Super Smash Bros. Ultimate

King Dedede (SSBU): Difference between revisions

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==Moveset==
==Moveset==
*King Dedede can perform 4 [[midair jump]]s.
*King Dedede can perform 4 [[midair jump]]s, known as {{s|wikirby|Hover}}ing.
''For a gallery of King Dedede's hitboxes, see [[King Dedede (SSBU)/Hitboxes|here]].''
''For a gallery of King Dedede's hitboxes, see [[King Dedede (SSBU)/Hitboxes|here]].''


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|ftiltname= 
|ftiltname= 
|ftiltdmg=2% (hits 1-4), 3% (hit 5)
|ftiltdmg=2% (hits 1-4), 3% (hit 5)
|ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer's head. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. It is very useful for Dedede's ledge traps, as its speed, range, and long-lasting hitbox allows it to trap rolls and neutral get-ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can stuff out punish attempts for a landed back aerial.
|ftiltdesc=Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer's head. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. It is very useful for Dedede's edge traps, as its speed, range, and long-lasting hitbox allows it to trap rolls and neutral get-ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can beat out punish attempts for a landed back aerial.
|utiltname= 
|utiltname= 
|utiltdmg=11.5% (head & neck), 9.5% (tip of head)
|utiltdmg=11.5% (head and neck), 9.5% (head's tip)
|utiltdesc=An upward headbutt. King Dedede's head and upper body are [[Intangibility|intangible]] while its hitbox is active. It has fast start-up lag with low ending lag. This move can combo into itself at low percents, and has KO potential at high percents. Its high knockback makes it the fourth strongest up tilt in the game, being able to KO middleweights below at 120% on Final Destination.
|utiltdesc=An upward headbutt. King Dedede's head and upper body are [[Intangibility|intangible]] while its hitbox is active. It has fast start-up lag with low ending lag. This move can combo into itself at low percents, and has KO potential at high percents. Its high knockback makes it the fourth strongest up tilt in the game, being able to KO middleweights below at 120% on Final Destination.
|dtiltname=Rolling
|dtiltname=Rolling
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|dashname=Belly Flop
|dashname=Belly Flop
|dashdmg=16% (clean), 13% (late)
|dashdmg=16% (clean), 13% (late)
|dashdesc=His signature belly-flopping tackle. A slow and powerful KOing option, it is the strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing middleweights at around 55% near the edge due to its exceptionally high knockback. The attack can be used for a hard read or setting up tech-chases. Can hit every character on the ledge after their [[Edge|ledge invincibility]] has ended. However, its high ending lag causes the attack to be very punishable when missed. Originates from ''Kirby's Dream Land''.
|dashdesc=His signature [[wikirby:Head Slide|running splash]]. A slow and powerful KOing option, it is the strongest dash attack in the game, and is even stronger than some of the cast's smash attacks, KOing middleweights at around 55% near the edge due to its exceptionally high knockback. The attack can be used for a hard read or setting up tech-chases. Can hit every character on the edge after their [[edge]] invincibility has ended. However, its high ending lag causes the attack to be very punishable when missed. Originates from ''Kirby's Dream Land''.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (head, early), {{ChargedSmashDmgSSBU|25}} (head, late), {{ChargedSmashDmgSSBU|18.5}} (handle),  {{ChargedSmashDmgSSBU|11}} (shockwave)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (early hammerhead), {{ChargedSmashDmgSSBU|25}} (late hammerhead), {{ChargedSmashDmgSSBU|18.5}} (handle),  {{ChargedSmashDmgSSBU|11}} (shockwave)
|fsmashdesc=Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game (and the third strongest forward smash overall, behind {{SSBU|Lucario}}'s at max [[aura]] and {{SSBU|Hero}} with a critical hit), but has transcendent priority. It can KO as early as 30% near the edge, even when uncharged (which even the mighty {{SSBU|Bowser}} and {{SSBU|Ganondorf}} cannot do until 39% and 38% respectively). When fully charged, it is even capable of OHKOing some lighter characters like {{SSBU|Pichu}} near the edge of Final Destination and even the heaviest fighters at less than 10%. It has a very slow startup, but deceptively short endlag for its power and a long-ranged quakebox. It also deals additional shield damage, to the point the clean hit can break a full shield when fresh. Originates from ''Kirby's Dream Land''.
|fsmashdesc=Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game (and the third strongest forward smash overall, behind {{SSBU|Lucario}}'s at max [[aura]] and {{SSBU|Hero}} with a critical hit), but has transcendent priority. It can KO as early as 30% near the edge, even when uncharged (which even {{SSBU|Bowser}} and {{SSBU|Ganondorf}} cannot do until 39% and 38%, respectively). When fully charged, it is even capable of OHKOing some lighter characters like {{SSBU|Pichu}} near the edge of Final Destination, and even the heaviest fighters at less than 10%. It has a very slow startup, but deceptively short endlag for its power and a long-ranged [[quake]] hitbox. It also deals additional shield damage, to the point the clean hit can break a full shield when fresh. Originates from ''Kirby's Dream Land''.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (hammer), {{ChargedSmashDmgSSBU|10}} (body)
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=A spinning hammer swing around himself. King Dedede's fastest KO move, sending foes at a low angle and can KO middleweights around 80% near the edge. Best used for catching rolls as well as ledge attacks. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from ''Kirby's Return to Dream Land''.
|dsmashdesc=A spinning hammer swing around himself. King Dedede's fastest KO move, sending foes at a low angle and can KO middleweights around 80% near the edge. Best used for catching rolls as well as edge attacks. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from ''Kirby's Return to Dream Land''.
|nairname= 
|nairname= 
|nairdmg=12% (clean), 7% (late)
|nairdmg=12% (clean), 7% (late)
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|fairname= 
|fairname= 
|fairdmg=12%
|fairdmg=12%
|fairdesc=Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but is unsafe on hit at lower percents if spaced poorly (though due to this, it can also [[lock]] at lower percentages). This move does not autocancel in a short hop and has more ending and landing lag than his back aerial, but starts much earlier. It is capable of performing a pseudo [[wall of pain]] while edgeguarding, and can be used to edgeguard attempts while recovering, due to its good range reaching through ledges. It KOs middleweights at 157%.
|fairdesc=Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but is unsafe on hit at lower percents if spaced poorly (though due to this, it can also [[lock]] at lower percentages). This move does not autocancel in a short hop and has more ending and landing lag than his back aerial, but starts much earlier. It is capable of performing a pseudo [[wall of pain]] while edgeguarding, and can be used to edgeguard attempts while recovering, due to its good range reaching through edges. It KOs middleweights at 157%.
|bairname= 
|bairname= 
|bairdmg=16%
|bairdmg=16%
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|uairname= 
|uairname= 
|uairdmg=1% (hits 1-7), 5% (hit 8)
|uairdmg=1% (hits 1-7), 5% (hit 8)
|uairdesc=Thrusts his hammer upward while twirling its head. It has very good range above Dedede and can beat out numerous anti-juggling attempts. It is quite strong for a multi-hit move, being able to KO below 115% near the upper blast line. Like his forward aerial, it can hit edgeguarding opponents through ledges.
|uairdesc=Thrusts his hammer upward while twirling its head. It has very good range above Dedede and can beat out numerous anti-juggling attempts. It is quite strong for a multi-hit move, being able to KO below 115% near the upper blast line. Like his forward aerial, it can hit edgeguarding opponents through edges.
|dairname= 
|dairname= 
|dairdmg=15% (middle of head), 8% (edge of head)
|dairdmg=15% (middle of hammerhead), 8% (hammerhead's edge)
|dairdesc=A downward hammer swing. The sweetspot is a very powerful aerial-only [[meteor smash]]. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge. However, its usage is limited due to its high startup, as it is Dedede's slowest aerial.
|dairdesc=A downward hammer swing. The sweetspot is a very powerful aerial-only [[meteor smash]]. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge. However, its usage is limited due to its high startup making it Dedede's slowest aerial.
|grabname= 
|grabname= 
|grabdesc=Reaches out. King Dedede's grab range is average.
|grabdesc=Reaches out. King Dedede's grab range is average.
|pummelname= 
|pummelname= 
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Has below average speed, though it is quicker but less damaging than it was in ''SSB4''.
|pummeldesc=A headbutt. Has below-average speed, though it is quicker but less damaging than it was in ''SSB4''.
|fthrowname= 
|fthrowname= 
|fthrowdmg=4% (hit 1), 6% (throw)
|fthrowdmg=4% (hit 1), 6% (throw)
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|nsname=Inhale
|nsname=Inhale
|nsdmg=12% (spit), 1.5× damage (reflected projectiles)
|nsdmg=12% (spit), 1.5× damage (reflected projectiles)
|nsdesc={{s|wikirby|Inhale}}s the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. He will also receive a 0.25× received knockback multiplier, making it almost impossible to KO him while someone is inhaled. Inhale can also be used to [[Item-swallowing|swallow]] items and spit back projectiles, acting as a reflector. The reflector property is quite notable as unlike the rest of the cast, it has no reflect limit. Inhale is also a good landing mix-up to catch [[sidestep]]s and shields.
|nsdesc={{s|wikirby|Inhale}}s the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. He will also receive a 0.25× received knockback multiplier, making it almost impossible to KO him while someone is inhaled. Inhale can also be used to [[Item-swallowing|swallow]] items and spit back projectiles, acting as a reflector. The reflector property is quite notable, as unlike the rest of the cast, it has no reflection limit. Inhale is also a good landing mix-up to catch [[sidestep]]s and shields.
|ssname=Gordo Throw
|ssname=Gordo Throw
|ssdmg=10% (hammer), 14%/12.5%/11%/9.5% (Gordo)
|ssdmg=10% (hammer), 14%/12.5%/11%/9.5% (Gordo)
|ssdesc=Hits a bouncing {{s|wikirby|Gordo}} with his hammer. Its trajectory can be angled upward, forward, or downward, which can be used for [[mindgames]]. By extension, his throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after almost 3 seconds. An upward-angled Gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows [[wall jump]]ing, and is much more consistent than it was in ''SSB4''. They can also be reflected by any attack dealing at least 2%. Of note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also inhale his own Gordo and spit it out at a considerable speed, or recatch the Gordo and throw it back, though unless it has been inhaled before hand, this can be done only up to three times.
|ssdesc=Hits a bouncing {{s|wikirby|Gordo}} with his hammer. Its trajectory can be angled upward, forward, or downward, which can be used for [[mindgames]]. By extension, his throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after almost 3 seconds. An upward-angled Gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows [[wall jump]]ing, and is much more consistent than it was in ''SSB4''. They can also be reflected by any attack dealing at least 2%. Of note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also Inhale his own Gordo and spit it out at a considerable speed, or re-catch the Gordo and throw it back, though unless it has been Inhaled before hand, this can be done only up to three times.
|usname=Super Dedede Jump
|usname=Super Dedede Jump
|usdmg=15% (drop), 12% (landing), 5% (stars)
|usdmg=15% (drop), 12% (landing), 5% (stars)
|usdesc=His signature jump. It concludes with a [[wikipedia:Professional wrestling aerial techniques#Diving double foot stomp|diving double foot stomp]] that buries grounded opponents and meteor smashes aerial ones. Like [[Yoshi Bomb]], it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
|usdesc=His [[wikirby:Super Dedede Jump|signature jump]]. It concludes with a [[wikipedia:Professional wrestling aerial techniques#Diving double foot stomp|diving double foot stomp]] that buries grounded opponents and meteor smashes aerial ones. Like [[Yoshi Bomb]], it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
|dsname=Jet Hammer
|dsname=Jet Hammer
|dsdmg=12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial)
|dsdmg=12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial)
|dsdesc=Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has heavy armor during the swing (resisting up to 14%), and it can hit opponents hanging from the ledge after their invincibility wears off. The hammer will inflict the most amount of knockback if released just before the full charge. Dedede can hold the hammer out indefinitely, but it slowly does recoil damage if he holds it when fully charged up until 100%. A barely fully charged Jet Hammer can KO middleweights around 40% from center stage, whereas a fully charged Jet Hammer can KO opponents around 55% from center stage, and is able to break shields with a full charge.
|dsdesc=Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has heavy armor during the swing (resisting up to 14%), and it can hit opponents hanging from the ledge after their invincibility wears off. The hammer will inflict the most amount of knockback if released just before the full charge. Dedede can hold the hammer out indefinitely, but it slowly does recoil damage if he holds it when fully charged up until 100%. A barely fully charged Jet Hammer can KO middleweights around 40% from center stage, whereas a fully charged Jet Hammer can KO opponents around 55% from center stage and break shields.
|fsname=Dede-Rush
|fsname=Dede-Rush
|fsdmg=8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit)
|fsdmg=8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit)
|fsdesc=Strikes the opponent with his hammer, sending them into his trademark boxing ring with a cage set up. Adopting his {{s|wikirby|Masked Dedede}} persona, he attacks his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals 59.6% in total with considerable knockback, but can only trap one opponent at a time.
|fsdesc=Strikes the opponent with his hammer, sending them into his trademark boxing ring with a cage set up. Adopting his {{s|wikirby|Masked Dedede}} persona and wielding his New Dedede Hammer, he attacks his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals 59.6% in total with considerable knockback, but can only trap one opponent at a time.
}}
}}
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Is carried in on a palanquin by four [[Waddle Dee]]s, then jumps off, scattering them.
*Sits on a palanquin carried by four [[Waddle Dee]]s, then jumps off, scattering them.
<gallery>
<gallery>
KingDededeOnScreenAppearanceSSBU.gif|King Dedede's on-screen appearance
KingDededeOnScreenAppearanceSSBU.gif|King Dedede's on-screen appearance
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Holds up his hammer in celebration, twirling it and hoisting it upwards 3 times.
*'''Up taunt''': Holds up his hammer in celebration, twirling it and hoisting it upwards three times.
*'''Side taunt''': Twirls his hammer and laughs.
*'''Side taunt''': Twirls his hammer and laughs.
*'''Down taunt''': Spins around in a circle, slapping his belly and chanting.
*'''Down taunt''': Spins around in a circle, slapping his belly and chanting.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Swings his hammer twice before turning to the camera and posing.
*'''Left:''' Swings his hammer twice before turning to the camera and while smiling smugly.
*'''Up:''' Laughs and repeatedly slaps his belly while a [[Waddle Dee]] walks into the scene. The Waddle Dee doesn't appear in Team Battles.
*'''Up:''' Laughs and repeatedly slaps his belly while a [[Waddle Dee]] walks into the scene. The Waddle Dee doesn't appear in Team Battles.
*'''Right:''' Twirls his hammer with a grimace, then activates the [[Jet Hammer]].
*'''Right:''' Twirls his hammer with a grimace, then charges [[Jet Hammer]].
[[File:KirbyUniverseTheme.ogg|thumb|The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''.]]
[[File:KirbyUniverseTheme.ogg|thumb|The victory theme of the ''Kirby'' universe is a cover of the short recurring theme that plays when [[Kirby]] completes a stage or defeats a boss, debuting in ''[[Kirby's Dream Land]]'', though the shortened version that this track is based on debuted in ''[[Kirby's Adventure]]''.]]
<gallery>
<gallery>

Revision as of 23:39, March 13, 2021

This article is about King Dedede's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see King Dedede.
King Dedede
in Super Smash Bros. Ultimate
King Dedede SSBU.png
KirbySymbol.svg
Universe Kirby
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Dede-Rush
King Dedede (SSBU)

King Dedede (デデデ, Dedede) is a playable character in Super Smash Bros. Ultimate. He was confirmed as playable along with Rosalina & Luma and the rest of the veterans on June 12th, 2018. King Dedede is classified as Fighter #39.

King Dedede’s voice clips from Super Smash Bros. 4, where he was voiced by series creator Masahiro Sakurai, have been repurposed for Ultimate.

How to unlock

Complete one of the following:

With the exception of the third method, King Dedede must then be defeated on Fountain of Dreams.

Attributes

King Dedede is tied for the third heaviest character in the game alongside Donkey Kong, making him a super heavyweight. King Dedede shares some typical attributes with other heavyweights, such as a high damage output, high KO potential, great endurance, quick falling and third fastest fast falling speeds (both tied for second and third fastest respectively), overall sluggish mobility, and a high susceptibility to combos. In addition to having an average initial dash and the thirtieth highest gravity, he has the twenty-eighth slowest walking speed, eleventh slowest dashing speed, the worst air speed in the game, and the fourth slowest air acceleration. To counteract these flaws, however, King Dedede is gifted with four midair jumps.

As a super-heavyweight, King Dedede has immense endurance, both vertically and horizontally. His massive weight makes him difficult to launch, and his incredibly fast falling speed lets him return to the ground quickly. Despite having the worst air mobility, his four midair jumps and Super Dedede Jump, the latter of which travels a very long vertical distance and has super armor during its ascent and descent, gives him great recovery for a heavyweight. Super Dedede Jump also has a meteor smash hitbox during its descent, making it risky to intercept if he recovers high. His tech rolls are unusually long-distanced for a character of his size, making him difficult to tech-chase. Finally, King Dedede's trademark hammer grants him a long disjoint in many of his attacks, allowing him to safely space his opponents, especially if they are slow and have worse range than him.

True to a heavyweight character, King Dedede is gifted with an abundance of finishers. King Dedede's dash attack is a notable example, as it deals huge damage, pressure to shields, and the potential ability to KO middleweight opponents at around 55%. King Dedede's smash attacks all possess good damage and knockback, while having their own perks: forward smash can KO as early as 30%, has deceptively short ending lag, allowing King Dedede to quickly react, while also being able to deal immense pressure to shields with only a slight charge; up smash is able to finish opponents at mid-high percentages and sports transcendent priority, supplemented with good range and speed, while being able to reach small opponents, while dealing respectable vertical knockback; lastly, down smash is his fastest smash attack in his arsenal, KOing at 80%, also having transcendent priority, and punishing rolling opponents.

The rest of King Dedede's grounded moveset comes with merits: neutral attack can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under rage. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head intangible; lastly, down tilt deals good damage and has good range, being able to pursue opponents or retreat from them.

King Dedede's aerial game is also decent, thanks to his multiple midair jumps which allow him to stall and bait reactions from opponents. Neutral air is his fastest aerial due to coming out on frame 7, which can disrupt enemy combos, and its late hit can also set up combos for Dedede himself, such as up tilt or up air. Forward air has a lot of range in front of Dedede, which is good for spacing with its decent startup speed, and can wall of pain at lower percents. Back air is a potent kill option with a good range behind Dedede, which is also a good option for spacing and landing. Up air can beat out a lot of down aerials thanks to its long-range, and it also has strong KO potential. Down air, when sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small awkward hitbox.

King Dedede's grab game has perks of its own. Although his grab has merely average range, this problem can be mitigated by dash grabbing. His pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good edgeguarding potential, being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; lastly, down throw's low damage and knockback lend it great combo potential, easily stringing into itself, and initiating combos with Dedede's neutral, forward, and back aerials.

King Dedede's special moves have decent utility as well. Inhale acts as a strong command grab that can be B-Reversed for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovery state by sending them offstage or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a reflector, allowing him to contest against projectile campers. The Gordos from Gordo Throw act as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Lastly, Jet Hammer is an effective punishing tool with heavy armor that does very high damage and knockback, and with a max charge, it can break full shields.

In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his approach, which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents. King Dedede's below-average dashing speed also makes him over-reliant on fox-trotting to cover grounded distances, which itself is somewhat predictable.

Although King Dedede's fast falling speed allows him to easily return to the ground, his slow air speed, large hurtbox, heavy weight and lack of fast-enough escape options renders him vulnerable to combos and juggling. King Dedede's recovery is further hampered by his aforementioned slow air speed and fast falling speed, often forcing him to use his Super Dedede Jump to return onstage. Super Dedede Jump itself, in spite of traveling high, also causes King Dedede to descend very quickly; this, coupled with its limited horizontal maneuverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage.

King Dedede's other specials can work against him as well. Inhale has high ending lag, allowing other characters to easily punish him after he finishes the move. Gordo Toss's Gordos can be reflected back at King Dedede from any attack that does 2% or higher, dealing immense damage to him and potentially resulting in a self-induced KO, requiring him to exercise caution or utilize Inhale on his reflected Gordos. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack, and its high ending lag leaves him vulnerable to punishment from his opponents.

Overall, King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease and survive for a very long time, but his poor overall mobility makes King Dedede's approach somewhat abysmal and renders his recovery somewhat predictable and overly reliant on Super Dedede Jump. Dedede players should be careful to not make a mistake, or else they might potentially risk getting heavily punished.

Changes from Super Smash Bros. 4

King Dedede was infamous for being one of the worst characters in SSB4, owing to a large number of considerable nerfs he received both at SSB4's launch and via game updates while not receiving a single buff in return, and his large amount of weaknesses, including notoriously poor frame data, his moveset's lack of power despite being a super heavyweight, and his special moveset's lack of utility outside of Gordo Throw. Possibly as a result of his poorly regarded status, King Dedede has been buffed overall in the transition from SSB4 to Ultimate.

Among King Dedede's biggest buffs are those to his ground game. Neutral attack's KO power was significantly improved, and it has undergone adjustments that make it harder for opponents to fall from the move as easily. Forward tilt connects much better overall, allowing it to deal its maximum damage more frequently, whereas up tilt has increased KO power (now having power comparable to its Brawl incarnation, especially with rage) and down tilt's angle was positively adjusted while its hitbox was fixed, which when combined with the changes to jostling allows it to connect much more frequently. Dash attack now deals significantly increased knockback and has had its hitbox fixed, now making it a usable (albeit still rather slow) punish option. His smash attacks are also more useful, with both forward and up smash dealing more damage and knockback, and his forward smash is now slightly faster.

King Dedede's aerial game has been improved overall as well. The universal reductions to landing lag improve King Dedede's limited combo and set-up ability, making his neutral aerial a more potent combo starter, and giving his up aerial's looping hits the capacity of starting drag-down followups. Particularly, his up aerial now deals significantly increased knockback, turning it once again into a reliable KOing option despite its angle rendering it more vulnerable to LSI. Forward aerial has also increased knockback, improving its ability to edgeguard. His grab game has been slightly buffed as well, thanks to his grabs lasting for one more frame and his standing and dash grabs reaching further, in spite of all his grabs receiving slightly increased startup and increased ending lag.

King Dedede's special moveset has also received several miscellaneous buffs, giving him options that either he previously lacked or were outclassed. Inhale has a much larger grabbox and has gained the ability to spit out inhaled projectiles with a one-time increase to their damage, effectively giving him a reflector, which helps alleviate his vulnerability to projectile camping. Gordo Throw's hitboxes are larger and more accurate and the move has less ending lag after a Gordo has been thrown. Additionally, Inhale's new ability to suck in projectiles to spit them out combines well with Gordo Throw, giving King Dedede another way to throw or re-launch Gordos at a faster speed, which gives the projectile much more utility. Lastly, Jet Hammer now deals more damage and knockback, has shield breaking potential, and it now has heavy armor before the move comes out that resists up to 14%, improving the move as a hard punish option.

Aside from direct changes, King Dedede also benefits from a few changes to universal gameplay mechanics. The universal increase to mobility has buffed his abysmal horizontal mobility (although it still remains among the worst across the series), while the streamlined jumpsquats and the new limitations to air dodge mechanics have increased the effectiveness of his aerial moveset, by giving him additional landing options when combined with the reduction on landing lag, and improving his edgeguarding ability, now making the latter more formidable. The changes to air dodging also don't affect him as much as other characters, thanks to him still boasting multiple jumps and a long-distanced recovery move.

However, King Dedede is not without a few nerfs. His back aerial, despite having a visually more accurate animation, has smaller hitboxes, slightly decreasing its range. His neutral attack and up tilt deal less damage, making the former a less reliable option for racking up excess damage. He has also received some nerfs in game updates, such as his forward smash not breaking shields at once. Despite this, most of his nerfs have all been minor in comparison to his more useful buffs.

Altogether, King Dedede's entire kit has been noticeably improved from SSB4, and while this doesn't change his core playstyle significantly (aside from Inhale becoming a reflector), it allows him to play to his strengths better thanks his moves gaining improved consistency and utility, allowing King Dedede to utilize his strengths better. However, it is important to note that, due to this, King Dedede still retains most of his core weaknesses from the previous game, such as slow movement speed, a lackluster disadvantage state, a vulnerability to some forms of camping, and a high susceptibility to rushdown and combos. Although King Dedede was initially considered among the best super heavyweights in the game, and remains a decent choice across all levels of play, his representation remains lackluster at top level, despite efforts from players such as ZAKI, Atomsk, and Peli achieving solid results in nationals and regionals. His vulnerabilities are also compounded by most top-tier and high-tier characters, such as Mario, Palutena, and Pikachu, among others. As a result, players have debated on whether King Dedede is as effective as originally imagined, with the current general consensus being that he stands at the lower end of mid-tier or the higher end of low-tier, since his improvements from SSB4 haven't fully addressed his weaknesses. In the end, King Dedede's true viability remains questionable.

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.

Update history

Aside from glitch fixes, King Dedede has garnered a mix of buffs and nerfs via game updates, but has been buffed slightly overall. The most notable nerfs were to Gordo Throw: update 2.0.0 shrunk the Gordos' hitboxes, while update 3.0.0 both lowered their shield damage output and removed the Gordo-boosted Super Dedede Jump. Moreover, King Dedede's shield pressure potential was further toned down by removing forward smash's ability to hit grounded characters twice, which removed its ability to instantly break shields.

Following update 7.0.0 enlarging his shield, some of King Dedede's kit was improved in update 8.0.0. Up tilt's damage output was increased noticeably, and down tilt's launching angle was lowered. As a result, both moves now function as strong, yet reasonably fast KO options when they are sweetspotted. Forward aerial and especially up aerial gained higher knockback, which also improved their KO potentials. Lastly, Inhale's start-up and grabboxes were lowered and enlarged, respectively, which made it easier for Dedede to catch approaches and projectiles.

Most recently, update 11.0.0 buffed Gordo Throw in a few ways: it became safer thanks to its slightly lower ending lag and Dedede's faster reflection timing, while its edge-guarding potential was improved thanks to the Gordos' increased chance of sticking to edges.

Overall, King Dedede fares mildly better than he did at Ultimate's launch, yet not as much compared to other tepidly received characters that have also been buffed via updates. Although Dedede retains a lot of his fundamental flaws, his buffs have nevertheless improved his KO potential and, to a much lesser degree, his defensive potential.

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Fixed King Dedede's knockback facial expression after Inhaling an opponent holding an explosive item.
  • Nerf Gordos' hitboxes on their spikes (4.8u→3.8u) and body (4.5u→4u) have been reduced.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.
  • Bug fix Fixed reflected Charge Shot from Samus that would launch the other way using Inhale.
  • Bug fix Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in hitstun during Inhale.
  • Nerf Gordo Throw deals less shield damage.
  • Nerf Gordo Boosted Super Dedede Jump was removed.
  • Change Aerial Gordo Throw's animation has been adjusted.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.

Super Smash Bros. Ultimate 4.0.0

  • Bug fix Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.
  • Bug fix Fixed an issue where Gordo would become stuck under King Dedede after catching it back during invulnerabily.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.15×.

Super Smash Bros. Ultimate 8.0.0

  • Buff Up tilt deals more damage (10%/8% → 11.5%/9.5%) with no compensation on knockback, drastically improving its KO potential, to the point it is only slightly weaker than his up tilt in Brawl without rage.
  • Buff Down tilt launches at a lower angle (45° → 35°), allowing it to set up tech-chases more effectively at low percents and improving its KO potential at high percents.
  • Change Forward smash has had its jostling properties adjusted.
  • Buff Forward aerial has more knockback scaling (90 → 98).
  • Buff Up aerial's last hit has much more knockback scaling (147 → 167), greatly improving its KO potential, being able to KO under 150% from ground level without DI.
  • Inhale:
    • Buff The move has less startup (frame 17 → 14).
    • Buff The grounded version's grabboxes are larger (Z offset: 4u → 4u—7u (initial), 5u—9u → 5u—12u (vacuum), greatly improving its range.

Super Smash Bros. Ultimate 9.0.1

  • Bug fix Fixed an issue in which Dedede could fall though the stage when breaking Steve's blocks.

Super Smash Bros. Ultimate 11.0.0

  • Gordo Throw:
    • Buff Has less ending lag (FAF 61 → 59).
    • Buff Has an increased chance of the Gordos sticking on a wall (50% → 60%), improving its edge guarding ability.
    • Buff Has increased the speed of Dedede reflecting a Gordo (FAF 61 → 55), with the timing of the reflection being shortened (FAF 29 → 25).

Moveset

For a gallery of King Dedede's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. It is much faster than it was in SSB4 and connects more reliably.
2.2%
0.5% (loop), 3% (last)
Forward tilt   2% (hits 1-4), 3% (hit 5) Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the hammer's head. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range. It is very useful for Dedede's edge traps, as its speed, range, and long-lasting hitbox allows it to trap rolls and neutral get-ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can beat out punish attempts for a landed back aerial.
Up tilt   11.5% (head and neck), 9.5% (head's tip) An upward headbutt. King Dedede's head and upper body are intangible while its hitbox is active. It has fast start-up lag with low ending lag. This move can combo into itself at low percents, and has KO potential at high percents. Its high knockback makes it the fourth strongest up tilt in the game, being able to KO middleweights below at 120% on Final Destination.
Down tilt Rolling 10% (early), 6% (late) A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. It can also lead to itself and other attacks if the opponent does not tech.
Dash attack Belly Flop 16% (clean), 13% (late) His signature running splash. A slow and powerful KOing option, it is the strongest dash attack in the game, and is even stronger than some of the cast's smash attacks, KOing middleweights at around 55% near the edge due to its exceptionally high knockback. The attack can be used for a hard read or setting up tech-chases. Can hit every character on the edge after their edge invincibility has ended. However, its high ending lag causes the attack to be very punishable when missed. Originates from Kirby's Dream Land.
Forward smash   16% (early hammerhead), 25% (late hammerhead), 18.5% (handle), 11% (shockwave) Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game (and the third strongest forward smash overall, behind Lucario's at max aura and Hero with a critical hit), but has transcendent priority. It can KO as early as 30% near the edge, even when uncharged (which even Bowser and Ganondorf cannot do until 39% and 38%, respectively). When fully charged, it is even capable of OHKOing some lighter characters like Pichu near the edge of Final Destination, and even the heaviest fighters at less than 10%. It has a very slow startup, but deceptively short endlag for its power and a long-ranged quake hitbox. It also deals additional shield damage, to the point the clean hit can break a full shield when fresh. Originates from Kirby's Dream Land.
Up smash   16% (hammer), 10% (body) An upward hammer swing. A decent anti-air option with great vertical knockback, KOing middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in SSB4. It also has transcendent priority.
Down smash   13% A spinning hammer swing around himself. King Dedede's fastest KO move, sending foes at a low angle and can KO middleweights around 80% near the edge. Best used for catching rolls as well as edge attacks. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from Kirby's Return to Dream Land.
Neutral aerial   12% (clean), 7% (late) A splash. Dedede's fastest aerial, coming out on frame 7. Functions like a sex kick, but unlike the majority of them, it sends at a much more vertical angle. When coupled with a fast fall, its late hit has follow-up potential, such as an up tilt at low percents, neutral, forward or back aerial at mid percents, and up aerial at higher percents.
Forward aerial   12% Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but is unsafe on hit at lower percents if spaced poorly (though due to this, it can also lock at lower percentages). This move does not autocancel in a short hop and has more ending and landing lag than his back aerial, but starts much earlier. It is capable of performing a pseudo wall of pain while edgeguarding, and can be used to edgeguard attempts while recovering, due to its good range reaching through edges. It KOs middleweights at 157%.
Back aerial   16% A horizontal hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be autocanceled in a short hop, and is also relatively safe on shield when spaced at max range.
Up aerial   1% (hits 1-7), 5% (hit 8) Thrusts his hammer upward while twirling its head. It has very good range above Dedede and can beat out numerous anti-juggling attempts. It is quite strong for a multi-hit move, being able to KO below 115% near the upper blast line. Like his forward aerial, it can hit edgeguarding opponents through edges.
Down aerial   15% (middle of hammerhead), 8% (hammerhead's edge) A downward hammer swing. The sweetspot is a very powerful aerial-only meteor smash. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge. However, its usage is limited due to its high startup making it Dedede's slowest aerial.
Grab   Reaches out. King Dedede's grab range is average.
Pummel   1.6% A headbutt. Has below-average speed, though it is quicker but less damaging than it was in SSB4.
Forward throw   4% (hit 1), 6% (throw) Strikes the opponent forward with his hammer. It can be used to set up an edgeguard or launch the opponent into a previously thrown Gordo. King Dedede's second strongest throw, KOing middleweights at around 160% at the edge of Final Destination.
Back throw   4% (hit 1), 9% (throw) Strikes the opponent backward with his hammer. King Dedede's strongest throw, but due to the fact that it launches at a very high angle, it does not KO until very high percentages; it can KO middleweights at around 148% at the edge of Final Destination with no DI, but around 30% later with good DI. It is better at damage racking due to these factors. Like forward throw, it can be used to launch the opponent into a previously thrown Gordo.
Up throw   4% (hit 1), 5% (throw) A jump set, a technique used in volleyball. It can lead to up aerial at low to medium percentages, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo. It is King Dedede's weakest throw, as it only starts KOing middleweights at around 261% on Final Destination.
Down throw   6% A one-handed body slam. King Dedede's best combo starter, it can initiate true combos into a neutral or forward aerial at very low percents and back aerial at low to mid percents. At medium percentages, down throw to up aerial is a KO combo if the opponent DIs incorrectly. It also has slight KO potential at very high percents, as it can KO middleweights at around 235% on Final Destination.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up and kicks in front of himself and then behind himself.
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5% Swings his hammer in of himself and then behind himself while twirling the hammer's head.
Edge attack
Edge getups
  10% Performs a kick while climbing up.
Neutral special Inhale 12% (spit), 1.5× damage (reflected projectiles) Inhales the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. He will also receive a 0.25× received knockback multiplier, making it almost impossible to KO him while someone is inhaled. Inhale can also be used to swallow items and spit back projectiles, acting as a reflector. The reflector property is quite notable, as unlike the rest of the cast, it has no reflection limit. Inhale is also a good landing mix-up to catch sidesteps and shields.
Side special Gordo Throw 10% (hammer), 14%/12.5%/11%/9.5% (Gordo) Hits a bouncing Gordo with his hammer. Its trajectory can be angled upward, forward, or downward, which can be used for mindgames. By extension, his throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after almost 3 seconds. An upward-angled Gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows wall jumping, and is much more consistent than it was in SSB4. They can also be reflected by any attack dealing at least 2%. Of note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage. Dedede can also Inhale his own Gordo and spit it out at a considerable speed, or re-catch the Gordo and throw it back, though unless it has been Inhaled before hand, this can be done only up to three times.
Up special Super Dedede Jump 15% (drop), 12% (landing), 5% (stars) His signature jump. It concludes with a diving double foot stomp that buries grounded opponents and meteor smashes aerial ones. Like Yoshi Bomb, it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
Down special Jet Hammer 12% (uncharged grounded), 11 (uncharged aerial), 40% (fully charged grounded), 32% (fully charged aerial) Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. It has heavy armor during the swing (resisting up to 14%), and it can hit opponents hanging from the ledge after their invincibility wears off. The hammer will inflict the most amount of knockback if released just before the full charge. Dedede can hold the hammer out indefinitely, but it slowly does recoil damage if he holds it when fully charged up until 100%. A barely fully charged Jet Hammer can KO middleweights around 40% from center stage, whereas a fully charged Jet Hammer can KO opponents around 55% from center stage and break shields.
Final Smash Dede-Rush 8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit) Strikes the opponent with his hammer, sending them into his trademark boxing ring with a cage set up. Adopting his Masked Dedede persona and wielding his New Dedede Hammer, he attacks his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals 59.6% in total with considerable knockback, but can only trap one opponent at a time.

On-screen appearance

  • Sits on a palanquin carried by four Waddle Dees, then jumps off, scattering them.

Idle poses

  • Puts his hammer on his shoulder, briefly tapping against his shoulder twice.
  • Smacks his belly twice.

Taunts

  • Up taunt: Holds up his hammer in celebration, twirling it and hoisting it upwards three times.
  • Side taunt: Twirls his hammer and laughs.
  • Down taunt: Spins around in a circle, slapping his belly and chanting.

Victory poses

  • Left: Swings his hammer twice before turning to the camera and while smiling smugly.
  • Up: Laughs and repeatedly slaps his belly while a Waddle Dee walks into the scene. The Waddle Dee doesn't appear in Team Battles.
  • Right: Twirls his hammer with a grimace, then charges Jet Hammer.
The victory theme of the Kirby universe is a cover of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land, though the shortened version that this track is based on debuted in Kirby's Adventure.

In competitive play

At the beginning of Ultimate's metagame, many professionals noticed Dedede's improvements from the previous installment, albeit still retaining some of his weaknesses. This led to most of the community considering him a lower-mid or even low-tier character. However, as professionals such as ZAKI and Atomsk began making notable impacts in major tournaments, most players' perceptions changed, citing his positive qualities such as his great edge trapping with Gordos, resilient endurance, disjointed range, and stronger KO power in comparison to SSB4. This led to Dedede becoming a more popular choice among all levels of play in comparison to his release, most notably in local and regional tournaments, with the general perception casting him as an upper mid-tier or even high-tier character.

However, updates removing Dedede's shield break combinations as well as shrinking the Gordos' hitboxes hurt Dedede's success: ZAKI's results failed to reach his prior success, Atomsk reduced him to a co-main, Big D rarely uses the character anymore, and Peli went through a short retirement followed by a several months-long character crisis and is currently co-maining the character with Palutena. Because of this, Dedede's representation has significantly dropped, with some players reconsidering him to be a strictly mid-tier character instead of a high-tier character or, in some instances, a low-tier character. In addition, Dedede's poor disadvantage state, inconsistent KO potential, and laggy frame data have caused him to struggle against most top-tier and high-tier characters, such as Palutena, Mega Man, and Fox. Although King Dedede is seen as a better character than he was in SSB4, his first definitive tier placement in Ultimate remains to be seen.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: Royal Rumble

King Dedede's congratulations screen.

King Dedede faces off against characters with royal titles such as kings and princesses.

Round Opponent Stage Music Notes
1 King K. Rool (SSBU) King K. Rool Pirate Ship Gang-Plank Galleon
2 Marth (SSBU) Marth and Roy (SSBU) Roy Castle Siege Fire Emblem Theme
3 Zelda (SSBU) Zelda Hyrule Castle Overworld Theme - The Legend of Zelda (64)
4 Peach (SSBU) Peach and Daisy (SSBU) Daisy Princess Peach's Castle Underwater Theme - Super Mario Bros.
5 Bowser (SSBU) Bowser and Bowser Jr. (SSBU) Bowser Jr. Find Mii (Battlefield form) King Bowser - Super Mario Bros. 3
6 Ganondorf (SSBU) Ganondorf Bridge of Eldin Calamity Ganon Battle - Second Form
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as King Dedede has King Dedede's Theme (Brawl) accompany the credits.

Role in World of Light

Finding King Dedede in World of Light

King Dedede was among the fighters that were summoned to fight against the army of Master Hands.

During the opening cutscene, King Dedede was present on the cliffside when Galeem unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.

Dedede can only be accessed in a sub-area themed after the Gourmet Race minigame from Kirby Super Star, where the player must collect exactly 11 pieces of food for him to appear on the podium.

Fighter Battle

No. Image Name Type Power Stage Music
39
King Dedede SSBU.png
King Dedede
Attack
Attack
9,000 Fountain of Dreams (Ω form) King Dedede's Theme (Brawl)

Template:-

Spirits

King Dedede's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking King Dedede in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, King Dedede makes an appearance as a primary spirit under his Masked Dedede alter ego.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
180
SSBU spirit Moblin.png
Moblin The Legend of Zelda Series King Dedede Team King Dedede (SSBU)×4
Neutral
1,900 Skyloft (Battlefield form) •Move Speed ↓ •The enemy favors down specials
•The enemy has reduced move speed
Overworld Theme - The Legend of Zelda
312
Raven spirit
Raphael the Raven Yoshi Series •Giant King Dedede King Dedede (SSBU)
Shield
4,000 Mario Galaxy N/A •The enemy is giant Yoshi's Island (for 3DS / Wii U)
314
from the game's files
Pak E. Derm Yoshi Series King Dedede King Dedede (SSBU)
Shield
3,900 Yoshi's Story •Jump Power ↓ •You have reduced jump power
•Timed battle (1:30)
•Only certain Pokémon will emerge from Poké Balls (Alolan Exeggutor)
Yoshi's Story (Melee)
316
SSBU spirit Don Bongo.png
Don Bongo Yoshi Series •Giant King Dedede King Dedede (SSBU)
Shield
3,900 Yoshi's Story •Move Speed ↑
•Move Speed ↓
•The enemy has increased move speed after a little while
•The enemy is giant
•The enemy has reduced move speed
Yoshi's Story (Melee)
340
SSBU spirit Kracko.png
Kracko Kirby Series King Dedede King Dedede (SSBU)
Pikachu Pikachu (SSBU)×2
Grab
3,500 Skyworld (clouds only) N/A •Defeat the main fighter to win Boss Theme Medley - Kirby Series
365
SSBU spirit Gordo.png
Gordo Kirby Series •Clear King Dedede King Dedede (SSBU)×3
Shield
3,800 Green Greens (hazards off) N/A •The enemy's side special has increased power
•The enemy favors side specials
•The enemy is invisible
Kirby Retro Medley (Castle Lololo)
386
SSBU spirit Peppy Hare.png
Peppy Hare Star Fox Series •Bunny King Dedede King Dedede (SSBU)
Fox Fox (SSBU)
Falco Falco (SSBU)
Neutral
8,800 Venom N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Main Theme - Star Fox 64 (Melee)
727
SSBU spirit Dyntos.png
Dyntos Kid Icarus Series King Dedede King Dedede (SSBU)
Neutral
7,500 Palutena's Temple (Battlefield form) N/A •The enemy is easily distracted by items Lightning Chariot Base
819
SSBU spirit Yellow Wollywog.png
Yellow Wollywog Pikmin Series King Dedede King Dedede (SSBU)×3
Shield
3,800 Distant Planet N/A •The enemy favors up specials Garden of Hope (Remix)
853
SSBU spirit Lyle.png
Lyle Animal Crossing Series King Dedede King Dedede (SSBU)
Attack
1,700 Smashville •Defense ↑
•Attack Power ↑
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
Town Hall and Tom Nook's Store - Animal Crossing: Wild World
1,125
Founded in a Youtube Video
Fish Balloon Fight Series King Dedede King Dedede (SSBU)
Grab
3,900 Balloon Fight N/A •The enemy's neutral special has increased power
•Timed battle (1:30)
•The enemy favors neutral specials
Balloon Fight Medley
1,235
chef
Chef (Personal Trainer: Cooking) North America
Chef (Cooking Guide) PAL
Personal Trainer: Cooking Series North America
Cooking Guide: Can't Decide What to Eat? Series PAL
King Dedede King Dedede (SSBU)
Shield
3,500 PictoChat 2 •Item: Food •The enemy becomes more powerful after eating
•The enemy is easily distracted by items
Personal Trainer: Cooking
1,344
SSBU spirit Gruntilda.png
Gruntilda Banjo-Kazooie Series •Giant King Dedede King Dedede (SSBU) (250 HP)
•Giant Dr. Mario Dr. Mario (SSBU) (40 HP) Dr. Mario (SSBU) (45 HP) Dr. Mario (SSBU) (50 HP)
Attack
13,900 Find Mii (Ω form) •Hazard: Poison Floor •Defeat the main fighter to win
•The floor is poisonous
Stamina battle
Vs. Klungo

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
343
SSBU spirit Dark Matter.png
Dark Matter Kirby Series Meta Knight Meta Knight (SSBU) (120 HP)
King Dedede King Dedede (SSBU) (80 HP)
Attack
13,500 Halberd (Ω form) •Assist Trophy Enemies (Nightmare) •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
Stamina battle
02 Battle Possessed King Dedede (Kirby's Dream Land 2)
745
SSBU spirit Captain Syrup.png
Captain Syrup Wario Land Series Bayonetta Bayonetta (SSBU)
•Giant King Dedede King Dedede (SSBU)
Grab
3,500 Pirate Ship N/A •Items will be pulled toward the enemy
•The enemy is giant
•The enemy is easily distracted by items
The Great Sea / Menu Select Genie
1,312
SSBU spirit Yusuke Kitagawa.png
Yusuke Kitagawa Persona Series Chrom Chrom (SSBU)
•Giant King Dedede King Dedede (SSBU)
Grab
2,500 Suzaku Castle (Battlefield form) •Assist Trophy Enemies (Vince) •Defeat the main fighter to win
•Hostile assist trophies will appear after a little while
Last Surprise Goemon
1,328
SSBU spirit Hero's Comrades.png
Hero's Comrades DRAGON QUEST Series Ike Ike (SSBU) (120 HP)
•Tiny King Dedede King Dedede (SSBU) (120 HP)
Zero Suit Samus Zero Suit Samus (SSBU) (100 HP)
Sheik Sheik (SSBU) (130 HP)
•Tiny Robin Robin (SSBU) (90 HP)
Zelda Zelda (SSBU) (110 HP)
Link Link (SSBU) (100 HP)
Shield
13,300 Yggdrasil's Altar N/A •The enemy has increased melee-weapon damage and move speed
•The enemy's smash attacks have increased power
Stamina battle
The Hero Goes Forth with a Determination Rab
1,359
SSBU spirit Kim Kaphwan.png
Kim Kaphwan Fatal Fury Series Ken Ken (SSBU)
•Giant King Dedede King Dedede (SSBU)
•Tiny Ridley Ridley (SSBU)
Attack
1,800 King of Fighters Stadium •Jump Power ↓ •The enemy's kicks and knee strikes have increased power
•Reinforcements will appear after an enemy is KO'd
•All fighters have reduced jump power
Let's Go to Seoul! - FATAL FURY 2 Chang Koehan

Alternate costumes

Alternate costume (SSBU)
King Dedede (SSBU) King Dedede (SSBU) King Dedede (SSBU) King Dedede (SSBU) King Dedede (SSBU) King Dedede (SSBU) King Dedede (SSBU) King Dedede (SSBU)

Gallery

Character Showcase Video

Trivia

  • During the segment of the Nintendo E3 Direct that focused on King Dedede's Final Smash, his eyes are normal colored while he is wearing his mask. In the final game, his eyes are yellow.
  • King Dedede is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in all of them; the other three are Pit, Zero Suit Samus, and R.O.B..
  • King Dedede's pose in his official render resembles one of his idle poses.
  • King Dedede's prank to the Kongs in King K. Rool's reveal trailer is considered an in-joke within the fandom, as it is perceived as his voice actor, series director Masahiro Sakurai, making a practical joke at the expense of the fans.
    • Ironically, both King Dedede and King K. Rool are opponents for each other's Classic Mode route.
  • In the Korean version of the game, the Announcer calls him "King Dedede", despite having a slightly different name in Korean, "Dedede Daewang", which translates to "Dedede the Great".
  • In the Chinese version of the game, the Announcer calls him "King Dedede" in the Simplified version, while the Traditional version has the "Dedede!" announcement from the Japanese version.
  • In the French and European Spanish versions, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" (le Roi Dadidou and el Rey Dedede, respectively). This trait is shared with Wii Fit Trainer, Pokémon Trainer, Villager, Ice Climbers, Inkling, Hero, and the Mii Fighters. Additionally, he and Duck Hunt are only two fighters having this trait in the European version, but not in the American version.
  • King Dedede is one of the only two antagonists that can be unlocked in the Light Realm, the other being Bowser.
  • King Dedede is the one of the few characters in the entire roster to have two different facial expressions when attempting different types of grabs and missing them, being his standing grab (a confused expression) vs. his dash & pivot grabs (a continuously happy expression).
    • Others include Pikachu (standing vs. dash & pivot) and Squirtle (standing & dash vs. pivot)
  • Prior to 3.0.0, if King Dedede threw a Smart Bomb at his opponent and tried to Inhale them, the Inhale would not affect anyone until the bomb explosion was over. This glitch may likely have been caused by opponents stuck during the hitstun. When this happened, anyone caught in the Inhale from before will teleport into King Dedede's mouth once the explosion ended. Kirby could do this too. This was patched, where characters can now no longer be put into hitstun during Inhale.
  • King Dedede is one of the five veterans from Smash 4 to have their Boxing Ring alias changed in Ultimate, the others being Link, Kirby, Mega Man, and Ryu.
  • King Dedede appears in the most spirit battles in DLC Spirit Boards, appearing in the Yusuke Kitagawa, Hero's Comrades, Gruntilda, and Kim Kaphwan spirit battles.
  • Dedede has his own damage effect known simply as Dedede, which applies to all hammer-related moves with the exception of Jet Hammer. It is identical to normal.
  • Despite also having royal titles, Lucina and Chrom do not appear as opponents in King Dedede's Classic Mode route.

References