King Dedede (SSB4): Difference between revisions

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*{{buff|King Dedede can now grab ledges during the rising portion of [[Super Dedede Jump]] as long as he is facing the stage, significantly improving his recovery's safety. The falling hitbox of Dedede Jump is also more powerful and can now bury grounded opponents.}}
*{{buff|King Dedede can now grab ledges during the rising portion of [[Super Dedede Jump]] as long as he is facing the stage, significantly improving his recovery's safety. The falling hitbox of Dedede Jump is also more powerful and can now bury grounded opponents.}}
*{{change|Super Dedede Jump falls faster and is now canceled by pressing up instead of down.}}
*{{change|Super Dedede Jump falls faster and is now canceled by pressing up instead of down.}}
*{{buff|[[Jet Hammer]]'s swing has significantly improved horizontal reach and a much larger hitbox overall, especially if fully charged, allowing it to hit airborne opponents easier and now allowing to hit ledge hanging opponents, with the fully charged hitbox being able to hit any ledge-hanging character. When combined with the new ledge mechanics, this gives the move newfound ability as an edge-guarding option. The move is also significantly more powerful throughout all its stages, dealing up to 8% more damage when fully charged and KOing below 50% near the ledge, while being able to KO well below 150% and potentially under 100% even when lightly charged. Fully charged Jet Hammer additionally deals significantly increased [[shield damage]], to where it can nearly break a full shield, and holding a fully charged Jet Hammer stops damaging Dedede at 100% instead of 150%. Additionally, with the introduction of [[rage]], Jet Hammer's recoil is now a double-edged sword rather than a detriment.}}
*{{buff|[[Jet Hammer]] has been improved. It deals 8% more damage when fully charged (30%/20% → 38%/28%), its horizontal reach is significantly farther and it has a much larger hitbox overall, especially if fully charged. The larger hitbox also allows it to hit airborne opponents easier and can now hit ledge hanging opponents, especially when fully charged. When combined with the new ledge mechanics, this gives the move newfound ability as an edge-guarding option. The move is also significantly more powerful throughout all its stages, as it can KO below 50% near the ledge, well below 150% potentially under 100% on-stage even when lightly charged. Fully charged Jet Hammer additionally deals significantly increased [[shield damage]], to where it can nearly break a full shield, while holding a fully charged Jet Hammer's recoil damage stops at 100% instead of 150%. Lastly, the introduction of [[rage]] makes Jet Hammer's recoil a double-edged sword rather than a detriment.}}
*{{change|Jet Hammer's animation has slightly changed. It now produces much more intense lighting that visually lights up the surrounding areas, and Dedede now visibly sweats with a grimacing facial expression when using the move. Jet Hammer also produces a [[wind]] effect, though it is just purely aesthetic, and it has a different swinging animation when released without being fully charged.}}
*{{change|Jet Hammer's animation has slightly changed. It now produces much more intense lighting that visually lights up the surrounding areas, and Dedede now visibly sweats with a grimacing facial expression when using the move. Jet Hammer also produces a [[wind]] effect, though it is just purely aesthetic, and it has a different swinging animation when released without being fully charged.}}
*{{change|King Dedede has a new [[Final Smash]], [[Dedede Burst]]. It is a trapping Final Smash with average initial range and KO potential of a typical Final Smash, making it significantly more reliable at KOing opponents than [[Waddle Dee Army]]. However, Dedede Burst deals a fixed amount of damage, making it less damaging than Waddle Dee Army, and is the only trapping Final Smash that can be escaped from.}}
*{{change|King Dedede has a new [[Final Smash]], [[Dedede Burst]]. It is a trapping Final Smash with average initial range and KO potential of a typical Final Smash, making it significantly more reliable at KOing opponents than [[Waddle Dee Army]]. However, Dedede Burst deals a fixed amount of damage, making it less damaging than Waddle Dee Army, and is the only trapping Final Smash that can be escaped from.}}
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