King Dedede (PM): Difference between revisions
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==Moveset== | ==Moveset== | ||
Up to date as of version 3. | Up to date as of version 3.6. | ||
{|class="wikitable" | {|class="wikitable" | ||
! !!Name!!Damage!!Description | ! colspan=2| !!Name!!Damage!!Description | ||
|- | |- | ||
!Neutral attack | ! colspan=2 rowspan=3 | Neutral attack | ||
| || 6% | | rowspan=3 | || 6% || rowspan=3 | Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it. | ||
|- | |- | ||
!Forward tilt | |5% | ||
|- | |||
|2% (loop) | |||
|- | |||
! colspan=2| Forward tilt | |||
| || 12% (clean), 9% (late) || Extends his hammer forward and spins it quickly. | | || 12% (clean), 9% (late) || Extends his hammer forward and spins it quickly. | ||
|- | |- | ||
!Up tilt | ! colspan=2| Up tilt | ||
| || 12% || Sets his hammer down and quickly jumps upwards while headbutting. | | || 12% || Sets his hammer down and quickly jumps upwards while headbutting. Dedede's head has some [[intangibility]] frames while the hitboxes are out. | ||
|- | |- | ||
!Down tilt | ! colspan=2| Down tilt | ||
| || 10% (clean), 6% (late) || Does a sweeping kick low to the ground. | | || 10% (clean), 6% (late) || Does a sweeping kick low to the ground. | ||
<!--Crawl attack--> | <!--Crawl attack--> | ||
|- | |- | ||
!Dash attack | ! colspan=2| Dash attack | ||
| || 16% | | || 16% (clean body), 14% (clean head), 10% (late) || Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages. | ||
|- | |- | ||
!Forward smash | ! colspan=2| Forward smash | ||
| || {{ChargedSmashDmgSSBM|16}} (early), {{ChargedSmashDmgSSBM|24}} (clean), {{ChargedSmashDmgSSBM|12}} (late), {{ChargedSmashDmgSSBM|5}} (shockwave) ||Raises his hammer over his head and swings it in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be [[meteor smash]]ed. | | || {{ChargedSmashDmgSSBM|16}} (early), {{ChargedSmashDmgSSBM|24}} (clean), {{ChargedSmashDmgSSBM|12}} (late), {{ChargedSmashDmgSSBM|5}} (shockwave) || Raises his hammer over his head and swings it at the ground in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be [[meteor smash]]ed. | ||
|- | |- | ||
!Up smash | ! colspan=2| Up smash | ||
| || {{ChargedSmashDmgSSBM|22}} (hammer), {{ChargedSmashDmgSSBM|17}} (body) || Pulls his hammer back then swings it vertically over his head. | | || {{ChargedSmashDmgSSBM|22}} (hammer), {{ChargedSmashDmgSSBM|17}} (body) || Pulls his hammer back then swings it vertically over his head. | ||
|- | |- | ||
!Down smash | ! colspan=2| Down smash | ||
| || {{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|15}} (back) || Swings his hammer near the ground | | || {{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|15}} (back) || Swings his hammer near the ground, performing a low spinning hammer attack. | ||
|- | |- | ||
!Neutral aerial | ! colspan=2| Neutral aerial | ||
| || 12% (clean), 7% (late) || Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after. | | || 12% (clean), 7% (late) || Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after. | ||
|- | |- | ||
!Forward aerial | ! colspan=2| Forward aerial | ||
| || 15% || Pulls his hammer back slightly then swings it in front of him upwards. | | || 15% || Pulls his hammer back slightly then swings it in front of him upwards. | ||
|- | |- | ||
!Back aerial | ! colspan=2| Back aerial | ||
| || 13% (clean), 9% (late) || Extends | | || 13% (clean), 9% (late) || Extends one foot backward. Has [[sex kick]] properties. | ||
|- | |- | ||
!Up aerial | ! colspan=2| Up aerial | ||
| || 12% (clean), 9% (late) || Spins his hammer above his head. | | || 12% (clean), 9% (late) || Spins his hammer above his head. | ||
|- | |- | ||
!Down aerial | ! colspan=2| Down aerial | ||
| || 2% (hits 1-6), 3% (hit 7 | | || 2% (hits 1-6), 3% (hit 7) || Extends his hammer below him and spins it, dealing multiple hits. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
<!--Glide attack--> | <!--Glide attack--> | ||
|- | |- | ||
!Grab | ! colspan=2| Grab | ||
| || — || | | || — || | ||
|- | |- | ||
!Pummel | ! colspan=2| Pummel | ||
| || 3% || Lays his hammer down and headbutts the opponent. | | || 3% || Lays his hammer down and headbutts the opponent. | ||
|- | |- | ||
!Forward throw | ! colspan=2| Forward throw | ||
| || 6% (hit), 8% (throw | | || 6% (hit), 8% (throw) || Hits opponent forward with his hammer. | ||
|- | |- | ||
!Back throw | ! colspan=2| Back throw | ||
| || 6% (hit), 9% (throw | | || 6% (hit), 9% (throw) || Hits opponent with his hammer behind himself. | ||
|- | |- | ||
!Up throw | ! colspan=2| Up throw | ||
| || 4% (hit), 5% (throw | | || 4% (hit), 5% (throw) || Throws his opponent above his head, then pushes them upwards. | ||
|- | |- | ||
!Down throw | ! colspan=2| Down throw | ||
| || 4% (hit), 4% (throw | | || 4% (hit), 4% (throw) || Slams opponent on ground and sits on top of them. | ||
|- | |- | ||
!Floor attack (front) | ! colspan=2| Floor attack (front) | ||
| || 6% || | | || 6% || Gets up and kicks both sides. | ||
|- | |- | ||
!Floor attack (back) | ! colspan=2| Floor attack (back) | ||
| || 6% || | | || 6% || Gets up and kicks both sides. | ||
|- | |- | ||
!Floor attack (trip) | ! colspan=2| Floor attack (trip) | ||
| || 5% || | | || 5% || Gets up and swings his hammer both sides of himself. | ||
|- | |- | ||
!Edge attack (fast) | ! colspan=2| Edge attack (fast) | ||
| || 8% (foot), 6% (body) || Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him. | | || 8% (foot), 6% (body) || Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him. | ||
|- | |- | ||
!Edge attack (slow) | ! colspan=2| Edge attack (slow) | ||
| || 10% || Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him. | | || 10% || Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him. | ||
|- | |- | ||
!Neutral special | ! colspan=2| Neutral special | ||
| [[Inhale]] || 5% (release), 10% (spit), 9-18% (star) || Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight. | | [[Inhale]] || 5% (release), 10% (spit), 9-18% (star) || Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight. | ||
|- | |- | ||
!Side special | ! colspan=2| Side special | ||
| [[Waddle Dee Toss]] || 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) || Pulls one of his minions out of his sleeve and throws them forward. Unlike in ''Brawl'', the minion can be thrown in three different trajectories, much like {{SSBB|Snake}}'s hand grenades. | | [[Waddle Dee Toss]] || 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) || Pulls one of his minions out of his sleeve and throws them forward. Unlike in ''Brawl'', the minion can be thrown in three different trajectories, much like {{SSBB|Snake}}'s hand grenades. | ||
|- | |- | ||
!Up special | ! colspan=2| Up special | ||
| [[Super Dedede Jump]] || 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) || Jumps extremely high and comes crashing down. Unlike ''Brawl'', if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move. | | [[Super Dedede Jump]] || 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) || Jumps extremely high and comes crashing down. Unlike ''Brawl'', if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move. | ||
|- | |- | ||
!Down special | ! colspan=2| Down special | ||
| [[Jet Hammer]] || 11% (uncharged), 30%/7% (fully charged/late) || Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge. | | [[Jet Hammer]] || 11% (uncharged), 30%/7% (fully charged/late) || Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge. | ||
|- | |- | ||
!Final Smash | ! colspan=2| Final Smash | ||
| [[Waddle Dee Army]] || 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) || Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible. | | [[Waddle Dee Army]] || 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) || Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible. | ||
|} | |} |
Revision as of 16:05, September 10, 2015
King Dedede in Project M and Project+ | |
---|---|
Universe | Kirby |
Base game appearance | Brawl |
Moveset inspiration | King Dedede (SSBB) |
Alternate costume | Shogun Dedede |
King Dedede (known as simply Dedede in-game) is a playable character in the Brawl mod Project M. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities.
Attributes
Changes from Brawl to PM
King Dedede gained both buffs and nerfs from Brawl to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon, and most agree he is a slightly worse character overall.
Attributes
- Better air speed (no longer being the slowest), improving recovery and midair approach.
- 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.
- King 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 mix-up landings.
- Combined with his faster air speed and Super Dedede Jump's added versatility, his slower falling speed makes his recovery better overall.
- With his nerfed vertical endurance, nerfed recovery that is somewhat 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), his overall survivability is much worse.
Ground Attacks
- Neutral attack combo now links properly, with the infinite hitting significantly faster.
- Forward tilt is significantly stronger, dealing twice the amount of damage than before.
- Forward smash has more range, and the tip meteor smashes characters who are holding onto ledges.
- Up smash deals much more damage and knockback as well as having more range.
- Down smash now sends opponents behind himself, allowing him to KO opponents easier and can follow-up better.
- Dash attack is a slightly stronger KO move, and now gives King Dedede super armor during the attack portion.
- Down tilt has less KO potential.
- Forward smash has slightly slower startup and lower KO ability.
Aerial Attacks
- Forward aerial has longer range and does more knockback.
- Up aerial is now a single hit, which deals less damage but has increased juggling potential for combos.
- Down aerial has less hitlag making it hit faster.
- Back aerial has less KO potential.
- Down aerial damage decreased.
Grabs and Throws
- Forward throw has greater KO ability and does more damage.
- Back throw has stronger KO ability.
- Back throw does slightly less damage.
- 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 give a sufficient setup for tech chases to make up for the loss of the chain throw.
Special Moves
- Waddle Dees can be thrown in 3 different angles with different strengths, and can now perform the "Waddle Dash" thanks to some of Project M's mechanics. By repeatedly throwing and picking up a Waddle Dee or Waddle Doo, Dedede can move quickly around the stage. It can be used both as a recovery and approaching technique and significantly improves his mobility.
- 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.
- Jet Hammer applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the hammer comes out slightly more quickly, as well as having its KO potential increased slightly.
- Super Dedede Jump no longer has super armor, only having medium armor throughout the rising portion.
- Gordos deal slightly less 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
- Dedede's Dash Attack hitboxes adjusted for better coverage.
- Dedede's Up-Tilt belly hitboxes adjusted for better coverage.
- Dedede's Forward-Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.
- Dedede's Neutral-Air weak hitbox match the size of the strong hitboxes for better coverage.
- Dedede's Neutral-Air IASA fixed to occur slightly before the animation ends.
- Dedede's Forward-Air IASA fixed to occur slightly before the animation ends.
- Dedede's Side-B can toss waddles at more noticeable angles.
- Dedede's Side-B default throw speed decreased, and strong throw speed increased.
- Dedede's Up-B hitboxes adjusted for better coverage.
- Dedede's Up-B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased.
- Dedede's Up-B landing stars have more base knockback.
- Dedede's Down-B self-damage cap is 100% (down from 150%).
v2.6b
- Dash Attack has medium armor which lasts through the strong hit.
- Up-Tilt's endlag is slightly faster.
- Down-Aerial has smaller gaps between each hit.
- Forward-Throw's damage has been increased slightly, knockback decreased slightly to compensate.
- Down-Throw can be interrupted earlier.
- Neutral-B has more mobility in the air than previously.
- Up-B has a hitbox at the beginning of Dedede's ascent.
- Up-B has medium armor during the same timeframe as the hitbox.
- Turn-Grab range reduced slightly, and has a bit more startup to match other Turn Grabs.
- Neutral-Aerial's 1st hit angle is slightly higher.
v3.0
- Forward-Smash’s meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).
- Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.
- Forward-Air’s hitboxes were cleaned up and polished to match the animation better.
v3.5
- Stars produced when landing after Super Dedede Jump are slightly bigger.
- Wavedashing ability significantly improved.
- Super Dedede Jump now depletes all jumps.
- Dash attack now has a flash overlay to denote knockback armor and screen shakes on faceplant.
- Super Dedede Jump now has a flash overlay at startup to denote knockback armor.
- Fixed the vertical positioning when charging Jet Hammer on the ground.
- Adjusted ledge jump animations to prevent warping.
Moveset
Up to date as of version 3.6.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 6% | Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it. | ||
5% | ||||
2% (loop) | ||||
Forward tilt | 12% (clean), 9% (late) | Extends his hammer forward and spins it quickly. | ||
Up tilt | 12% | Sets his hammer down and quickly jumps upwards while headbutting. Dedede's head has some intangibility frames while the hitboxes are out. | ||
Down tilt | 10% (clean), 6% (late) | Does a sweeping kick low to the ground. | ||
Dash attack | 16% (clean body), 14% (clean head), 10% (late) | Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages. | ||
Forward smash | 16% (early), 24% (clean), 12% (late), 5% (shockwave) | Raises his hammer over his head and swings it at the ground in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be meteor smashed. | ||
Up smash | 22% (hammer), 17% (body) | Pulls his hammer back then swings it vertically over his head. | ||
Down smash | 18% (front), 15% (back) | Swings his hammer near the ground, performing a low spinning hammer attack. | ||
Neutral aerial | 12% (clean), 7% (late) | Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after. | ||
Forward aerial | 15% | Pulls his hammer back slightly then swings it in front of him upwards. | ||
Back aerial | 13% (clean), 9% (late) | Extends one foot backward. Has sex kick properties. | ||
Up aerial | 12% (clean), 9% (late) | Spins his hammer above his head. | ||
Down aerial | 2% (hits 1-6), 3% (hit 7) | Extends his hammer below him and spins it, dealing multiple hits. | ||
Grab | — | |||
Pummel | 3% | Lays his hammer down and headbutts the opponent. | ||
Forward throw | 6% (hit), 8% (throw) | Hits opponent forward with his hammer. | ||
Back throw | 6% (hit), 9% (throw) | Hits opponent with his hammer behind himself. | ||
Up throw | 4% (hit), 5% (throw) | Throws his opponent above his head, then pushes them upwards. | ||
Down throw | 4% (hit), 4% (throw) | Slams opponent on ground and sits on top of them. | ||
Floor attack (front) | 6% | Gets up and kicks both sides. | ||
Floor attack (back) | 6% | Gets up and kicks both sides. | ||
Floor attack (trip) | 5% | Gets up and swings his hammer both sides of himself. | ||
Edge attack (fast) | 8% (foot), 6% (body) | Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him. | ||
Edge attack (slow) | 10% | Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him. | ||
Neutral special | Inhale | 5% (release), 10% (spit), 9-18% (star) | Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight. | |
Side special | Waddle Dee Toss | 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) | Pulls one of his minions out of his sleeve and throws them forward. Unlike in Brawl, the minion can be thrown in three different trajectories, much like Snake's hand grenades. | |
Up special | Super Dedede Jump | 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) | Jumps extremely high and comes crashing down. Unlike Brawl, if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move. | |
Down special | Jet Hammer | 11% (uncharged), 30%/7% (fully charged/late) | Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge. | |
Final Smash | Waddle Dee Army | 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) | Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible. |
In competitive play
Notable players
Alternate costumes
Dedede's alternate costumes remain unchanged from Brawl. He obtained a costume based on his appearance in the Samurai Kirby minigame.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |