Project M

King Dedede (PM): Difference between revisions

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{{Infobox Character Mod
{{Infobox Character Mod
|name        = King Dedede
|name        = King Dedede
|image        = [[File:King_Dedede_SSBB.jpg|250px]]
|image        = [[File:SJS dedede.png]]
|mod          = Project M
|mod          = Project M
|base        = ssbb
|base        = ssbb

Revision as of 16:10, January 12, 2014

Stub.png
For the unmodded version of King Dedede, see King Dedede (SSBB).
King Dedede
in Project M and Project+
File:SJS dedede.png
KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
King Dedede (SSBB)

King Dedede (listed simply as Dedede on the character select screen) is a playable character in the Brawl mod Project M.

Attributes

Changes from Brawl to PM

King Dedede gained both buffs and nerfs from Brawl to PM, but the buffs did not sufficiently compensate for the nerfs, overall nerfing him.

  • Buff Better air speed (no longer being the slowest), improving recovery and midair approach.
  • Buff Neutral attack combo now links properly, with the infinite hitting significantly faster.
  • Buff Forward tilt is significantly stronger, dealing twice the amount of damage than before.
  • Buff Dash attack now gives King Dedede heavy armor during the attack portion.
  • Buff Forward and up smashes have longer range, and the tip of the forward smash meteor smashes characters who are holding onto ledges.
  • Buff Forward aerial is now a full hammer sweep from below. It covers a longer range and does more damage then the previous forward aerial.
  • Buff Up aerial is now a single hit, which deals less damage but has increased juggling potential for combos. The former damage-racking function is now taken by his down aerial, which also links better.
  • Buff Super Dedede Jump now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against edge-guarders.
  • Buff Jet Hammer applies a momentum boost on swinging based on the level of charge. Dedede also gains light armor while charging, and the hammer comes out slightly more quickly.
  • Nerf Has three midair jumps rather than four, worsening his recovery, making it more difficult to land safely, and enforcing more use of Super Dedede Jump.
  • Nerf Dedede's falling speed is much slower relative to the rest of the cast, now falling much slower than the space animals and falling slower than some other characters. This significantly nerfs his vertical endurance, and nerfed his ability to mixup landings.
  • Nerf Forward smash has slightly slower startup.
  • Nerf Down throw sends opponents at a more downward angle towards the floor, removing chain throws, making it act like how it does on lightweight characters in Brawl. However, it does not setup tech chases well enough to make up for the loss of the chain throw.
  • Nerf Super Dedede Jump no longer has super armor, only having medium armor throughout the rising portion.
  • Nerf With his nerfed vertical endurance, drastically nerfed recovery that is very easily edge-guarded, and being slightly more vulnerable to combos and chain throws relative to the cast (since his gravity is no longer much slower than his falling speed), Dedede's overall survivability is much worse.
  • Change Down smash now sends opponents behind Dedede.
  • Change Forward and back throws have been slightly balanced each other on damage.

Revisions

v2.1

  • Dedede can grab the edge towards the end of his Up-B cancel flip
  • Dedede's spotdodge animation was smoothed out

v2.5b

  • King Dedede's Dash Attack hitboxes adjusted for better coverage
  • King Dedede's Up-Tilt belly hitboxes adjusted for better coverage
  • King Dedede's Forward-Smash has an added large ground bounce hitbox that only affects grounded opponents and is non* clankable
  • King Dedede's Neutral-Air weak hitbox match the size of the strong hitboxes for better coverage
  • King Dedede's Neutral-Air IASA fixed to occur slightly before the animation ends
  • King Dedede's Forward-Air IASA fixed to occur slightly before the animation ends
  • King Dedede's Side-B can toss waddles at more noticeable angles
  • King Dedede's Side-B default throw speed decreased, and strong throw speed increased
  • King Dedede's Up-B hitboxes adjusted for better coverage
  • King Dedede's Up-B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased
  • King Dedede's Up-B landing stars have more base knockback
  • King Dedede's Down-B self-damage cap is 100%

v2.6b

  • Dash Attack has medium armor which lasts through the strong hit
  • Up-Tilt's endlag is slightly faster
  • Neutral-Aerial's 1st hit angle is slightly higher
  • Down-Aerial has smaller gaps between each hit
  • Turn-Grab range reduced slightly, and has a bit more startup to match other Turn Grabs
  • Forward-Throw's damage has been increased slightly, knockback decreased slightly to compensate
  • Down-Throw can be interrupted earlier
  • Neutral-B has more mobility in the air than previously
  • Up-B has a hitbox at the beginning of DeDeDe's ascent
  • Up-B has medium armor during the same timeframe as the hitbox

v3.0

  • Forward-Smash’s meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority)
  • Forward-Air’s hitboxes were cleaned up and polished to match the animation better
  • Aerial Up-B no longer has medium armor. Grounded Up B medium armor starts and ends much sooner

Moveset

Up to date as of version 2.6b.

Name Damage Description
Neutral attack First hit 6%, Second hit 5%, Following hits 2% each Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it.
Forward tilt 12% Extends his hammer forward and spins it quickly.
Up tilt 12% Sets his hammer down and quickly jumps upwards while headbutting.
Down tilt 10% Does a sweeping kick low to the ground.
Dash attack 16% Trips and falls over forwards.
Forward smash 24% uncharged, 32% charged (sweetspot); 16% uncharged, 21% charged (sourspot); 5% (target is grabbing a ledge) Raises his hammer over his head and swings it in front of him. Creates a larger hitbox on impact with the ground than in Brawl. If the hammer comes into contact with a ledge that a character is grabbing, that character will be meteor smashed.
Up smash 22% uncharged, 30% charged Pulls his hammer back then swings it vertically over his head. Does significantly more damage than in Brawl.
Down smash 15% uncharged, 21% charged Swings his hammer near the ground on both sides of him.
Neutral aerial 12% first hit, 7% second hit Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after.
Forward aerial 15% Pulls his hammer back slightly then swings it in front of him upwards. Has a larger hitbox than in Brawl.
Back aerial 13% initial hitbox, 9% subsequent hitbox Extends a foot backward. Is a sex kick.
Up aerial 12% Spins his hammer above his head.
Down aerial 2% each for the first six hits, 5% for the final hit, 17% if all hits connect Extends his hammer below him and spins it.
Grab Grabs the opponent.
Pummel 3% per pummel Lays his hammer down and headbutts the opponent.
Forward throw 14% Hits the opponent with his hammer. Does 2% more damage than in Brawl.
Back throw 15% Pushes the opponent behind him, then hits them with his hammer. Does 1% less than in Brawl.
Up throw 9% Thrusts both his hands upwards, hitting the opponent.
Down throw 8% Slams the opponent into the ground and sits on them. Unlike Brawl, the opponent always falls over, and therefore can not be instantly grabbed again.
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast) 8% Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him.
Edge attack (slow) 10% Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him.
Neutral special Inhale 10% upon spitting the opponent out, 9-18% to anybody that is hit by that opponent Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight.
Side special Waddle Dee Toss 5% Waddle Dee, 7% Waddle Doo, 22% Gordo Pulls one of his minions out of his sleeve and throws them forward. Unlike in Brawl, the minion can be thrown in three different trajectories, much like Snake's hand grenades. The Gordos also deal 1% less damage.
Up special Super Dedede Jump 6% while he is traveling upwards, 15% when he is traveling downwards Jumps extremely high and comes crashing down. Unlike Brawl, if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move.
Down special Jet Hammer 11-30% Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs.
Final Smash Waddle Dee Army varies Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordoes move about the stage. During these ten seconds, he is invincible.

In competitive play

Notable players

Palette swaps

Recolors
File:Dedede recolors.png

Trivia

  • Odds of getting Waddle Dee: 71.4%
  • Odds of getting Waddle Doo: 20.4%
  • Odds of getting Gordo: 8.2%

External links