Project M

King Dedede (PM): Difference between revisions

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(Undid edit by 69.119.81.191: Proof of notability?)
(→‎Changes from Brawl to PM: Will finish the rest tomorrow. Right now, I'm going to do my plan of Brawl Dedede with Smash 4 Dedede moveset properties thanks to this version of PSA being compatible with him.)
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===Attributes===
===Attributes===
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}}
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}}
*{{Nerf|King Dedede [[dash]]es slightly slower (1.22 → 1.21).}}
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}}
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}}
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, because the entire roster received increased fall speeds, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}}
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, because the entire roster received increased fall speeds, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}}
Line 33: Line 32:
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → frame 9, second hit: frame 11 → frame 9) with longer duration on the first hit (2 frames → 3 frames), and significantly faster [[interruptibility]] frames on both hits (first hit: IASA 38 → IASA 22, second hit: IASA 50 → IASA 21). The rapid jab also ends significantly faster and each hit of neutral attack connecting better.}}
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → frame 9, second hit: frame 11 → frame 9) with longer duration on the first hit (2 frames → 3 frames), and significantly faster [[interruptibility]] frames on both hits (first hit: IASA 38 → IASA 22, second hit: IASA 50 → IASA 21). The rapid jab also ends significantly faster and each hit of neutral attack connecting better.}}
*{{nerf|Rapid jab of neutral attack comes out slower (frame 2 → frame 7), though this is heavily compensated by the various buffs it received.}}
*{{nerf|Rapid jab of neutral attack comes out slower (frame 2 → frame 7), though this is heavily compensated by the various buffs it received.}}
*{{change|Rapid jab of neutral attack has less [[hitlag]], making it harder to [[Smash DI]], but makes it less safe on shield.}}
*{{change|The second hit of neutral attack has altered knockback (20 base/50 growth → 55 base/0 growth) and angle (85° → 90°) properties.}}
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%) and significantly increased knockback.}}
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback growth (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}}
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}}  
*{{buff|[[Up tilt]] has a longer duration (frame 7-15 → frame 7-17) and has less ending lag (IASA 40 → IASA 34).}}
*{{buff|[[Up tilt]] has a longer duration (frame 7-15 → frame 7-17) and has less ending lag (IASA 40 → IASA 34).}}
*{{buff|[[Down tilt]] has slightly less ending lag (IASA 36 → IASA 35).}}
*{{buff|[[Down tilt]] has slightly less ending lag (IASA 36 → IASA 35).}}
*{{nerf|Down tilt deals slightly less knockback.}}
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)).}}
*{{buff|[[Dash attack]] deals more knockback, and now gives King Dedede [[super armor]] between frames 8-29, significantly improving it's utility.}}
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede [[super armor]] between frames 8-29, significantly improving it's utility.}}
*{{nerf|Dash attack now has a sourspot on the later portion of the attack that deals 6% less damage than clean hit (16% 10%) and much less knockback.}}
*{{change|Dash attack sends opponents at a different angle (361° 35°).}}
*{{buff|[[Forward smash]] has more [[range]], and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals slightly more damage (13% → 16%).}}
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%).}}
*{{nerf|Forward smash deals slightly less knockback (though it is still among the strongest in the game) and has a slightly shorter duration (frame 42-54 → frame 42-50).}}
*{{nerf|Forward smash has a slightly shorter duration (frame 42-54 → frame 42-50).}}
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → frame 17-23), much less ending lag (IASA 68 → IASA 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%) and knockback.}}
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → frame 17-23), much less ending lag (IASA 68 → IASA 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback growth (95/96 → 79/80).}}
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now sends opponents behind Dedede, allowing him to KO opponents easier and follow-up better. It also has much less ending lag (IASA 53 → IASA 47).}}
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback growth (82 → 79). It also has much less ending lag (IASA 53 → IASA 47).}}


===Aerial Attacks===
===Aerial Attacks===
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*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20 frames, down aerial: 30 frames → 20 frames).}}
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20 frames, down aerial: 30 frames → 20 frames).}}
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] from a [[short hop]].}}
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] from a [[short hop]].}}
*{{buff|King Dedede's increased air speed and the more edgeguarding-friendly physics also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}}
*{{buff|Neutral aerial has less ending lag (IASA 40 → IASA 38).}}
*{{buff|Neutral aerial has less ending lag (IASA 40 → IASA 38).}}
*{{buff|Forward aerial has less start-up with a longer duration (frame 16-18 → frame 13-18) longer range, and deals more knockback. King Dedede's increased air speed and the more edgeguarding-friendly physics also makes it much more effective at [[wall of pain]] combos, despite its slightly increased ending lag (IASA 37 → IASA 40).}}
*{{change|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°).}}
*{{nerf|Back aerial has less range, and a slightly shorter duration (frame 6-25 → frame 6-21).}}
*{{buff|Forward aerial has less start-up with a longer duration (frame 16-18 → frame 13-18) longer range, and more knockback growth (90 → 100).}}
*{{change|Back aerial deals slightly less knockback, making it less effective for KOing, but more effective in wall of pain combos, combined with King Dedede's increased air speed.}}  
*{{nerf|Forward aerial has slightly increased ending lag (IASA 37 → IASA 40).}}
*{{nerf|Back aerial has less range (8.5u → 5.534983u), and a slightly shorter duration (frame 6-25 → frame 6-21).}}
*{{buff|Up aerial is now a single hit, which gives it increased [[juggling]] potential for combos and KOing from the more combo-friendly physics.}}
*{{buff|Up aerial is now a single hit, which gives it increased [[juggling]] potential for combos and KOing from the more combo-friendly physics.}}
*{{nerf|Up aerial deals less damage (19% → 12%/9%) and has a slightly shorter duration (frame 10-25 → frame 10-24).}}
*{{nerf|Up aerial deals less damage (19% → 12%/9%) and decreased knockback (50 base/130 growth → 40/30 base/85 growth). It also has a slightly shorter duration (frame 10-25 → frame 10-24).}}
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (IASA 48 → IASA 38) and can now auto-cancel from a short hop.}}
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (IASA 48 → IASA 38) and can now auto-cancel from a short hop.}}
*{{nerf|The final hit of down aerial deals less damage (5% → 3%), resulting in the move dealing 2% less damage if all hits connect (17% → 15%).}}
*{{nerf|The final hit of down aerial deals less damage (5% → 3%), resulting in the move dealing 2% less damage if all hits connect (17% → 15%).}}

Revision as of 23:18, April 29, 2016

King Dedede
in Project M and Project+
King Dedede SSBB.jpg
KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
Moveset inspiration King Dedede (SSBB)
Alternate costume Shogun Dedede
King Dedede (SSBB)
Dedede's Samurai Costume in Project M 3.5

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

King Dedede is a character whose strengths lie in his offense. Every one of his attacks boasts speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as his up throw and combo finishers such as his forward aerial. He also has superb camping abilities due to his aforementioned reach and hitbox placements, as well as his versatile Waddle Dee Toss. He also has a highly above average recovery thanks to his many jumps, the new airdodge physics, and his useful Super Dedede Jump. However, Dedede's biggest boon is his back aerial; despite it being weaker than Brawl, this allows it to wall of pain better, combined with his higher air speed and the removal of hitstun canceling. It also maintains its minimal lag, long duration, and hitbox placement.

However, Dedede has numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average vertical endurance despite being a super heavyweight due to his average gravity and slightly above average falling speed. He also suffers from his recovery being somewhat predictable due to it mainly being linear. Dedede is also very easy to combo due to his aforementioned weight and size, as well as his gravity only being slightly lower than his falling speed.

Dedede overall fares worse in PM than Brawl as a result of the flaws created in the transition, as well as the significantly harsher environment which is no longer subject to his chainthrows.

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, despite technically receiving more buffs.

Attributes

  • Buff King Dedede has significantly faster air speed (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.
  • Nerf Number of midair jumps reduced (4 → 3), somewhat worsening his recovery, making it more difficult to land safely, and enforcing more use of Super Dedede Jump.
  • Change King Dedede falls much faster (1.95 → 2.25), however, because the entire roster received increased fall speeds, Dedede falls much slower relative to the rest of the cast than in Brawl, going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in Brawl, and gives him a much better SHFFL.

Ground Attacks

  • Buff The first two hits of neutral attack have decreased start-up (first hit: frame 12 → frame 9, second hit: frame 11 → frame 9) with longer duration on the first hit (2 frames → 3 frames), and significantly faster interruptibility frames on both hits (first hit: IASA 38 → IASA 22, second hit: IASA 50 → IASA 21). The rapid jab also ends significantly faster and each hit of neutral attack connecting better.
  • Nerf Rapid jab of neutral attack comes out slower (frame 2 → frame 7), though this is heavily compensated by the various buffs it received.
  • Change The second hit of neutral attack has altered knockback (20 base/50 growth → 55 base/0 growth) and angle (85° → 90°) properties.
  • Buff Forward tilt deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback growth (80/100 → 70/80). It also deals more shield damage (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).
  • Change Forward tilt now sends opponents at a Sakurai angle (65° → 361°).
  • Buff Up tilt has a longer duration (frame 7-15 → frame 7-17) and has less ending lag (IASA 40 → IASA 34).
  • Buff Down tilt has slightly less ending lag (IASA 36 → IASA 35).
  • Nerf Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)).
  • Buff Dash attack has a larger hitbox (5u → 6.9u), and now gives King Dedede super armor between frames 8-29, significantly improving it's utility.
  • Change Dash attack sends opponents at a different angle (361° → 35°).
  • Buff Forward smash has more range, and the tip meteor smashes characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%).
  • Nerf Forward smash has a slightly shorter duration (frame 42-54 → frame 42-50).
  • Buff Up smash has much more range, less start-up with a longer duration (frame 20-24 → frame 17-23), much less ending lag (IASA 68 → IASA 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback growth (95/96 → 79/80).
  • Buff The front hit of down smash deals more damage (15% → 18%), and the move now sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback growth (82 → 79). It also has much less ending lag (IASA 53 → IASA 47).

Aerial Attacks

  • Nerf Neutral aerial, forward aerial, and back aerial have more landing lag (neutral aerial: 15 frames → 22 frames, forward aerial: 30 frames → 32 frames, back aerial: 21 frames → 22 frames), though this is heavily compensated by L-cancelling.
  • Buff Up aerial and down aerial have less landing lag (up aerial: 22 frames → 20 frames, down aerial: 30 frames → 20 frames).
  • Nerf Neutral aerial and forward aerial no longer auto-cancel from a short hop.
  • Buff King Dedede's increased air speed and the more edgeguarding-friendly physics also makes forward aerial and back aerial much more effective at wall of pain combos.
  • Buff Neutral aerial has less ending lag (IASA 40 → IASA 38).
  • Change Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°).
  • Buff Forward aerial has less start-up with a longer duration (frame 16-18 → frame 13-18) longer range, and more knockback growth (90 → 100).
  • Nerf Forward aerial has slightly increased ending lag (IASA 37 → IASA 40).
  • Nerf Back aerial has less range (8.5u → 5.534983u), and a slightly shorter duration (frame 6-25 → frame 6-21).
  • Buff Up aerial is now a single hit, which gives it increased juggling potential for combos and KOing from the more combo-friendly physics.
  • Nerf Up aerial deals less damage (19% → 12%/9%) and decreased knockback (50 base/130 growth → 40/30 base/85 growth). It also has a slightly shorter duration (frame 10-25 → frame 10-24).
  • Buff Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (IASA 48 → IASA 38) and can now auto-cancel from a short hop.
  • Nerf The final hit of down aerial deals less damage (5% → 3%), resulting in the move dealing 2% less damage if all hits connect (17% → 15%).
  • Change Down aerial has less hitlag making it harder to Smash DI, but makes it less safe on shield.
  • Change Down aerial SFX changed to match up aerial SFX.

Grabs and Throws

  • Buff Forward throw deals more damage (12% → 14%) and significantly more knockback.
  • Buff Back throw deals drastically more knockback, now being among the strongest throws in the game.
  • Nerf Back throw deals slightly less damage (16% → 15%).
  • Buff Up throw has less ending lag, combined with the more combo-friendly physics, this makes up throw a significantly better option to follow-up into moves, and can even be used to chaingrab fast-fallers.
  • 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.

Special Moves

  • Buff 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.
  • 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.
  • Nerf Super Dedede Jump no longer has super armor, only having medium armor throughout the rising portion.
  • Buff Jet Hammer applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → frame 9) and ending lag (IASA 77 → IASA 57) when uncharged, as well as dealing slightly more knockback on all stages of charge.

Revisions

v2.1

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

v2.5b

  • Buff Dedede's Dash Attack hitboxes adjusted for better coverage.
  • Buff Dedede's Up-Tilt belly hitboxes adjusted for better coverage.
  • Buff Dedede's Forward-Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.
  • Buff Dedede's Neutral-Air weak hitbox match the size of the strong hitboxes for better coverage.
  • Buff Dedede's Neutral-Air IASA fixed to occur slightly before the animation ends.
  • Buff Dedede's Forward-Air IASA fixed to occur slightly before the animation ends.
  • Buff Dedede's Side-B can toss waddles at more noticeable angles.
  • Buff Dedede's Side-B default throw speed decreased, and strong throw speed increased.
  • Buff Dedede's Up-B hitboxes adjusted for better coverage.
  • Buff Dedede's Up-B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased.
  • Buff Dedede's Up-B landing stars have more base knockback.
  • Buff Dedede's Down-B self-damage cap is 100% (down from 150%).

v2.6b

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

v3.0

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

v3.5

  • Buff Stars produced when landing after Super Dedede Jump are slightly bigger.
  • Buff Wavedashing ability significantly improved.
  • Nerf Super Dedede Jump now depletes all jumps.
  • Change Dash attack now has a flash overlay to denote knockback armor and screen shakes on faceplant.
  • Change Super Dedede Jump now has a flash overlay at startup to denote knockback armor.
  • Change Fixed the vertical positioning when charging Jet Hammer on the ground.
  • Change 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 20% (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.

King Dedede's alternate costumes in PM
KingDededeHeadSSBB.png KingDededeHeadPinkSSBB.png KingDededeHeadGreenSSBB.png KingDededeHeadPurpleSSBB.png KingDededeHeadBlueSSBB.png KingDededeHeadBrownSSBB.png
KingDededeHeadSamuraiPM.png KingDededeHeadSamuraiGreenPM.png KingDededeHeadSamuraiBluePM.png