Template:SSB4 to SSBU changelist/King Dedede: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', King Dedede's model features a more subdued color scheme. His clothing and general design is more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his sash has more depth.}}
*{{change|Due to the aesthetic used in ''Ultimate'', King Dedede's model features an altered color scheme. His clothing and general design are more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his sash has more depth.}}
**{{change|Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.}}
**{{change|Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.}}
*{{change|Like many other characters, King Dedede is more expressive. For instance, he now squints in a humorously seductive manner during his crouching animation. King Dedede generally has more furious expressions during attacks, his Screen KO, and his helpless animation.}}
*{{change|Like many other characters, King Dedede is more expressive. For instance, he now squints in a humorously seductive manner during his crouching animation. King Dedede generally has more furious expressions during attacks, his Screen KO, and his helpless animation.}}
*{{change|Down [[taunt]] now has a more exaggerated animation.}}
*{{change|Down [[taunt]] now has a more exaggerated animation, with the belly-drumming animated to be more obvious.}}
*{{change|Two of King Dedede's [[victory pose]]s were slightly altered:}}
*{{change|Two of King Dedede's [[victory pose]]s were slightly altered:}}
**His up-inputted victory pose now shows a [[Waddle Dee]] walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
**His up-inputted victory pose now shows a [[Waddle Dee]] walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
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*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|King Dedede [[run|runs]] faster (1.36 → 1.496).}}
*{{buff|King Dedede [[run|runs]] faster (1.36 → 1.496).}}
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[foxtrotting]] for boosted ground mobility.}}
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[fox-trotting]] for boosted ground mobility.}}
*{{buff|King Dedede [[walk|walks]] faster (0.98 → 1.029).}}
*{{buff|King Dedede [[walk|walks]] faster (0.98 → 1.029).}}
*{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}}
*{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}}
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**{{change|His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).}}
**{{change|His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).}}
*{{buff|King Dedede is much heavier (119 → 127), allowing him to survive even longer.}}
*{{buff|King Dedede is much heavier (119 → 127), allowing him to survive even longer.}}
*{{buff|Forward [[roll]] has less ending lag (FAF 33 → 32).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-19 → 4-16).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-19 → 5-17) and more ending lag (FAF 33 → 37).}}
*{{change|[[Spot dodge]] intangibility starts sooner but also ends sooner (frames 4-19 → 3-18).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 4-29 → 4-32).}}
*{{nerf|Air dodge has much more ending lag (34 → 43).}}


===Ground attacks===
===Ground attacks===
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**{{buff|The first two hits of neutral attack can now [[lock]].}}
**{{buff|The first two hits of neutral attack can now [[lock]].}}
**{{buff|Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.}}
**{{buff|Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.}}
**{{buff|Neutral infinite's finisher has less startup lag (6 → 4) and deals significantly more knockback (scaling 150 → 162).}}
**{{buff|Neutral infinite's finisher has less startup lag (6 → 4) and more knockback scaling (150 → 162).}}
**{{buff|Neutral infinite's finisher has 2 hitboxes rather than 1 (10u → 7u/7u), and the hitboxes extend farther vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.}}
**{{buff|Neutral infinite's finisher has 2 hitboxes rather than 1 (10u → 7u/7u), and the hitboxes extend farther vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.}}
**{{nerf|The finisher has more ending lag (FAF 47 → 50).}}
**{{nerf|The finisher has more ending lag (FAF 47 → 50).}}
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**{{nerf|Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.}}
**{{nerf|Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), removing its blind spot.}}
**{{buff|Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), which combined with the changes to [[jostle]] mechanics removes its blind spot.}}
**{{buff|Down tilt launches at a lower angle (45˚ → 35˚).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).}}
**{{buff|Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).}}
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**{{change|Neutral aerial causes King Dedede's belly to wobble around during the move.}}
**{{change|Neutral aerial causes King Dedede's belly to wobble around during the move.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has more knockback scaling (90 → 98).}}
**{{change|Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.}}
**{{change|Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.}}
*[[Back aerial]]:
*[[Back aerial]]:
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**{{nerf|Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.}}
**{{nerf|Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial has altered knockback (50 base/150 scaling → 55/147).}}
**{{buff|Up aerial's final hit deals more knockback (50 base/150 scaling → 55/167).}}
**{{nerf|Up aerial launches at a lower angle (70°/80° → 60°), greatly hindering its KO potential close to the upper blast zone, while also making it much more susceptible to [[DI]] and [[LSI]].}}
**{{nerf|Up aerial launches at a lower angle (70°/80° → 60°), hindering its KO potential close to the upper blast zone, while also making it much more susceptible to [[DI]] and [[LSI]].}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Down aerial has a more forceful animation.}}
**{{buff|The duration of the hitbox has been slightly increased (22-23 → 22-24).}}
**{{change|It has an altered animation: King Dedede swings his hammer from his right instead of his left. It also has a more forceful animation.}}


===Throws and other attacks===
===Throws and other attacks===
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**{{change|Inhale has an updated, more opaque visual effect.}}
**{{change|Inhale has an updated, more opaque visual effect.}}
*[[Gordo Throw]]:
*[[Gordo Throw]]:
**{{buff|Gordos have significantly larger hitboxes that cover their bodies and spikes.}}
**{{buff|Gordos have significantly larger hitboxes on their bodies that don't shrink over time (3.1u/2.9u/2.6u/2.4u → 4u), and also have hitboxes that cover their spikes, considerably improving their area of attack, and doing a much better job at accurately representing the overall size and shape of the Gordos.}}
**{{change|Gordos gain a surprised expression when deflected. Additionally, they have animated spines.}}
**{{change|Gordos gain a surprised expression when deflected. Additionally, they have animated spines.}}
**{{buff|Gordos stick to the edge more consistently, significantly improving their edgeguarding potential.}}  
**{{buff|Gordos have a higher chance of sticking to walls (50% → 60%), improving their edgeguarding potential.}}
**{{buff|Gordo Throw has less ending lag (FAF 64 → 59).}}
**{{buff|Gordo Throw has less ending lag (FAF 64 → 59).}}
*[[Super Dedede Jump]]:
*[[Super Dedede Jump]]:
**{{buff|Super Dedede Jump's landing hit deals more damage (11% → 12%).}}
**{{buff|Super Dedede Jump's landing hit deals more damage (11% → 12%).}}
**{{buff|Super Dedede Jump deals more knockback.}}
***{{change|It has altered knockback (80 (base)/100/80 (scaling) → 105/100 (base)/70/82 (scaling)).}}
**{{buff|Super Dedede Jump will snap to edge when reversed.}}
**{{buff|Super Dedede Jump will snap to edge when reversed.}}
**{{buff|Super Dedede Jump has far less ending lag when canceled.}}
**{{change|Super Dedede Jump descends more quickly.}}
**{{change|Super Dedede Jump descends more quickly.}}
**{{change|King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.}}
**{{change|King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.}}
*[[Jet Hammer]]:
*[[Jet Hammer]]:
**{{buff|Jet Hammer breaks shields when fully charged.}}
**{{buff|Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%).}}
**{{buff|Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%) and knockback.}}
***{{buff|Fully charged Jet Hammer deals more knockback (grounded: 5 (base)/66 (scaling) → 60/46, aerial: 10 (base)/70 (scaling) → 60/54).}}
**{{buff|Jet Hammer has heavy [[armor]] during the swing (frames 1-14) when used on the ground.}}
**{{buff|Jet Hammer has heavy [[armor]] during the swing (frames 1-14) when used on the ground.}}
**{{buff|Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).}}
**{{buff|Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).}}

Latest revision as of 20:06, March 9, 2024

Aesthetics

  • Change Due to the aesthetic used in Ultimate, King Dedede's model features an altered color scheme. His clothing and general design are more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his sash has more depth.
    • Change Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.
  • Change Like many other characters, King Dedede is more expressive. For instance, he now squints in a humorously seductive manner during his crouching animation. King Dedede generally has more furious expressions during attacks, his Screen KO, and his helpless animation.
  • Change Down taunt now has a more exaggerated animation, with the belly-drumming animated to be more obvious.
  • Change Two of King Dedede's victory poses were slightly altered:
    • His up-inputted victory pose now shows a Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
    • His right-inputted victory pose now finishes with him charging Jet Hammer.
  • Change King Dedede's star KO voice clip has been shortened, as it no longer extends past the KO's animation.
  • Change King Dedede's Boxing Ring alias has been changed to "Self-Made King", a direct translation of the Japanese title, for consistency with its appearance in Kirby Star Allies.

Attributes

  • Buff Like all characters, King Dedede's jumpsquat animation takes three frames to complete (down from 6).
  • Buff King Dedede runs faster (1.36 → 1.496).
    • Buff Initial dash is much faster (1.4 → 1.815), enabling fox-trotting for boosted ground mobility.
  • Buff King Dedede walks faster (0.98 → 1.029).
  • Buff King Dedede's air speed is much faster (0.63 → 0.735), now being nearly on par with Luigi's.
  • Change King Dedede's gravity is higher (0.08788 → 0.097).
    • Change His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).
  • Buff King Dedede is much heavier (119 → 127), allowing him to survive even longer.
  • Buff Forward roll has less ending lag (FAF 33 → 32).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-16).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-17) and more ending lag (FAF 33 → 37).
  • Change Spot dodge intangibility starts sooner but also ends sooner (frames 4-19 → 3-18).
  • Buff Air dodge grants more intangibility (frames 4-29 → 4-32).
  • Nerf Air dodge has much more ending lag (34 → 43).

Ground attacks

  • Neutral attack:
    • Buff The first hit has less ending lag (FAF 38 → 33).
    • Buff The first two hits of neutral attack can now lock.
    • Buff Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.
    • Buff Neutral infinite's finisher has less startup lag (6 → 4) and more knockback scaling (150 → 162).
    • Buff Neutral infinite's finisher has 2 hitboxes rather than 1 (10u → 7u/7u), and the hitboxes extend farther vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.
    • Nerf The finisher has more ending lag (FAF 47 → 50).
    • Nerf Except for the finisher, each hit of neutral attack deals less damage (first hit: 4% → 2.5%, second hit: 4% → 2.2%, neutral infinite: 1% → 0.5%).
    • Change The infinite has gained a shieldstun multiplier of 5×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish King Dedede more easily if they shield 10 hits or more.
  • Dash attack:
    • Buff Dash attack deals more knockback (40 base/100 scaling → 65/92 (clean), 35 base/100 scaling → 55/92 (late)), improving its already potent KO potential. This is boosted further by the changes to the Sakurai angle on the ground.
    • Buff The clean hit and first late hitbox extend further inwards (Z offset: 7.8u-11.8u → 5u-11.8u), improving their ability to hit opponents at the edge, and combined with the changes to jostleing remove its blind spot.
    • Buff Dash attack hitbox duration lasts longer with 2 new sourspot hitboxes (Frame 26-36 → 26-42).
  • Forward tilt:
    • Buff Forward tilt's looping hits have altered angles (25°/96° → 22°/100°) and have altered knockback (20 base/24/80/90 set/100 scaling → 60/50/30/26 set/100 scaling), allowing the move to connect more reliably.
    • Change Forward tilt has an altered animation.
  • Up tilt:
    • Buff Up tilt has less startup (9 → 7) and ending lag (FAF 44 → 39).
    • Nerf Up tilt does slightly less damage (12%/10% → 11.5%/9.5%).
    • Buff Up tilt deals more knockback (50 base/80 scaling → 65/94), making the move much stronger despite the damage reduction.
    • Nerf Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.
  • Down tilt:
    • Buff Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), which combined with the changes to jostle mechanics removes its blind spot.
    • Buff Down tilt launches at a lower angle (45˚ → 35˚).
  • Forward smash:
    • Buff Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).
    • Buff Forward smash deals more damage (15%/24%/6% → 16%/18.5%/25%/11%), and all but the shockwave and early hitboxes deal more knockback (30 base/93 scaling → 50/70 base/85/74 scaling).
    • Buff There is now a hitbox on the handle during the early hit which instead of launching opponents pushes them into the sourspot of the main hit (which is still stronger than the early hit), making it slightly easier to land the main hit.
    • Nerf Forward smash has a new sourspot on the hammer's handle that's much weaker (though is still powerful in its own right), and the early hit deals less knockback (30 base/93 scaling → 85/55), hindering its KO potential despite its increased damage.
  • Up smash:
    • Buff Up smash deals more damage (14%/9% → 16%/10%) with no compensation on knockback, improving its KO ability.

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 9 (neutral), 30 → 18 (forward/down), 21 → 13 (back), 22 → 13 (up).
  • Neutral aerial:
    • Buff Neutral aerial possesses much greater combo potential due to its reduced landing lag and King Dedede's shorter jumpsquat, especially when hitting with the late hit.
    • Change Neutral aerial causes King Dedede's belly to wobble around during the move.
  • Forward aerial:
    • Buff Forward aerial has more knockback scaling (90 → 98).
    • Change Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.
  • Back aerial:
    • Change Back aerial is now a horizontal hammer swing, which better matches the move's hitboxes.
    • Nerf Back aerial now has 3 unextended hitboxes rather than 1 extended one (10u → 6.5u/6.5u/6.5u). Compared to the previous hitbox, the new hitboxes have both less vertical range (Y reach: 20u–0u → 16.5u–3.5u), and less horizontal range (Z reach: -25u–1u → 0.5u–-24.5u).
      • Buff The hitboxes are now able to interpolate with King Dedede's movement.
    • Nerf Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.
  • Up aerial:
    • Buff Up aerial's final hit deals more knockback (50 base/150 scaling → 55/167).
    • Nerf Up aerial launches at a lower angle (70°/80° → 60°), hindering its KO potential close to the upper blast zone, while also making it much more susceptible to DI and LSI.
  • Down aerial:
    • Buff The duration of the hitbox has been slightly increased (22-23 → 22-24).
    • Change It has an altered animation: King Dedede swings his hammer from his right instead of his left. It also has a more forceful animation.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more startup (frame 7 (standing)/9 (dash)/10 (pivot) → 8/11/12) and ending lag (FAF 36 (standing)/45 (dash)/42 (pivot) → 40/48/43).
    • Buff Standing grab's grabbox extends farther (Z2 offset: 11.5 → 12.5), improving its range.
    • Buff Dash grab's grabbox extends slightly farther (Z2 offset: 14 → 14.4), slightly improving its range.
    • Nerf Pivot grab's grabbox does not extend as far outwards (Z2 offset: -19.5 → -19.3), which combined with the changes to jostling hinders its utility.
  • Pummel
    • Buff Pummel deals more hitlag (5 frames → 16), but has much less startup (frame 9 → 2) and ending lag (FAF 25 → 8), shortening its duration overall as well as making it harder to escape between each pummel.
    • Nerf Pummel deals less damage (3% → 1.6%).
  • Up throw:
    • Buff Up throw has improved combo potential due to King Dedede's faster jumpsquat and jump speed.
  • Down throw:
    • Change Down throw has an altered animation, with King Dedede slamming his opponent face-first onto the ground.
    • Nerf Down throw now deals 8 frames of hitlag to King Dedede and the opponent before the throw occurs, rather than dealing 6 frames of hitlag to the opponent only. This makes down throw easier to DI and increases its ending lag, as its total duration was unchanged.

Special moves

  • Inhale:
    • Buff Inhale has less startup lag (frame 17 → 14).
    • Buff Inhale acts as a reflector, giving a 1.5x damage boost to any projectiles spat out. Once Inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.
      • Buff Inhale can catch and spit Dedede's own Gordos. This gives him an option to relaunch Gordos that are hit back at him, and manually allows him to launch Gordos forward much further and at a much faster velocity compared to throwing one with Gordo Throw.
    • Buff Inhale has a much larger grabbox.
    • Buff Inhale's spit deals more damage (10% → 12%).
    • Buff Spat out opponents deal more knockback to bystanders (70 base/70 scaling → 77/78).
    • Change Inhale has an updated, more opaque visual effect.
  • Gordo Throw:
    • Buff Gordos have significantly larger hitboxes on their bodies that don't shrink over time (3.1u/2.9u/2.6u/2.4u → 4u), and also have hitboxes that cover their spikes, considerably improving their area of attack, and doing a much better job at accurately representing the overall size and shape of the Gordos.
    • Change Gordos gain a surprised expression when deflected. Additionally, they have animated spines.
    • Buff Gordos have a higher chance of sticking to walls (50% → 60%), improving their edgeguarding potential.
    • Buff Gordo Throw has less ending lag (FAF 64 → 59).
  • Super Dedede Jump:
    • Buff Super Dedede Jump's landing hit deals more damage (11% → 12%).
      • Change It has altered knockback (80 (base)/100/80 (scaling) → 105/100 (base)/70/82 (scaling)).
    • Buff Super Dedede Jump will snap to edge when reversed.
    • Change Super Dedede Jump descends more quickly.
    • Change King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.
  • Jet Hammer:
    • Buff Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%).
      • Buff Fully charged Jet Hammer deals more knockback (grounded: 5 (base)/66 (scaling) → 60/46, aerial: 10 (base)/70 (scaling) → 60/54).
    • Buff Jet Hammer has heavy armor during the swing (frames 1-14) when used on the ground.
    • Buff Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).
    • Change The fire from Jet Hammer is blue instead of red.
    • Change Fully charged Jet Hammer triggers Special Zoom upon hitting an opponent.
  • Final Smash:
    • Change King Dedede has a new Final Smash called Dede-Rush, which features King Dedede taking his "Masked Dedede" persona from Kirby Super Star Ultra before trapping opponents inside of a caged boxing ring, attacking them with a barrage of missiles, and launching them with his Jet Hammer.
    • Buff It deals more damage (46% → 59.6%) and knockback.
    • Buff Unlike Dedede Burst in SSB4, it is not possible for opponents to escape once trapped.
    • Nerf Dede-Rush cannot trap more than one opponent at a time for extra damage.