, blank eyes always in an angry expression, and a different colored version of the Super Dedede Hammer normally wielded by Masked Dedede in place of the king's usual wooden hammer.
Trivia[edit]
- His original Z-Secret Costume was based on Masked Dedede, a form he takes on at the end of Kirby Super Star Ultra's Revenge of the King Sub-Game, and would later appear as part of his Final Smash, Dede-Rush, in Ultimate. The mask that was part of the costume appears as part of an Easter egg from 2.3 onwards.
External links[edit]
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |